skill.cpp 758 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  62. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  63. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  64. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  65. /**
  66. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  67. */
  68. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  69. struct skill_usave {
  70. uint16 skill_id, skill_lv;
  71. };
  72. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  73. static unsigned short skill_produce_count;
  74. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  75. static unsigned short skill_arrow_count;
  76. AbraDatabase abra_db;
  77. ImprovisedSongDatabase improvised_song_db;
  78. ReadingSpellbookDatabase reading_spellbook_db;
  79. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  80. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  81. struct s_skill_changematerial_db {
  82. unsigned short nameid;
  83. unsigned short rate;
  84. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  85. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  86. };
  87. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  88. static unsigned short skill_changematerial_count;
  89. MagicMushroomDatabase magic_mushroom_db;
  90. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  91. int firewall_unit_pos;
  92. int icewall_unit_pos;
  93. int earthstrain_unit_pos;
  94. int firerain_unit_pos;
  95. int wallofthorn_unit_pos;
  96. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  97. int overbrand_nounit_pos;
  98. int overbrand_brandish_nounit_pos;
  99. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  100. //Early declaration
  101. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  102. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  103. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  104. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  105. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  106. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  107. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  108. // Use this function for splash skills that can't hit icewall when cast by players
  109. static inline int splash_target(struct block_list* bl) {
  110. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  111. }
  112. uint16 SKILL_MAX_DB(void) {
  113. return skill_num;
  114. }
  115. /**
  116. * Get skill id from name
  117. * @param name
  118. * @return Skill ID of the skill, or 0 if not found.
  119. **/
  120. uint16 skill_name2id(const char* name) {
  121. if (name == nullptr)
  122. return 0;
  123. for (const auto &it : skill_db) {
  124. if (strcmpi(it.second->name, name) == 0)
  125. return it.first;
  126. }
  127. return 0;
  128. }
  129. /**
  130. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  131. * @param skill_id
  132. * @param silent If Skill is undefined, show error message!
  133. * @return Skill Index or 0 if not found/unset
  134. **/
  135. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  136. uint16 idx = skilldb_id2idx[skill_id];
  137. if (!idx && skill_id != 0 && !silent)
  138. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  139. return idx;
  140. }
  141. /**
  142. * Get Skill name
  143. * @param skill_id
  144. * @return AEGIS Skill name
  145. **/
  146. const char* skill_get_name( uint16 skill_id ) {
  147. return skill_db.find(skill_id)->name;
  148. }
  149. /**
  150. * Get Skill name
  151. * @param skill_id
  152. * @return English Skill name
  153. **/
  154. const char* skill_get_desc( uint16 skill_id ) {
  155. return skill_db.find(skill_id)->desc;
  156. }
  157. static bool skill_check(uint16 id) {
  158. if (id == 0 || skill_get_index(id) == 0)
  159. return false;
  160. return true;
  161. }
  162. #define skill_get(id, var) do {\
  163. if (!skill_check(id))\
  164. return 0;\
  165. return var;\
  166. } while(0)
  167. #define skill_get_lv(id, lv, arrvar) do {\
  168. if (!skill_check(id))\
  169. return 0;\
  170. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  171. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  172. int a__ = arrvar[lv_idx - 2];\
  173. int b__ = arrvar[lv_idx - 1];\
  174. int c__ = arrvar[lv_idx];\
  175. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  176. }\
  177. return arrvar[lv_idx];\
  178. } while(0)
  179. // Skill DB
  180. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  181. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  182. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  183. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  184. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  185. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  186. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  187. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  188. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  189. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  190. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  191. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  192. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  193. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  194. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  195. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  196. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  197. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  198. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  199. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  200. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  201. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  202. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  203. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  204. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  205. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  206. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  207. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  208. #ifdef RENEWAL_CAST
  209. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  210. #endif
  211. // Skill requirements
  212. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  213. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  214. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  215. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  216. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  217. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  218. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  219. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  220. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  221. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  222. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  223. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  224. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  225. int splash = skill_get_splash_(skill_id, skill_lv);
  226. if (splash < 0)
  227. return AREA_SIZE;
  228. return splash;
  229. }
  230. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  231. if( skill_id == 0 ){
  232. return false;
  233. }
  234. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  235. if (!skill)
  236. return false;
  237. for (const auto &nkit : nk) {
  238. if (skill->nk[nkit])
  239. return true;
  240. }
  241. return false;
  242. }
  243. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  244. if( skill_id == 0 ){
  245. return false;
  246. }
  247. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  248. if (!skill)
  249. return false;
  250. for (const auto &inf2it : inf2) {
  251. if (skill->inf2[inf2it])
  252. return true;
  253. }
  254. return false;
  255. }
  256. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  257. if( skill_id == 0 ){
  258. return false;
  259. }
  260. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  261. if (!skill)
  262. return false;
  263. for (const auto &unitit : unit) {
  264. if (skill->unit_flag[unitit])
  265. return true;
  266. }
  267. return false;
  268. }
  269. int skill_tree_get_max(uint16 skill_id, int b_class)
  270. {
  271. int i;
  272. b_class = pc_class2idx(b_class);
  273. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  274. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  275. return skill_tree[b_class][i].skill_lv;
  276. else
  277. return skill_get_max(skill_id);
  278. }
  279. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  280. int skill_attack_area(struct block_list *bl,va_list ap);
  281. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  282. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  283. int skill_greed(struct block_list *bl, va_list ap);
  284. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  285. static int skill_trap_splash(struct block_list *bl, va_list ap);
  286. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,t_tick tick);
  287. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  288. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  289. static int skill_unit_effect(struct block_list *bl,va_list ap);
  290. static int skill_bind_trap(struct block_list *bl, va_list ap);
  291. e_cast_type skill_get_casttype (uint16 skill_id) {
  292. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  293. if( skill == nullptr ){
  294. return CAST_DAMAGE;
  295. }
  296. if (skill->inf&(INF_GROUND_SKILL))
  297. return CAST_GROUND;
  298. if (skill->inf&INF_SUPPORT_SKILL)
  299. return CAST_NODAMAGE;
  300. if (skill->inf&INF_SELF_SKILL) {
  301. if(skill->inf2[INF2_NOTARGETSELF])
  302. return CAST_DAMAGE; //Combo skill.
  303. return CAST_NODAMAGE;
  304. }
  305. if (skill->nk[NK_NODAMAGE])
  306. return CAST_NODAMAGE;
  307. return CAST_DAMAGE;
  308. }
  309. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  310. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  311. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  312. return 9; //Mobs have a range of 9 regardless of skill used.
  313. int32 range = skill_get_range(skill_id, skill_lv);
  314. if( range < 0 ) {
  315. if( battle_config.use_weapon_skill_range&bl->type )
  316. return status_get_range(bl);
  317. range *=-1;
  318. }
  319. if (isServer && range > 14) {
  320. range = 14; // Server-sided base range can't be above 14
  321. }
  322. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  323. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  324. if( bl->type == BL_PC ) {
  325. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  326. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  327. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  328. } else
  329. range += battle_config.mob_eye_range_bonus;
  330. }
  331. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  332. if( bl->type == BL_PC ) {
  333. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  334. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  335. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  336. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  337. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  338. }
  339. }
  340. }
  341. if( !range && bl->type != BL_PC )
  342. return 9; // Enable non players to use self skills on others. [Skotlex]
  343. return range;
  344. }
  345. /** Copy Referral: dummy skills should point to their source.
  346. * @param skill_id Dummy skill ID
  347. * @return Real skill id if found
  348. **/
  349. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  350. switch (skill_id) {
  351. case AB_DUPLELIGHT_MELEE:
  352. case AB_DUPLELIGHT_MAGIC:
  353. return AB_DUPLELIGHT;
  354. case WL_CHAINLIGHTNING_ATK:
  355. return WL_CHAINLIGHTNING;
  356. case WL_TETRAVORTEX_FIRE:
  357. case WL_TETRAVORTEX_WATER:
  358. case WL_TETRAVORTEX_WIND:
  359. case WL_TETRAVORTEX_GROUND:
  360. return WL_TETRAVORTEX;
  361. case WL_SUMMON_ATK_FIRE:
  362. return WL_SUMMONFB;
  363. case WL_SUMMON_ATK_WIND:
  364. return WL_SUMMONBL;
  365. case WL_SUMMON_ATK_WATER:
  366. return WL_SUMMONWB;
  367. case WL_SUMMON_ATK_GROUND:
  368. return WL_SUMMONSTONE;
  369. case LG_OVERBRAND_BRANDISH:
  370. case LG_OVERBRAND_PLUSATK:
  371. return LG_OVERBRAND;
  372. case WM_REVERBERATION_MELEE:
  373. case WM_REVERBERATION_MAGIC:
  374. return WM_REVERBERATION;
  375. case WM_SEVERE_RAINSTORM_MELEE:
  376. return WM_SEVERE_RAINSTORM;
  377. case GN_CRAZYWEED_ATK:
  378. return GN_CRAZYWEED;
  379. case GN_HELLS_PLANT_ATK:
  380. return GN_HELLS_PLANT;
  381. case RL_R_TRIP_PLUSATK:
  382. return RL_R_TRIP;
  383. case NPC_MAXPAIN_ATK:
  384. return NPC_MAXPAIN;
  385. case SU_CN_METEOR2:
  386. return SU_CN_METEOR;
  387. case SU_SV_ROOTTWIST_ATK:
  388. return SU_SV_ROOTTWIST;
  389. case SU_LUNATICCARROTBEAT2:
  390. return SU_LUNATICCARROTBEAT;
  391. case NPC_REVERBERATION_ATK:
  392. return NPC_REVERBERATION;
  393. }
  394. return skill_id;
  395. }
  396. /**
  397. * Check skill unit maxcount
  398. * @param src: Caster to check against
  399. * @param x: X location of skill
  400. * @param y: Y location of skill
  401. * @param skill_id: Skill used
  402. * @param skill_lv: Skill level used
  403. * @param type: Type of unit to check against for battle_config checks
  404. * @param display_failure: Display skill failure message
  405. * @return True on skill cast success or false on failure
  406. */
  407. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  408. if (!src)
  409. return false;
  410. struct unit_data *ud = unit_bl2ud(src);
  411. struct map_session_data *sd = map_id2sd(src->id);
  412. int maxcount = 0;
  413. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  414. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  415. if (sd && display_failure)
  416. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  417. return false;
  418. }
  419. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  420. if (sd && display_failure)
  421. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  422. return false;
  423. }
  424. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  425. for (int i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount; i++) {
  426. if (ud->skillunit[i]->skill_id == skill_id)
  427. maxcount--;
  428. }
  429. if (maxcount == 0) {
  430. if (sd && display_failure)
  431. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  432. return false;
  433. }
  434. }
  435. return true;
  436. }
  437. /**
  438. * Calculates heal value of skill's effect
  439. * @param src: Unit casting heal
  440. * @param target: Target of src
  441. * @param skill_id: Skill ID used
  442. * @param skill_lv: Skill Level used
  443. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  444. * @return modified heal value
  445. */
  446. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  447. int skill, hp = 0;
  448. #ifdef RENEWAL
  449. int hp_bonus = 0;
  450. double global_bonus = 1;
  451. #endif
  452. struct map_session_data *sd = BL_CAST(BL_PC, src);
  453. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  454. struct status_change *sc, *tsc;
  455. sc = status_get_sc(src);
  456. tsc = status_get_sc(target);
  457. switch( skill_id ) {
  458. #ifndef RENEWAL
  459. case BA_APPLEIDUN:
  460. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  461. if (sd)
  462. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  463. break;
  464. #endif
  465. case PR_SANCTUARY:
  466. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  467. break;
  468. case NPC_EVILLAND:
  469. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  470. break;
  471. case AB_HIGHNESSHEAL:
  472. #ifdef RENEWAL
  473. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  474. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  475. hp_bonus += skill * 2;
  476. #else
  477. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  478. hp = (hp * (17 + 3 * skill_lv)) / 10;
  479. #endif
  480. break;
  481. case SU_FRESHSHRIMP:
  482. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  483. break;
  484. case SU_BUNCHOFSHRIMP:
  485. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  486. break;
  487. default:
  488. if (skill_lv >= battle_config.max_heal_lv)
  489. return battle_config.max_heal;
  490. #ifdef RENEWAL
  491. /**
  492. * Renewal Heal Formula
  493. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  494. */
  495. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  496. #else
  497. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  498. #endif
  499. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  500. #ifdef RENEWAL
  501. hp_bonus += skill * 2;
  502. #else
  503. hp += hp * skill * 2 / 100;
  504. #endif
  505. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  506. #ifdef RENEWAL
  507. hp_bonus += skill * 2;
  508. #else
  509. hp += hp * skill * 2 / 100;
  510. #endif
  511. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  512. hp *= 2;
  513. break;
  514. }
  515. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  516. hp >>= 1;
  517. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  518. #ifdef RENEWAL
  519. hp_bonus += 10;
  520. #else
  521. hp += hp * 10 / 100;
  522. #endif
  523. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  524. #ifdef RENEWAL
  525. hp_bonus += 20;
  526. #else
  527. hp += hp * 20 / 100;
  528. #endif
  529. }
  530. if (sd && (skill = pc_skillheal_bonus(sd, skill_id)))
  531. #ifdef RENEWAL
  532. hp_bonus += skill;
  533. #else
  534. hp += hp * skill / 100;
  535. #endif
  536. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  537. #ifdef RENEWAL
  538. hp_bonus += skill;
  539. #else
  540. hp += hp * skill / 100;
  541. #endif
  542. if (sc && sc->count) {
  543. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  544. #ifdef RENEWAL
  545. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  546. #else
  547. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  548. #endif
  549. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  550. #ifdef RENEWAL
  551. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  552. #else
  553. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  554. #endif
  555. #ifdef RENEWAL
  556. if (sc->data[SC_ASSUMPTIO])
  557. hp_bonus += sc->data[SC_ASSUMPTIO]->val1 * 2;
  558. #endif
  559. }
  560. if (tsc && tsc->count) {
  561. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  562. if (tsc->data[SC_INCHEALRATE])
  563. #ifdef RENEWAL
  564. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  565. #else
  566. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  567. #endif
  568. if (tsc->data[SC_GLASTHEIM_HEAL])
  569. #ifdef RENEWAL
  570. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  571. #else
  572. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  573. #endif
  574. if (tsc->data[SC_ANCILLA])
  575. #ifdef RENEWAL
  576. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  577. #else
  578. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  579. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  580. hp += hp / 10;
  581. #endif
  582. }
  583. }
  584. #ifdef RENEWAL
  585. if (hp_bonus)
  586. hp += hp * hp_bonus / 100;
  587. // MATK part of the RE heal formula [malufett]
  588. // Note: in this part matk bonuses from items or skills are not applied
  589. switch( skill_id ) {
  590. case BA_APPLEIDUN:
  591. case PR_SANCTUARY:
  592. case NPC_EVILLAND:
  593. break;
  594. default:
  595. {
  596. struct status_data *status = status_get_status_data(src);
  597. int min, max;
  598. min = status_base_matk_min(src, status, status_get_lv(src));
  599. max = status_base_matk_max(src, status, status_get_lv(src));
  600. if( status->rhw.matk > 0 ){
  601. int wMatk, variance;
  602. wMatk = status->rhw.matk;
  603. variance = wMatk * status->rhw.wlv / 10;
  604. min += wMatk - variance;
  605. max += wMatk + variance;
  606. }
  607. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  608. min = max;
  609. if( sd && sd->right_weapon.overrefine > 0 ){
  610. min++;
  611. max += sd->right_weapon.overrefine - 1;
  612. }
  613. if(max > min)
  614. hp += min+rnd()%(max-min);
  615. else
  616. hp += min;
  617. }
  618. }
  619. // Global multipliers are applied after the MATK is applied
  620. if (tsc && tsc->count) {
  621. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  622. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  623. global_bonus *= 1.1f;
  624. }
  625. }
  626. if (skill_id == AB_HIGHNESSHEAL)
  627. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  628. #endif
  629. if (heal && tsc && tsc->count) {
  630. uint8 penalty = 0;
  631. if (tsc->data[SC_CRITICALWOUND])
  632. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  633. if (tsc->data[SC_DEATHHURT])
  634. penalty += 20;
  635. if (tsc->data[SC_NORECOVER_STATE])
  636. penalty = 100;
  637. if (penalty > 0) {
  638. #ifdef RENEWAL
  639. penalty = cap_value(penalty, 1, 100);
  640. global_bonus *= (100 - penalty) / 100.f;
  641. #else
  642. hp -= hp * penalty / 100;
  643. #endif
  644. }
  645. }
  646. #ifdef RENEWAL
  647. hp = (int)(hp * global_bonus);
  648. return (heal) ? max(1, hp) : hp;
  649. #else
  650. return hp;
  651. #endif
  652. }
  653. /**
  654. * Making Plagiarism and Reproduce check their own function
  655. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  656. * @param sd: Player who will copy the skill
  657. * @param skill_id: Target skill
  658. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  659. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  660. */
  661. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  662. uint16 skill_idx = skill_get_index(skill_id);
  663. if (!skill_idx)
  664. return 0;
  665. // Only copy skill that player doesn't have or the skill is old clone
  666. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  667. return 0;
  668. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  669. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  670. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  671. return 1;
  672. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  673. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  674. return 2;
  675. return 0;
  676. }
  677. /**
  678. * Check if the skill is ok to cast and when.
  679. * Done before skill_check_condition_castbegin, requirement
  680. * @param skill_id: Skill ID that casted
  681. * @param sd: Player who casted
  682. * @return true: Skill cannot be used, false: otherwise
  683. * @author [MouseJstr]
  684. */
  685. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  686. {
  687. nullpo_retr(1,sd);
  688. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  689. return false; // can do any damn thing they want
  690. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  691. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  692. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  693. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  694. return true;
  695. // Epoque:
  696. // This code will compare the player's attack motion value which is influenced by ASPD before
  697. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  698. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  699. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  700. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  701. {// attempted to cast a skill before the attack motion has finished
  702. return true;
  703. }
  704. if (skill_blockpc_get(sd, skill_id) != -1){
  705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  706. return true;
  707. }
  708. /**
  709. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  710. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  711. */
  712. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  713. return false;
  714. uint32 skill_nocast = skill_get_nocast(skill_id);
  715. // Check skill restrictions [Celest]
  716. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  717. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  718. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  719. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  720. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  721. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  722. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  723. return true;
  724. }
  725. if( sd->sc.data[SC_ALL_RIDING] )
  726. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  727. switch (skill_id) {
  728. case AL_WARP:
  729. case RETURN_TO_ELDICASTES:
  730. case ALL_GUARDIAN_RECALL:
  731. case ECLAGE_RECALL:
  732. if(mapdata->flag[MF_NOWARP]) {
  733. clif_skill_teleportmessage(sd,0);
  734. return true;
  735. }
  736. return false;
  737. case AL_TELEPORT:
  738. case SC_DIMENSIONDOOR:
  739. case ALL_ODINS_RECALL:
  740. case WE_CALLALLFAMILY:
  741. if(mapdata->flag[MF_NOTELEPORT]) {
  742. clif_skill_teleportmessage(sd,0);
  743. return true;
  744. }
  745. return false; // gonna be checked in 'skill_castend_nodamage_id'
  746. case WE_CALLPARTNER:
  747. case WE_CALLPARENT:
  748. case WE_CALLBABY:
  749. if (mapdata->flag[MF_NOMEMO]) {
  750. clif_skill_teleportmessage(sd,1);
  751. return true;
  752. }
  753. break;
  754. case MC_VENDING:
  755. case ALL_BUYING_STORE:
  756. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  757. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  758. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  759. return true;
  760. }
  761. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  762. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  764. return true;
  765. }
  766. if( npc_isnear(&sd->bl) ) {
  767. // uncomment to send msg_txt.
  768. //char output[150];
  769. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  770. //clif_displaymessage(sd->fd, output);
  771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  772. return true;
  773. }
  774. case MC_IDENTIFY:
  775. return false; // always allowed
  776. case WZ_ICEWALL:
  777. // noicewall flag [Valaris]
  778. if (mapdata->flag[MF_NOICEWALL]) {
  779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  780. return true;
  781. }
  782. break;
  783. case GC_DARKILLUSION:
  784. if( mapdata_flag_gvg2(mapdata) ) {
  785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  786. return true;
  787. }
  788. break;
  789. case GD_EMERGENCYCALL:
  790. case GD_ITEMEMERGENCYCALL:
  791. if (
  792. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  793. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  794. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  795. ) {
  796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  797. return true;
  798. }
  799. break;
  800. case WM_SIRCLEOFNATURE:
  801. case WM_SOUND_OF_DESTRUCTION:
  802. case WM_LULLABY_DEEPSLEEP:
  803. case WM_SATURDAY_NIGHT_FEVER:
  804. if( !mapdata_flag_vs(mapdata) ) {
  805. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  806. return true;
  807. }
  808. break;
  809. }
  810. return false;
  811. }
  812. /**
  813. * Check if the homunculus skill is ok to be processed
  814. * After checking from Homunculus side, also check the master condition
  815. * @param hd: Homunculus who casted
  816. * @param skill_id: Skill ID casted
  817. * @param skill_lv: Skill level casted
  818. * @return true: Skill cannot be used, false: otherwise
  819. */
  820. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  821. {
  822. struct map_session_data *sd = NULL;
  823. struct status_change *sc;
  824. int8 spiritball = 0;
  825. nullpo_retr(true, hd);
  826. spiritball = skill_get_spiritball(skill_id, skill_lv);
  827. sd = hd->master;
  828. sc = status_get_sc(&hd->bl);
  829. if (!sd)
  830. return true;
  831. if (sc && !sc->count)
  832. sc = NULL;
  833. if (util::vector_exists(hd->blockskill, skill_id))
  834. return true;
  835. switch(skill_id) {
  836. case HFLI_SBR44:
  837. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  838. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  839. return true;
  840. }
  841. break;
  842. case HVAN_EXPLOSION:
  843. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  844. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  845. return true;
  846. }
  847. break;
  848. case MH_LIGHT_OF_REGENE: // Must be cordial
  849. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  850. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  851. return true;
  852. }
  853. break;
  854. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  855. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  856. return true;
  857. break;
  858. case MH_ANGRIFFS_MODUS:
  859. if (sc && sc->data[SC_GOLDENE_FERSE])
  860. return true;
  861. break;
  862. case MH_TINDER_BREAKER: // Must be in grappling mode
  863. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  864. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  865. return true;
  866. }
  867. break;
  868. case MH_SONIC_CRAW: // Must be in fighting mode
  869. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  870. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  871. return true;
  872. }
  873. break;
  874. case MH_SILVERVEIN_RUSH:
  875. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  876. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  877. return true;
  878. }
  879. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  881. return true;
  882. }
  883. break;
  884. case MH_MIDNIGHT_FRENZY:
  885. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  886. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  887. return true;
  888. }
  889. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  890. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  891. return true;
  892. }
  893. break;
  894. case MH_CBC:
  895. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  897. return true;
  898. }
  899. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  900. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  901. return true;
  902. }
  903. break;
  904. case MH_EQC:
  905. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  906. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  907. return true;
  908. }
  909. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  911. return true;
  912. }
  913. break;
  914. }
  915. if (spiritball) {
  916. if (hd->homunculus.spiritball < spiritball) {
  917. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  918. return true;
  919. }
  920. hom_delspiritball(hd, spiritball, 1);
  921. }
  922. //Use master's criteria.
  923. return skill_isNotOk(skill_id, hd->master);
  924. }
  925. /**
  926. * Check if the mercenary skill is ok to be processed
  927. * After checking from Homunculus side, also check the master condition
  928. * @param skill_id: Skill ID that casted
  929. * @param md: Mercenary who casted
  930. * @return true: Skill cannot be used, false: otherwise
  931. */
  932. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  933. {
  934. nullpo_retr(1, md);
  935. if (util::vector_exists(md->blockskill, skill_id))
  936. return true;
  937. return skill_isNotOk(skill_id, md->master);
  938. }
  939. /**
  940. * Check if the skill can be casted near NPC or not
  941. * @param src Object who casted
  942. * @param skill_id Skill ID that casted
  943. * @param skill_lv Skill Lv
  944. * @param pos_x Position x of the target
  945. * @param pos_y Position y of the target
  946. * @return true: Skill cannot be used, false: otherwise
  947. * @author [Cydh]
  948. */
  949. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  950. if (!src)
  951. return false;
  952. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  953. return false;
  954. //if self skill
  955. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  956. pos_x = src->x;
  957. pos_y = src->y;
  958. }
  959. if (pos_x <= 0) pos_x = src->x;
  960. if (pos_y <= 0) pos_y = src->y;
  961. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  962. }
  963. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  964. {
  965. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  966. uint8 dir;
  967. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  968. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  969. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  970. }
  971. nullpo_retr(NULL, src);
  972. //Monsters sometimes deploy more units on level 10
  973. if (src->type == BL_MOB && skill_lv >= 10) {
  974. if (skill_id == WZ_WATERBALL)
  975. pos = 4; //9x9 Area
  976. }
  977. if (pos != -1) // simple single-definition layout
  978. return &skill_unit_layout[pos];
  979. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  980. if (skill_id == MG_FIREWALL)
  981. return &skill_unit_layout [firewall_unit_pos + dir];
  982. else if (skill_id == WZ_ICEWALL)
  983. return &skill_unit_layout [icewall_unit_pos + dir];
  984. else if( skill_id == WL_EARTHSTRAIN )
  985. return &skill_unit_layout [earthstrain_unit_pos + dir];
  986. else if( skill_id == RL_FIRE_RAIN )
  987. return &skill_unit_layout[firerain_unit_pos + dir];
  988. else if( skill_id == GN_WALLOFTHORN )
  989. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  990. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  991. return &skill_unit_layout[0]; // default 1x1 layout
  992. }
  993. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  994. {
  995. if( skill_id == LG_OVERBRAND )
  996. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  997. else if( skill_id == LG_OVERBRAND_BRANDISH )
  998. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  999. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1000. return &skill_nounit_layout[0];
  1001. }
  1002. /** Stores temporary values.
  1003. * Common usages:
  1004. * [0] holds number of targets in area
  1005. * [1] holds the id of the original target
  1006. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1007. */
  1008. static int skill_area_temp[8];
  1009. /*==========================================
  1010. * Add effect to skill when hit succesfully target
  1011. *------------------------------------------*/
  1012. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1013. {
  1014. struct map_session_data *sd, *dstsd;
  1015. struct mob_data *md, *dstmd;
  1016. struct status_data *sstatus, *tstatus;
  1017. struct status_change *sc, *tsc;
  1018. int skill;
  1019. int rate;
  1020. nullpo_ret(src);
  1021. nullpo_ret(bl);
  1022. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1023. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1024. return 0;
  1025. sd = BL_CAST(BL_PC, src);
  1026. md = BL_CAST(BL_MOB, src);
  1027. dstsd = BL_CAST(BL_PC, bl);
  1028. dstmd = BL_CAST(BL_MOB, bl);
  1029. sc = status_get_sc(src);
  1030. tsc = status_get_sc(bl);
  1031. sstatus = status_get_status_data(src);
  1032. tstatus = status_get_status_data(bl);
  1033. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1034. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1035. // Chance to trigger Taekwon kicks
  1036. if (sc->data[SC_READYSTORM] &&
  1037. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1038. 0, 2, 0,
  1039. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1040. ; //Stance triggered
  1041. else if (sc->data[SC_READYDOWN] &&
  1042. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1043. 0, 2, 0,
  1044. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1045. ; //Stance triggered
  1046. else if (sc->data[SC_READYTURN] &&
  1047. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1048. 0, 2, 0,
  1049. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1050. ; //Stance triggered
  1051. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1052. rate = 20;
  1053. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1054. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1055. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1056. }
  1057. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1058. 0, 2, 0,
  1059. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1060. ; //Stance triggered
  1061. }
  1062. }
  1063. if (!tsc) //skill additional effect is about adding effects to the target...
  1064. //So if the target can't be inflicted with statuses, this is pointless.
  1065. return 0;
  1066. if( sd )
  1067. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1068. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  1069. // Trigger status effects
  1070. enum sc_type type;
  1071. unsigned int time;
  1072. for (const auto &it : sd->addeff) {
  1073. rate = it.rate;
  1074. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1075. rate += it.arrow_rate;
  1076. if( !rate )
  1077. continue;
  1078. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1079. // Trigger has attack type consideration.
  1080. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1081. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1082. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1083. ;
  1084. else
  1085. continue;
  1086. }
  1087. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1088. // Trigger has range consideration.
  1089. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1090. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1091. continue; //Range Failed.
  1092. }
  1093. type = it.sc;
  1094. time = it.duration;
  1095. if (it.flag&ATF_TARGET)
  1096. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1097. if (it.flag&ATF_SELF)
  1098. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1099. }
  1100. }
  1101. if( skill_id ) {
  1102. // Trigger status effects on skills
  1103. enum sc_type type;
  1104. unsigned int time;
  1105. for (const auto &it : sd->addeff_onskill) {
  1106. if (skill_id != it.skill_id || !it.rate)
  1107. continue;
  1108. type = it.sc;
  1109. time = it.duration;
  1110. if (it.target&ATF_TARGET)
  1111. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1112. if (it.target&ATF_SELF)
  1113. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1114. }
  1115. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1116. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1117. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1118. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1119. clif_emotion(bl,ET_HUK);
  1120. }
  1121. }
  1122. }
  1123. if( dmg_lv < ATK_DEF ) // no damage, return;
  1124. return 0;
  1125. switch(skill_id) {
  1126. case 0:
  1127. { // Normal attacks (no skill used)
  1128. if( attack_type&BF_SKILL )
  1129. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1130. if(sd) {
  1131. // Automatic trigger of Blitz Beat
  1132. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1133. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1134. rate=(sd->status.job_level+9)/10;
  1135. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1136. }
  1137. // Automatic trigger of Warg Strike [Jobbie]
  1138. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1139. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1140. // Gank
  1141. if(dstmd && sd->status.weapon != W_BOW &&
  1142. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1143. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1144. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1145. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1146. else
  1147. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1148. }
  1149. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1150. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1151. }
  1152. if (sc) {
  1153. struct status_change_entry *sce;
  1154. // Enchant Poison gives a chance to poison attacked enemies
  1155. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1156. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1157. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1158. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1159. if((sce=sc->data[SC_EDP]))
  1160. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1161. skill_get_time2(ASC_EDP,sce->val1));
  1162. }
  1163. }
  1164. break;
  1165. case SM_BASH:
  1166. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1167. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1168. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1169. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1170. }
  1171. break;
  1172. case MER_CRASH:
  1173. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1174. break;
  1175. case AS_VENOMKNIFE:
  1176. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1177. skill_lv = pc_checkskill(sd, TF_POISON);
  1178. case TF_POISON:
  1179. case AS_SPLASHER:
  1180. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1181. && sd && skill_id==TF_POISON
  1182. )
  1183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1184. break;
  1185. case AS_SONICBLOW:
  1186. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1187. break;
  1188. case WZ_FIREPILLAR:
  1189. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1190. break;
  1191. case MG_FROSTDIVER:
  1192. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1194. break;
  1195. case WZ_FROSTNOVA:
  1196. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1197. break;
  1198. case WZ_STORMGUST:
  1199. // Storm Gust counter was dropped in renewal
  1200. #ifdef RENEWAL
  1201. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1202. #else
  1203. //On third hit, there is a 150% to freeze the target
  1204. if(tsc->sg_counter >= 3 &&
  1205. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1206. tsc->sg_counter = 0;
  1207. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1208. else if( tsc->sg_counter > 250 )
  1209. tsc->sg_counter = 0;
  1210. #endif
  1211. break;
  1212. case WZ_METEOR:
  1213. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1214. break;
  1215. case WZ_VERMILION:
  1216. #ifdef RENEWAL
  1217. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1218. #else
  1219. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1220. #endif
  1221. break;
  1222. case WZ_HEAVENDRIVE:
  1223. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1224. break;
  1225. case HT_FREEZINGTRAP:
  1226. case MA_FREEZINGTRAP:
  1227. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1228. break;
  1229. case HT_FLASHER:
  1230. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1231. break;
  1232. case HT_LANDMINE:
  1233. case MA_LANDMINE:
  1234. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1235. break;
  1236. case HT_SHOCKWAVE:
  1237. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1238. break;
  1239. case HT_SANDMAN:
  1240. case MA_SANDMAN:
  1241. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1242. break;
  1243. case TF_SPRINKLESAND:
  1244. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1245. break;
  1246. case TF_THROWSTONE:
  1247. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1248. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1249. break;
  1250. case NPC_DARKCROSS:
  1251. case CR_HOLYCROSS:
  1252. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1253. break;
  1254. case NPC_GRANDDARKNESS:
  1255. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1256. attack_type |= BF_WEAPON;
  1257. break;
  1258. case CR_GRANDCROSS:
  1259. //Chance to cause blind status vs demon and undead element, but not against players
  1260. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1261. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1262. attack_type |= BF_WEAPON;
  1263. break;
  1264. case AM_ACIDTERROR:
  1265. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1266. #ifdef RENEWAL
  1267. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1268. #else
  1269. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1270. #endif
  1271. clif_emotion(bl,ET_HUK);
  1272. break;
  1273. case AM_DEMONSTRATION:
  1274. #ifdef RENEWAL
  1275. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1276. #else
  1277. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1278. #endif
  1279. break;
  1280. case CR_SHIELDCHARGE:
  1281. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1282. break;
  1283. #ifndef RENEWAL
  1284. case PA_PRESSURE:
  1285. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1286. //Fall through
  1287. case HW_GRAVITATION:
  1288. //Pressure and Gravitation can trigger physical autospells
  1289. attack_type |= BF_NORMAL;
  1290. attack_type |= BF_WEAPON;
  1291. break;
  1292. #endif
  1293. case RG_RAID:
  1294. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1295. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1296. #ifdef RENEWAL
  1297. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since skill_cast_db is full
  1298. break;
  1299. case RG_BACKSTAP:
  1300. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1301. #endif
  1302. break;
  1303. case BA_FROSTJOKER:
  1304. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. break;
  1306. case DC_SCREAM:
  1307. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. case BD_LULLABY:
  1310. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1311. break;
  1312. case DC_UGLYDANCE:
  1313. rate = 5+5*skill_lv;
  1314. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1315. rate += 5+skill;
  1316. #ifdef RENEWAL
  1317. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1318. #else
  1319. status_zap(bl, 0, rate);
  1320. #endif
  1321. break;
  1322. case SL_STUN:
  1323. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1324. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1325. break;
  1326. case NPC_PETRIFYATTACK:
  1327. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1328. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1329. skill_get_time2(skill_id,skill_lv));
  1330. break;
  1331. case NPC_CURSEATTACK:
  1332. case NPC_SLEEPATTACK:
  1333. case NPC_BLINDATTACK:
  1334. case NPC_POISON:
  1335. case NPC_SILENCEATTACK:
  1336. case NPC_STUNATTACK:
  1337. case NPC_BLEEDING:
  1338. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case NPC_ACIDBREATH:
  1341. case NPC_ICEBREATH:
  1342. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1343. break;
  1344. case NPC_MENTALBREAKER:
  1345. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1346. //equal to Matk*skLevel.
  1347. rate = sstatus->matk_min;
  1348. if (rate < sstatus->matk_max)
  1349. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1350. rate*=skill_lv;
  1351. status_zap(bl, 0, rate);
  1352. break;
  1353. }
  1354. // Equipment breaking monster skills [Celest]
  1355. case NPC_WEAPONBRAKER:
  1356. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1357. break;
  1358. case NPC_ARMORBRAKE:
  1359. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1360. break;
  1361. case NPC_HELMBRAKE:
  1362. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1363. break;
  1364. case NPC_SHIELDBRAKE:
  1365. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1366. break;
  1367. case CH_TIGERFIST: {
  1368. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1369. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1370. if (status_get_class_(bl) == CLASS_BOSS)
  1371. basetime /= 5;
  1372. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1373. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1374. }
  1375. break;
  1376. case LK_SPIRALPIERCE:
  1377. case ML_SPIRALPIERCE:
  1378. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1379. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1380. break;
  1381. case ST_REJECTSWORD:
  1382. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1383. break;
  1384. case PF_FOGWALL:
  1385. if (src != bl && !tsc->data[SC_DELUGE])
  1386. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1387. break;
  1388. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1389. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1390. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1391. break;
  1392. case ASC_METEORASSAULT:
  1393. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1394. switch(rnd()%3) {
  1395. case 0:
  1396. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1397. break;
  1398. case 1:
  1399. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1400. break;
  1401. default:
  1402. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1403. }
  1404. break;
  1405. case HW_NAPALMVULCAN:
  1406. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1407. break;
  1408. case WS_CARTTERMINATION: // Cart termination
  1409. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1410. break;
  1411. case CR_ACIDDEMONSTRATION:
  1412. case GN_FIRE_EXPANSION_ACID:
  1413. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1414. break;
  1415. case TK_DOWNKICK:
  1416. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1417. break;
  1418. case TK_JUMPKICK:
  1419. // debuff the following statuses
  1420. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1421. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1422. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1423. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1424. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1425. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1426. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1427. // New soul links confirmed to not dispell with this skill
  1428. // but thats likely a bug since soul links can't stack and
  1429. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1430. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1431. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1432. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1433. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1434. }
  1435. break;
  1436. case TK_TURNKICK:
  1437. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1438. if(attack_type&BF_MISC) //70% base stun chance...
  1439. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1440. break;
  1441. case GS_BULLSEYE: //0.1% coma rate.
  1442. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1443. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1444. break;
  1445. case GS_PIERCINGSHOT:
  1446. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1447. break;
  1448. case NJ_HYOUSYOURAKU:
  1449. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1450. break;
  1451. case GS_FLING:
  1452. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1453. break;
  1454. case GS_DISARM:
  1455. skill_strip_equip(src, bl, skill_id, skill_lv);
  1456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1457. break;
  1458. case NPC_EVILLAND:
  1459. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NPC_HELLJUDGEMENT:
  1462. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case NPC_CRITICALWOUND:
  1465. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1466. break;
  1467. case RK_WINDCUTTER:
  1468. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1469. break;
  1470. case RK_DRAGONBREATH:
  1471. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1472. break;
  1473. case RK_DRAGONBREATH_WATER:
  1474. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1475. break;
  1476. case AB_ADORAMUS:
  1477. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1478. break;
  1479. case WL_CRIMSONROCK:
  1480. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1481. break;
  1482. case WL_COMET:
  1483. case NPC_COMET:
  1484. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1485. break;
  1486. case WL_EARTHSTRAIN:
  1487. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1488. break;
  1489. skill_strip_equip(src, bl, skill_id, skill_lv);
  1490. break;
  1491. case WL_JACKFROST:
  1492. case NPC_JACKFROST:
  1493. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1494. break;
  1495. case RA_WUGBITE: {
  1496. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1497. if (wug_rate < 50)
  1498. wug_rate = 50;
  1499. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1500. }
  1501. break;
  1502. case RA_SENSITIVEKEEN:
  1503. if( rnd()%100 < 8 * skill_lv )
  1504. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1505. break;
  1506. case RA_FIRINGTRAP:
  1507. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1508. break;
  1509. case RA_ICEBOUNDTRAP:
  1510. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1511. break;
  1512. case NC_PILEBUNKER:
  1513. if( rnd()%100 < 25 + 15*skill_lv ) {
  1514. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1515. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1516. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1517. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1518. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1519. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1520. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1521. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1522. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1523. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1524. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1525. }
  1526. break;
  1527. case NC_FLAMELAUNCHER:
  1528. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1529. break;
  1530. case NC_COLDSLOWER:
  1531. // Status chances are applied officially through a check
  1532. // The skill first trys to give the frozen status to targets that are hit
  1533. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1534. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1535. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1536. break;
  1537. case NC_POWERSWING:
  1538. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1539. if( rnd()%100 < 5*skill_lv )
  1540. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1541. break;
  1542. case GC_WEAPONCRUSH:
  1543. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1544. break;
  1545. case LG_PINPOINTATTACK:
  1546. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1547. switch( skill_lv ) {
  1548. case 1:
  1549. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1550. break;
  1551. case 2:
  1552. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1553. break;
  1554. case 3:
  1555. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1556. break;
  1557. case 4:
  1558. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1559. break;
  1560. case 5:
  1561. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1562. break;
  1563. }
  1564. break;
  1565. case LG_MOONSLASHER:
  1566. rate = 32 + 8 * skill_lv;
  1567. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1568. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1569. else if( dstmd )
  1570. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1571. break;
  1572. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1573. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1574. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1575. break;
  1576. case LG_EARTHDRIVE:
  1577. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1578. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1579. break;
  1580. case LG_HESPERUSLIT:
  1581. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1582. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1583. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1584. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1585. break;
  1586. case SR_DRAGONCOMBO:
  1587. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1588. break;
  1589. case SR_FALLENEMPIRE:
  1590. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1591. break;
  1592. case SR_WINDMILL:
  1593. if( dstsd )
  1594. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1595. else if( dstmd )
  1596. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1597. break;
  1598. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1599. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1600. break;
  1601. case SR_EARTHSHAKER:
  1602. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1603. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1604. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1605. break;
  1606. case SR_HOWLINGOFLION:
  1607. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1608. break;
  1609. case WM_SOUND_OF_DESTRUCTION:
  1610. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1611. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1612. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1613. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1614. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1615. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1616. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) {
  1617. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1618. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1619. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1620. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1621. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1622. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1623. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1624. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1625. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1626. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1627. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1628. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1629. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1630. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1631. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1632. #ifndef RENEWAL
  1633. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1634. #endif
  1635. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1636. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1637. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1638. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1639. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1640. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1641. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1642. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1643. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1644. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1645. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1646. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1647. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1648. }
  1649. break;
  1650. case SO_EARTHGRAVE:
  1651. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1652. break;
  1653. case SO_DIAMONDDUST:
  1654. rate = 5 + 5 * skill_lv;
  1655. if( sc && sc->data[SC_COOLER_OPTION] )
  1656. rate += (sd ? sd->status.job_level / 5 : 0);
  1657. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1658. break;
  1659. case SO_VARETYR_SPEAR:
  1660. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1661. break;
  1662. case GN_HELLS_PLANT_ATK:
  1663. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1664. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1665. break;
  1666. case EL_WIND_SLASH: // Non confirmed rate.
  1667. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1668. break;
  1669. case EL_STONE_HAMMER:
  1670. rate = 10 * skill_lv;
  1671. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1672. break;
  1673. case EL_ROCK_CRUSHER:
  1674. case EL_ROCK_CRUSHER_ATK:
  1675. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1676. break;
  1677. case EL_TYPOON_MIS:
  1678. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1679. break;
  1680. case KO_JYUMONJIKIRI:
  1681. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1682. break;
  1683. case SP_SOULEXPLOSION:
  1684. case KO_SETSUDAN: // Remove soul link when hit.
  1685. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1686. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1687. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1688. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1689. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1690. break;
  1691. case KO_MAKIBISHI:
  1692. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1693. break;
  1694. case MH_EQC:
  1695. {
  1696. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1697. if (hd) {
  1698. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1699. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1700. }
  1701. }
  1702. break;
  1703. case MH_LAVA_SLIDE:
  1704. sc_start4(src,bl, SC_BURNING, 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1705. break;
  1706. case MH_STAHL_HORN:
  1707. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1708. break;
  1709. case MH_NEEDLE_OF_PARALYZE:
  1710. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1711. break;
  1712. case MH_XENO_SLASHER:
  1713. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1714. break;
  1715. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1716. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1717. break;
  1718. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1719. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1720. break;
  1721. case GN_ILLUSIONDOPING:
  1722. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1723. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1724. break;
  1725. case RL_MASS_SPIRAL:
  1726. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1727. break;
  1728. case RL_SLUGSHOT:
  1729. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1730. break;
  1731. case RL_BANISHING_BUSTER: {
  1732. uint16 i, n = skill_lv;
  1733. if (!tsc || !tsc->count)
  1734. break;
  1735. if (status_isimmune(bl))
  1736. break;
  1737. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 10 * skill_lv) {
  1738. if (sd)
  1739. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1740. break;
  1741. }
  1742. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1743. if (!tsc->data[i])
  1744. continue;
  1745. switch (i) {
  1746. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1747. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1748. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1749. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1750. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1751. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1752. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1753. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1754. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1755. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1756. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1757. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1758. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1759. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1760. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1761. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1762. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1763. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1764. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1765. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1766. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1767. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1768. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1769. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1770. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1771. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1772. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1773. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1774. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1775. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1776. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1777. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1778. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1779. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1780. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1781. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1782. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1783. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1784. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1785. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1786. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1787. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1788. case SC_P_ALTER: case SC_E_CHAIN:
  1789. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1790. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1791. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1792. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1793. case SC_SPORE_EXPLOSION:
  1794. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1795. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1796. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1797. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1798. #ifdef RENEWAL
  1799. case SC_EXTREMITYFIST2:
  1800. #endif
  1801. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1802. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1803. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1804. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1805. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1806. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1807. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1808. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1809. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1810. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1811. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1812. case SC_SPRITEMABLE: case SC_BITESCAR:
  1813. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1814. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1815. case SC_DAILYSENDMAILCNT:
  1816. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1817. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1818. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1819. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1820. continue;
  1821. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1822. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1823. case SC_FORTUNE: case SC_SERVICE4U:
  1824. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1825. continue; //If in song area don't end it, even if config enabled
  1826. break;
  1827. case SC_ASSUMPTIO:
  1828. if( bl->type == BL_MOB )
  1829. continue;
  1830. break;
  1831. }
  1832. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1833. tsc->data[i]->val2 = 0;
  1834. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1835. n--;
  1836. }
  1837. //Remove bonus_script by Banishing Buster
  1838. if (dstsd)
  1839. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1840. }
  1841. break;
  1842. case RL_S_STORM:
  1843. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1844. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1845. break;
  1846. case RL_AM_BLAST:
  1847. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1848. break;
  1849. case RL_HAMMER_OF_GOD:
  1850. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1851. break;
  1852. case SU_SCRATCH:
  1853. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1854. break;
  1855. case SU_SV_STEMSPEAR:
  1856. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1857. break;
  1858. case SU_CN_METEOR2:
  1859. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1860. break;
  1861. case SU_SCAROFTAROU:
  1862. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1863. break;
  1864. case SU_LUNATICCARROTBEAT2:
  1865. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1866. break;
  1867. case SJ_FULLMOONKICK:
  1868. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1869. break;
  1870. case SJ_STAREMPEROR:
  1871. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1872. break;
  1873. case SP_CURSEEXPLOSION:
  1874. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1875. break;
  1876. case SP_SHA:
  1877. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1878. break;
  1879. } //end switch skill_id
  1880. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1881. { //Pass heritage to Master for status causing effects. [Skotlex]
  1882. sd = map_id2sd(md->master_id);
  1883. src = sd?&sd->bl:src;
  1884. }
  1885. // Coma
  1886. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1887. rate = 0;
  1888. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1889. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1890. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1891. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1892. }
  1893. if (attack_type&BF_WEAPON) {
  1894. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1895. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1896. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1897. }
  1898. if (rate > 0)
  1899. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1900. }
  1901. if( attack_type&BF_WEAPON )
  1902. { // Breaking Equipment
  1903. if( sd && battle_config.equip_self_break_rate )
  1904. { // Self weapon breaking
  1905. rate = battle_config.equip_natural_break_rate;
  1906. #ifndef RENEWAL
  1907. if( sc )
  1908. {
  1909. if(sc->data[SC_OVERTHRUST])
  1910. rate += 10;
  1911. if(sc->data[SC_MAXOVERTHRUST])
  1912. rate += 10;
  1913. }
  1914. #endif
  1915. if( rate )
  1916. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1917. }
  1918. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1919. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1920. // Target weapon breaking
  1921. rate = 0;
  1922. if( sd )
  1923. rate += sd->bonus.break_weapon_rate;
  1924. if( sc && sc->data[SC_MELTDOWN] )
  1925. rate += sc->data[SC_MELTDOWN]->val2;
  1926. if( rate )
  1927. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1928. // Target armor breaking
  1929. rate = 0;
  1930. if( sd )
  1931. rate += sd->bonus.break_armor_rate;
  1932. if( sc && sc->data[SC_MELTDOWN] )
  1933. rate += sc->data[SC_MELTDOWN]->val3;
  1934. if( rate )
  1935. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1936. }
  1937. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1938. if (sd->def_set_race[tstatus->race].rate)
  1939. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1940. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1941. if (sd->mdef_set_race[tstatus->race].rate)
  1942. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1943. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1944. if (sd->norecover_state_race[tstatus->race].rate)
  1945. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1946. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1947. }
  1948. }
  1949. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1950. struct unit_data *ud = unit_bl2ud(src);
  1951. if( sc->data[SC_WILD_STORM_OPTION] )
  1952. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1953. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1954. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1955. else if( sc->data[SC_TROPIC_OPTION] )
  1956. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1957. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1958. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1959. else
  1960. skill = 0;
  1961. if ( rnd()%100 < 25 && skill ){
  1962. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1963. if (ud) {
  1964. rate = skill_delayfix(src, skill, skill_lv);
  1965. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1966. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1967. if ( battle_config.display_status_timers )
  1968. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1969. }
  1970. }
  1971. }
  1972. }
  1973. // Autospell when attacking
  1974. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1975. {
  1976. struct block_list *tbl;
  1977. struct unit_data *ud;
  1978. int autospl_skill_lv, type;
  1979. for (const auto &it : sd->autospell) {
  1980. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1981. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1982. ((it.flag)&attack_type)&BF_SKILLMASK))
  1983. continue; // one or more trigger conditions were not fulfilled
  1984. skill = (it.id > 0) ? it.id : -it.id;
  1985. sd->state.autocast = 1;
  1986. if ( skill_isNotOk(skill, sd) ) {
  1987. sd->state.autocast = 0;
  1988. continue;
  1989. }
  1990. sd->state.autocast = 0;
  1991. autospl_skill_lv = it.lv?it.lv:1;
  1992. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1993. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1994. if (rnd()%1000 >= rate)
  1995. continue;
  1996. tbl = (it.id < 0) ? src : bl;
  1997. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  1998. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1999. continue;
  2000. }
  2001. if (battle_config.autospell_check_range &&
  2002. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2003. continue;
  2004. if (skill == AS_SONICBLOW)
  2005. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2006. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2007. type = CAST_GROUND;
  2008. sd->state.autocast = 1;
  2009. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2010. skill_toggle_magicpower(src, skill);
  2011. switch (type) {
  2012. case CAST_GROUND:
  2013. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2014. break;
  2015. case CAST_NODAMAGE:
  2016. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2017. break;
  2018. case CAST_DAMAGE:
  2019. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2020. break;
  2021. }
  2022. sd->state.autocast = 0;
  2023. //Set canact delay. [Skotlex]
  2024. ud = unit_bl2ud(src);
  2025. if (ud) {
  2026. rate = skill_delayfix(src, skill, autospl_skill_lv);
  2027. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2028. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2029. if ( battle_config.display_status_timers && sd )
  2030. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2031. }
  2032. }
  2033. }
  2034. }
  2035. //Autobonus when attacking
  2036. if( sd && !sd->autobonus.empty() )
  2037. {
  2038. for(auto &it : sd->autobonus) {
  2039. if (rnd()%1000 >= it.rate)
  2040. continue;
  2041. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2042. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2043. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2044. continue; // one or more trigger conditions were not fulfilled
  2045. pc_exeautobonus(sd, &sd->autobonus, &it);
  2046. }
  2047. }
  2048. //Polymorph
  2049. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2050. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  2051. (rnd()%10000 < sd->bonus.classchange))
  2052. {
  2053. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, RMF_DB_RATE, 0);
  2054. if (class_ != 0 && mobdb_checkid(class_))
  2055. mob_class_change(dstmd,class_);
  2056. }
  2057. return 0;
  2058. }
  2059. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2060. struct block_list *tbl;
  2061. if( sd == NULL || !skill_id )
  2062. return 0;
  2063. for (auto &it : sd->autospell3) {
  2064. int skill, skill_lv, type;
  2065. if (it.flag != skill_id)
  2066. continue;
  2067. if (it.lock)
  2068. continue; // autospell already being executed
  2069. skill = it.id;
  2070. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2071. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2072. sd->state.autocast = 0;
  2073. continue;
  2074. }
  2075. sd->state.autocast = 0;
  2076. if( skill >= 0 && bl == NULL )
  2077. continue; // No target
  2078. if( rnd()%1000 >= it.rate )
  2079. continue;
  2080. skill_lv = it.lv ? it.lv : 1;
  2081. if( skill < 0 ) {
  2082. tbl = &sd->bl;
  2083. skill *= -1;
  2084. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2085. }
  2086. else
  2087. tbl = bl;
  2088. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  2089. if (!skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2090. continue;
  2091. }
  2092. if (battle_config.autospell_check_range &&
  2093. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2094. continue;
  2095. sd->state.autocast = 1;
  2096. it.lock = true;
  2097. skill_consume_requirement(sd,skill,skill_lv,1);
  2098. switch( type ) {
  2099. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2100. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2101. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2102. }
  2103. it.lock = false;
  2104. sd->state.autocast = 0;
  2105. }
  2106. if( sd && !sd->autobonus3.empty() ) {
  2107. for (auto &it : sd->autobonus3) {
  2108. if (rnd()%1000 >= it.rate)
  2109. continue;
  2110. if (it.atk_type != skill_id)
  2111. continue;
  2112. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2113. }
  2114. }
  2115. return 1;
  2116. }
  2117. /* Splitted off from skill_additional_effect, which is never called when the
  2118. * attack skill kills the enemy. Place in this function counter status effects
  2119. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2120. * from cards) that will take effect on the source, not the target. [Skotlex]
  2121. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2122. * type of skills, so not every instance of skill_additional_effect needs a call
  2123. * to this one.
  2124. */
  2125. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2126. {
  2127. int rate;
  2128. struct map_session_data *sd=NULL;
  2129. struct map_session_data *dstsd=NULL;
  2130. nullpo_ret(src);
  2131. nullpo_ret(bl);
  2132. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2133. sd = BL_CAST(BL_PC, src);
  2134. dstsd = BL_CAST(BL_PC, bl);
  2135. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2136. enum sc_type type;
  2137. unsigned int time;
  2138. for (const auto &it : dstsd->addeff_atked) {
  2139. rate = it.rate;
  2140. if (attack_type&BF_LONG)
  2141. rate += it.arrow_rate;
  2142. if (!rate)
  2143. continue;
  2144. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2145. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2146. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2147. continue; //Range Failed.
  2148. }
  2149. type = it.sc;
  2150. time = it.duration;
  2151. if (it.flag&ATF_TARGET && src != bl)
  2152. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2153. if (it.flag&ATF_SELF && !status_isdead(bl))
  2154. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2155. }
  2156. }
  2157. switch(skill_id) {
  2158. case MO_EXTREMITYFIST:
  2159. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2160. break;
  2161. case GS_FULLBUSTER:
  2162. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2163. break;
  2164. case HFLI_SBR44: //[orn]
  2165. case HVAN_EXPLOSION:
  2166. if(src->type == BL_HOM){
  2167. TBL_HOM *hd = (TBL_HOM*)src;
  2168. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2169. if (hd->master)
  2170. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2171. }
  2172. break;
  2173. case CR_GRANDCROSS:
  2174. case NPC_GRANDDARKNESS:
  2175. attack_type |= BF_WEAPON;
  2176. break;
  2177. case LG_HESPERUSLIT:
  2178. {
  2179. struct status_change *sc = status_get_sc(src);
  2180. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2181. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2182. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2183. }
  2184. }
  2185. break;
  2186. case SP_SPA:
  2187. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2188. break;
  2189. case SP_SHA:
  2190. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2191. break;
  2192. case SP_SWHOO:
  2193. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2194. break;
  2195. }
  2196. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2197. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2198. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2199. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2200. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2201. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2202. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2203. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2204. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2205. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2206. }
  2207. if( sd && status_isdead(bl) ) {
  2208. int sp = 0, hp = 0;
  2209. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2210. sp += sd->bonus.sp_gain_value;
  2211. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2212. hp += sd->bonus.hp_gain_value;
  2213. }
  2214. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2215. sp += sd->bonus.long_sp_gain_value;
  2216. hp += sd->bonus.long_hp_gain_value;
  2217. }
  2218. if( attack_type&BF_MAGIC ) {
  2219. sp += sd->bonus.magic_sp_gain_value;
  2220. hp += sd->bonus.magic_hp_gain_value;
  2221. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2222. struct status_change *sc = NULL;
  2223. if( ( sc = status_get_sc(src) ) ) {
  2224. if(sc->data[SC_SPIRIT] &&
  2225. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2226. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2227. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2228. }
  2229. }
  2230. }
  2231. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2232. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2233. }
  2234. }
  2235. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2236. struct status_change *sc = status_get_sc(bl);
  2237. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2238. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2239. }
  2240. // Trigger counter-spells to retaliate against damage causing skills.
  2241. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2242. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2243. {
  2244. struct block_list *tbl;
  2245. struct unit_data *ud;
  2246. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2247. for (const auto &it : dstsd->autospell2) {
  2248. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2249. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2250. ((it.flag)&attack_type)&BF_SKILLMASK))
  2251. continue; // one or more trigger conditions were not fulfilled
  2252. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2253. autospl_skill_lv = it.lv ? it.lv : 1;
  2254. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2255. autospl_rate = it.rate;
  2256. //Physical range attacks only trigger autospells half of the time
  2257. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2258. autospl_rate>>=1;
  2259. dstsd->state.autocast = 1;
  2260. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2261. dstsd->state.autocast = 0;
  2262. continue;
  2263. }
  2264. dstsd->state.autocast = 0;
  2265. if (rnd()%1000 >= autospl_rate)
  2266. continue;
  2267. tbl = (it.id < 0) ? bl : src;
  2268. if ((type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND) {
  2269. if (!skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2270. continue;
  2271. }
  2272. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2273. continue;
  2274. dstsd->state.autocast = 1;
  2275. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2276. switch (type) {
  2277. case CAST_GROUND:
  2278. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2279. break;
  2280. case CAST_NODAMAGE:
  2281. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2282. break;
  2283. case CAST_DAMAGE:
  2284. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2285. break;
  2286. }
  2287. dstsd->state.autocast = 0;
  2288. //Set canact delay. [Skotlex]
  2289. ud = unit_bl2ud(bl);
  2290. if (ud) {
  2291. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2292. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2293. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2294. if ( battle_config.display_status_timers && dstsd )
  2295. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2296. }
  2297. }
  2298. }
  2299. }
  2300. //Autobonus when attacked
  2301. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2302. for (auto &it : dstsd->autobonus2) {
  2303. if (rnd()%1000 >= it.rate)
  2304. continue;
  2305. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2306. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2307. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2308. continue; // one or more trigger conditions were not fulfilled
  2309. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2310. }
  2311. }
  2312. return 0;
  2313. }
  2314. /*=========================================================================
  2315. Breaks equipment. On-non players causes the corresponding strip effect.
  2316. - rate goes from 0 to 10000 (100.00%)
  2317. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2318. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2319. --------------------------------------------------------------------------*/
  2320. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2321. {
  2322. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2323. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2324. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2325. struct status_change *sc = status_get_sc(bl);
  2326. int i;
  2327. TBL_PC *sd;
  2328. sd = BL_CAST(BL_PC, bl);
  2329. if (sc && !sc->count)
  2330. sc = NULL;
  2331. if (sd) {
  2332. if (sd->bonus.unbreakable_equip)
  2333. where &= ~sd->bonus.unbreakable_equip;
  2334. if (sd->bonus.unbreakable)
  2335. rate -= rate*sd->bonus.unbreakable/100;
  2336. if (where&EQP_WEAPON) {
  2337. switch (sd->status.weapon) {
  2338. case W_FIST: //Bare fists should not break :P
  2339. case W_1HAXE:
  2340. case W_2HAXE:
  2341. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2342. case W_2HMACE:
  2343. case W_STAFF:
  2344. case W_2HSTAFF:
  2345. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2346. case W_HUUMA:
  2347. where &= ~EQP_WEAPON;
  2348. }
  2349. }
  2350. }
  2351. if (flag&BCT_ENEMY) {
  2352. if (battle_config.equip_skill_break_rate != 100)
  2353. rate = rate*battle_config.equip_skill_break_rate/100;
  2354. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2355. if (battle_config.equip_self_break_rate != 100)
  2356. rate = rate*battle_config.equip_self_break_rate/100;
  2357. }
  2358. for (i = 0; i < 4; i++) {
  2359. if (where&where_list[i]) {
  2360. if (sc && sc->count && sc->data[scdef[i]])
  2361. where&=~where_list[i];
  2362. else if (rnd()%10000 >= rate)
  2363. where&=~where_list[i];
  2364. else if (!sd) //Cause Strip effect.
  2365. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2366. }
  2367. }
  2368. if (!where) //Nothing to break.
  2369. return 0;
  2370. if (sd) {
  2371. for (i = 0; i < EQI_MAX; i++) {
  2372. short j = sd->equip_index[i];
  2373. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2374. continue;
  2375. switch(i) {
  2376. case EQI_HEAD_TOP: //Upper Head
  2377. flag = (where&EQP_HELM);
  2378. break;
  2379. case EQI_ARMOR: //Body
  2380. flag = (where&EQP_ARMOR);
  2381. break;
  2382. case EQI_HAND_R: //Left/Right hands
  2383. case EQI_HAND_L:
  2384. flag = (
  2385. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2386. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2387. break;
  2388. case EQI_SHOES:
  2389. flag = (where&EQP_SHOES);
  2390. break;
  2391. case EQI_GARMENT:
  2392. flag = (where&EQP_GARMENT);
  2393. break;
  2394. default:
  2395. continue;
  2396. }
  2397. if (flag) {
  2398. sd->inventory.u.items_inventory[j].attribute = 1;
  2399. pc_unequipitem(sd, j, 3);
  2400. }
  2401. }
  2402. clif_equiplist(sd);
  2403. }
  2404. return where; //Return list of pieces broken.
  2405. }
  2406. /**
  2407. * Strip equipment from a target
  2408. * @param src: Source of call
  2409. * @param target: Target to strip
  2410. * @param skill_id: Skill used
  2411. * @param skill_lv: Skill level used
  2412. * @return True on successful strip or false otherwise
  2413. */
  2414. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2415. {
  2416. nullpo_retr(false, src);
  2417. nullpo_retr(false, target);
  2418. struct status_change *tsc = status_get_sc(target);
  2419. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2420. return false;
  2421. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2422. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2423. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2424. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2425. int rate, time, location, mod = 100;
  2426. switch (skill_id) { // Rate
  2427. case RG_STRIPWEAPON:
  2428. case RG_STRIPARMOR:
  2429. case RG_STRIPSHIELD:
  2430. case RG_STRIPHELM:
  2431. case GC_WEAPONCRUSH:
  2432. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2433. mod = 1000;
  2434. break;
  2435. case ST_FULLSTRIP: {
  2436. int min_rate = 50 + 20 * skill_lv;
  2437. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2438. rate = max(min_rate, rate);
  2439. mod = 1000;
  2440. break;
  2441. }
  2442. case GS_DISARM:
  2443. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2444. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2445. break;
  2446. case WL_EARTHSTRAIN: {
  2447. int job_lv = 0;
  2448. if (src->type == BL_PC)
  2449. job_lv = ((TBL_PC*)src)->status.job_level;
  2450. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2451. break;
  2452. }
  2453. case SC_STRIPACCESSARY:
  2454. rate = 12 + 2 * skill_lv;
  2455. break;
  2456. default:
  2457. return false;
  2458. }
  2459. if (rnd()%mod >= rate)
  2460. return false;
  2461. switch (skill_id) { // Duration
  2462. case SC_STRIPACCESSARY:
  2463. case GS_DISARM:
  2464. time = skill_get_time(skill_id, skill_lv);
  2465. break;
  2466. case WL_EARTHSTRAIN:
  2467. case RG_STRIPWEAPON:
  2468. case RG_STRIPARMOR:
  2469. case RG_STRIPSHIELD:
  2470. case RG_STRIPHELM:
  2471. case GC_WEAPONCRUSH:
  2472. case ST_FULLSTRIP:
  2473. if (skill_id == WL_EARTHSTRAIN)
  2474. time = skill_get_time2(skill_id, skill_lv);
  2475. else
  2476. time = skill_get_time(skill_id, skill_lv);
  2477. if (target->type == BL_PC)
  2478. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2479. else {
  2480. time += 15000;
  2481. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2482. }
  2483. break;
  2484. }
  2485. switch (skill_id) { // Location
  2486. case GC_WEAPONCRUSH:
  2487. case RG_STRIPWEAPON:
  2488. case GS_DISARM:
  2489. location = EQP_WEAPON;
  2490. break;
  2491. case RG_STRIPARMOR:
  2492. location = EQP_ARMOR;
  2493. break;
  2494. case RG_STRIPSHIELD:
  2495. location = EQP_SHIELD;
  2496. break;
  2497. case RG_STRIPHELM:
  2498. location = EQP_HELM;
  2499. break;
  2500. case ST_FULLSTRIP:
  2501. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2502. break;
  2503. case SC_STRIPACCESSARY:
  2504. location = EQP_ACC;
  2505. break;
  2506. case WL_EARTHSTRAIN:
  2507. location = EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2508. if (skill_lv >= 4)
  2509. location |= EQP_WEAPON;
  2510. if (skill_lv >= 5)
  2511. location |= EQP_ACC;
  2512. break;
  2513. }
  2514. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2515. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2516. location &=~ pos[i];
  2517. }
  2518. if (!location)
  2519. return false;
  2520. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2521. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2522. location &=~ pos[i];
  2523. }
  2524. return location ? true : false;
  2525. }
  2526. /**
  2527. * Used to knock back players, monsters, traps, etc
  2528. * @param src Object that give knock back
  2529. * @param target Object that receive knock back
  2530. * @param count Number of knock back cell requested
  2531. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2532. * @param flag
  2533. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2534. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2535. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2536. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2537. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2538. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2539. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2540. * @return Number of knocked back cells done
  2541. */
  2542. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2543. {
  2544. int dx = 0, dy = 0;
  2545. uint8 checkflag = 0;
  2546. struct status_change *tsc = status_get_sc(target);
  2547. enum e_unit_blown reason = UB_KNOCKABLE;
  2548. nullpo_ret(src);
  2549. nullpo_ret(target);
  2550. if (!count)
  2551. return count; // Actual knockback distance is 0.
  2552. // Create flag needed in unit_blown_immune
  2553. if(src != target)
  2554. checkflag |= 0x1; // Offensive
  2555. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2556. checkflag |= 0x2; // Knockback type
  2557. if(status_get_class_(src) == CLASS_BOSS)
  2558. checkflag |= 0x4; // Boss attack
  2559. // Get reason and check for flags
  2560. reason = unit_blown_immune(target, checkflag);
  2561. switch(reason) {
  2562. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2563. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2564. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2565. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2566. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2567. }
  2568. if (dir == -1) // <optimized>: do the computation here instead of outside
  2569. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2570. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2571. dx = -dirx[dir];
  2572. dy = -diry[dir];
  2573. }
  2574. if (tsc) {
  2575. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2576. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2577. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2578. return 0;
  2579. }
  2580. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2581. }
  2582. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2583. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2584. // In case of success returns type of reflection, otherwise 0
  2585. // 1 - Regular reflection (Maya)
  2586. // 2 - SL_KAITE reflection
  2587. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2588. {
  2589. struct status_change *sc = status_get_sc(bl);
  2590. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2591. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2592. // Item-based reflection - Bypasses Boss check
  2593. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2594. return 1;
  2595. }
  2596. // Magic Mirror reflection - Bypasses Boss check
  2597. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2598. return 1;
  2599. if( status_get_class_(src) == CLASS_BOSS )
  2600. return 0;
  2601. // status-based reflection
  2602. if( !sc || sc->count == 0 )
  2603. return 0;
  2604. // Kaite reflection - Does not bypass Boss check
  2605. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2606. #ifdef RENEWAL
  2607. && type // Does not reflect AoE
  2608. #endif
  2609. ) {
  2610. // Kaite only works against non-players if they are low-level.
  2611. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2612. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2613. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2614. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2615. return 2;
  2616. }
  2617. return 0;
  2618. }
  2619. /**
  2620. * Checks whether a skill can be used in combos or not
  2621. * @param skill_id: Target skill
  2622. * @return 0: Skill is not a combo
  2623. * 1: Skill is a normal combo
  2624. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2625. * @author Panikon
  2626. */
  2627. int skill_is_combo(uint16 skill_id) {
  2628. switch(skill_id) {
  2629. case MO_CHAINCOMBO:
  2630. case MO_COMBOFINISH:
  2631. case CH_TIGERFIST:
  2632. case CH_CHAINCRUSH:
  2633. case MO_EXTREMITYFIST:
  2634. case TK_TURNKICK:
  2635. case TK_STORMKICK:
  2636. case TK_DOWNKICK:
  2637. case TK_COUNTER:
  2638. case TK_JUMPKICK:
  2639. case HT_POWER:
  2640. case GC_WEAPONCRUSH:
  2641. case SR_DRAGONCOMBO:
  2642. return 1;
  2643. case SR_FALLENEMPIRE:
  2644. case SR_TIGERCANNON:
  2645. case SR_GATEOFHELL:
  2646. return 2;
  2647. }
  2648. return 0;
  2649. }
  2650. /*
  2651. * Combo handler, start stop combo status
  2652. */
  2653. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2654. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2655. switch (skill_id) {
  2656. case MH_MIDNIGHT_FRENZY:
  2657. case MH_EQC:
  2658. {
  2659. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2660. short idx = hom_skill_get_index(skill_id2);
  2661. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2662. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2663. if (idx == -1)
  2664. break;
  2665. sd = hd->master;
  2666. hd->homunculus.hskill[idx].flag= flag;
  2667. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2668. }
  2669. break;
  2670. case MO_COMBOFINISH:
  2671. case CH_TIGERFIST:
  2672. case CH_CHAINCRUSH:
  2673. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2674. break;
  2675. case TK_JUMPKICK:
  2676. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2677. break;
  2678. case MO_TRIPLEATTACK:
  2679. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2680. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2681. break;
  2682. case SR_FALLENEMPIRE:
  2683. if (sd){
  2684. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2685. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2686. }
  2687. break;
  2688. }
  2689. }
  2690. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2691. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2692. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2693. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2694. struct status_change_entry *sce;
  2695. TBL_PC *sd = BL_CAST(BL_PC,src);
  2696. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2697. struct status_change *sc = status_get_sc(src);
  2698. if(sc == NULL) return;
  2699. //End previous combo state after skill is invoked
  2700. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2701. switch (skill_id) {
  2702. case TK_TURNKICK:
  2703. case TK_STORMKICK:
  2704. case TK_DOWNKICK:
  2705. case TK_COUNTER:
  2706. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2707. sce->val1 = skill_id; //Update combo-skill
  2708. sce->val3 = skill_id;
  2709. if( sce->timer != INVALID_TIMER )
  2710. delete_timer(sce->timer, status_change_timer);
  2711. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2712. break;
  2713. }
  2714. unit_cancel_combo(src); // Cancel combo wait
  2715. break;
  2716. default:
  2717. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2718. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2719. }
  2720. }
  2721. //start new combo
  2722. if (sd) { //player only
  2723. switch (skill_id) {
  2724. case MO_TRIPLEATTACK:
  2725. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2726. duration = 1;
  2727. target_id = 0; // Will target current auto-target instead
  2728. }
  2729. break;
  2730. case MO_CHAINCOMBO:
  2731. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2732. duration = 1;
  2733. target_id = 0; // Will target current auto-target instead
  2734. }
  2735. break;
  2736. case MO_COMBOFINISH:
  2737. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2738. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2739. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2740. duration = 1;
  2741. target_id = 0; // Will target current auto-target instead
  2742. }
  2743. case CH_TIGERFIST:
  2744. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2745. duration = 1;
  2746. target_id = 0; // Will target current auto-target instead
  2747. }
  2748. case CH_CHAINCRUSH:
  2749. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2750. duration = 1;
  2751. target_id = 0; // Will target current auto-target instead
  2752. }
  2753. break;
  2754. case AC_DOUBLE:
  2755. if (pc_checkskill(sd, HT_POWER)) {
  2756. duration = 2000;
  2757. nodelay = 1; //Neither gives walk nor attack delay
  2758. target_id = 0; //Does not need to be used on previous target
  2759. }
  2760. break;
  2761. case SR_DRAGONCOMBO:
  2762. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2763. duration = 1;
  2764. break;
  2765. case SR_FALLENEMPIRE:
  2766. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2767. duration = 1;
  2768. break;
  2769. case SJ_PROMINENCEKICK:
  2770. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2771. duration = 1;
  2772. break;
  2773. }
  2774. }
  2775. else { //other
  2776. switch(skill_id) {
  2777. case MH_TINDER_BREAKER:
  2778. case MH_CBC:
  2779. case MH_SONIC_CRAW:
  2780. case MH_SILVERVEIN_RUSH:
  2781. if(hd->homunculus.spiritball > 0) duration = 2000;
  2782. nodelay = 1;
  2783. break;
  2784. case MH_EQC:
  2785. case MH_MIDNIGHT_FRENZY:
  2786. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2787. nodelay = 1;
  2788. break;
  2789. }
  2790. }
  2791. if (duration) { //Possible to chain
  2792. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2793. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2794. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2795. clif_combo_delay(src, duration);
  2796. }
  2797. }
  2798. /**
  2799. * Copy skill by Plagiarism or Reproduce
  2800. * @param src: The caster
  2801. * @param bl: The target
  2802. * @param skill_id: Skill that casted
  2803. * @param skill_lv: Skill level of the casted skill
  2804. */
  2805. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2806. {
  2807. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2808. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2809. return;
  2810. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2811. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2812. return;
  2813. else {
  2814. uint16 idx;
  2815. uint8 lv;
  2816. skill_id = skill_dummy2skill_id(skill_id);
  2817. //Use skill index, avoiding out-of-bound array [Cydh]
  2818. if (!(idx = skill_get_index(skill_id)))
  2819. return;
  2820. switch (skill_isCopyable(tsd,skill_id)) {
  2821. case 1: //Copied by Plagiarism
  2822. {
  2823. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2824. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2825. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2826. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2827. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2828. }
  2829. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2830. tsd->cloneskill_idx = idx;
  2831. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2832. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2833. }
  2834. break;
  2835. case 2: //Copied by Reproduce
  2836. {
  2837. struct status_change *tsc = status_get_sc(bl);
  2838. //Already did SC check
  2839. //Skill level copied depends on Reproduce skill that used
  2840. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2841. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2842. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2843. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2844. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2845. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2846. }
  2847. //Level dependent and limitation.
  2848. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2849. lv = min(lv,skill_get_max(skill_id));
  2850. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2851. lv = min(lv,skill_lv);
  2852. tsd->reproduceskill_idx = idx;
  2853. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2854. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2855. }
  2856. break;
  2857. default: return;
  2858. }
  2859. tsd->status.skill[idx].id = skill_id;
  2860. tsd->status.skill[idx].lv = lv;
  2861. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2862. clif_addskill(tsd,skill_id);
  2863. }
  2864. }
  2865. /**
  2866. * Knockback the target on skill_attack
  2867. * @param src is the master behind the attack
  2868. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2869. * @param target is the target to be attacked.
  2870. * @param blewcount
  2871. * @param skill_id
  2872. * @param skill_lv
  2873. * @param damage
  2874. * @param tick
  2875. * @param flag can hold a bunch of information:
  2876. */
  2877. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2878. int8 dir = -1; // Default direction
  2879. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2880. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2881. if (!blewcount || target == dsrc || status_isdead(target))
  2882. return;
  2883. // Skill specific direction
  2884. switch (skill_id) {
  2885. case MG_FIREWALL:
  2886. case EL_FIRE_MANTLE:
  2887. dir = unit_getdir(target); // Backwards
  2888. break;
  2889. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2890. case WZ_STORMGUST:
  2891. if(!battle_config.stormgust_knockback)
  2892. dir = rnd()%8;
  2893. break;
  2894. case MC_CARTREVOLUTION:
  2895. if (battle_config.cart_revo_knockback)
  2896. dir = 6; // Official servers push target to the West
  2897. break;
  2898. case AC_SHOWER:
  2899. case WL_CRIMSONROCK:
  2900. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2901. dir = map_calc_dir(target, src->x, src->y);
  2902. else
  2903. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2904. break;
  2905. case HT_PHANTASMIC: // issue #1378
  2906. if (status_get_hp(target) - damage <= 0) return;
  2907. break;
  2908. }
  2909. // Blown-specific handling
  2910. switch( skill_id ) {
  2911. case LG_OVERBRAND_BRANDISH:
  2912. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2913. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2914. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2915. break;
  2916. case SR_KNUCKLEARROW:
  2917. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2918. // Boss & Immune Knockback stay in place and don't get bonus damage
  2919. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2920. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2921. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2922. dir_ka = -1;
  2923. break;
  2924. case RL_R_TRIP:
  2925. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2926. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2927. break;
  2928. default:
  2929. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2930. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2931. TBL_SKILL *su = (TBL_SKILL*)target;
  2932. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2933. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2934. }
  2935. break;
  2936. }
  2937. clif_fixpos(target);
  2938. }
  2939. /*
  2940. * =========================================================================
  2941. * Does a skill attack with the given properties.
  2942. * @param src is the master behind the attack (player/mob/pet)
  2943. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2944. * @param bl is the target to be attacked.
  2945. * @param flag can hold a bunch of information:
  2946. * flag&1
  2947. * flag&2 - Disable re-triggered by double casting
  2948. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2949. * flag&8 - SC_COMBO state used to deal bonus damage
  2950. *
  2951. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2952. * (usually holds number of targets, or just 1 for simple splash attacks)
  2953. *
  2954. * flag&0xF000 - Values from enum e_skill_display
  2955. * flag&0x3F0000 - Values from enum e_battle_check_target
  2956. *
  2957. * flag&0x1000000 - Return 0 if damage was reflected
  2958. *-------------------------------------------------------------------------*/
  2959. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2960. {
  2961. struct Damage dmg;
  2962. struct status_data *sstatus, *tstatus;
  2963. struct status_change *sc, *tsc;
  2964. struct map_session_data *sd, *tsd;
  2965. int64 damage;
  2966. int8 rmdamage = 0;//magic reflected
  2967. int type;
  2968. enum e_damage_type dmg_type;
  2969. bool shadow_flag = false;
  2970. bool additional_effects = true;
  2971. if(skill_id > 0 && !skill_lv)
  2972. return 0;
  2973. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2974. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2975. nullpo_ret(bl); //Target to be attacked.
  2976. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2977. return 0;
  2978. if (src != dsrc) {
  2979. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2980. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2981. return 0;
  2982. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2983. //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]
  2984. if (!status_check_skilluse(src, bl, skill_id, 2))
  2985. return 0;
  2986. }
  2987. sd = BL_CAST(BL_PC, src);
  2988. tsd = BL_CAST(BL_PC, bl);
  2989. sstatus = status_get_status_data(src);
  2990. tstatus = status_get_status_data(bl);
  2991. sc= status_get_sc(src);
  2992. tsc= status_get_sc(bl);
  2993. if (tsc && !tsc->count)
  2994. tsc = NULL; //Don't need it.
  2995. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2996. if (tsc && tsc->data[SC_TRICKDEAD])
  2997. return 0;
  2998. #ifndef RENEWAL
  2999. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3000. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3001. return 0;
  3002. #endif
  3003. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3004. //If the damage source is a unit, the damage is not delayed
  3005. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3006. dmg.amotion = 0;
  3007. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3008. // Adjusted to the new system [Skotlex]
  3009. if( src->type == BL_PET ) { // [Valaris]
  3010. struct pet_data *pd = (TBL_PET*)src;
  3011. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3012. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3013. int element = skill_get_ele(skill_id, skill_lv);
  3014. /*if (skill_id == -1) Does it ever worked?
  3015. element = sstatus->rhw.ele;*/
  3016. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3017. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3018. else
  3019. dmg.damage = pd->a_skill->damage; // Fixed damage
  3020. }
  3021. else
  3022. dmg.damage = 1*pd->a_skill->div_;
  3023. dmg.damage2 = 0;
  3024. dmg.div_= pd->a_skill->div_;
  3025. }
  3026. }
  3027. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3028. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3029. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3030. { //Magic reflection, switch caster/target
  3031. struct block_list *tbl = bl;
  3032. rmdamage = 1;
  3033. bl = src;
  3034. src = tbl;
  3035. dsrc = tbl;
  3036. sd = BL_CAST(BL_PC, src);
  3037. tsd = BL_CAST(BL_PC, bl);
  3038. tsc = status_get_sc(bl);
  3039. if (tsc && !tsc->count)
  3040. tsc = NULL; //Don't need it.
  3041. /* bugreport:2564 flag&2 disables double casting trigger */
  3042. flag |= 2;
  3043. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3044. flag |= 4;
  3045. //Spirit of Wizard blocks Kaite's reflection
  3046. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3047. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3048. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3049. if (type >= 0) {
  3050. if ( tsd )
  3051. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3052. dmg.damage = dmg.damage2 = 0;
  3053. dmg.dmg_lv = ATK_MISS;
  3054. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3055. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3056. }
  3057. } else if( type != 2 ) /* Kaite bypasses */
  3058. additional_effects = false;
  3059. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3060. #if MAGIC_REFLECTION_TYPE
  3061. #ifdef RENEWAL
  3062. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3063. #else
  3064. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3065. // regardless of caster's equipment (Aegis 11.1)
  3066. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3067. #endif
  3068. short s_ele = skill_get_ele(skill_id, skill_lv);
  3069. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3070. s_ele = sstatus->rhw.ele;
  3071. else if (s_ele == ELE_ENDOWED) //Use status element
  3072. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3073. else if( s_ele == ELE_RANDOM) //Use random element
  3074. s_ele = rnd()%ELE_ALL;
  3075. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3076. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3077. struct status_data *status = status_get_status_data(bl);
  3078. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3079. per /=20; //Uses 20% SP intervals.
  3080. //SP Cost: 1% + 0.5% per every 20% SP
  3081. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3082. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3083. //Reduction: 6% + 6% every 20%
  3084. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3085. }
  3086. }
  3087. #endif
  3088. }
  3089. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3090. int sp = skill_get_sp(skill_id,skill_lv);
  3091. #ifndef RENEWAL
  3092. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3093. #endif
  3094. dmg.damage = dmg.damage2 = 0;
  3095. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3096. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3097. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3098. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3099. status_heal(bl, 0, sp, 2);
  3100. }
  3101. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  3102. dmg.damage = dmg.damage2 = 0;
  3103. dmg.dmg_lv = ATK_MISS;
  3104. }
  3105. }
  3106. damage = dmg.damage + dmg.damage2;
  3107. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3108. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3109. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3110. damage = 1;
  3111. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3112. struct block_list *nbl;
  3113. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3114. if( nbl ){ // Only one target is chosen.
  3115. damage = damage / 2; // Deflect half of the damage to a target nearby
  3116. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3117. }
  3118. }
  3119. //Skill hit type
  3120. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3121. switch( skill_id ) {
  3122. case WL_HELLINFERNO:
  3123. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  3124. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  3125. break;
  3126. case SC_TRIANGLESHOT:
  3127. if( rnd()%100 > (1 + skill_lv) )
  3128. dmg.blewcount = 0;
  3129. break;
  3130. default:
  3131. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3132. dmg.blewcount = 0; //only pushback when it hit for other
  3133. break;
  3134. }
  3135. switch( skill_id ) {
  3136. case CR_GRANDCROSS:
  3137. case NPC_GRANDDARKNESS:
  3138. if( battle_config.gx_disptype)
  3139. dsrc = src;
  3140. if( src == bl)
  3141. dmg_type = DMG_ENDURE;
  3142. else
  3143. flag|= SD_ANIMATION;
  3144. break;
  3145. case NJ_TATAMIGAESHI: //For correct knockback.
  3146. dsrc = src;
  3147. flag|= SD_ANIMATION;
  3148. break;
  3149. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3150. int level;
  3151. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3152. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3153. }
  3154. break;
  3155. case SL_STIN:
  3156. case SL_STUN:
  3157. if (skill_lv >= 7) {
  3158. struct status_change *sc_cur = status_get_sc(src);
  3159. if (sc_cur && !sc_cur->data[SC_SMA])
  3160. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3161. }
  3162. break;
  3163. }
  3164. //combo handling
  3165. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3166. //Display damage.
  3167. switch( skill_id ) {
  3168. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3169. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3170. break;
  3171. //Skills that need be passed as a normal attack for the client to display correctly.
  3172. case HVAN_EXPLOSION:
  3173. case NPC_SELFDESTRUCTION:
  3174. if(src->type == BL_PC)
  3175. dmg.blewcount = 10;
  3176. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3177. // fall through
  3178. case KN_AUTOCOUNTER:
  3179. case NPC_CRITICALSLASH:
  3180. case TF_DOUBLE:
  3181. case GS_CHAINACTION:
  3182. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3183. break;
  3184. case AS_SPLASHER:
  3185. if( flag&SD_ANIMATION ) // the surrounding targets
  3186. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3187. else // the central target doesn't display an animation
  3188. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3189. break;
  3190. case WL_HELLINFERNO:
  3191. case SR_EARTHSHAKER:
  3192. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3193. break;
  3194. case WL_SOULEXPANSION:
  3195. case WL_COMET:
  3196. case NPC_COMET:
  3197. case KO_MUCHANAGE:
  3198. #ifndef RENEWAL
  3199. case NJ_HUUMA:
  3200. #endif
  3201. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3202. break;
  3203. case WL_CHAINLIGHTNING_ATK:
  3204. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3205. break;
  3206. case WL_TETRAVORTEX_FIRE:
  3207. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3208. break;
  3209. case LG_SHIELDPRESS:
  3210. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3211. break;
  3212. case LG_OVERBRAND:
  3213. case LG_OVERBRAND_BRANDISH:
  3214. dmg.amotion = status_get_amotion(src) * 2;
  3215. case LG_OVERBRAND_PLUSATK:
  3216. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3217. break;
  3218. case NPC_DARKPIERCING:
  3219. case EL_FIRE_BOMB:
  3220. case EL_FIRE_BOMB_ATK:
  3221. case EL_FIRE_WAVE:
  3222. case EL_FIRE_WAVE_ATK:
  3223. case EL_FIRE_MANTLE:
  3224. case EL_CIRCLE_OF_FIRE:
  3225. case EL_FIRE_ARROW:
  3226. case EL_ICE_NEEDLE:
  3227. case EL_WATER_SCREW:
  3228. case EL_WATER_SCREW_ATK:
  3229. case EL_WIND_SLASH:
  3230. case EL_TIDAL_WEAPON:
  3231. case EL_ROCK_CRUSHER:
  3232. case EL_ROCK_CRUSHER_ATK:
  3233. case EL_HURRICANE:
  3234. case EL_HURRICANE_ATK:
  3235. case KO_BAKURETSU:
  3236. case GN_CRAZYWEED_ATK:
  3237. case GN_HELLS_PLANT_ATK:
  3238. case SU_SV_ROOTTWIST_ATK:
  3239. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3240. break;
  3241. case GN_FIRE_EXPANSION_ACID:
  3242. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3243. break;
  3244. case EL_STONE_RAIN:
  3245. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3246. break;
  3247. case WM_SEVERE_RAINSTORM_MELEE:
  3248. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3249. break;
  3250. case SR_TIGERCANNON:
  3251. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SINGLE);
  3252. break;
  3253. case HT_CLAYMORETRAP:
  3254. case HT_BLASTMINE:
  3255. case HT_FLASHER:
  3256. case HT_FREEZINGTRAP:
  3257. case RA_CLUSTERBOMB:
  3258. case RA_FIRINGTRAP:
  3259. case RA_ICEBOUNDTRAP:
  3260. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3261. if( dsrc != src ) // avoid damage display redundancy
  3262. break;
  3263. //Fall through
  3264. case HT_LANDMINE:
  3265. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3266. break;
  3267. case WZ_SIGHTBLASTER:
  3268. //Sightblaster should never call clif_skill_damage twice
  3269. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3270. break;
  3271. case RL_R_TRIP_PLUSATK:
  3272. case RL_S_STORM:
  3273. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3274. break;
  3275. case SU_LUNATICCARROTBEAT:
  3276. case SU_LUNATICCARROTBEAT2:
  3277. case SP_CURSEEXPLOSION:
  3278. case SP_SPA:
  3279. case SP_SHA:
  3280. if (dmg.div_ < 2)
  3281. type = DMG_SPLASH;
  3282. if (!(flag&SD_ANIMATION))
  3283. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3284. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3285. break;
  3286. case SJ_FALLINGSTAR_ATK:
  3287. case SJ_FALLINGSTAR_ATK2:
  3288. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3289. break;
  3290. case SJ_NOVAEXPLOSING:
  3291. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3292. break;
  3293. case AB_DUPLELIGHT_MELEE:
  3294. case AB_DUPLELIGHT_MAGIC:
  3295. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3296. default:
  3297. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3298. dmg_type = DMG_SPLASH;
  3299. if (src->type == BL_SKILL) {
  3300. TBL_SKILL *su = (TBL_SKILL*)src;
  3301. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3302. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3303. break;
  3304. }
  3305. }
  3306. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3307. break;
  3308. }
  3309. map_freeblock_lock();
  3310. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3311. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3312. skill_do_copy(src,bl,skill_id,skill_lv);
  3313. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3314. { //Skills with can't walk delay also stop normal attacking for that
  3315. //duration when the attack connects. [Skotlex]
  3316. struct unit_data *ud = unit_bl2ud(src);
  3317. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3318. ud->attackabletime = tick + type;
  3319. }
  3320. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3321. // Instant damage
  3322. if( !dmg.amotion ) {
  3323. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3324. #ifndef RENEWAL
  3325. || skill_id == HW_GRAVITATION
  3326. #endif
  3327. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3328. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3329. if( !status_isdead(bl) && additional_effects )
  3330. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3331. if( damage > 0 ) //Counter status effects [Skotlex]
  3332. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3333. }
  3334. // Blow!
  3335. if (!(flag&4))
  3336. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3337. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3338. if( dmg.amotion ) {
  3339. if( shadow_flag ) {
  3340. if( !status_isdead(bl) && additional_effects )
  3341. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3342. if( dmg.flag > ATK_BLOCK )
  3343. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3344. } else
  3345. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3346. }
  3347. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3348. #ifndef RENEWAL
  3349. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3350. #endif
  3351. ) {
  3352. if (tsc->data[SC_DEVOTION]) {
  3353. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3354. struct block_list *d_bl = map_id2bl(sce->val1);
  3355. if (d_bl && (
  3356. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3357. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3358. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3359. {
  3360. if (!rmdamage) {
  3361. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3362. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3363. } else {
  3364. bool isDevotRdamage = false;
  3365. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3366. isDevotRdamage = true;
  3367. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3368. // This check is only for magical skill.
  3369. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3370. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3371. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3372. }
  3373. } else {
  3374. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3375. if (!dmg.amotion)
  3376. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3377. }
  3378. }
  3379. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3380. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3381. struct block_list *e_bl = map_id2bl(sce->val1);
  3382. if (e_bl) {
  3383. if (!rmdamage) {
  3384. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3385. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3386. } else {
  3387. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3388. status_fix_damage(bl, bl, damage, 0, 0);
  3389. }
  3390. }
  3391. }
  3392. }
  3393. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3394. if( skill_id == RG_INTIMIDATE ) {
  3395. int rate = 50 + skill_lv * 5;
  3396. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3397. if(rnd()%100 < rate)
  3398. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3399. }
  3400. }
  3401. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3402. dmg.flag |= BF_WEAPON;
  3403. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3404. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3405. {
  3406. if (battle_config.left_cardfix_to_right)
  3407. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3408. else
  3409. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3410. }
  3411. if( damage > 0 ) { // Post-damage effects
  3412. switch( skill_id ) {
  3413. case GC_VENOMPRESSURE: {
  3414. struct status_change *ssc = status_get_sc(src);
  3415. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3416. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3417. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3419. }
  3420. }
  3421. break;
  3422. case SR_TIGERCANNON:
  3423. status_zap(bl, 0, damage * 10 / 100);
  3424. break;
  3425. }
  3426. if( sd )
  3427. skill_onskillusage(sd, bl, skill_id, tick);
  3428. }
  3429. if (!(flag&2)) {
  3430. switch (skill_id) {
  3431. case MG_COLDBOLT:
  3432. case MG_FIREBOLT:
  3433. case MG_LIGHTNINGBOLT:
  3434. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3435. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3436. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3437. break;
  3438. case SU_BITE:
  3439. case SU_SCRATCH:
  3440. case SU_SV_STEMSPEAR:
  3441. case SU_SCAROFTAROU:
  3442. case SU_PICKYPECK:
  3443. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3444. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3445. break;
  3446. }
  3447. }
  3448. map_freeblock_unlock();
  3449. if ((flag&0x1000000) && rmdamage == 1)
  3450. return 0; //Should return 0 when damage was reflected
  3451. return damage;
  3452. }
  3453. /*==========================================
  3454. * Sub function for recursive skill call.
  3455. * Checking bl battle flag and display damage
  3456. * then call func with source,target,skill_id,skill_lv,tick,flag
  3457. *------------------------------------------*/
  3458. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3459. int skill_area_sub(struct block_list *bl, va_list ap)
  3460. {
  3461. struct block_list *src;
  3462. uint16 skill_id,skill_lv;
  3463. int flag;
  3464. t_tick tick;
  3465. SkillFunc func;
  3466. nullpo_ret(bl);
  3467. src = va_arg(ap,struct block_list *);
  3468. skill_id = va_arg(ap,int);
  3469. skill_lv = va_arg(ap,int);
  3470. tick = va_arg(ap,t_tick);
  3471. flag = va_arg(ap,int);
  3472. func = va_arg(ap,SkillFunc);
  3473. if (flag&BCT_WOS && src == bl)
  3474. return 0;
  3475. if(battle_check_target(src,bl,flag) > 0) {
  3476. // several splash skills need this initial dummy packet to display correctly
  3477. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3478. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3479. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3480. skill_area_temp[2]++;
  3481. return func(src,bl,skill_id,skill_lv,tick,flag);
  3482. }
  3483. return 0;
  3484. }
  3485. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3486. {
  3487. struct skill_unit *unit;
  3488. uint16 skill_id,g_skill_id;
  3489. unit = (struct skill_unit *)bl;
  3490. if(bl->prev == NULL || bl->type != BL_SKILL)
  3491. return 0;
  3492. if(!unit->alive)
  3493. return 0;
  3494. skill_id = va_arg(ap,int);
  3495. g_skill_id = unit->group->skill_id;
  3496. switch (skill_id) {
  3497. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3498. if(g_skill_id == SA_LANDPROTECTOR)
  3499. break;
  3500. //Fall through
  3501. case MH_STEINWAND:
  3502. case MG_SAFETYWALL:
  3503. case SC_MAELSTROM:
  3504. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3505. return 0;
  3506. break;
  3507. case AL_WARP:
  3508. case HT_SKIDTRAP:
  3509. case MA_SKIDTRAP:
  3510. case HT_LANDMINE:
  3511. case MA_LANDMINE:
  3512. case HT_ANKLESNARE:
  3513. case HT_SHOCKWAVE:
  3514. case HT_SANDMAN:
  3515. case MA_SANDMAN:
  3516. case HT_FLASHER:
  3517. case HT_FREEZINGTRAP:
  3518. case MA_FREEZINGTRAP:
  3519. case HT_BLASTMINE:
  3520. case HT_CLAYMORETRAP:
  3521. case HT_TALKIEBOX:
  3522. #ifndef RENEWAL
  3523. case HP_BASILICA:
  3524. #endif
  3525. case RA_ELECTRICSHOCKER:
  3526. case RA_CLUSTERBOMB:
  3527. case RA_MAGENTATRAP:
  3528. case RA_COBALTTRAP:
  3529. case RA_MAIZETRAP:
  3530. case RA_VERDURETRAP:
  3531. case RA_FIRINGTRAP:
  3532. case RA_ICEBOUNDTRAP:
  3533. case SC_DIMENSIONDOOR:
  3534. case SC_BLOODYLUST:
  3535. case NPC_REVERBERATION:
  3536. case WM_REVERBERATION:
  3537. case GN_THORNS_TRAP:
  3538. case RL_B_TRAP:
  3539. case SC_ESCAPE:
  3540. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3541. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3542. return 0;
  3543. break;
  3544. default: //Avoid stacking with same kind of trap. [Skotlex]
  3545. if (g_skill_id != skill_id)
  3546. return 0;
  3547. break;
  3548. }
  3549. return 1;
  3550. }
  3551. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3552. {
  3553. //Non players do not check for the skill's splash-trigger area.
  3554. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3555. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3556. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3557. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3558. return 0;
  3559. }
  3560. range += layout_type;
  3561. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3562. }
  3563. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3564. {
  3565. uint16 skill_id;
  3566. if(bl->prev == NULL)
  3567. return 0;
  3568. skill_id = va_arg(ap,int);
  3569. if( status_isdead(bl) && skill_id != AL_WARP )
  3570. return 0;
  3571. #ifndef RENEWAL
  3572. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3573. return 0;
  3574. #endif
  3575. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3576. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3577. return 1;
  3578. }
  3579. /**
  3580. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3581. * @param bl Object that casted skill
  3582. * @param x Position x of the target
  3583. * @param y Position y of the target
  3584. * @param skill_id The casted skill
  3585. * @param skill_lv The skill Lv
  3586. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3587. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3588. */
  3589. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3590. {
  3591. int range = 0, type;
  3592. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3593. if (isNearNPC)
  3594. range = skill_get_splash(skill_id,skill_lv);
  3595. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3596. if (!isNearNPC || !range) {
  3597. switch (skill_id) { // to be expanded later
  3598. case WZ_ICEWALL:
  3599. range = 2;
  3600. break;
  3601. case SC_MANHOLE:
  3602. range = 0;
  3603. break;
  3604. default: {
  3605. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3606. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3607. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3608. return 0;
  3609. }
  3610. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3611. }
  3612. break;
  3613. }
  3614. }
  3615. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3616. //Check the additional range [Cydh]
  3617. if (isNearNPC && skill_npc_range > 0)
  3618. range += skill_npc_range;
  3619. if (!isNearNPC) { //Doesn't check the NPC range
  3620. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3621. if (bl->type&battle_config.skill_nofootset)
  3622. type = BL_CHAR;
  3623. else if(bl->type == BL_MOB)
  3624. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3625. else
  3626. return 0; //Don't check
  3627. } else
  3628. type = BL_NPC;
  3629. return (!isNearNPC) ?
  3630. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3631. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3632. //isNearNPC is used to check range from NPC
  3633. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3634. }
  3635. /*==========================================
  3636. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3637. * Flag:
  3638. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3639. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3640. *------------------------------------------*/
  3641. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3642. {
  3643. struct status_data *status;
  3644. struct map_session_data *sd = NULL;
  3645. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3646. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3647. nullpo_retr(0, bl);
  3648. switch( bl->type )
  3649. {
  3650. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3651. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3652. }
  3653. status = status_get_status_data(bl);
  3654. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3655. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3656. if (skill == nullptr)
  3657. return 0;
  3658. // Requirements
  3659. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3660. {
  3661. itemid[i] = skill->require.itemid[i];
  3662. amount[i] = skill->require.amount[i];
  3663. }
  3664. hp = skill->require.hp[skill_lv - 1];
  3665. sp = skill->require.sp[skill_lv - 1];
  3666. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3667. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3668. state = skill->require.state;
  3669. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3670. hp += (status->max_hp * mhp) / 100;
  3671. if( hp_rate > 0 )
  3672. hp += (status->hp * hp_rate) / 100;
  3673. else
  3674. hp += (status->max_hp * (-hp_rate)) / 100;
  3675. if( sp_rate > 0 )
  3676. sp += (status->sp * sp_rate) / 100;
  3677. else
  3678. sp += (status->max_sp * (-sp_rate)) / 100;
  3679. if( !(type&2) )
  3680. {
  3681. if( hp > 0 && status->hp <= (unsigned int)hp )
  3682. {
  3683. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3684. return 0;
  3685. }
  3686. if( sp > 0 && status->sp <= (unsigned int)sp )
  3687. {
  3688. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3689. return 0;
  3690. }
  3691. }
  3692. if( !type )
  3693. switch( state )
  3694. {
  3695. case ST_MOVE_ENABLE:
  3696. if( !unit_can_move(bl) )
  3697. {
  3698. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3699. return 0;
  3700. }
  3701. break;
  3702. }
  3703. if( !(type&1) )
  3704. return 1;
  3705. // Check item existences
  3706. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3707. {
  3708. index[i] = -1;
  3709. if( itemid[i] < 1 ) continue; // No item
  3710. index[i] = pc_search_inventory(sd, itemid[i]);
  3711. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3712. {
  3713. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3714. return 0;
  3715. }
  3716. }
  3717. // Consume items
  3718. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3719. {
  3720. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3721. }
  3722. if( type&2 )
  3723. return 1;
  3724. if( sp || hp )
  3725. status_zap(bl, hp, sp);
  3726. return 1;
  3727. }
  3728. /*==========================================
  3729. *
  3730. *------------------------------------------*/
  3731. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3732. {
  3733. switch (skill_id) {
  3734. case RL_QD_SHOT:
  3735. {
  3736. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3737. struct unit_data *ud = unit_bl2ud(src);
  3738. if (ud && ud->target == target->id)
  3739. return 1;
  3740. }
  3741. }
  3742. case RL_D_TAIL:
  3743. if (src->type != BL_PC)
  3744. return 0;
  3745. {
  3746. struct status_change *tsc = status_get_sc(target);
  3747. // Only counts marked target with SC_C_MARKER
  3748. if (!tsc || !tsc->data[SC_C_MARKER])
  3749. return 0;
  3750. }
  3751. break;
  3752. }
  3753. return 1;
  3754. }
  3755. /*==========================================
  3756. *
  3757. *------------------------------------------*/
  3758. static TIMER_FUNC(skill_timerskill){
  3759. struct block_list *src = map_id2bl(id),*target;
  3760. struct unit_data *ud = unit_bl2ud(src);
  3761. struct skill_timerskill *skl;
  3762. struct skill_unit *unit = NULL;
  3763. int range;
  3764. nullpo_ret(src);
  3765. nullpo_ret(ud);
  3766. skl = ud->skilltimerskill[data];
  3767. nullpo_ret(skl);
  3768. ud->skilltimerskill[data] = NULL;
  3769. do {
  3770. if(src->prev == NULL)
  3771. break; // Source not on Map
  3772. if(skl->target_id) {
  3773. target = map_id2bl(skl->target_id);
  3774. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3775. target = src; //Required since it has to warp.
  3776. if (skl->skill_id == SR_SKYNETBLOW) {
  3777. skill_area_temp[1] = 0;
  3778. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3779. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3780. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3781. break;
  3782. }
  3783. if(target == NULL)
  3784. break; // Target offline?
  3785. if(target->prev == NULL)
  3786. break; // Target not on Map
  3787. if(src->m != target->m)
  3788. break; // Different Maps
  3789. if(status_isdead(src)) {
  3790. switch(skl->skill_id) {
  3791. case WL_CHAINLIGHTNING_ATK:
  3792. case WL_TETRAVORTEX_FIRE:
  3793. case WL_TETRAVORTEX_WATER:
  3794. case WL_TETRAVORTEX_WIND:
  3795. case WL_TETRAVORTEX_GROUND:
  3796. // For SR_FLASHCOMBO
  3797. case SR_DRAGONCOMBO:
  3798. case SR_FALLENEMPIRE:
  3799. case SR_TIGERCANNON:
  3800. case SR_SKYNETBLOW:
  3801. break; // Exceptions
  3802. default:
  3803. continue; // Caster is Dead
  3804. }
  3805. }
  3806. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3807. break;
  3808. switch(skl->skill_id) {
  3809. case KN_AUTOCOUNTER:
  3810. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3811. break;
  3812. case RG_INTIMIDATE:
  3813. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3814. short x,y;
  3815. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3816. if (target != src && !status_isdead(target))
  3817. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3818. }
  3819. break;
  3820. case BA_FROSTJOKER:
  3821. case DC_SCREAM:
  3822. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3823. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3824. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3825. break;
  3826. case PR_LEXDIVINA:
  3827. if (src->type == BL_MOB) {
  3828. // Monsters use the default duration when casting Lex Divina
  3829. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3830. break;
  3831. }
  3832. // Fall through
  3833. case PR_STRECOVERY:
  3834. case BS_HAMMERFALL:
  3835. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3836. break;
  3837. case NPC_EARTHQUAKE:
  3838. if( skl->type > 1 )
  3839. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3840. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3841. skill_area_temp[1] = src->id;
  3842. skill_area_temp[2] = 0;
  3843. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3844. break;
  3845. case WZ_WATERBALL:
  3846. {
  3847. //Get the next waterball cell to consume
  3848. struct s_skill_unit_layout *layout;
  3849. int i;
  3850. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3851. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3852. int ux = skl->x + layout->dx[i];
  3853. int uy = skl->y + layout->dy[i];
  3854. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3855. if (unit)
  3856. break;
  3857. }
  3858. } // Fall through
  3859. case WZ_JUPITEL:
  3860. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3861. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3862. // Apply canact delay here to prevent hacks (unlimited casting)
  3863. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3864. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3865. }
  3866. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3867. skill_delunit(unit); // Consume unit for next waterball
  3868. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3869. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3870. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3871. } else {
  3872. struct status_change *sc = status_get_sc(src);
  3873. if(sc) {
  3874. if(sc->data[SC_SPIRIT] &&
  3875. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3876. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3877. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3878. }
  3879. }
  3880. break;
  3881. case WL_CHAINLIGHTNING_ATK: {
  3882. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3883. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3884. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3885. { // Remaining Chains Hit
  3886. struct block_list *nbl = NULL; // Next Target of Chain
  3887. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3888. splash_target(src), target->id); // Search for a new Target around current one...
  3889. if( nbl == NULL )
  3890. skl->x++;
  3891. else
  3892. skl->x = 0;
  3893. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3894. }
  3895. }
  3896. break;
  3897. case WL_TETRAVORTEX_FIRE:
  3898. case WL_TETRAVORTEX_WATER:
  3899. case WL_TETRAVORTEX_WIND:
  3900. case WL_TETRAVORTEX_GROUND:
  3901. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3902. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3903. if (skl->type >= 3) { // Final Hit
  3904. if (!status_isdead(target)) { // Final Status Effect
  3905. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3906. applyeffects[4] = { 0, 0, 0, 0 },
  3907. i, j = 0, k = 0;
  3908. for(i = 1; i <= 8; i = i + i) {
  3909. if (skl->x&i) {
  3910. applyeffects[j] = effects[k];
  3911. j++;
  3912. }
  3913. k++;
  3914. }
  3915. if (j) {
  3916. i = applyeffects[rnd()%j];
  3917. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3918. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3919. (i == SC_BURNING ? src->id : 0), 0,
  3920. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3921. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3922. }
  3923. }
  3924. }
  3925. break;
  3926. case NPC_REVERBERATION_ATK:
  3927. case WM_REVERBERATION_MELEE:
  3928. case WM_REVERBERATION_MAGIC:
  3929. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3930. break;
  3931. case LG_MOONSLASHER:
  3932. case SR_WINDMILL:
  3933. if( target->type == BL_PC ) {
  3934. struct map_session_data *tsd = NULL;
  3935. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3936. pc_setsit(tsd);
  3937. skill_sit(tsd, true);
  3938. clif_sitting(&tsd->bl);
  3939. }
  3940. }
  3941. break;
  3942. case SR_KNUCKLEARROW:
  3943. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3944. break;
  3945. case CH_PALMSTRIKE:
  3946. {
  3947. struct status_change* tsc = status_get_sc(target);
  3948. struct status_change* sc = status_get_sc(src);
  3949. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3950. ( sc && sc->option&OPTION_HIDE ) ){
  3951. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3952. break;
  3953. }
  3954. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3955. break;
  3956. }
  3957. // For SR_FLASHCOMBO
  3958. case SR_DRAGONCOMBO:
  3959. case SR_FALLENEMPIRE:
  3960. case SR_TIGERCANNON:
  3961. case SR_SKYNETBLOW:
  3962. if( src->type == BL_PC ) {
  3963. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3964. break;
  3965. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3966. }
  3967. break;
  3968. case SU_SV_ROOTTWIST_ATK: {
  3969. struct status_change *tsc = status_get_sc(target);
  3970. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3971. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3972. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3973. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3974. }
  3975. }
  3976. break;
  3977. default:
  3978. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3979. break;
  3980. }
  3981. }
  3982. else {
  3983. if(src->m != skl->map)
  3984. break;
  3985. switch( skl->skill_id )
  3986. {
  3987. case GN_CRAZYWEED_ATK:
  3988. {
  3989. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3990. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3991. }
  3992. case WL_EARTHSTRAIN:
  3993. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3994. break;
  3995. case LG_OVERBRAND_BRANDISH: {
  3996. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3997. int x = src->x, y = src->y;
  3998. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3999. for( i = 0; i < layout->count; i++ )
  4000. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  4001. }
  4002. break;
  4003. case RL_FIRE_RAIN: {
  4004. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4005. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4006. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4007. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4008. }
  4009. break;
  4010. case NC_MAGMA_ERUPTION:
  4011. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4012. break;
  4013. }
  4014. }
  4015. } while (0);
  4016. //Free skl now that it is no longer needed.
  4017. ers_free(skill_timer_ers, skl);
  4018. return 0;
  4019. }
  4020. /*==========================================
  4021. *
  4022. *------------------------------------------*/
  4023. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4024. {
  4025. int i;
  4026. struct unit_data *ud;
  4027. nullpo_retr(1, src);
  4028. if (src->prev == NULL)
  4029. return 0;
  4030. ud = unit_bl2ud(src);
  4031. nullpo_retr(1, ud);
  4032. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4033. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4034. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4035. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4036. ud->skilltimerskill[i]->src_id = src->id;
  4037. ud->skilltimerskill[i]->target_id = target;
  4038. ud->skilltimerskill[i]->skill_id = skill_id;
  4039. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4040. ud->skilltimerskill[i]->map = src->m;
  4041. ud->skilltimerskill[i]->x = x;
  4042. ud->skilltimerskill[i]->y = y;
  4043. ud->skilltimerskill[i]->type = type;
  4044. ud->skilltimerskill[i]->flag = flag;
  4045. return 0;
  4046. }
  4047. /*==========================================
  4048. *
  4049. *------------------------------------------*/
  4050. int skill_cleartimerskill (struct block_list *src)
  4051. {
  4052. int i;
  4053. struct unit_data *ud;
  4054. nullpo_ret(src);
  4055. ud = unit_bl2ud(src);
  4056. nullpo_ret(ud);
  4057. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4058. if(ud->skilltimerskill[i]) {
  4059. switch(ud->skilltimerskill[i]->skill_id) {
  4060. case WL_TETRAVORTEX_FIRE:
  4061. case WL_TETRAVORTEX_WATER:
  4062. case WL_TETRAVORTEX_WIND:
  4063. case WL_TETRAVORTEX_GROUND:
  4064. // For SR_FLASHCOMBO
  4065. case SR_DRAGONCOMBO:
  4066. case SR_FALLENEMPIRE:
  4067. case SR_TIGERCANNON:
  4068. case SR_SKYNETBLOW:
  4069. continue;
  4070. }
  4071. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4072. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4073. ud->skilltimerskill[i]=NULL;
  4074. }
  4075. }
  4076. return 1;
  4077. }
  4078. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4079. struct skill_unit *su = (TBL_SKILL*)bl;
  4080. struct skill_unit_group *sg = NULL;
  4081. nullpo_ret(su);
  4082. if (bl->type != BL_SKILL)
  4083. return 0;
  4084. if (su->alive && (sg = su->group) && (sg->skill_id == WM_REVERBERATION || sg->skill_id == NPC_REVERBERATION)) {
  4085. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4086. su->limit = DIFF_TICK(gettick(), sg->tick);
  4087. sg->unit_id = UNT_USED_TRAPS;
  4088. }
  4089. return 1;
  4090. }
  4091. /**
  4092. * Reveal hidden trap
  4093. **/
  4094. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4095. {
  4096. TBL_SKILL *su = (TBL_SKILL*)bl;
  4097. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4098. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4099. //clif_changetraplook(bl, su->group->unit_id);
  4100. su->hidden = false;
  4101. skill_getareachar_skillunit_visibilty(su, AREA);
  4102. return 1;
  4103. }
  4104. return 0;
  4105. }
  4106. /**
  4107. * Attempt to reveal trap in area
  4108. * @param src Skill caster
  4109. * @param range Affected range
  4110. * @param x
  4111. * @param y
  4112. * TODO: Remove hardcode usages for this function
  4113. **/
  4114. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4115. if (!battle_config.traps_setting)
  4116. return;
  4117. nullpo_retv(src);
  4118. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4119. }
  4120. /*========================================== [Playtester]
  4121. * Process tarot card's effects
  4122. * @param src: Source of the tarot card effect
  4123. * @param target: Target of the tartor card effect
  4124. * @param skill_id: ID of the skill used
  4125. * @param skill_lv: Level of the skill used
  4126. * @param tick: Processing tick time
  4127. * @return Card number
  4128. *------------------------------------------*/
  4129. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4130. {
  4131. int card = 0;
  4132. if (battle_config.tarotcard_equal_chance) {
  4133. //eAthena equal chances
  4134. card = rnd() % 14 + 1;
  4135. }
  4136. else {
  4137. //Official chances
  4138. int rate = rnd() % 100;
  4139. if (rate < 10) card = 1; // THE FOOL
  4140. else if (rate < 20) card = 2; // THE MAGICIAN
  4141. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4142. else if (rate < 37) card = 4; // THE CHARIOT
  4143. else if (rate < 47) card = 5; // STRENGTH
  4144. else if (rate < 62) card = 6; // THE LOVERS
  4145. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4146. else if (rate < 69) card = 8; // THE HANGED MAN
  4147. else if (rate < 74) card = 9; // DEATH
  4148. else if (rate < 82) card = 10; // TEMPERANCE
  4149. else if (rate < 83) card = 11; // THE DEVIL
  4150. else if (rate < 85) card = 12; // THE TOWER
  4151. else if (rate < 90) card = 13; // THE STAR
  4152. else card = 14; // THE SUN
  4153. }
  4154. switch (card) {
  4155. case 1: // THE FOOL - heals SP to 0
  4156. {
  4157. status_percent_damage(src, target, 0, 100, false);
  4158. break;
  4159. }
  4160. case 2: // THE MAGICIAN - matk halved
  4161. {
  4162. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4163. break;
  4164. }
  4165. case 3: // THE HIGH PRIESTESS - all buffs removed
  4166. {
  4167. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4168. break;
  4169. }
  4170. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4171. {
  4172. status_fix_damage(src, target, 1000, 0, skill_id);
  4173. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4174. if (!status_isdead(target))
  4175. {
  4176. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4177. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4178. }
  4179. break;
  4180. }
  4181. case 5: // STRENGTH - atk halved
  4182. {
  4183. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4184. break;
  4185. }
  4186. case 6: // THE LOVERS - 2000HP heal, random teleported
  4187. {
  4188. status_heal(target, 2000, 0, 0);
  4189. if (!map_flag_vs(target->m))
  4190. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4191. break;
  4192. }
  4193. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4194. {
  4195. // Recursive call
  4196. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4197. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4198. break;
  4199. }
  4200. case 8: // THE HANGED MAN - stop, freeze or stoned
  4201. {
  4202. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4203. uint8 rand_eff = rnd() % 3;
  4204. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4205. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4206. break;
  4207. }
  4208. case 9: // DEATH - curse, coma and poison
  4209. {
  4210. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4211. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4212. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4213. break;
  4214. }
  4215. case 10: // TEMPERANCE - confusion
  4216. {
  4217. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4218. break;
  4219. }
  4220. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4221. {
  4222. status_fix_damage(src, target, 6666, 0, skill_id);
  4223. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4224. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4225. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4226. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4227. break;
  4228. }
  4229. case 12: // THE TOWER - 4444 damage
  4230. {
  4231. status_fix_damage(src, target, 4444, 0, skill_id);
  4232. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4233. break;
  4234. }
  4235. case 13: // THE STAR - stun
  4236. {
  4237. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4238. break;
  4239. }
  4240. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4241. {
  4242. #ifdef RENEWAL
  4243. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4244. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4245. #endif
  4246. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4247. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4248. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4249. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4250. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4251. return 14; //To make sure a valid number is returned
  4252. }
  4253. }
  4254. return card;
  4255. }
  4256. /*==========================================
  4257. *
  4258. *
  4259. *------------------------------------------*/
  4260. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4261. {
  4262. struct map_session_data *sd = NULL;
  4263. struct status_data *tstatus;
  4264. struct status_change *sc, *tsc;
  4265. if (skill_id > 0 && !skill_lv) return 0;
  4266. nullpo_retr(1, src);
  4267. nullpo_retr(1, bl);
  4268. if (src->m != bl->m)
  4269. return 1;
  4270. if (bl->prev == NULL)
  4271. return 1;
  4272. sd = BL_CAST(BL_PC, src);
  4273. if (status_isdead(bl))
  4274. return 1;
  4275. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4276. { //GTB makes all targetted magic display miss with a single bolt.
  4277. sc_type sct = status_skill2sc(skill_id);
  4278. if(sct != SC_NONE)
  4279. status_change_end(bl, sct, INVALID_TIMER);
  4280. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4281. return 1;
  4282. }
  4283. sc = status_get_sc(src);
  4284. tsc = status_get_sc(bl);
  4285. if (sc && !sc->count)
  4286. sc = NULL; //Unneeded
  4287. if (tsc && !tsc->count)
  4288. tsc = NULL;
  4289. tstatus = status_get_status_data(bl);
  4290. map_freeblock_lock();
  4291. switch(skill_id) {
  4292. case MER_CRASH:
  4293. case SM_BASH:
  4294. case MS_BASH:
  4295. case MC_MAMMONITE:
  4296. case TF_DOUBLE:
  4297. case AC_DOUBLE:
  4298. case MA_DOUBLE:
  4299. case AS_SONICBLOW:
  4300. case KN_PIERCE:
  4301. case ML_PIERCE:
  4302. case KN_SPEARBOOMERANG:
  4303. case TF_POISON:
  4304. case TF_SPRINKLESAND:
  4305. case AC_CHARGEARROW:
  4306. case MA_CHARGEARROW:
  4307. case RG_INTIMIDATE:
  4308. case AM_ACIDTERROR:
  4309. case BA_MUSICALSTRIKE:
  4310. case DC_THROWARROW:
  4311. case BA_DISSONANCE:
  4312. case CR_HOLYCROSS:
  4313. case NPC_DARKCROSS:
  4314. case CR_SHIELDCHARGE:
  4315. case CR_SHIELDBOOMERANG:
  4316. case NPC_PIERCINGATT:
  4317. case NPC_MENTALBREAKER:
  4318. case NPC_RANGEATTACK:
  4319. case NPC_CRITICALSLASH:
  4320. case NPC_COMBOATTACK:
  4321. case NPC_GUIDEDATTACK:
  4322. case NPC_POISON:
  4323. case NPC_RANDOMATTACK:
  4324. case NPC_WATERATTACK:
  4325. case NPC_GROUNDATTACK:
  4326. case NPC_FIREATTACK:
  4327. case NPC_WINDATTACK:
  4328. case NPC_POISONATTACK:
  4329. case NPC_HOLYATTACK:
  4330. case NPC_DARKNESSATTACK:
  4331. case NPC_TELEKINESISATTACK:
  4332. case NPC_UNDEADATTACK:
  4333. case NPC_ARMORBRAKE:
  4334. case NPC_WEAPONBRAKER:
  4335. case NPC_HELMBRAKE:
  4336. case NPC_SHIELDBRAKE:
  4337. case NPC_BLINDATTACK:
  4338. case NPC_SILENCEATTACK:
  4339. case NPC_STUNATTACK:
  4340. case NPC_PETRIFYATTACK:
  4341. case NPC_CURSEATTACK:
  4342. case NPC_SLEEPATTACK:
  4343. #ifdef RENEWAL
  4344. case CR_ACIDDEMONSTRATION:
  4345. #endif
  4346. case LK_AURABLADE:
  4347. case LK_SPIRALPIERCE:
  4348. case ML_SPIRALPIERCE:
  4349. case LK_HEADCRUSH:
  4350. case CG_ARROWVULCAN:
  4351. case HW_MAGICCRASHER:
  4352. case ITM_TOMAHAWK:
  4353. case CH_CHAINCRUSH:
  4354. case CH_TIGERFIST:
  4355. case PA_SHIELDCHAIN: // Shield Chain
  4356. case PA_SACRIFICE:
  4357. case WS_CARTTERMINATION: // Cart Termination
  4358. case AS_VENOMKNIFE:
  4359. case HT_PHANTASMIC:
  4360. case TK_DOWNKICK:
  4361. case TK_COUNTER:
  4362. case GS_CHAINACTION:
  4363. case GS_TRIPLEACTION:
  4364. #ifndef RENEWAL
  4365. case GS_MAGICALBULLET:
  4366. #endif
  4367. case GS_TRACKING:
  4368. case GS_PIERCINGSHOT:
  4369. case GS_RAPIDSHOWER:
  4370. case GS_DUST:
  4371. case GS_DISARM: // Added disarm. [Reddozen]
  4372. case GS_FULLBUSTER:
  4373. case NJ_SYURIKEN:
  4374. case NJ_KUNAI:
  4375. #ifndef RENEWAL
  4376. case ASC_BREAKER:
  4377. #endif
  4378. case HFLI_MOON: //[orn]
  4379. case HFLI_SBR44: //[orn]
  4380. case NPC_BLEEDING:
  4381. case NPC_CRITICALWOUND:
  4382. case NPC_HELLPOWER:
  4383. case RK_SONICWAVE:
  4384. case AB_DUPLELIGHT_MELEE:
  4385. case RA_AIMEDBOLT:
  4386. case NC_BOOSTKNUCKLE:
  4387. case NC_PILEBUNKER:
  4388. case NC_AXEBOOMERANG:
  4389. case NC_POWERSWING:
  4390. case NC_MAGMA_ERUPTION:
  4391. case GC_CROSSIMPACT:
  4392. case GC_VENOMPRESSURE:
  4393. case SC_TRIANGLESHOT:
  4394. case SC_FEINTBOMB:
  4395. case LG_BANISHINGPOINT:
  4396. case LG_SHIELDPRESS:
  4397. case LG_RAGEBURST:
  4398. case LG_HESPERUSLIT:
  4399. case LG_OVERBRAND:
  4400. case LG_OVERBRAND_BRANDISH:
  4401. case SR_FALLENEMPIRE:
  4402. case SR_CRESCENTELBOW_AUTOSPELL:
  4403. case SR_GATEOFHELL:
  4404. case SR_GENTLETOUCH_QUIET:
  4405. case WM_SEVERE_RAINSTORM_MELEE:
  4406. case WM_GREAT_ECHO:
  4407. case KO_SETSUDAN:
  4408. case RL_MASS_SPIRAL:
  4409. case RL_BANISHING_BUSTER:
  4410. case RL_SLUGSHOT:
  4411. case RL_AM_BLAST:
  4412. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4413. break;
  4414. case MO_TRIPLEATTACK:
  4415. case RK_WINDCUTTER:
  4416. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4417. break;
  4418. case LK_JOINTBEAT:
  4419. flag = 1 << rnd() % 6;
  4420. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4421. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4422. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4423. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4424. break;
  4425. case MO_COMBOFINISH:
  4426. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4427. { //Becomes a splash attack when Soul Linked.
  4428. map_foreachinshootrange(skill_area_sub, bl,
  4429. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4430. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4431. skill_castend_damage_id);
  4432. } else
  4433. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4434. break;
  4435. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4437. skill_area_temp[1] = 0;
  4438. map_foreachinshootrange(skill_attack_area, src,
  4439. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4440. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4441. break;
  4442. case KN_CHARGEATK:
  4443. {
  4444. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4445. unsigned int dist = distance_bl(src, bl);
  4446. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4447. // teleport to target (if not on WoE grounds)
  4448. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4449. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4450. // cause damage and knockback if the path to target was a straight one
  4451. if (path) {
  4452. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4453. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4454. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4455. // make the caster look in the direction of the target
  4456. unit_setdir(src, (dir+4)%8);
  4457. }
  4458. }
  4459. break;
  4460. case NC_FLAMELAUNCHER:
  4461. case LG_CANNONSPEAR:
  4462. if(skill_id == LG_CANNONSPEAR)
  4463. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4464. skill_area_temp[1] = bl->id;
  4465. if (battle_config.skill_eightpath_algorithm) {
  4466. //Use official AoE algorithm
  4467. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4468. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4469. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4470. } else {
  4471. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4472. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4473. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4474. }
  4475. break;
  4476. case SN_SHARPSHOOTING:
  4477. case MA_SHARPSHOOTING:
  4478. case NJ_KAMAITACHI:
  4479. case NPC_DARKPIERCING:
  4480. case NPC_ACIDBREATH:
  4481. case NPC_DARKNESSBREATH:
  4482. case NPC_FIREBREATH:
  4483. case NPC_ICEBREATH:
  4484. case NPC_THUNDERBREATH:
  4485. skill_area_temp[1] = bl->id;
  4486. if (battle_config.skill_eightpath_algorithm) {
  4487. //Use official AoE algorithm
  4488. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4489. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4490. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4491. //These skills hit at least the target if the AoE doesn't hit
  4492. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4493. }
  4494. } else {
  4495. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4496. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4497. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4498. }
  4499. if (skill_id == SN_SHARPSHOOTING)
  4500. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4501. break;
  4502. case MO_INVESTIGATE:
  4503. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4504. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4505. break;
  4506. case RG_BACKSTAP:
  4507. {
  4508. if (!check_distance_bl(src, bl, 0)) {
  4509. #ifdef RENEWAL
  4510. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4511. short x, y;
  4512. if (dir > 0 && dir < 4)
  4513. x = -1;
  4514. else if (dir > 4)
  4515. x = 1;
  4516. else
  4517. x = 0;
  4518. if (dir > 2 && dir < 6)
  4519. y = -1;
  4520. else if (dir == 7 || dir < 2)
  4521. y = 1;
  4522. else
  4523. y = 0;
  4524. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4525. #else
  4526. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4527. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4528. #endif
  4529. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4530. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4531. unit_setdir(bl,dir);
  4532. #ifdef RENEWAL
  4533. clif_blown(src);
  4534. #endif
  4535. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4536. }
  4537. else if (sd)
  4538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4539. }
  4540. }
  4541. break;
  4542. case MO_FINGEROFFENSIVE:
  4543. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4544. if (battle_config.finger_offensive_type && sd) {
  4545. for (int i = 1; i < sd->spiritball_old; i++)
  4546. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4547. }
  4548. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4549. break;
  4550. case MO_CHAINCOMBO:
  4551. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4552. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4553. break;
  4554. #ifndef RENEWAL
  4555. case NJ_ISSEN:
  4556. #endif
  4557. case MO_EXTREMITYFIST:
  4558. {
  4559. struct block_list *mbl = bl; // For NJ_ISSEN
  4560. short x, y, i = 2; // Move 2 cells (From target)
  4561. short dir = map_calc_dir(src,bl->x,bl->y);
  4562. #ifdef RENEWAL
  4563. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4564. flag |= 1; // Give +100% damage increase
  4565. #endif
  4566. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4567. if (skill_id == MO_EXTREMITYFIST) {
  4568. status_set_sp(src, 0, 0);
  4569. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4570. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4571. #ifdef RENEWAL
  4572. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4573. #endif
  4574. } else {
  4575. status_set_hp(src, 1, 0);
  4576. status_change_end(src, SC_NEN, INVALID_TIMER);
  4577. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4578. }
  4579. if (skill_id == MO_EXTREMITYFIST) {
  4580. mbl = src; // For MO_EXTREMITYFIST
  4581. i = 3; // Move 3 cells (From caster)
  4582. }
  4583. if (dir > 0 && dir < 4)
  4584. x = -i;
  4585. else if (dir > 4)
  4586. x = i;
  4587. else
  4588. x = 0;
  4589. if (dir > 2 && dir < 6)
  4590. y = -i;
  4591. else if (dir == 7 || dir < 2)
  4592. y = i;
  4593. else
  4594. y = 0;
  4595. // Ashura Strike still has slide effect in GVG
  4596. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4597. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4598. clif_blown(src);
  4599. clif_spiritball(src);
  4600. }
  4601. }
  4602. break;
  4603. case HT_POWER:
  4604. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4605. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4606. break;
  4607. case SU_PICKYPECK:
  4608. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4609. case SU_BITE:
  4610. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4611. break;
  4612. case SU_SVG_SPIRIT:
  4613. skill_area_temp[1] = bl->id;
  4614. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4615. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4616. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4617. break;
  4618. //Splash attack skills.
  4619. case AS_GRIMTOOTH:
  4620. case MC_CARTREVOLUTION:
  4621. case NPC_SPLASHATTACK:
  4622. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4623. case AS_SPLASHER:
  4624. case HT_BLITZBEAT:
  4625. case AC_SHOWER:
  4626. case MA_SHOWER:
  4627. case MG_NAPALMBEAT:
  4628. case MG_FIREBALL:
  4629. case RG_RAID:
  4630. case HW_NAPALMVULCAN:
  4631. case NJ_HUUMA:
  4632. case ASC_METEORASSAULT:
  4633. case GS_SPREADATTACK:
  4634. case NPC_EARTHQUAKE:
  4635. case NPC_PULSESTRIKE:
  4636. case NPC_HELLJUDGEMENT:
  4637. case NPC_VAMPIRE_GIFT:
  4638. case NPC_MAXPAIN_ATK:
  4639. case NPC_JACKFROST:
  4640. case NPC_REVERBERATION_ATK:
  4641. case NPC_ARROWSTORM:
  4642. case RK_IGNITIONBREAK:
  4643. case AB_JUDEX:
  4644. case AB_ADORAMUS:
  4645. case WL_SOULEXPANSION:
  4646. case WL_CRIMSONROCK:
  4647. case WL_JACKFROST:
  4648. case RA_ARROWSTORM:
  4649. case RA_WUGDASH:
  4650. case NC_VULCANARM:
  4651. case NC_COLDSLOWER:
  4652. case NC_SELFDESTRUCTION:
  4653. case NC_AXETORNADO:
  4654. case GC_ROLLINGCUTTER:
  4655. case GC_COUNTERSLASH:
  4656. case LG_MOONSLASHER:
  4657. case LG_EARTHDRIVE:
  4658. case SR_RAMPAGEBLASTER:
  4659. case SR_SKYNETBLOW:
  4660. case SR_WINDMILL:
  4661. case SR_RIDEINLIGHTNING:
  4662. case WM_REVERBERATION_MELEE:
  4663. case WM_REVERBERATION_MAGIC:
  4664. case SO_VARETYR_SPEAR:
  4665. case GN_CART_TORNADO:
  4666. case GN_CARTCANNON:
  4667. case GN_SPORE_EXPLOSION:
  4668. case GN_DEMONIC_FIRE:
  4669. case GN_FIRE_EXPANSION_ACID:
  4670. case KO_HAPPOKUNAI:
  4671. case KO_HUUMARANKA:
  4672. case KO_MUCHANAGE:
  4673. case KO_BAKURETSU:
  4674. case GN_ILLUSIONDOPING:
  4675. case RL_FIREDANCE:
  4676. case RL_S_STORM:
  4677. case RL_R_TRIP:
  4678. case RL_HAMMER_OF_GOD:
  4679. case MH_XENO_SLASHER:
  4680. case NC_ARMSCANNON:
  4681. case SU_SCRATCH:
  4682. case SU_LUNATICCARROTBEAT:
  4683. case SU_LUNATICCARROTBEAT2:
  4684. case SJ_FULLMOONKICK:
  4685. case SJ_NEWMOONKICK:
  4686. case SJ_SOLARBURST:
  4687. case SJ_PROMINENCEKICK:
  4688. case SJ_STAREMPEROR:
  4689. case SJ_FALLINGSTAR_ATK2:
  4690. case SP_CURSEEXPLOSION:
  4691. case SP_SHA:
  4692. case SP_SWHOO:
  4693. if( flag&1 ) {//Recursive invocation
  4694. int sflag = skill_area_temp[0] & 0xFFF;
  4695. int heal = 0;
  4696. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4697. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4698. break; // Under Hovering characters are immune to select trap and ground target skills.
  4699. if( flag&SD_LEVEL )
  4700. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4701. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4702. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4703. switch (skill_id) {
  4704. case GN_SPORE_EXPLOSION:
  4705. if (flag&2 && skill_area_temp[1] == bl->id)
  4706. sflag |= 2048; // Flag for main target
  4707. break;
  4708. }
  4709. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4710. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4711. break;
  4712. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4713. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4714. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4715. status_heal(src,heal,0,0);
  4716. }
  4717. if (skill_id == SJ_PROMINENCEKICK) // Trigger the 2nd hit. (100% fire damage.)
  4718. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4719. } else {
  4720. int starget = BL_CHAR|BL_SKILL;
  4721. skill_area_temp[0] = 0;
  4722. skill_area_temp[1] = bl->id;
  4723. skill_area_temp[2] = 0;
  4724. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4725. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4726. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4727. break;
  4728. }
  4729. if (skill_id == SP_SWHOO)
  4730. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4731. switch ( skill_id ) {
  4732. case LG_EARTHDRIVE:
  4733. case GN_CARTCANNON:
  4734. case SU_SCRATCH:
  4735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4736. break;
  4737. #ifdef RENEWAL
  4738. case NJ_HUUMA:
  4739. #endif
  4740. case LG_MOONSLASHER:
  4741. case MH_XENO_SLASHER:
  4742. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4743. break;
  4744. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4745. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4746. break;
  4747. case NPC_REVERBERATION_ATK:
  4748. case WM_REVERBERATION_MELEE:
  4749. case WM_REVERBERATION_MAGIC:
  4750. case NC_ARMSCANNON:
  4751. skill_area_temp[1] = 0;
  4752. starget = splash_target(src);
  4753. break;
  4754. case WL_CRIMSONROCK:
  4755. skill_area_temp[4] = bl->x;
  4756. skill_area_temp[5] = bl->y;
  4757. break;
  4758. case SU_LUNATICCARROTBEAT:
  4759. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4760. skill_id = SU_LUNATICCARROTBEAT2;
  4761. break;
  4762. }
  4763. // if skill damage should be split among targets, count them
  4764. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4765. //special case: Venom Splasher uses a different range for searching than for splashing
  4766. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4767. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4768. // recursive invocation of skill_castend_damage_id() with flag|1
  4769. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4770. if (skill_id == RA_ARROWSTORM)
  4771. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4772. if( skill_id == AS_SPLASHER ) {
  4773. map_freeblock_unlock(); // Don't consume a second gemstone.
  4774. return 0;
  4775. }
  4776. }
  4777. break;
  4778. //Place units around target
  4779. case NJ_BAKUENRYU:
  4780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4781. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4782. break;
  4783. case WL_COMET:
  4784. case NPC_COMET:
  4785. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4786. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4787. break;
  4788. case SM_MAGNUM:
  4789. case MS_MAGNUM:
  4790. if( flag&1 ) {
  4791. // For players, damage depends on distance, so add it to flag if it is > 1
  4792. // Cannot hit hidden targets
  4793. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4794. }
  4795. break;
  4796. #ifndef RENEWAL
  4797. case KN_BRANDISHSPEAR:
  4798. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4799. break;
  4800. #else
  4801. case KN_BRANDISHSPEAR:
  4802. #endif
  4803. case ML_BRANDISH:
  4804. //Coded apart for it needs the flag passed to the damage calculation.
  4805. if (skill_area_temp[1] != bl->id)
  4806. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4807. else
  4808. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4809. break;
  4810. case KN_BOWLINGBASH:
  4811. case MS_BOWLINGBASH:
  4812. {
  4813. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4814. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4815. c = (skill_lv-(flag&0xFFF)+1)/2;
  4816. // Determine the Bowling Bash area depending on configuration
  4817. if (battle_config.bowling_bash_area == 0) {
  4818. // Gutter line system
  4819. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4820. if(min_x < 0) min_x = 0;
  4821. max_x = min_x + 39;
  4822. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4823. if(min_y < 0) min_y = 0;
  4824. max_y = min_y + 39;
  4825. } else if (battle_config.bowling_bash_area == 1) {
  4826. // Gutter line system without demi gutter bug
  4827. min_x = src->x - (src->x)%40;
  4828. max_x = min_x + 39;
  4829. min_y = src->y - (src->y)%40;
  4830. max_y = min_y + 39;
  4831. } else {
  4832. // Area around caster
  4833. min_x = src->x - battle_config.bowling_bash_area;
  4834. max_x = src->x + battle_config.bowling_bash_area;
  4835. min_y = src->y - battle_config.bowling_bash_area;
  4836. max_y = src->y + battle_config.bowling_bash_area;
  4837. }
  4838. // Initialization, break checks, direction
  4839. if((flag&0xFFF) > 0) {
  4840. // Ignore monsters outside area
  4841. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4842. break;
  4843. // Ignore monsters already in list
  4844. if(idb_exists(bowling_db, bl->id))
  4845. break;
  4846. // Random direction
  4847. dir = rnd()%8;
  4848. } else {
  4849. // Create an empty list of already hit targets
  4850. db_clear(bowling_db);
  4851. // Direction is walkpath
  4852. dir = (unit_getdir(src)+4)%8;
  4853. }
  4854. // Add current target to the list of already hit targets
  4855. idb_put(bowling_db, bl->id, bl);
  4856. // Keep moving target in direction square by square
  4857. tx = bl->x;
  4858. ty = bl->y;
  4859. for(i=0;i<c;i++) {
  4860. // Target coordinates (get changed even if knockback fails)
  4861. tx -= dirx[dir];
  4862. ty -= diry[dir];
  4863. // If target cell is a wall then break
  4864. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4865. break;
  4866. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4867. int count;
  4868. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4869. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4870. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4871. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4872. // Recursive call
  4873. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4874. // Self-collision
  4875. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4876. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4877. break;
  4878. }
  4879. }
  4880. #ifndef RENEWAL
  4881. // Original hit or chain hit depending on flag
  4882. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4883. #endif
  4884. }
  4885. break;
  4886. case KN_SPEARSTAB:
  4887. if(flag&1) {
  4888. if (bl->id==skill_area_temp[1])
  4889. break;
  4890. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4891. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4892. } else {
  4893. int x=bl->x,y=bl->y,i,dir;
  4894. dir = map_calc_dir(bl,src->x,src->y);
  4895. skill_area_temp[1] = bl->id;
  4896. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4897. // all the enemies between the caster and the target are hit, as well as the target
  4898. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4899. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4900. for (i=0;i<4;i++) {
  4901. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4902. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4903. x += dirx[dir];
  4904. y += diry[dir];
  4905. }
  4906. }
  4907. break;
  4908. case TK_TURNKICK:
  4909. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4910. {
  4911. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4912. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4913. map_foreachinallrange(skill_area_sub,bl,
  4914. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4915. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4916. skill_castend_nodamage_id);
  4917. }
  4918. break;
  4919. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4920. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4921. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4922. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4923. break;
  4924. case PR_TURNUNDEAD:
  4925. case ALL_RESURRECTION:
  4926. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4927. break;
  4928. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4929. break;
  4930. case AL_HOLYLIGHT:
  4931. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4932. case MG_SOULSTRIKE:
  4933. case NPC_DARKSTRIKE:
  4934. case MG_COLDBOLT:
  4935. case MG_FIREBOLT:
  4936. case MG_LIGHTNINGBOLT:
  4937. case WZ_EARTHSPIKE:
  4938. case AL_HEAL:
  4939. case NPC_DARKTHUNDER:
  4940. case PR_ASPERSIO:
  4941. case MG_FROSTDIVER:
  4942. case WZ_SIGHTBLASTER:
  4943. case WZ_SIGHTRASHER:
  4944. #ifdef RENEWAL
  4945. case PA_PRESSURE:
  4946. #endif
  4947. case NJ_KOUENKA:
  4948. case NJ_HYOUSENSOU:
  4949. case NJ_HUUJIN:
  4950. case AB_HIGHNESSHEAL:
  4951. case AB_DUPLELIGHT_MAGIC:
  4952. case LG_RAYOFGENESIS:
  4953. case WM_METALICSOUND:
  4954. case KO_KAIHOU:
  4955. case MH_ERASER_CUTTER:
  4956. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4957. break;
  4958. case NPC_MAGICALATTACK:
  4959. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4960. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4961. break;
  4962. case HVAN_CAPRICE: //[blackhole89]
  4963. {
  4964. int ran=rnd()%4;
  4965. int sid = 0;
  4966. switch(ran)
  4967. {
  4968. case 0: sid=MG_COLDBOLT; break;
  4969. case 1: sid=MG_FIREBOLT; break;
  4970. case 2: sid=MG_LIGHTNINGBOLT; break;
  4971. case 3: sid=WZ_EARTHSPIKE; break;
  4972. }
  4973. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4974. }
  4975. break;
  4976. case WZ_WATERBALL:
  4977. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4978. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4979. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4980. break;
  4981. case WZ_JUPITEL:
  4982. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4983. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4984. break;
  4985. case PR_BENEDICTIO:
  4986. //Should attack undead and demons. [Skotlex]
  4987. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4988. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4989. break;
  4990. case SJ_NOVAEXPLOSING:
  4991. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4992. // We can end Dimension here since the cooldown code is processed before this point.
  4993. if (sc && sc->data[SC_DIMENSION])
  4994. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4995. else // Dimension not active? Activate the 2 second skill block penalty.
  4996. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4997. break;
  4998. case SP_SOULEXPLOSION:
  4999. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5000. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5001. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5002. if (sd)
  5003. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5004. break;
  5005. }
  5006. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5007. break;
  5008. case SL_SMA:
  5009. status_change_end(src, SC_SMA, INVALID_TIMER);
  5010. case SL_STIN:
  5011. case SL_STUN:
  5012. case SP_SPA:
  5013. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5014. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5016. break;
  5017. }
  5018. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5019. break;
  5020. case NPC_DARKBREATH:
  5021. clif_emotion(src,ET_ANGER);
  5022. case SN_FALCONASSAULT:
  5023. #ifndef RENEWAL
  5024. case PA_PRESSURE:
  5025. case CR_ACIDDEMONSTRATION:
  5026. #endif
  5027. case TF_THROWSTONE:
  5028. #ifdef RENEWAL
  5029. case ASC_BREAKER:
  5030. #endif
  5031. case NPC_SMOKING:
  5032. case GS_FLING:
  5033. case NJ_ZENYNAGE:
  5034. case GN_THORNS_TRAP:
  5035. case RL_B_TRAP:
  5036. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5037. break;
  5038. #ifdef RENEWAL
  5039. case NJ_ISSEN: {
  5040. short x, y;
  5041. short dir = map_calc_dir(src, bl->x, bl->y);
  5042. // Move 2 cells (From target)
  5043. if (dir > 0 && dir < 4)
  5044. x = -2;
  5045. else if (dir > 4)
  5046. x = 2;
  5047. else
  5048. x = 0;
  5049. if (dir > 2 && dir < 6)
  5050. y = -2;
  5051. else if (dir == 7 || dir < 2)
  5052. y = 2;
  5053. else
  5054. y = 0;
  5055. // Doesn't have slide effect in GVG
  5056. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5057. clif_blown(src);
  5058. clif_spiritball(src);
  5059. }
  5060. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5061. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5062. status_change_end(src, SC_NEN, INVALID_TIMER);
  5063. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5064. }
  5065. break;
  5066. #endif
  5067. case RK_DRAGONBREATH_WATER:
  5068. case RK_DRAGONBREATH:
  5069. if( tsc && tsc->data[SC_HIDING] )
  5070. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5071. else
  5072. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5073. break;
  5074. case NPC_SELFDESTRUCTION:
  5075. if( tsc && tsc->data[SC_HIDING] )
  5076. break;
  5077. case HVAN_EXPLOSION:
  5078. if (src != bl)
  5079. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5080. break;
  5081. // Celest
  5082. case PF_SOULBURN:
  5083. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5084. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5085. if (skill_lv == 5)
  5086. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5087. status_percent_damage(src, bl, 0, 100, false);
  5088. } else {
  5089. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5090. if (skill_lv == 5)
  5091. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5092. status_percent_damage(src, src, 0, 100, false);
  5093. }
  5094. break;
  5095. case NPC_BLOODDRAIN:
  5096. case NPC_ENERGYDRAIN:
  5097. {
  5098. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5099. src, src, bl, skill_id, skill_lv, tick, flag);
  5100. if (heal > 0){
  5101. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5102. status_heal(src, heal, 0, 0);
  5103. }
  5104. }
  5105. break;
  5106. case GS_BULLSEYE:
  5107. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5108. break;
  5109. case NJ_KASUMIKIRI:
  5110. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5111. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5112. break;
  5113. case NJ_KIRIKAGE:
  5114. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5115. { //You don't move on GVG grounds.
  5116. short x, y;
  5117. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5118. if (unit_movepos(src, x, y, 0, 0)) {
  5119. clif_blown(src);
  5120. }
  5121. }
  5122. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5123. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5124. break;
  5125. case RK_HUNDREDSPEAR:
  5126. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5127. if(rnd()%100 < (10 + 3*skill_lv)) {
  5128. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  5129. if( !skill_req )
  5130. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  5131. skill_blown(src,bl,6,-1,BLOWN_NONE);
  5132. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  5133. }
  5134. break;
  5135. case RK_PHANTOMTHRUST:
  5136. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5138. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5139. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5140. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5141. break;
  5142. case RK_STORMBLAST:
  5143. if( flag&1 )
  5144. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5145. else {
  5146. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5147. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5148. }
  5149. break;
  5150. case GC_DARKILLUSION:
  5151. {
  5152. short x, y;
  5153. short dir = map_calc_dir(src,bl->x,bl->y);
  5154. if( dir > 0 && dir < 4) x = 2;
  5155. else if( dir > 4 ) x = -2;
  5156. else x = 0;
  5157. if( dir > 2 && dir < 6 ) y = 2;
  5158. else if( dir == 7 || dir < 2 ) y = -2;
  5159. else y = 0;
  5160. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5161. clif_blown(src);
  5162. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5163. if( rnd()%100 < 4 * skill_lv )
  5164. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5165. }
  5166. }
  5167. break;
  5168. case GC_WEAPONCRUSH:
  5169. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  5170. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5171. else if( sd )
  5172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  5173. break;
  5174. case GC_CROSSRIPPERSLASHER:
  5175. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5177. else
  5178. {
  5179. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5180. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  5181. }
  5182. break;
  5183. case GC_PHANTOMMENACE:
  5184. if (flag&1) { // Only Hits Invisible Targets
  5185. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5186. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5187. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5188. }
  5189. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5190. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5191. }
  5192. break;
  5193. case GC_DARKCROW:
  5194. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5195. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5196. break;
  5197. case WL_DRAINLIFE:
  5198. {
  5199. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5200. int rate = 70 + 5 * skill_lv;
  5201. heal = heal * (5 + 5 * skill_lv) / 100;
  5202. if( bl->type == BL_SKILL )
  5203. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5204. if( heal && rnd()%100 < rate )
  5205. {
  5206. status_heal(src, heal, 0, 0);
  5207. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5208. }
  5209. }
  5210. break;
  5211. case WL_TETRAVORTEX_FIRE:
  5212. case WL_TETRAVORTEX_WATER:
  5213. case WL_TETRAVORTEX_WIND:
  5214. case WL_TETRAVORTEX_GROUND:
  5215. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5216. break;
  5217. case WL_TETRAVORTEX:
  5218. if( sc ) { // No SC? No spheres
  5219. int spheres[5] = { 0, 0, 0, 0, 0 },
  5220. positions[5] = {-1,-1,-1,-1,-1 },
  5221. i, j = 0, k, subskill = 0;
  5222. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5223. if( sc->data[i] ) {
  5224. spheres[j] = i;
  5225. positions[j] = sc->data[i]->val2;
  5226. j++;
  5227. }
  5228. // Sphere Sort, this time from new to old
  5229. for( i = 0; i <= j - 2; i++ )
  5230. for( k = i + 1; k <= j - 1; k++ )
  5231. if( positions[i] < positions[k] ) {
  5232. SWAP(positions[i],positions[k]);
  5233. SWAP(spheres[i],spheres[k]);
  5234. }
  5235. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5236. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5237. j = 4;
  5238. }
  5239. k = 0;
  5240. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5241. switch( sc->data[spheres[i]]->val1 ) {
  5242. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5243. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5244. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5245. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5246. }
  5247. if (skill_lv > 5) {
  5248. skill_area_temp[0] = i;
  5249. skill_area_temp[1] = k;
  5250. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5251. } else
  5252. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5253. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5254. }
  5255. }
  5256. break;
  5257. case WL_RELEASE:
  5258. if( sd )
  5259. {
  5260. int i;
  5261. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5262. // Priority is to release SpellBook
  5263. if( sc && sc->data[SC_FREEZE_SP] )
  5264. { // SpellBook
  5265. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5266. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5267. int cooldown;
  5268. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5269. if( sc->data[i] ) spell[s++] = i;
  5270. if ( s == 0 )
  5271. break;
  5272. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5273. if(sc->data[i] ){// Now extract the data from the preserved spell
  5274. pres_skill_id = sc->data[i]->val1;
  5275. pres_skill_lv = sc->data[i]->val2;
  5276. point = sc->data[i]->val3;
  5277. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5278. }else //something went wrong :(
  5279. break;
  5280. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5281. sc->data[SC_FREEZE_SP]->val2 -= point;
  5282. else // Last spell to be released
  5283. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5284. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5285. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5286. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5287. break;
  5288. // Get the requirement for the preserved skill
  5289. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5290. switch( skill_get_casttype(pres_skill_id) )
  5291. {
  5292. case CAST_GROUND:
  5293. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5294. break;
  5295. case CAST_NODAMAGE:
  5296. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5297. break;
  5298. case CAST_DAMAGE:
  5299. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5300. break;
  5301. }
  5302. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5303. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5304. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5305. if( cooldown )
  5306. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5307. }
  5308. else
  5309. { // Summon Balls
  5310. int j = 0, k;
  5311. int spheres[5] = { 0, 0, 0, 0, 0 },
  5312. positions[5] = {-1,-1,-1,-1,-1 };
  5313. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5314. if( sc && sc->data[i] )
  5315. {
  5316. spheres[j] = i;
  5317. positions[j] = sc->data[i]->val2;
  5318. sc->data[i]->val2--; // Prepares for next position
  5319. j++;
  5320. }
  5321. if( j == 0 )
  5322. { // No Spheres
  5323. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5324. break;
  5325. }
  5326. // Sphere Sort
  5327. for( i = 0; i <= j - 2; i++ )
  5328. for( k = i + 1; k <= j - 1; k++ )
  5329. if( positions[i] > positions[k] )
  5330. {
  5331. SWAP(positions[i],positions[k]);
  5332. SWAP(spheres[i],spheres[k]);
  5333. }
  5334. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5335. for( i = 0; i < j; i++ )
  5336. {
  5337. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5338. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5339. skill_addtimerskill(src,tick+(t_tick)status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5340. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5341. }
  5342. clif_skill_nodamage(src,bl,skill_id,0,1);
  5343. }
  5344. }
  5345. break;
  5346. case WL_FROSTMISTY:
  5347. // Causes Freezing status through walls.
  5348. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  5349. // Doesn't deal damage through non-shootable walls.
  5350. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5351. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5352. break;
  5353. case WL_HELLINFERNO:
  5354. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5355. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5356. break;
  5357. case RA_WUGSTRIKE:
  5358. if( sd && pc_isridingwug(sd) ){
  5359. short x[8]={0,-1,-1,-1,0,1,1,1};
  5360. short y[8]={1,1,0,-1,-1,-1,0,1};
  5361. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5362. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5363. clif_blown(src);
  5364. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5365. }
  5366. break;
  5367. }
  5368. case RA_WUGBITE:
  5369. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5370. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5371. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5372. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5373. break;
  5374. case RA_SENSITIVEKEEN:
  5375. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5376. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5377. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5378. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5379. }
  5380. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5381. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5382. } else {
  5383. struct skill_unit *su = NULL;
  5384. struct skill_unit_group* sg;
  5385. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5386. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5387. {
  5388. struct item item_tmp;
  5389. memset(&item_tmp,0,sizeof(item_tmp));
  5390. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5391. item_tmp.identify = 1;
  5392. if( item_tmp.nameid )
  5393. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5394. }
  5395. skill_delunit(su);
  5396. }
  5397. }
  5398. break;
  5399. case NC_INFRAREDSCAN:
  5400. if( flag&1 ) {
  5401. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5402. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5403. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5404. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5405. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5406. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5407. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5408. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5409. } else {
  5410. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5411. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5412. }
  5413. break;
  5414. case NC_MAGNETICFIELD:
  5415. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5416. break;
  5417. case SC_FATALMENACE:
  5418. if( flag&1 )
  5419. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5420. else {
  5421. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5422. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5423. }
  5424. break;
  5425. case LG_PINPOINTATTACK:
  5426. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5427. clif_blown(src);
  5428. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5429. break;
  5430. case LG_SHIELDSPELL:
  5431. if (skill_lv == 1)
  5432. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5433. else if (skill_lv == 2)
  5434. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5435. break;
  5436. case SR_DRAGONCOMBO:
  5437. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5438. break;
  5439. case SR_KNUCKLEARROW:
  5440. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5441. dir_ka = map_calc_dir(bl, src->x, src->y);
  5442. // Has slide effect
  5443. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5444. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5445. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5446. break;
  5447. case SR_HOWLINGOFLION:
  5448. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5449. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5450. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5451. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5452. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5453. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5454. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5455. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5456. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5457. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5458. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5459. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5460. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5461. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5462. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5463. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5464. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5465. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5466. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5467. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5468. break;
  5469. case SR_EARTHSHAKER:
  5470. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5471. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5472. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5473. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5474. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5475. } else {
  5476. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5477. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5478. }
  5479. break;
  5480. case SR_TIGERCANNON:
  5481. if (flag&1) {
  5482. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5483. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5484. } else if (sd) {
  5485. skill_area_temp[1] = bl->id;
  5486. skill_area_temp[3] = skill_id;
  5487. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5488. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5489. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5490. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5491. }
  5492. break;
  5493. case SO_POISON_BUSTER:
  5494. if( tsc && tsc->data[SC_POISON] ) {
  5495. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5496. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5497. }
  5498. else if( sd )
  5499. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5500. break;
  5501. case KO_JYUMONJIKIRI: {
  5502. short x, y;
  5503. short dir = map_calc_dir(src,bl->x,bl->y);
  5504. if (dir > 0 && dir < 4)
  5505. x = 2;
  5506. else if (dir > 4)
  5507. x = -2;
  5508. else
  5509. x = 0;
  5510. if (dir > 2 && dir < 6)
  5511. y = 2;
  5512. else if (dir == 7 || dir < 2)
  5513. y = -2;
  5514. else
  5515. y = 0;
  5516. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5517. clif_blown(src);
  5518. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5519. }
  5520. }
  5521. break;
  5522. case EL_FIRE_BOMB:
  5523. case EL_FIRE_WAVE:
  5524. case EL_WATER_SCREW:
  5525. case EL_HURRICANE:
  5526. case EL_TYPOON_MIS:
  5527. if( flag&1 )
  5528. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5529. else {
  5530. int i = skill_get_splash(skill_id,skill_lv);
  5531. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5532. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5533. if( rnd()%100 < 30 )
  5534. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5535. else
  5536. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5537. }
  5538. break;
  5539. case EL_ROCK_CRUSHER:
  5540. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5541. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5542. if( rnd()%100 < 50 )
  5543. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5544. else
  5545. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5546. break;
  5547. case EL_STONE_RAIN:
  5548. if( flag&1 )
  5549. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5550. else {
  5551. int i = skill_get_splash(skill_id,skill_lv);
  5552. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5553. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5554. if( rnd()%100 < 30 )
  5555. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5556. else
  5557. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5558. }
  5559. break;
  5560. case EL_FIRE_ARROW:
  5561. case EL_ICE_NEEDLE:
  5562. case EL_WIND_SLASH:
  5563. case EL_STONE_HAMMER:
  5564. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5565. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5566. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5567. break;
  5568. case EL_TIDAL_WEAPON:
  5569. if( src->type == BL_ELEM ) {
  5570. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5571. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5572. sc_type type = status_skill2sc(skill_id), type2;
  5573. type2 = static_cast<sc_type>(type - 1);
  5574. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5575. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5576. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5577. elemental_clean_single_effect(ele, skill_id);
  5578. }
  5579. if( rnd()%100 < 50 )
  5580. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5581. else {
  5582. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5583. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5584. }
  5585. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5586. }
  5587. break;
  5588. //recursive homon skill
  5589. case MH_MAGMA_FLOW:
  5590. case MH_HEILIGE_STANGE:
  5591. if(flag&1){
  5592. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5593. break;//chance to not trigger atk for magma
  5594. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5595. }
  5596. else
  5597. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5598. break;
  5599. case MH_STAHL_HORN:
  5600. case MH_NEEDLE_OF_PARALYZE:
  5601. case MH_SONIC_CRAW:
  5602. case MH_MIDNIGHT_FRENZY:
  5603. case MH_SILVERVEIN_RUSH:
  5604. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5605. break;
  5606. case MH_TINDER_BREAKER:
  5607. case MH_CBC:
  5608. case MH_EQC:
  5609. {
  5610. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5611. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5612. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5613. clif_blown(src);
  5614. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5615. }
  5616. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5617. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5618. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5619. }
  5620. break;
  5621. case RL_H_MINE:
  5622. if (!(flag&1)) {
  5623. // Direct attack
  5624. if (!sd || !sd->flicker) {
  5625. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5626. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5627. break;
  5628. }
  5629. // Triggered by RL_FLICKER
  5630. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5631. // Splash damage around it!
  5632. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5633. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5634. flag |= 1; // Don't consume requirement
  5635. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5636. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5637. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5638. }
  5639. }
  5640. else
  5641. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5642. if (sd && sd->flicker)
  5643. flag |= 1; // Don't consume requirement
  5644. break;
  5645. case RL_QD_SHOT:
  5646. case RL_D_TAIL:
  5647. if (!sd || (tsc && tsc->data[SC_C_MARKER])) {
  5648. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5649. break;
  5650. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5651. }
  5652. break;
  5653. case SU_SCAROFTAROU:
  5654. case SU_SV_STEMSPEAR:
  5655. if (skill_id == SU_SCAROFTAROU)
  5656. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5657. else {
  5658. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5659. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5660. }
  5661. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5662. break;
  5663. case 0:/* no skill - basic/normal attack */
  5664. if(sd) {
  5665. if (flag & 3){
  5666. if (bl->id != skill_area_temp[1])
  5667. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5668. } else {
  5669. skill_area_temp[1] = bl->id;
  5670. map_foreachinallrange(skill_area_sub, bl,
  5671. sd->bonus.splash_range, BL_CHAR,
  5672. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5673. skill_castend_damage_id);
  5674. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5675. }
  5676. }
  5677. break;
  5678. case SJ_FALLINGSTAR_ATK:
  5679. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5680. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5681. int8 i = 0;
  5682. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5683. if (i < MAX_STELLAR_MARKS) {
  5684. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5685. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5686. }
  5687. }
  5688. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5689. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5690. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5691. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5692. }
  5693. break;
  5694. case SJ_FLASHKICK: {
  5695. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5696. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5697. // Only players and monsters can be tagged....I think??? [Rytech]
  5698. // Lets only allow players and monsters to use this skill for safety reasons.
  5699. if ((!tsd && !tmd) || !sd && !md) {
  5700. if (sd)
  5701. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5702. break;
  5703. }
  5704. // Check if the target is already tagged by another source.
  5705. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5706. // Can't tag a player that was already tagged from another source.
  5707. if (sd)
  5708. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5709. map_freeblock_unlock();
  5710. return 1;
  5711. }
  5712. // Attack the target and return the damage result for the upcoming check.
  5713. int64 fk_damage = skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5714. if (sd) { // Tagging the target.
  5715. int i;
  5716. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5717. if (i == MAX_STELLAR_MARKS) {
  5718. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5719. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5720. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5721. map_freeblock_unlock();
  5722. return 1;
  5723. }
  5724. }
  5725. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5726. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5727. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5728. if (fk_damage > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5729. sd->stellar_mark[i] = bl->id;
  5730. // Val4 flags if the status was applied by a player or a monster.
  5731. // This will be important for other skills that work together with this one.
  5732. // 1 = Player, 2 = Monster.
  5733. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5734. // apply the status here. We can't pass this data to skill_additional_effect.
  5735. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5736. }
  5737. } else if (md) { // Monster's cant track with this skill. Just give the status.
  5738. if (fk_damage > 0)
  5739. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5740. }
  5741. }
  5742. break;
  5743. default:
  5744. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5745. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5746. 0, abs(skill_get_num(skill_id, skill_lv)),
  5747. skill_id, skill_lv, skill_get_hit(skill_id));
  5748. map_freeblock_unlock();
  5749. return 1;
  5750. }
  5751. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5752. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5753. map_freeblock_unlock();
  5754. if( sd && !(flag&1) )
  5755. {// ensure that the skill last-cast tick is recorded
  5756. sd->canskill_tick = gettick();
  5757. if( sd->state.arrow_atk )
  5758. {// consume arrow on last invocation to this skill.
  5759. battle_consume_ammo(sd, skill_id, skill_lv);
  5760. }
  5761. // perform skill requirement consumption
  5762. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5763. }
  5764. return 0;
  5765. }
  5766. /**
  5767. * Give a song's buff/debuff or damage to all targets around
  5768. * @param target: Target
  5769. * @param ap: Argument list
  5770. * @return 1 on success or 0 otherwise
  5771. */
  5772. static int skill_apply_songs(struct block_list* target, va_list ap)
  5773. {
  5774. int flag = va_arg(ap, int);
  5775. struct block_list* src = va_arg(ap, struct block_list*);
  5776. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5777. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5778. t_tick tick = va_arg(ap, t_tick);
  5779. if (flag & BCT_WOS && src == target)
  5780. return 0;
  5781. if (battle_check_target(src, target, flag) > 0) {
  5782. switch (skill_id) {
  5783. // Attack type songs
  5784. case BA_DISSONANCE:
  5785. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5786. return 1;
  5787. case DC_UGLYDANCE:
  5788. case BD_LULLABY:
  5789. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5790. default: // Buff/Debuff type songs
  5791. if (skill_id == CG_HERMODE && src->id != target->id)
  5792. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5793. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5794. }
  5795. }
  5796. return 0;
  5797. }
  5798. /**
  5799. * Calculate a song's bonus values
  5800. * @param src: Caster
  5801. * @param skill_id: Song skill ID
  5802. * @param skill_lv: Song skill level
  5803. * @param tick: Timer tick
  5804. * @return Number of targets or 0 otherwise
  5805. */
  5806. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5807. {
  5808. nullpo_ret(src);
  5809. if (src->type != BL_PC) {
  5810. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5811. return 0;
  5812. }
  5813. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5814. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5815. return 0;
  5816. }
  5817. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5818. int flag = BCT_PARTY;
  5819. switch (skill_id) {
  5820. case BD_ROKISWEIL:
  5821. flag = BCT_ENEMY | BCT_WOS;
  5822. break;
  5823. case BD_LULLABY:
  5824. case BD_ETERNALCHAOS:
  5825. case BA_DISSONANCE:
  5826. case DC_UGLYDANCE:
  5827. case DC_DONTFORGETME:
  5828. flag = BCT_ENEMY;
  5829. break;
  5830. case CG_HERMODE:
  5831. flag |= BCT_GUILD;
  5832. break;
  5833. }
  5834. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5835. sd->skill_id_dance = skill_id;
  5836. sd->skill_lv_dance = skill_lv;
  5837. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  5838. sc_start(src, src, status_skill2sc(CG_SPECIALSINGER), 100, 1, skill_get_time(CG_SPECIALSINGER, skill_lv));
  5839. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5840. // todo, apply ensemble fatigue if it hits you + ensemble partner.. ??
  5841. // or maybe we do that in skill_check_pc_partner or something ??
  5842. }
  5843. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5844. }
  5845. /**
  5846. * Use no-damage skill from 'src' to 'bl
  5847. * @param src Caster
  5848. * @param bl Target of the skill, bl maybe same with src for self skill
  5849. * @param skill_id
  5850. * @param skill_lv
  5851. * @param tick
  5852. * @param flag Various value, &1: Recursive effect
  5853. **/
  5854. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5855. {
  5856. struct map_session_data *sd, *dstsd;
  5857. struct mob_data *md, *dstmd;
  5858. struct homun_data *hd;
  5859. struct mercenary_data *mer;
  5860. struct status_data *sstatus, *tstatus;
  5861. struct status_change *tsc;
  5862. struct status_change_entry *tsce;
  5863. int i = 0;
  5864. enum sc_type type;
  5865. if(skill_id > 0 && !skill_lv) return 0; // celest
  5866. nullpo_retr(1, src);
  5867. nullpo_retr(1, bl);
  5868. if (src->m != bl->m)
  5869. return 1;
  5870. sd = BL_CAST(BL_PC, src);
  5871. hd = BL_CAST(BL_HOM, src);
  5872. md = BL_CAST(BL_MOB, src);
  5873. mer = BL_CAST(BL_MER, src);
  5874. dstsd = BL_CAST(BL_PC, bl);
  5875. dstmd = BL_CAST(BL_MOB, bl);
  5876. if(bl->prev == NULL)
  5877. return 1;
  5878. if(status_isdead(src))
  5879. return 1;
  5880. if( src != bl && status_isdead(bl) ) {
  5881. switch( skill_id ) { // Skills that may be cast on dead targets
  5882. case NPC_WIDESOULDRAIN:
  5883. case PR_REDEMPTIO:
  5884. case ALL_RESURRECTION:
  5885. case WM_DEADHILLHERE:
  5886. case WE_ONEFOREVER:
  5887. break;
  5888. default:
  5889. return 1;
  5890. }
  5891. }
  5892. tstatus = status_get_status_data(bl);
  5893. sstatus = status_get_status_data(src);
  5894. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5895. switch (skill_id) {
  5896. case HLIF_HEAL: //[orn]
  5897. if (bl->type != BL_HOM) {
  5898. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5899. break ;
  5900. }
  5901. case AL_HEAL:
  5902. case ALL_RESURRECTION:
  5903. case PR_ASPERSIO:
  5904. case AB_HIGHNESSHEAL:
  5905. //Apparently only player casted skills can be offensive like this.
  5906. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5907. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5908. //Offensive heal does not works on non-enemies. [Skotlex]
  5909. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5910. return 0;
  5911. }
  5912. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5913. }
  5914. break;
  5915. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5916. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5917. case MH_STEINWAND: {
  5918. struct block_list *s_src = battle_get_master(src);
  5919. short ret = 0;
  5920. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5921. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5922. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5923. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5924. if (hd)
  5925. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5926. return ret;
  5927. }
  5928. break;
  5929. default:
  5930. //Skill is actually ground placed.
  5931. if (src == bl && skill_get_unit_id(skill_id))
  5932. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5933. }
  5934. type = status_skill2sc(skill_id);
  5935. tsc = status_get_sc(bl);
  5936. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5937. if (src!=bl && type > -1 &&
  5938. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5939. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5940. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5941. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5942. map_freeblock_lock();
  5943. switch(skill_id)
  5944. {
  5945. case HLIF_HEAL: //[orn]
  5946. case AL_HEAL:
  5947. case AB_HIGHNESSHEAL:
  5948. {
  5949. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5950. int heal_get_jobexp;
  5951. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5952. heal = 0;
  5953. if( tsc && tsc->count ) {
  5954. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5955. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5956. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5957. if (src == bl)
  5958. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5959. else {
  5960. bl = src;
  5961. dstsd = sd;
  5962. }
  5963. }
  5964. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5965. heal = 0; //Needed so that it actually displays 0 when healing.
  5966. }
  5967. if (skill_id == AL_HEAL)
  5968. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5969. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5970. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5971. heal = ~heal + 1;
  5972. heal_get_jobexp = status_heal(bl,heal,0,0);
  5973. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5974. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5975. if (heal_get_jobexp <= 0)
  5976. heal_get_jobexp = 1;
  5977. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5978. }
  5979. }
  5980. break;
  5981. case PR_REDEMPTIO:
  5982. if (sd && !(flag&1)) {
  5983. if (sd->status.party_id == 0) {
  5984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5985. break;
  5986. }
  5987. skill_area_temp[0] = 0;
  5988. party_foreachsamemap(skill_area_sub,
  5989. sd,skill_get_splash(skill_id, skill_lv),
  5990. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5991. skill_castend_nodamage_id);
  5992. if (skill_area_temp[0] == 0) {
  5993. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5994. break;
  5995. }
  5996. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5997. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5998. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5999. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6000. }
  6001. status_set_hp(src, 1, 0);
  6002. status_set_sp(src, 0, 0);
  6003. break;
  6004. } else if (status_isdead(bl) && flag&1) { //Revive
  6005. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6006. skill_lv = 3; //Resurrection level 3 is used
  6007. } else //Invalid target, skip resurrection.
  6008. break;
  6009. case ALL_RESURRECTION:
  6010. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6011. { //No reviving in WoE grounds!
  6012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6013. break;
  6014. }
  6015. if (!status_isdead(bl))
  6016. break;
  6017. {
  6018. int per = 0, sper = 0;
  6019. if (tsc && tsc->data[SC_HELLPOWER]) {
  6020. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6021. break;
  6022. }
  6023. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6024. break;
  6025. switch(skill_lv){
  6026. case 1: per=10; break;
  6027. case 2: per=30; break;
  6028. case 3: per=50; break;
  6029. case 4: per=80; break;
  6030. }
  6031. if(dstsd && dstsd->special_state.restart_full_recover)
  6032. per = sper = 100;
  6033. if (status_revive(bl, per, sper))
  6034. {
  6035. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6036. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6037. {
  6038. int exp = 0,jexp = 0;
  6039. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6040. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6041. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  6042. if (exp < 1) exp = 1;
  6043. }
  6044. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6045. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  6046. if (jexp < 1) jexp = 1;
  6047. }
  6048. if(exp > 0 || jexp > 0)
  6049. pc_gainexp (sd, bl, exp, jexp, 0);
  6050. }
  6051. }
  6052. }
  6053. break;
  6054. case AL_DECAGI:
  6055. case MER_DECAGI:
  6056. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6057. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6058. break;
  6059. case AL_CRUCIS:
  6060. if (flag&1)
  6061. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6062. else {
  6063. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6064. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6065. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6066. }
  6067. break;
  6068. case SP_SOULCURSE:
  6069. if (flag&1)
  6070. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6071. else {
  6072. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6073. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6074. }
  6075. break;
  6076. case PR_LEXDIVINA:
  6077. case MER_LEXDIVINA:
  6078. if (tsce)
  6079. status_change_end(bl, type, INVALID_TIMER);
  6080. else
  6081. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6082. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6083. break;
  6084. case SA_ABRACADABRA:
  6085. if (abra_db.empty()) {
  6086. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6087. break;
  6088. }
  6089. else {
  6090. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6091. do {
  6092. auto abra_spell = abra_db.random();
  6093. abra_skill_id = abra_spell->skill_id;
  6094. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6095. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6096. break;
  6097. }
  6098. } while (checked++ < checked_max);
  6099. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6100. if( sd )
  6101. {// player-casted
  6102. sd->state.abra_flag = 1;
  6103. sd->skillitem = abra_skill_id;
  6104. sd->skillitemlv = abra_skill_lv;
  6105. sd->skillitem_keep_requirement = false;
  6106. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6107. }
  6108. else
  6109. {// mob-casted
  6110. struct unit_data *ud = unit_bl2ud(src);
  6111. int inf = skill_get_inf(abra_skill_id);
  6112. if (!ud) break;
  6113. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6114. if (src->type == BL_PET)
  6115. bl = (struct block_list*)((TBL_PET*)src)->master;
  6116. if (!bl) bl = src;
  6117. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6118. } else { //Assume offensive skills
  6119. int target_id = 0;
  6120. if (ud->target)
  6121. target_id = ud->target;
  6122. else switch (src->type) {
  6123. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6124. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6125. }
  6126. if (!target_id)
  6127. break;
  6128. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6129. bl = map_id2bl(target_id);
  6130. if (!bl) bl = src;
  6131. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6132. } else
  6133. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6134. }
  6135. }
  6136. }
  6137. break;
  6138. case SA_COMA:
  6139. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6140. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6141. break;
  6142. case SA_FULLRECOVERY:
  6143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6144. if (status_isimmune(bl))
  6145. break;
  6146. status_percent_heal(bl, 100, 100);
  6147. break;
  6148. case NPC_ALLHEAL:
  6149. {
  6150. int heal;
  6151. if( status_isimmune(bl) )
  6152. break;
  6153. heal = status_percent_heal(bl, 100, 0);
  6154. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6155. if( dstmd )
  6156. { // Reset Damage Logs
  6157. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6158. dstmd->tdmg = 0;
  6159. }
  6160. }
  6161. break;
  6162. case SA_SUMMONMONSTER:
  6163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6164. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6165. break;
  6166. case SA_LEVELUP:
  6167. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6168. if (sd && pc_nextbaseexp(sd))
  6169. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6170. break;
  6171. case SA_INSTANTDEATH:
  6172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6173. status_kill(src);
  6174. break;
  6175. case SA_QUESTION:
  6176. clif_emotion(src,ET_QUESTION);
  6177. case SA_GRAVITY:
  6178. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6179. break;
  6180. case SA_CLASSCHANGE:
  6181. case SA_MONOCELL:
  6182. if (dstmd)
  6183. {
  6184. int class_;
  6185. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6187. break;
  6188. }
  6189. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, RMF_DB_RATE, 0));
  6190. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6191. mob_class_change(dstmd,class_);
  6192. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6193. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  6194. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6195. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6196. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6197. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6198. }
  6199. }
  6200. break;
  6201. case SA_DEATH:
  6202. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  6203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6204. break;
  6205. }
  6206. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6207. status_kill(bl);
  6208. break;
  6209. case SA_REVERSEORCISH:
  6210. case ALL_REVERSEORCISH:
  6211. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6212. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6213. break;
  6214. case SA_FORTUNE:
  6215. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6216. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6217. break;
  6218. case SA_TAMINGMONSTER:
  6219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6220. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6221. pet_catch_process1(sd, dstmd->mob_id);
  6222. }
  6223. break;
  6224. case CR_PROVIDENCE:
  6225. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6226. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6228. map_freeblock_unlock();
  6229. return 1;
  6230. }
  6231. }
  6232. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6233. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6234. break;
  6235. case CG_MARIONETTE:
  6236. {
  6237. struct status_change* sc = status_get_sc(src);
  6238. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  6239. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  6240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6241. map_freeblock_unlock();
  6242. return 1;
  6243. }
  6244. if( sc && tsc )
  6245. {
  6246. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6247. {
  6248. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6249. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6250. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6251. }
  6252. else
  6253. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6254. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6255. {
  6256. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6257. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6258. }
  6259. else
  6260. {
  6261. if( sd )
  6262. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6263. map_freeblock_unlock();
  6264. return 1;
  6265. }
  6266. }
  6267. }
  6268. break;
  6269. case RG_CLOSECONFINE:
  6270. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6271. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6272. break;
  6273. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6274. case SA_FROSTWEAPON:
  6275. case SA_LIGHTNINGLOADER:
  6276. case SA_SEISMICWEAPON:
  6277. if (dstsd && dstsd->status.weapon == W_FIST) {
  6278. if (sd)
  6279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6280. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6281. break;
  6282. }
  6283. #ifdef RENEWAL
  6284. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6285. #else
  6286. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6287. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6288. if (dstsd){
  6289. short index = dstsd->equip_index[EQI_HAND_R];
  6290. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6291. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6292. }
  6293. if (sd)
  6294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6295. }
  6296. #endif
  6297. break;
  6298. case PR_ASPERSIO:
  6299. if (sd && dstmd) {
  6300. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6301. break;
  6302. }
  6303. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6304. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6305. break;
  6306. case ITEM_ENCHANTARMS:
  6307. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6308. break;
  6309. case TK_SEVENWIND:
  6310. switch(skill_get_ele(skill_id,skill_lv)) {
  6311. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6312. case ELE_WIND : type = SC_WINDWEAPON; break;
  6313. case ELE_WATER : type = SC_WATERWEAPON; break;
  6314. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6315. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6316. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6317. case ELE_HOLY : type = SC_ASPERSIO; break;
  6318. }
  6319. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6320. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6321. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6322. break;
  6323. case PR_KYRIE:
  6324. case MER_KYRIE:
  6325. case SU_TUNAPARTY:
  6326. case SU_GROOMING:
  6327. case SU_CHATTERING:
  6328. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6329. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6330. break;
  6331. //Passive Magnum, should had been casted on yourself.
  6332. case SM_MAGNUM:
  6333. case MS_MAGNUM:
  6334. skill_area_temp[1] = 0;
  6335. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6336. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6337. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6338. // Initiate 20% of your damage becomes fire element.
  6339. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6340. break;
  6341. case TK_JUMPKICK:
  6342. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6343. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6344. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6345. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6346. clif_blown(src);
  6347. }
  6348. } else
  6349. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6350. break;
  6351. case PR_BENEDICTIO:
  6352. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6353. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6354. break;
  6355. case AL_INCAGI:
  6356. case AL_BLESSING:
  6357. case MER_INCAGI:
  6358. case MER_BLESSING:
  6359. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6360. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6361. break;
  6362. }
  6363. case PR_SLOWPOISON:
  6364. case PR_LEXAETERNA:
  6365. #ifndef RENEWAL
  6366. case PR_IMPOSITIO:
  6367. case PR_SUFFRAGIUM:
  6368. #endif
  6369. case LK_BERSERK:
  6370. case MS_BERSERK:
  6371. case KN_TWOHANDQUICKEN:
  6372. case KN_ONEHAND:
  6373. case MER_QUICKEN:
  6374. case CR_SPEARQUICKEN:
  6375. case CR_REFLECTSHIELD:
  6376. case MS_REFLECTSHIELD:
  6377. case AS_POISONREACT:
  6378. #ifndef RENEWAL
  6379. case MC_LOUD:
  6380. #endif
  6381. case MG_ENERGYCOAT:
  6382. case MO_EXPLOSIONSPIRITS:
  6383. case MO_STEELBODY:
  6384. case MO_BLADESTOP:
  6385. case LK_AURABLADE:
  6386. case LK_PARRYING:
  6387. case MS_PARRYING:
  6388. case LK_CONCENTRATION:
  6389. #ifdef RENEWAL
  6390. case HP_BASILICA:
  6391. #endif
  6392. case WS_CARTBOOST:
  6393. case SN_SIGHT:
  6394. case WS_MELTDOWN:
  6395. case WS_OVERTHRUSTMAX:
  6396. case ST_REJECTSWORD:
  6397. case HW_MAGICPOWER:
  6398. case PF_MEMORIZE:
  6399. case PA_SACRIFICE:
  6400. case ASC_EDP:
  6401. case PF_DOUBLECASTING:
  6402. case SG_SUN_COMFORT:
  6403. case SG_MOON_COMFORT:
  6404. case SG_STAR_COMFORT:
  6405. case GS_MADNESSCANCEL:
  6406. case GS_ADJUSTMENT:
  6407. case GS_INCREASING:
  6408. #ifdef RENEWAL
  6409. case GS_MAGICALBULLET:
  6410. #endif
  6411. case NJ_KASUMIKIRI:
  6412. case NJ_UTSUSEMI:
  6413. case NJ_NEN:
  6414. case NPC_DEFENDER:
  6415. case NPC_MAGICMIRROR:
  6416. case ST_PRESERVE:
  6417. case NPC_KEEPING:
  6418. case NPC_BARRIER:
  6419. case NPC_INVINCIBLE:
  6420. case NPC_INVINCIBLEOFF:
  6421. case MER_INVINCIBLEOFF2:
  6422. case RK_DEATHBOUND:
  6423. case AB_EXPIATIO:
  6424. case AB_DUPLELIGHT:
  6425. case AB_SECRAMENT:
  6426. case AB_OFFERTORIUM:
  6427. case NC_ACCELERATION:
  6428. case NC_HOVERING:
  6429. case NC_SHAPESHIFT:
  6430. case WL_MARSHOFABYSS:
  6431. case WL_RECOGNIZEDSPELL:
  6432. case GC_VENOMIMPRESS:
  6433. case SC_DEADLYINFECT:
  6434. case LG_EXEEDBREAK:
  6435. case LG_PRESTIGE:
  6436. case SR_CRESCENTELBOW:
  6437. case SR_LIGHTNINGWALK:
  6438. case GN_CARTBOOST:
  6439. case KO_MEIKYOUSISUI:
  6440. case ALL_ODINS_POWER:
  6441. case ALL_FULL_THROTTLE:
  6442. case RA_UNLIMIT:
  6443. case WL_TELEKINESIS_INTENSE:
  6444. case RL_HEAT_BARREL:
  6445. case RL_P_ALTER:
  6446. case RL_E_CHAIN:
  6447. case SU_FRESHSHRIMP:
  6448. case SU_ARCLOUSEDASH:
  6449. case NPC_MAXPAIN:
  6450. case SP_SOULREAPER:
  6451. case SJ_LIGHTOFMOON:
  6452. case SJ_LIGHTOFSTAR:
  6453. case SJ_FALLINGSTAR:
  6454. case SJ_LIGHTOFSUN:
  6455. case SJ_BOOKOFDIMENSION:
  6456. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6457. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6458. break;
  6459. case SJ_GRAVITYCONTROL: {
  6460. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6461. if (bl->type == BL_PC)
  6462. fall_damage += dstsd->weight / 10 - tstatus->def;
  6463. else // Monster's don't have weight. Put something in its place.
  6464. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6465. fall_damage = max(1, fall_damage);
  6466. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  6467. }
  6468. break;
  6469. case NPC_HALLUCINATION:
  6470. case NPC_HELLPOWER:
  6471. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6472. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6473. break;
  6474. case KN_AUTOCOUNTER:
  6475. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6476. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6477. break;
  6478. case SO_STRIKING:
  6479. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6480. int bonus = 0;
  6481. if (dstsd) {
  6482. short index = dstsd->equip_index[EQI_HAND_R];
  6483. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6484. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6485. }
  6486. if (sd)
  6487. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6488. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6489. } else if (sd)
  6490. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6491. break;
  6492. case NPC_STOP:
  6493. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6494. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6495. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6496. break;
  6497. case HP_ASSUMPTIO:
  6498. if( sd && dstmd )
  6499. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6500. else
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6502. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6503. break;
  6504. case MG_SIGHT:
  6505. case MER_SIGHT:
  6506. case AL_RUWACH:
  6507. case WZ_SIGHTBLASTER:
  6508. case NPC_WIDESIGHT:
  6509. case NPC_STONESKIN:
  6510. case NPC_ANTIMAGIC:
  6511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6512. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6513. break;
  6514. case HLIF_AVOID:
  6515. case HAMI_DEFENCE:
  6516. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6517. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6518. break;
  6519. case NJ_BUNSINJYUTSU:
  6520. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6522. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6523. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6524. break;
  6525. /* Was modified to only affect targetted char. [Skotlex]
  6526. case HP_ASSUMPTIO:
  6527. if (flag&1)
  6528. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6529. else
  6530. {
  6531. map_foreachinallrange(skill_area_sub, bl,
  6532. skill_get_splash(skill_id, skill_lv), BL_PC,
  6533. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6534. skill_castend_nodamage_id);
  6535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6536. }
  6537. break;
  6538. */
  6539. case SM_ENDURE:
  6540. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6541. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6542. break;
  6543. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6544. if (sd && dstsd && dstsd->sc.count) {
  6545. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6546. dstsd->sc.data[SC_WATERWEAPON] ||
  6547. dstsd->sc.data[SC_WINDWEAPON] ||
  6548. dstsd->sc.data[SC_EARTHWEAPON] ||
  6549. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6550. dstsd->sc.data[SC_GHOSTWEAPON]
  6551. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6552. ) {
  6553. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6555. break;
  6556. }
  6557. }
  6558. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6559. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6560. break;
  6561. case LK_TENSIONRELAX:
  6562. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6563. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6564. skill_get_time(skill_id,skill_lv)));
  6565. break;
  6566. case MC_CHANGECART:
  6567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6568. break;
  6569. case MC_CARTDECORATE:
  6570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6571. if( sd ) {
  6572. clif_SelectCart(sd);
  6573. }
  6574. break;
  6575. case TK_MISSION:
  6576. if (sd) {
  6577. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6578. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6580. break;
  6581. }
  6582. int id = mob_get_random_id(MOBG_Taekwon_Mission, RMF_NONE, 0);
  6583. if (!id) {
  6584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6585. break;
  6586. }
  6587. sd->mission_mobid = id;
  6588. sd->mission_count = 0;
  6589. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6590. clif_mission_info(sd, id, 0);
  6591. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6592. }
  6593. break;
  6594. case AC_CONCENTRATION:
  6595. {
  6596. int splash = skill_get_splash(skill_id, skill_lv);
  6597. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6598. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6599. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6600. map_foreachinallrange( status_change_timer_sub, src,
  6601. splash, BL_CHAR, src, NULL, type, tick);
  6602. }
  6603. break;
  6604. case SM_PROVOKE:
  6605. case SM_SELFPROVOKE:
  6606. case MER_PROVOKE:
  6607. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6608. map_freeblock_unlock();
  6609. return 1;
  6610. }
  6611. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6612. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6613. {
  6614. if( sd )
  6615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6616. map_freeblock_unlock();
  6617. return 0;
  6618. }
  6619. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6620. unit_skillcastcancel(bl, 2);
  6621. if( tsc && tsc->count )
  6622. {
  6623. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6624. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6625. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6626. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6627. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6628. }
  6629. if( dstmd )
  6630. {
  6631. dstmd->state.provoke_flag = src->id;
  6632. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6633. }
  6634. break;
  6635. case ML_DEVOTION:
  6636. case CR_DEVOTION:
  6637. {
  6638. int count, lv;
  6639. if( !dstsd || (!sd && !mer) )
  6640. { // Only players can be devoted
  6641. if( sd )
  6642. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6643. break;
  6644. }
  6645. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6646. lv = -lv;
  6647. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6648. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6649. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6650. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6651. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6652. {
  6653. if( sd )
  6654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6655. map_freeblock_unlock();
  6656. return 1;
  6657. }
  6658. i = 0;
  6659. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6660. if( sd )
  6661. { // Player Devoting Player
  6662. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6663. if( i == count )
  6664. {
  6665. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6666. if( i == count )
  6667. { // No free slots, skill Fail
  6668. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6669. map_freeblock_unlock();
  6670. return 1;
  6671. }
  6672. }
  6673. sd->devotion[i] = bl->id;
  6674. }
  6675. else
  6676. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6677. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6678. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6679. clif_devotion(src, NULL);
  6680. }
  6681. break;
  6682. case SP_SOULUNITY: {
  6683. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6684. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6685. if (!dstsd || !sd) { // Only put player's souls in unity.
  6686. if (sd)
  6687. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6688. break;
  6689. }
  6690. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6691. if (sd)
  6692. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6693. map_freeblock_unlock();
  6694. return 1;
  6695. }
  6696. if (sd) { // Unite player's soul with caster's soul.
  6697. i = 0;
  6698. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6699. if (i == count) {
  6700. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6701. if(i == count) { // No more free slots? Fail the skill.
  6702. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6703. map_freeblock_unlock();
  6704. return 1;
  6705. }
  6706. }
  6707. sd->united_soul[i] = bl->id;
  6708. }
  6709. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  6710. } else if (sd)
  6711. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6712. }
  6713. break;
  6714. case MO_CALLSPIRITS:
  6715. if(sd) {
  6716. int limit = skill_lv;
  6717. if( sd->sc.data[SC_RAISINGDRAGON] )
  6718. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6719. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6720. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6721. }
  6722. break;
  6723. case CH_SOULCOLLECT:
  6724. if(sd) {
  6725. int limit = 5;
  6726. if( sd->sc.data[SC_RAISINGDRAGON] )
  6727. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6728. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6729. for (i = 0; i < limit; i++)
  6730. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6731. }
  6732. break;
  6733. case MO_KITRANSLATION:
  6734. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6735. //Require will define how many spiritballs will be transferred
  6736. struct s_skill_condition require;
  6737. require = skill_get_requirement(sd,skill_id,skill_lv);
  6738. pc_delspiritball(sd,require.spiritball,0);
  6739. for (i = 0; i < require.spiritball; i++)
  6740. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6741. } else {
  6742. if(sd)
  6743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6744. map_freeblock_unlock();
  6745. return 0;
  6746. }
  6747. break;
  6748. case TK_TURNKICK:
  6749. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6750. if (skill_area_temp[1] != bl->id) {
  6751. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6752. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6753. }
  6754. break;
  6755. case MO_ABSORBSPIRITS:
  6756. i = 0;
  6757. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6758. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6759. if (dstsd->spiritball > 0) {
  6760. i = dstsd->spiritball * 7;
  6761. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6762. }
  6763. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6764. i += dstsd->spiritcharm * 7;
  6765. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6766. }
  6767. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6768. i = 2 * dstmd->level;
  6769. mob_target(dstmd,src,0);
  6770. } else {
  6771. if (sd)
  6772. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6773. break;
  6774. }
  6775. if (i) status_heal(src, 0, i, 3);
  6776. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6777. break;
  6778. case AC_MAKINGARROW:
  6779. if(sd) {
  6780. clif_arrow_create_list(sd);
  6781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6782. }
  6783. break;
  6784. case AM_PHARMACY:
  6785. if(sd) {
  6786. clif_skill_produce_mix_list(sd,skill_id,22);
  6787. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6788. }
  6789. break;
  6790. case SA_CREATECON:
  6791. if(sd) {
  6792. clif_elementalconverter_list(sd);
  6793. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6794. }
  6795. break;
  6796. case BS_HAMMERFALL:
  6797. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6798. break;
  6799. case RG_RAID:
  6800. skill_area_temp[1] = 0;
  6801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6802. map_foreachinrange(skill_area_sub, bl,
  6803. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6804. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6805. skill_castend_damage_id);
  6806. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6807. break;
  6808. //List of self skills that give damage around caster
  6809. case ASC_METEORASSAULT:
  6810. case GS_SPREADATTACK:
  6811. case RK_STORMBLAST:
  6812. case NC_AXETORNADO:
  6813. case GC_COUNTERSLASH:
  6814. case SR_SKYNETBLOW:
  6815. case SR_RAMPAGEBLASTER:
  6816. case SR_HOWLINGOFLION:
  6817. case KO_HAPPOKUNAI:
  6818. case RL_FIREDANCE:
  6819. case RL_R_TRIP:
  6820. case SJ_FULLMOONKICK:
  6821. case SJ_NEWMOONKICK:
  6822. case SJ_SOLARBURST:
  6823. case SJ_STAREMPEROR:
  6824. case SJ_FALLINGSTAR_ATK:
  6825. {
  6826. struct status_change *sc = status_get_sc(src);
  6827. int starget = BL_CHAR|BL_SKILL;
  6828. if (skill_id == SR_HOWLINGOFLION)
  6829. starget = splash_target(src);
  6830. if (skill_id == SJ_NEWMOONKICK) {
  6831. if (tsce) {
  6832. status_change_end(bl, type, INVALID_TIMER);
  6833. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6834. break;
  6835. } else
  6836. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6837. }
  6838. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6839. if (sd) {
  6840. // Remove old shields if any exist.
  6841. pc_delspiritball(sd, sd->spiritball, 0);
  6842. for (i = 0; i < 2; i++) {
  6843. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  6844. sc_start2(src, bl, static_cast<sc_type>(SC_DIMENSION1 + i), 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6845. }
  6846. }
  6847. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6848. }
  6849. skill_area_temp[1] = 0;
  6850. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6851. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6852. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6853. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6854. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6855. }
  6856. break;
  6857. case RK_IGNITIONBREAK:
  6858. skill_area_temp[1] = 0;
  6859. #if PACKETVER >= 20180207
  6860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6861. #else
  6862. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6863. #endif
  6864. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6865. break;
  6866. case SR_WINDMILL:
  6867. case GN_CART_TORNADO:
  6868. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6869. case SR_EARTHSHAKER:
  6870. case NC_INFRAREDSCAN:
  6871. case NPC_EARTHQUAKE:
  6872. case NPC_VAMPIRE_GIFT:
  6873. case NPC_HELLJUDGEMENT:
  6874. case NPC_PULSESTRIKE:
  6875. case LG_MOONSLASHER:
  6876. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6877. break;
  6878. #ifdef RENEWAL
  6879. case KN_BRANDISHSPEAR:
  6880. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6881. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6882. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6883. skill_castend_damage_id);
  6884. #else
  6885. case KN_BRANDISHSPEAR:
  6886. #endif
  6887. case ML_BRANDISH:
  6888. skill_area_temp[1] = bl->id;
  6889. if(skill_lv >= 10)
  6890. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6891. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6892. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6893. skill_castend_damage_id);
  6894. if(skill_lv >= 7)
  6895. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6896. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6897. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6898. skill_castend_damage_id);
  6899. if(skill_lv >= 4)
  6900. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6901. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6902. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6903. skill_castend_damage_id);
  6904. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6905. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6906. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6907. skill_castend_damage_id);
  6908. break;
  6909. case WZ_SIGHTRASHER:
  6910. //Passive side of the attack.
  6911. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6913. map_foreachinshootrange(skill_area_sub,src,
  6914. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6915. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6916. skill_castend_damage_id);
  6917. break;
  6918. case WZ_FROSTNOVA:
  6919. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6920. skill_area_temp[1] = 0;
  6921. map_foreachinshootrange(skill_attack_area, src,
  6922. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6923. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6924. break;
  6925. case HVAN_EXPLOSION: //[orn]
  6926. case NPC_SELFDESTRUCTION:
  6927. //Self Destruction hits everyone in range (allies+enemies)
  6928. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6929. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6930. BCT_ENEMY:BCT_ALL;
  6931. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6932. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6933. map_foreachinshootrange(skill_area_sub, bl,
  6934. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6935. src, skill_id, skill_lv, tick, flag|i,
  6936. skill_castend_damage_id);
  6937. if(map_addblock(src)) {
  6938. map_freeblock_unlock();
  6939. return 1;
  6940. }
  6941. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6942. break;
  6943. case AL_ANGELUS:
  6944. #ifdef RENEWAL
  6945. case MC_LOUD:
  6946. case PR_SUFFRAGIUM:
  6947. #endif
  6948. case PR_MAGNIFICAT:
  6949. case PR_GLORIA:
  6950. case SN_WINDWALK:
  6951. case CASH_BLESSING:
  6952. case CASH_INCAGI:
  6953. case CASH_ASSUMPTIO:
  6954. case WM_FRIGG_SONG:
  6955. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6956. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6957. else if( sd )
  6958. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6959. break;
  6960. case MER_MAGNIFICAT:
  6961. if( mer != NULL )
  6962. {
  6963. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6964. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6965. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6966. else if( mer->master && !(flag&1) )
  6967. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6968. }
  6969. break;
  6970. case BS_ADRENALINE:
  6971. case BS_ADRENALINE2:
  6972. case BS_WEAPONPERFECT:
  6973. case BS_OVERTHRUST:
  6974. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6975. int weapontype = skill_get_weapontype(skill_id);
  6976. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6977. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6978. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6979. }
  6980. } else if (sd) {
  6981. party_foreachsamemap(skill_area_sub,
  6982. sd,skill_get_splash(skill_id, skill_lv),
  6983. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6984. skill_castend_nodamage_id);
  6985. }
  6986. break;
  6987. case BS_MAXIMIZE:
  6988. case NV_TRICKDEAD:
  6989. case CR_DEFENDER:
  6990. case ML_DEFENDER:
  6991. case CR_AUTOGUARD:
  6992. case ML_AUTOGUARD:
  6993. case TK_READYSTORM:
  6994. case TK_READYDOWN:
  6995. case TK_READYTURN:
  6996. case TK_READYCOUNTER:
  6997. case TK_DODGE:
  6998. case CR_SHRINK:
  6999. case SG_FUSION:
  7000. case GS_GATLINGFEVER:
  7001. case SJ_LUNARSTANCE:
  7002. case SJ_STARSTANCE:
  7003. case SJ_UNIVERSESTANCE:
  7004. case SJ_SUNSTANCE:
  7005. if( tsce )
  7006. {
  7007. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7008. map_freeblock_unlock();
  7009. return 0;
  7010. }
  7011. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7012. break;
  7013. case SP_SOULCOLLECT:
  7014. if (tsce) {
  7015. clif_skill_nodamage(src, bl, skill_id, skill_lv, status_change_end(bl, type, INVALID_TIMER));
  7016. map_freeblock_unlock();
  7017. return 0;
  7018. }
  7019. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd,SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  7020. break;
  7021. case SL_KAITE:
  7022. case SL_KAAHI:
  7023. case SL_KAIZEL:
  7024. case SL_KAUPE:
  7025. case SP_KAUTE:
  7026. if (sd) {
  7027. if (!dstsd || !(
  7028. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7029. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7030. dstsd->status.char_id == sd->status.char_id ||
  7031. dstsd->status.char_id == sd->status.partner_id ||
  7032. dstsd->status.char_id == sd->status.child ||
  7033. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7034. )) {
  7035. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7037. break;
  7038. }
  7039. }
  7040. if (skill_id == SP_KAUTE) {
  7041. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7042. if (sd)
  7043. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7044. break;
  7045. }
  7046. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7047. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7048. } else
  7049. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7050. break;
  7051. case SM_AUTOBERSERK:
  7052. case MER_AUTOBERSERK:
  7053. if( tsce )
  7054. i = status_change_end(bl, type, INVALID_TIMER);
  7055. else
  7056. i = sc_start(src,bl,type,100,skill_lv,60000);
  7057. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7058. break;
  7059. case TF_HIDING:
  7060. case ST_CHASEWALK:
  7061. case KO_YAMIKUMO:
  7062. if (tsce)
  7063. {
  7064. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7065. map_freeblock_unlock();
  7066. return 0;
  7067. }
  7068. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7069. break;
  7070. case TK_RUN:
  7071. if (tsce)
  7072. {
  7073. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7074. map_freeblock_unlock();
  7075. return 0;
  7076. }
  7077. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7078. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7079. clif_walkok(sd); // So aegis has to resend the walk ok.
  7080. break;
  7081. case AS_CLOAKING:
  7082. case GC_CLOAKINGEXCEED:
  7083. case LG_FORCEOFVANGUARD:
  7084. case SC_REPRODUCE:
  7085. case SC_INVISIBILITY:
  7086. case RA_CAMOUFLAGE:
  7087. if (tsce) {
  7088. i = status_change_end(bl, type, INVALID_TIMER);
  7089. if( i )
  7090. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7091. else if( sd )
  7092. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7093. map_freeblock_unlock();
  7094. return 0;
  7095. }
  7096. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7097. if( i )
  7098. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7099. else if( sd )
  7100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7101. break;
  7102. case CG_SPECIALSINGER:
  7103. if (tsc && tsc->data[SC_LONGING]) {
  7104. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7105. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  7106. }
  7107. break;
  7108. case BD_ADAPTATION:
  7109. #ifdef RENEWAL
  7110. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7111. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7112. #else
  7113. if(tsc && tsc->data[SC_DANCING]){
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7115. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7116. }
  7117. #endif
  7118. break;
  7119. case BA_FROSTJOKER:
  7120. case DC_SCREAM:
  7121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7122. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7123. if (md) {
  7124. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7125. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7126. char temp[70];
  7127. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7128. clif_disp_overhead(&md->bl,temp);
  7129. }
  7130. break;
  7131. case BA_PANGVOICE:
  7132. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7133. break;
  7134. case DC_WINKCHARM:
  7135. if( dstsd )
  7136. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7137. else
  7138. if( dstmd )
  7139. {
  7140. if( status_get_lv(src) > status_get_lv(bl)
  7141. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  7142. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  7143. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7144. else
  7145. {
  7146. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7147. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7148. }
  7149. }
  7150. break;
  7151. #ifdef RENEWAL
  7152. case BD_LULLABY:
  7153. case BD_RICHMANKIM:
  7154. case BD_ETERNALCHAOS:
  7155. case BD_DRUMBATTLEFIELD:
  7156. case BD_RINGNIBELUNGEN:
  7157. case BD_ROKISWEIL:
  7158. case BD_INTOABYSS:
  7159. case BD_SIEGFRIED:
  7160. case BA_DISSONANCE:
  7161. case BA_POEMBRAGI:
  7162. case BA_WHISTLE:
  7163. case BA_ASSASSINCROSS:
  7164. case BA_APPLEIDUN:
  7165. case DC_UGLYDANCE:
  7166. case DC_HUMMING:
  7167. case DC_DONTFORGETME:
  7168. case DC_FORTUNEKISS:
  7169. case DC_SERVICEFORYOU:
  7170. skill_castend_song(src, skill_id, skill_lv, tick);
  7171. break;
  7172. #endif
  7173. case TF_STEAL:
  7174. if(sd) {
  7175. if(pc_steal_item(sd,bl,skill_lv))
  7176. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7177. else
  7178. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7179. }
  7180. break;
  7181. case RG_STEALCOIN:
  7182. if(sd) {
  7183. if(pc_steal_coin(sd,bl))
  7184. {
  7185. dstmd->state.provoke_flag = src->id;
  7186. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7188. }
  7189. else
  7190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7191. }
  7192. break;
  7193. case MG_STONECURSE:
  7194. {
  7195. int brate = 0;
  7196. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  7197. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7198. break;
  7199. }
  7200. if(status_isimmune(bl) || !tsc)
  7201. break;
  7202. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7203. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7204. if (tsc && tsc->data[type]) {
  7205. status_change_end(bl, type, INVALID_TIMER);
  7206. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7207. break;
  7208. }
  7209. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7210. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7211. skill_get_time2(skill_id,skill_lv)))
  7212. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7213. else if(sd) {
  7214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7215. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7216. if (skill_lv > 5)
  7217. { // not to consume items
  7218. map_freeblock_unlock();
  7219. return 0;
  7220. }
  7221. }
  7222. }
  7223. break;
  7224. case NV_FIRSTAID:
  7225. clif_skill_nodamage(src,bl,skill_id,5,1);
  7226. status_heal(bl,5,0,0);
  7227. break;
  7228. case AL_CURE:
  7229. if(status_isimmune(bl)) {
  7230. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7231. break;
  7232. }
  7233. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7234. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7235. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7236. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7238. break;
  7239. case TF_DETOXIFY:
  7240. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7241. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7242. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7243. break;
  7244. case PR_STRECOVERY:
  7245. if(status_isimmune(bl)) {
  7246. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7247. break;
  7248. }
  7249. if (tsc && tsc->opt1) {
  7250. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7251. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7252. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7253. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7254. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7255. }
  7256. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7257. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7258. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7259. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7261. if(dstmd)
  7262. mob_unlocktarget(dstmd,tick);
  7263. break;
  7264. // Mercenary Supportive Skills
  7265. case MER_BENEDICTION:
  7266. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7267. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7268. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7269. break;
  7270. case MER_COMPRESS:
  7271. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7273. break;
  7274. case MER_MENTALCURE:
  7275. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7276. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7277. break;
  7278. case MER_RECUPERATE:
  7279. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7280. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7281. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7283. break;
  7284. case MER_REGAIN:
  7285. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7286. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7287. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7288. break;
  7289. case MER_TENDER:
  7290. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7291. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7293. break;
  7294. case MER_SCAPEGOAT:
  7295. if( mer && mer->master )
  7296. {
  7297. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7298. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7299. }
  7300. break;
  7301. case MER_ESTIMATION:
  7302. if( !mer )
  7303. break;
  7304. sd = mer->master;
  7305. case WZ_ESTIMATION:
  7306. if( sd == NULL )
  7307. break;
  7308. if( dstsd )
  7309. { // Fail on Players
  7310. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7311. break;
  7312. }
  7313. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7314. clif_skill_estimation(sd, bl);
  7315. if( skill_id == MER_ESTIMATION )
  7316. sd = NULL;
  7317. break;
  7318. case BS_REPAIRWEAPON:
  7319. if(sd && dstsd)
  7320. clif_item_repair_list(sd,dstsd,skill_lv);
  7321. break;
  7322. case MC_IDENTIFY:
  7323. if(sd) {
  7324. clif_item_identify_list(sd);
  7325. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7326. map_freeblock_unlock();
  7327. return 1;
  7328. }
  7329. else { // consume sp only if succeeded
  7330. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7331. status_zap(src,0,req.sp);
  7332. }
  7333. }
  7334. break;
  7335. // Weapon Refining [Celest]
  7336. case WS_WEAPONREFINE:
  7337. if(sd)
  7338. clif_item_refine_list(sd);
  7339. break;
  7340. case MC_VENDING:
  7341. if(sd)
  7342. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7343. if ( !pc_can_give_items(sd) )
  7344. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7345. else {
  7346. sd->state.prevend = 1;
  7347. sd->state.workinprogress = WIP_DISABLE_ALL;
  7348. sd->vend_skill_lv = skill_lv;
  7349. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7350. if (i < MAX_CART)
  7351. intif_storage_save(sd, &sd->cart);
  7352. else
  7353. clif_openvendingreq(sd,2+skill_lv);
  7354. }
  7355. }
  7356. break;
  7357. case AL_TELEPORT:
  7358. case ALL_ODINS_RECALL:
  7359. if(sd)
  7360. {
  7361. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7362. clif_skill_teleportmessage(sd,0);
  7363. break;
  7364. }
  7365. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7366. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7367. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7368. break;
  7369. }
  7370. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7371. sd->hd->blockskill.clear();
  7372. sd->hd->blockskill.shrink_to_fit();
  7373. }
  7374. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7375. {
  7376. if( skill_lv == 1 )
  7377. pc_randomwarp(sd,CLR_TELEPORT);
  7378. else
  7379. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7380. break;
  7381. }
  7382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7383. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7384. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7385. else
  7386. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7387. } else
  7388. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7389. break;
  7390. case NPC_EXPULSION:
  7391. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7392. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7393. break;
  7394. case AL_HOLYWATER:
  7395. if(sd) {
  7396. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7397. struct skill_unit* su;
  7398. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7399. skill_delunit(su);
  7400. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7401. }
  7402. else
  7403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7404. }
  7405. break;
  7406. case TF_PICKSTONE:
  7407. if(sd) {
  7408. unsigned char eflag;
  7409. struct item item_tmp;
  7410. struct block_list tbl;
  7411. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7412. memset(&item_tmp,0,sizeof(item_tmp));
  7413. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7414. item_tmp.nameid = ITEMID_STONE;
  7415. item_tmp.identify = 1;
  7416. tbl.id = 0;
  7417. // Commented because of duplicate animation [Lemongrass]
  7418. // At the moment this displays the pickup animation a second time
  7419. // If this is required in older clients, we need to add a version check here
  7420. //clif_takeitem(&sd->bl,&tbl);
  7421. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7422. if(eflag) {
  7423. clif_additem(sd,0,0,eflag);
  7424. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7425. }
  7426. }
  7427. break;
  7428. case ASC_CDP:
  7429. if(sd) {
  7430. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7431. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7432. else
  7433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7434. }
  7435. break;
  7436. case RG_STRIPWEAPON:
  7437. case RG_STRIPSHIELD:
  7438. case RG_STRIPARMOR:
  7439. case RG_STRIPHELM:
  7440. case ST_FULLSTRIP:
  7441. case GC_WEAPONCRUSH:
  7442. case SC_STRIPACCESSARY: {
  7443. bool i;
  7444. //Special message when trying to use strip on FCP [Jobbie]
  7445. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  7446. {
  7447. clif_gospel_info(sd, 0x28);
  7448. break;
  7449. }
  7450. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7451. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7452. //Nothing stripped.
  7453. if( sd && !i )
  7454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7455. break;
  7456. }
  7457. case AM_BERSERKPITCHER:
  7458. case AM_POTIONPITCHER:
  7459. {
  7460. int j,hp = 0,sp = 0;
  7461. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7462. map_freeblock_unlock();
  7463. return 1;
  7464. }
  7465. if( sd ) {
  7466. int x,bonus=100;
  7467. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7468. x = skill_lv%11 - 1;
  7469. j = pc_search_inventory(sd, require.itemid[x]);
  7470. if (j < 0 || require.itemid[x] <= 0) {
  7471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7472. map_freeblock_unlock();
  7473. return 1;
  7474. }
  7475. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7477. map_freeblock_unlock();
  7478. return 1;
  7479. }
  7480. if( skill_id == AM_BERSERKPITCHER ) {
  7481. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7483. map_freeblock_unlock();
  7484. return 1;
  7485. }
  7486. }
  7487. potion_flag = 1;
  7488. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7489. potion_target = bl->id;
  7490. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7491. potion_flag = potion_target = 0;
  7492. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7493. bonus += sd->status.base_level;
  7494. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7495. hp = tstatus->max_hp * potion_per_hp / 100;
  7496. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7497. if( dstsd ) {
  7498. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7499. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7500. }
  7501. } else {
  7502. if( potion_hp > 0 ) {
  7503. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7504. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7505. if( dstsd )
  7506. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7507. }
  7508. if( potion_sp > 0 ) {
  7509. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7510. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7511. if( dstsd )
  7512. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7513. }
  7514. }
  7515. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7516. hp += hp * bonus / 100;
  7517. sp += sp * bonus / 100;
  7518. }
  7519. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7520. hp += hp * j / 100;
  7521. sp += sp * j / 100;
  7522. }
  7523. } else {
  7524. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7525. switch (skill_lv) {
  7526. case 1: hp = 45; break;
  7527. case 2: hp = 105; break;
  7528. case 3: hp = 175; break;
  7529. default: hp = 325; break;
  7530. }
  7531. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7532. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7533. if( dstsd )
  7534. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7535. }
  7536. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7537. hp += hp * j / 100;
  7538. sp += sp * j / 100;
  7539. }
  7540. if (tsc && tsc->count) {
  7541. uint8 penalty = 0;
  7542. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7543. hp += hp / 10;
  7544. sp += sp / 10;
  7545. }
  7546. if (tsc->data[SC_CRITICALWOUND])
  7547. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7548. if (tsc->data[SC_DEATHHURT])
  7549. penalty += 20;
  7550. if (tsc->data[SC_NORECOVER_STATE])
  7551. penalty = 100;
  7552. if (penalty > 0) {
  7553. hp -= hp * penalty / 100;
  7554. sp -= sp * penalty / 100;
  7555. }
  7556. }
  7557. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7558. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7559. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7560. if( sp > 0 )
  7561. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7562. if (tsc) {
  7563. #ifdef RENEWAL
  7564. if (tsc->data[SC_EXTREMITYFIST2])
  7565. sp = 0;
  7566. #endif
  7567. if (tsc->data[SC_NORECOVER_STATE]) {
  7568. hp = 0;
  7569. sp = 0;
  7570. }
  7571. }
  7572. status_heal(bl,hp,sp,0);
  7573. }
  7574. break;
  7575. case AM_CP_WEAPON:
  7576. case AM_CP_SHIELD:
  7577. case AM_CP_ARMOR:
  7578. case AM_CP_HELM:
  7579. {
  7580. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7581. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7582. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7583. map_freeblock_unlock(); // Don't consume item requirements
  7584. return 0;
  7585. }
  7586. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7587. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7588. }
  7589. break;
  7590. case AM_TWILIGHT1:
  7591. if (sd) {
  7592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7593. //Prepare 200 White Potions.
  7594. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7596. }
  7597. break;
  7598. case AM_TWILIGHT2:
  7599. if (sd) {
  7600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7601. //Prepare 200 Slim White Potions.
  7602. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7604. }
  7605. break;
  7606. case AM_TWILIGHT3:
  7607. if (sd) {
  7608. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7609. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7610. if( ebottle >= 0 )
  7611. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7612. //check if you can produce all three, if not, then fail:
  7613. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7614. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7615. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7616. || ebottle < 200 //200 empty bottle are required at total.
  7617. ) {
  7618. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7619. break;
  7620. }
  7621. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7622. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7623. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7624. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7625. }
  7626. break;
  7627. case SA_DISPELL:
  7628. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7629. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7630. break; // Outside PvP it should only affect party members and no skill fail message
  7631. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7632. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7633. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7634. || rnd()%100 >= 50+10*skill_lv)
  7635. {
  7636. if (sd)
  7637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7638. break;
  7639. }
  7640. if(status_isimmune(bl))
  7641. break;
  7642. //Remove bonus_script by Dispell
  7643. if (dstsd)
  7644. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7645. if(!tsc || !tsc->count)
  7646. break;
  7647. for(i=0;i<SC_MAX;i++) {
  7648. if (!tsc->data[i])
  7649. continue;
  7650. switch (i) {
  7651. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7652. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7653. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7654. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7655. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7656. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7657. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7658. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7659. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7660. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7661. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7662. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7663. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7664. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7665. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7666. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7667. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7668. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7669. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7670. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7671. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7672. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7673. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7674. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7675. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7676. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7677. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7678. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7679. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7680. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7681. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7682. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7683. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7684. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7685. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7686. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7687. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7688. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7689. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7690. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7691. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7692. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7693. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7694. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7695. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7696. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7697. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7698. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7699. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7700. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7701. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7702. case SC_SPORE_EXPLOSION:
  7703. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7704. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7705. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7706. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7707. #ifdef RENEWAL
  7708. case SC_EXTREMITYFIST2:
  7709. #endif
  7710. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7711. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7712. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7713. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7714. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7715. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7716. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7717. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7718. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7719. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7720. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7721. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7722. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7723. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7724. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7725. // Clans
  7726. case SC_CLAN_INFO:
  7727. case SC_SWORDCLAN:
  7728. case SC_ARCWANDCLAN:
  7729. case SC_GOLDENMACECLAN:
  7730. case SC_CROSSBOWCLAN:
  7731. case SC_JUMPINGCLAN:
  7732. case SC_DAILYSENDMAILCNT:
  7733. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7734. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7735. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7736. continue;
  7737. case SC_WHISTLE:
  7738. case SC_ASSNCROS:
  7739. case SC_POEMBRAGI:
  7740. case SC_APPLEIDUN:
  7741. case SC_HUMMING:
  7742. case SC_DONTFORGETME:
  7743. case SC_FORTUNE:
  7744. case SC_SERVICE4U:
  7745. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7746. continue; //If in song area don't end it, even if config enabled
  7747. break;
  7748. case SC_ASSUMPTIO:
  7749. if( bl->type == BL_MOB )
  7750. continue;
  7751. break;
  7752. }
  7753. 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.
  7754. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7755. }
  7756. break;
  7757. }
  7758. //Affect all targets on splash area.
  7759. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7760. src, skill_id, skill_lv, tick, flag|1,
  7761. skill_castend_damage_id);
  7762. break;
  7763. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7764. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_DONT_SEND_PACKET));
  7765. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7766. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7767. break;
  7768. case TK_HIGHJUMP:
  7769. {
  7770. int x,y, dir = unit_getdir(src);
  7771. struct map_data *mapdata = &map[src->m];
  7772. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7773. if( mapdata->flag[MF_NOTELEPORT] &&
  7774. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7775. ) {
  7776. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7777. break;
  7778. } else if(dir%2) {
  7779. //Diagonal
  7780. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7781. y = src->y + diry[dir]*(skill_lv*4)/3;
  7782. } else {
  7783. x = src->x + dirx[dir]*skill_lv*2;
  7784. y = src->y + diry[dir]*skill_lv*2;
  7785. }
  7786. int x1 = x + dirx[dir];
  7787. int y1 = y + diry[dir];
  7788. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7789. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7790. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7791. unit_movepos(src, x, y, 1, 0))
  7792. clif_blown(src);
  7793. }
  7794. break;
  7795. case SA_CASTCANCEL:
  7796. case SO_SPELLFIST:
  7797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7798. unit_skillcastcancel(src,1);
  7799. if(sd) {
  7800. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7801. if( skill_id == SO_SPELLFIST ){
  7802. sc_start4(src,src,type,100,skill_lv * 3,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7803. sd->skill_id_old = sd->skill_lv_old = 0;
  7804. break;
  7805. }
  7806. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7807. if(sp < 0) sp = 0;
  7808. status_zap(src, 0, sp);
  7809. }
  7810. break;
  7811. case SA_SPELLBREAKER:
  7812. {
  7813. int sp;
  7814. if(tsc && tsc->data[SC_MAGICROD]) {
  7815. sp = skill_get_sp(skill_id,skill_lv);
  7816. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7817. if(sp < 1) sp = 1;
  7818. status_heal(bl,0,sp,2);
  7819. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7820. } else {
  7821. struct unit_data *ud = unit_bl2ud(bl);
  7822. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7823. if (!ud || ud->skilltimer == INVALID_TIMER)
  7824. break; //Nothing to cancel.
  7825. bl_skill_id = ud->skill_id;
  7826. bl_skill_lv = ud->skill_lv;
  7827. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7828. if (rnd()%100 < 90)
  7829. {
  7830. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7831. break;
  7832. }
  7833. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7834. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7836. unit_skillcastcancel(bl,0);
  7837. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7838. status_zap(bl, hp, sp);
  7839. if (hp && skill_lv >= 5)
  7840. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7841. else
  7842. hp = 0;
  7843. if (sp) //Recover some of the SP used
  7844. sp = sp*(25*(skill_lv-1))/100;
  7845. if(hp || sp)
  7846. status_heal(src, hp, sp, 2);
  7847. }
  7848. }
  7849. break;
  7850. case SA_MAGICROD:
  7851. #ifdef RENEWAL
  7852. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7853. #endif
  7854. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7855. break;
  7856. case SA_AUTOSPELL:
  7857. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7858. if (sd) {
  7859. sd->state.workinprogress = WIP_DISABLE_ALL;
  7860. clif_autospell(sd,skill_lv);
  7861. } else {
  7862. int maxlv=1,spellid=0;
  7863. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7864. if(skill_lv >= 10) {
  7865. spellid = MG_FROSTDIVER;
  7866. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7867. // maxlv = 10;
  7868. // else
  7869. maxlv = skill_lv - 9;
  7870. }
  7871. else if(skill_lv >=8) {
  7872. spellid = MG_FIREBALL;
  7873. maxlv = skill_lv - 7;
  7874. }
  7875. else if(skill_lv >=5) {
  7876. spellid = MG_SOULSTRIKE;
  7877. maxlv = skill_lv - 4;
  7878. }
  7879. else if(skill_lv >=2) {
  7880. int i_rnd = rnd()%3;
  7881. spellid = spellarray[i_rnd];
  7882. maxlv = skill_lv - 1;
  7883. }
  7884. else if(skill_lv > 0) {
  7885. spellid = MG_NAPALMBEAT;
  7886. maxlv = 3;
  7887. }
  7888. if(spellid > 0)
  7889. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7890. skill_get_time(SA_AUTOSPELL,skill_lv));
  7891. }
  7892. break;
  7893. case BS_GREED:
  7894. if(sd){
  7895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7896. map_foreachinallrange(skill_greed,bl,
  7897. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7898. }
  7899. break;
  7900. case SA_ELEMENTWATER:
  7901. case SA_ELEMENTFIRE:
  7902. case SA_ELEMENTGROUND:
  7903. case SA_ELEMENTWIND:
  7904. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7905. break;
  7906. case NPC_ATTRICHANGE:
  7907. case NPC_CHANGEWATER:
  7908. case NPC_CHANGEGROUND:
  7909. case NPC_CHANGEFIRE:
  7910. case NPC_CHANGEWIND:
  7911. case NPC_CHANGEPOISON:
  7912. case NPC_CHANGEHOLY:
  7913. case NPC_CHANGEDARKNESS:
  7914. case NPC_CHANGETELEKINESIS:
  7915. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7916. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7917. skill_get_time(skill_id, skill_lv)));
  7918. break;
  7919. case NPC_CHANGEUNDEAD:
  7920. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7921. //TO-DO This is ugly, fix it
  7922. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7923. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7924. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7925. skill_get_time(skill_id, skill_lv)));
  7926. break;
  7927. case NPC_PROVOCATION:
  7928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7929. if (md) mob_unlocktarget(md, tick);
  7930. break;
  7931. case NPC_REBIRTH:
  7932. if( md && md->state.rebirth )
  7933. break; // only works once
  7934. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7935. break;
  7936. case NPC_DARKBLESSING:
  7937. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7938. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7939. break;
  7940. case NPC_LICK:
  7941. status_zap(bl, 0, 100);
  7942. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7943. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7944. break;
  7945. case NPC_SUICIDE:
  7946. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7947. status_kill(src); //When suiciding, neither exp nor drops is given.
  7948. break;
  7949. case NPC_SUMMONSLAVE:
  7950. case NPC_SUMMONMONSTER:
  7951. case NPC_DEATHSUMMON:
  7952. if(md && md->skill_idx >= 0)
  7953. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7954. break;
  7955. case NPC_CALLSLAVE:
  7956. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7957. break;
  7958. case NPC_RANDOMMOVE:
  7959. if (md) {
  7960. md->next_walktime = tick - 1;
  7961. mob_randomwalk(md,tick);
  7962. }
  7963. break;
  7964. case NPC_SPEEDUP:
  7965. {
  7966. // or does it increase casting rate? just a guess xD
  7967. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7968. if (i_type > SC_ASPDPOTION3)
  7969. i_type = SC_ASPDPOTION3;
  7970. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7971. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7972. }
  7973. break;
  7974. case NPC_REVENGE:
  7975. // not really needed... but adding here anyway ^^
  7976. if (md && md->master_id > 0) {
  7977. struct block_list *mbl, *tbl;
  7978. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7979. (tbl = battle_gettargeted(mbl)) == NULL)
  7980. break;
  7981. md->state.provoke_flag = tbl->id;
  7982. mob_target(md, tbl, sstatus->rhw.range);
  7983. }
  7984. break;
  7985. case NPC_RUN:
  7986. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7987. mob_unlocktarget(md, tick);
  7988. break;
  7989. case NPC_TRANSFORMATION:
  7990. case NPC_METAMORPHOSIS:
  7991. if(md && md->skill_idx >= 0) {
  7992. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7993. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7994. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7995. if (class_) mob_class_change(md, class_);
  7996. }
  7997. break;
  7998. case NPC_EMOTION_ON:
  7999. case NPC_EMOTION:
  8000. //val[0] is the emotion to use.
  8001. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8002. //val[1] 'sets' the mode
  8003. //val[2] adds to the current mode
  8004. //val[3] removes from the current mode
  8005. //val[4] if set, asks to delete the previous mode change.
  8006. if(md && md->skill_idx >= 0 && tsc)
  8007. {
  8008. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  8009. if(md->db->skill[md->skill_idx].val[4] && tsce)
  8010. status_change_end(bl, type, INVALID_TIMER);
  8011. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8012. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  8013. mob_unlocktarget(md,tick);
  8014. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  8015. sc_start4(src,src, type, 100, skill_lv,
  8016. md->db->skill[md->skill_idx].val[1],
  8017. md->db->skill[md->skill_idx].val[2],
  8018. md->db->skill[md->skill_idx].val[3],
  8019. skill_get_time(skill_id, skill_lv));
  8020. //Reset aggressive state depending on resulting mode
  8021. if (!battle_config.npc_emotion_behavior)
  8022. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8023. }
  8024. break;
  8025. case NPC_POWERUP:
  8026. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8027. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8028. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8029. break;
  8030. case NPC_AGIUP:
  8031. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8032. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8033. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8034. break;
  8035. case NPC_INVISIBLE:
  8036. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8037. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8038. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8039. break;
  8040. case NPC_SIEGEMODE:
  8041. // not sure what it does
  8042. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8043. break;
  8044. case WE_MALE: {
  8045. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8046. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8047. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8048. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8049. }
  8050. }
  8051. break;
  8052. case WE_FEMALE: {
  8053. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8054. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8055. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8056. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8057. }
  8058. }
  8059. break;
  8060. // parent-baby skills
  8061. case WE_BABY:
  8062. if(sd){
  8063. struct map_session_data *f_sd = pc_get_father(sd);
  8064. struct map_session_data *m_sd = pc_get_mother(sd);
  8065. if( (!f_sd && !m_sd) // if neither was found
  8066. || (sd->status.party_id != 0 && //not in same party
  8067. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8068. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8069. ))
  8070. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8071. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8072. ) {
  8073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8074. map_freeblock_unlock();
  8075. return 0;
  8076. }
  8077. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8078. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8079. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8080. }
  8081. break;
  8082. case WE_CALLALLFAMILY:
  8083. if (sd) {
  8084. struct map_session_data *p_sd = pc_get_partner(sd);
  8085. struct map_session_data *c_sd = pc_get_child(sd);
  8086. if (!p_sd && !c_sd) { // Fail if no family members are found
  8087. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8088. map_freeblock_unlock();
  8089. return 1;
  8090. }
  8091. // Partner must be on the same map and in same party
  8092. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8093. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8094. // Child must be on the same map and in same party as the parent casting
  8095. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8096. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8097. }
  8098. break;
  8099. case WE_ONEFOREVER:
  8100. if (sd) {
  8101. struct map_session_data *p_sd = pc_get_partner(sd);
  8102. struct map_session_data *c_sd = pc_get_child(sd);
  8103. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8104. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8105. map_freeblock_unlock();
  8106. return 1;
  8107. }
  8108. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8109. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8110. break;
  8111. }
  8112. if (status_isdead(bl)) {
  8113. int per = 30, sper = 0;
  8114. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8115. break;
  8116. if (tsc && tsc->data[SC_HELLPOWER])
  8117. break;
  8118. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8119. break;
  8120. if (dstsd->special_state.restart_full_recover)
  8121. per = sper = 100;
  8122. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8123. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8124. }
  8125. }
  8126. break;
  8127. case WE_CHEERUP:
  8128. if (sd) {
  8129. struct map_session_data *f_sd = pc_get_father(sd);
  8130. struct map_session_data *m_sd = pc_get_mother(sd);
  8131. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8132. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8133. map_freeblock_unlock();
  8134. return 1;
  8135. }
  8136. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8137. if (dstsd == f_sd || dstsd == m_sd)
  8138. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8139. } else
  8140. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8141. }
  8142. break;
  8143. case PF_HPCONVERSION:
  8144. {
  8145. int hp, sp;
  8146. hp = sstatus->max_hp/10;
  8147. sp = hp * 10 * skill_lv / 100;
  8148. if (!status_charge(src,hp,0)) {
  8149. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8150. break;
  8151. }
  8152. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8153. status_heal(bl,0,sp,2);
  8154. }
  8155. break;
  8156. case MA_REMOVETRAP:
  8157. case HT_REMOVETRAP:
  8158. {
  8159. struct skill_unit* su;
  8160. struct skill_unit_group* sg = NULL;
  8161. std::shared_ptr<s_skill_db> skill_group;
  8162. su = BL_CAST(BL_SKILL, bl);
  8163. // Mercenaries can remove any trap
  8164. // Players can only remove their own traps or traps on Vs maps.
  8165. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8166. {
  8167. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8168. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8169. { // prevent picking up expired traps
  8170. if( battle_config.skill_removetrap_type )
  8171. { // get back all items used to deploy the trap
  8172. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8173. {
  8174. if( skill_group->require.itemid[i + 1] > 0 )
  8175. {
  8176. int flag2;
  8177. struct item item_tmp;
  8178. memset(&item_tmp,0,sizeof(item_tmp));
  8179. item_tmp.nameid = skill_group->require.itemid[i + 1];
  8180. item_tmp.identify = 1;
  8181. item_tmp.amount = skill_group->require.amount[i + 1];
  8182. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8183. clif_additem(sd,0,0,flag2);
  8184. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8185. }
  8186. }
  8187. }
  8188. }
  8189. else
  8190. { // get back 1 trap
  8191. struct item item_tmp;
  8192. memset(&item_tmp,0,sizeof(item_tmp));
  8193. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8194. item_tmp.identify = 1;
  8195. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8196. {
  8197. clif_additem(sd,0,0,flag);
  8198. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8199. }
  8200. }
  8201. }
  8202. skill_delunit(su);
  8203. }else if(sd)
  8204. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8205. }
  8206. break;
  8207. case HT_SPRINGTRAP:
  8208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8209. {
  8210. struct skill_unit *su=NULL;
  8211. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8212. switch(su->group->unit_id){
  8213. case UNT_ANKLESNARE: // ankle snare
  8214. if (su->group->val2 != 0)
  8215. // if it is already trapping something don't spring it,
  8216. // remove trap should be used instead
  8217. break;
  8218. // otherwise fallthrough to below
  8219. case UNT_BLASTMINE:
  8220. case UNT_SKIDTRAP:
  8221. case UNT_LANDMINE:
  8222. case UNT_SHOCKWAVE:
  8223. case UNT_SANDMAN:
  8224. case UNT_FLASHER:
  8225. case UNT_FREEZINGTRAP:
  8226. case UNT_CLAYMORETRAP:
  8227. case UNT_TALKIEBOX:
  8228. su->group->unit_id = UNT_USED_TRAPS;
  8229. clif_changetraplook(bl, UNT_USED_TRAPS);
  8230. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8231. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8232. }
  8233. }
  8234. }
  8235. break;
  8236. case BD_ENCORE:
  8237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8238. if(sd)
  8239. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8240. break;
  8241. case AS_SPLASHER:
  8242. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  8243. // Renewal dropped the 3/4 hp requirement
  8244. #ifndef RENEWAL
  8245. || tstatus-> hp > tstatus->max_hp*3/4
  8246. #endif
  8247. ) {
  8248. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8249. map_freeblock_unlock();
  8250. return 1;
  8251. }
  8252. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8253. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8254. #ifndef RENEWAL
  8255. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8256. #endif
  8257. break;
  8258. case PF_MINDBREAKER:
  8259. {
  8260. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8261. map_freeblock_unlock();
  8262. return 1;
  8263. }
  8264. if (tsce)
  8265. { //HelloKitty2 (?) explained that this silently fails when target is
  8266. //already inflicted. [Skotlex]
  8267. map_freeblock_unlock();
  8268. return 1;
  8269. }
  8270. //Has a 55% + skill_lv*5% success chance.
  8271. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8272. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8273. {
  8274. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8275. map_freeblock_unlock();
  8276. return 0;
  8277. }
  8278. unit_skillcastcancel(bl,0);
  8279. if(tsc && tsc->count){
  8280. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8281. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8282. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8283. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8284. }
  8285. if (dstmd)
  8286. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8287. }
  8288. break;
  8289. case PF_SOULCHANGE:
  8290. {
  8291. unsigned int sp1 = 0, sp2 = 0;
  8292. if (dstmd) {
  8293. if (dstmd->state.soul_change_flag) {
  8294. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8295. break;
  8296. }
  8297. dstmd->state.soul_change_flag = 1;
  8298. sp2 = sstatus->max_sp * 3 /100;
  8299. status_heal(src, 0, sp2, 2);
  8300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8301. break;
  8302. }
  8303. sp1 = sstatus->sp;
  8304. sp2 = tstatus->sp;
  8305. #ifdef RENEWAL
  8306. sp1 = sp1 / 2;
  8307. sp2 = sp2 / 2;
  8308. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8309. sp1 = tstatus->sp;
  8310. #endif
  8311. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8312. sp1 = tstatus->sp;
  8313. status_set_sp(src, sp2, 3);
  8314. status_set_sp(bl, sp1, 3);
  8315. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8316. }
  8317. break;
  8318. // Slim Pitcher
  8319. case CR_SLIMPITCHER:
  8320. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8321. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8322. break;
  8323. if (potion_hp || potion_sp) {
  8324. int hp = potion_hp, sp = potion_sp;
  8325. hp = hp * (100 + (tstatus->vit<<1))/100;
  8326. sp = sp * (100 + (tstatus->int_<<1))/100;
  8327. if (dstsd) {
  8328. if (hp)
  8329. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8330. if (sp)
  8331. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8332. }
  8333. if (tsc && tsc->count) {
  8334. uint8 penalty = 0;
  8335. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8336. hp += hp / 10;
  8337. sp += sp / 10;
  8338. }
  8339. if (tsc->data[SC_CRITICALWOUND])
  8340. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8341. if (tsc->data[SC_DEATHHURT])
  8342. penalty += 20;
  8343. if (tsc->data[SC_NORECOVER_STATE])
  8344. penalty = 100;
  8345. if (penalty > 0) {
  8346. hp -= hp * penalty / 100;
  8347. sp -= sp * penalty / 100;
  8348. }
  8349. }
  8350. if(hp > 0)
  8351. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8352. if(sp > 0)
  8353. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8354. status_heal(bl,hp,sp,0);
  8355. }
  8356. break;
  8357. // Full Chemical Protection
  8358. case CR_FULLPROTECTION:
  8359. {
  8360. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8361. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8362. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8363. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8364. continue;
  8365. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8366. s++;
  8367. }
  8368. if( sd && !s ){
  8369. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8370. map_freeblock_unlock(); // Don't consume item requirements
  8371. return 0;
  8372. }
  8373. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8374. }
  8375. break;
  8376. case RG_CLEANER: //AppleGirl
  8377. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8378. break;
  8379. #ifndef RENEWAL
  8380. case CG_LONGINGFREEDOM:
  8381. {
  8382. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8383. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8384. {
  8385. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8386. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8387. }
  8388. }
  8389. break;
  8390. #endif
  8391. case CG_TAROTCARD:
  8392. {
  8393. int card = -1;
  8394. if (tsc && tsc->data[SC_TAROTCARD]) {
  8395. //Target currently has the SUN tarot card effect and is immune to any other effect
  8396. map_freeblock_unlock();
  8397. return 0;
  8398. }
  8399. if( rnd() % 100 > skill_lv * 8 ||
  8400. #ifndef RENEWAL
  8401. (tsc && tsc->data[SC_BASILICA]) ||
  8402. #endif
  8403. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8404. if( sd )
  8405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8406. map_freeblock_unlock();
  8407. return 0;
  8408. }
  8409. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8410. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8411. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8412. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8413. }
  8414. break;
  8415. case SL_ALCHEMIST:
  8416. case SL_ASSASIN:
  8417. case SL_BARDDANCER:
  8418. case SL_BLACKSMITH:
  8419. case SL_CRUSADER:
  8420. case SL_HUNTER:
  8421. case SL_KNIGHT:
  8422. case SL_MONK:
  8423. case SL_PRIEST:
  8424. case SL_ROGUE:
  8425. case SL_SAGE:
  8426. case SL_SOULLINKER:
  8427. case SL_STAR:
  8428. case SL_SUPERNOVICE:
  8429. case SL_WIZARD:
  8430. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8431. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8432. break;
  8433. }
  8434. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8435. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8436. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8437. break;
  8438. }
  8439. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8440. { //Erase death count 1% of the casts
  8441. dstsd->die_counter = 0;
  8442. pc_setglobalreg(dstsd, add_str(PCDIECOUNTER_VAR), 0);
  8443. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8444. //SC_SPIRIT invokes status_calc_pc for us.
  8445. }
  8446. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8447. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8448. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8449. break;
  8450. case SL_HIGH:
  8451. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8452. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8453. break;
  8454. }
  8455. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8457. break;
  8458. }
  8459. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8460. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8461. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8462. break;
  8463. case SP_SOULGOLEM:
  8464. case SP_SOULSHADOW:
  8465. case SP_SOULFALCON:
  8466. case SP_SOULFAIRY:
  8467. if (sd && !dstsd) { // Only player's can be soul linked.
  8468. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8469. break;
  8470. }
  8471. if (tsc) {
  8472. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8473. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8474. break;
  8475. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8476. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8477. break;
  8478. }
  8479. }
  8480. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8481. break;
  8482. case SP_SOULREVOLVE:
  8483. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8484. if (sd)
  8485. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8486. break;
  8487. }
  8488. status_heal(bl, 0, 50*skill_lv, 2);
  8489. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8490. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8491. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8492. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8493. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8494. break;
  8495. case SL_SWOO:
  8496. if (tsce) {
  8497. if(sd)
  8498. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8499. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8500. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8501. break;
  8502. }
  8503. case SL_SKA: // [marquis007]
  8504. case SL_SKE:
  8505. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8506. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8507. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8508. break;
  8509. }
  8510. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8511. if (skill_id == SL_SKE)
  8512. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8513. break;
  8514. // New guild skills [Celest]
  8515. case GD_BATTLEORDER:
  8516. case GD_REGENERATION:
  8517. case GD_RESTORE:
  8518. if(flag&1) {
  8519. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8520. if( skill_id == GD_RESTORE )
  8521. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8522. else
  8523. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8524. }
  8525. } else if (status_get_guild_id(src)) {
  8526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8527. map_foreachinallrange(skill_area_sub, src,
  8528. skill_get_splash(skill_id, skill_lv), BL_PC,
  8529. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8530. skill_castend_nodamage_id);
  8531. if (sd)
  8532. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8533. }
  8534. break;
  8535. case GD_EMERGENCYCALL:
  8536. case GD_ITEMEMERGENCYCALL:
  8537. {
  8538. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8539. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8540. uint8 j = 0, calls = 0, called = 0;
  8541. struct guild *g;
  8542. // i don't know if it actually summons in a circle, but oh well. ;P
  8543. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8544. if (!g)
  8545. break;
  8546. if (skill_id == GD_ITEMEMERGENCYCALL)
  8547. switch (skill_lv) {
  8548. case 1: calls = 7; break;
  8549. case 2: calls = 12; break;
  8550. case 3: calls = 20; break;
  8551. default: calls = 0; break;
  8552. }
  8553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8554. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8555. if (j > 8)
  8556. j = 0;
  8557. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8558. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8559. continue;
  8560. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8561. continue;
  8562. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8563. dx[j] = dy[j] = 0;
  8564. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8565. called++;
  8566. }
  8567. }
  8568. if (sd)
  8569. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8570. }
  8571. break;
  8572. case SG_FEEL:
  8573. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8574. if (sd) {
  8575. if(!sd->feel_map[skill_lv-1].index)
  8576. clif_feel_req(sd->fd,sd, skill_lv);
  8577. else
  8578. clif_feel_info(sd, skill_lv-1, 1);
  8579. }
  8580. break;
  8581. case SG_HATE:
  8582. if (sd) {
  8583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8584. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8586. }
  8587. break;
  8588. case SJ_DOCUMENT:
  8589. if (sd) {
  8590. switch (skill_lv) {
  8591. case 1:
  8592. pc_resetfeel(sd);
  8593. break;
  8594. case 2:
  8595. pc_resethate(sd);
  8596. break;
  8597. case 3:
  8598. pc_resetfeel(sd);
  8599. pc_resethate(sd);
  8600. break;
  8601. }
  8602. }
  8603. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8604. break;
  8605. case GS_GLITTERING:
  8606. if(sd) {
  8607. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8608. if(rnd()%100 < (20+10*skill_lv))
  8609. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8610. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8611. pc_delspiritball(sd,1,0);
  8612. }
  8613. break;
  8614. case GS_CRACKER:
  8615. /* per official standards, this skill works on players and mobs. */
  8616. if (sd && (dstsd || dstmd))
  8617. {
  8618. i =65 -5*distance_bl(src,bl); //Base rate
  8619. if (i < 30) i = 30;
  8620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8621. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8622. }
  8623. break;
  8624. case AM_CALLHOMUN: //[orn]
  8625. if (sd && !hom_call(sd))
  8626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8627. break;
  8628. case AM_REST:
  8629. if (sd) {
  8630. if (hom_vaporize(sd,HOM_ST_REST))
  8631. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8632. else
  8633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8634. }
  8635. break;
  8636. case HAMI_CASTLE: //[orn]
  8637. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8638. int x = src->x, y = src->y;
  8639. if (hd)
  8640. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8641. // Move source
  8642. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8643. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8644. clif_blown(src);
  8645. // Move target
  8646. if (unit_movepos(bl,x,y,0,0)) {
  8647. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8648. clif_blown(bl);
  8649. }
  8650. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8651. }
  8652. }
  8653. else if (hd && hd->master) // Failed
  8654. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8655. else if (sd)
  8656. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8657. break;
  8658. case HVAN_CHAOTIC: //[orn]
  8659. {
  8660. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8661. int r = rnd()%100;
  8662. i = (skill_lv-1)%5;
  8663. if(r<per[i][0]) //Self
  8664. bl = src;
  8665. else if(r<per[i][1]) //Master
  8666. bl = battle_get_master(src);
  8667. else //Enemy
  8668. bl = map_id2bl(battle_gettarget(src));
  8669. if (!bl) bl = src;
  8670. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8671. //Eh? why double skill packet?
  8672. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8673. clif_skill_nodamage(src,bl,skill_id,i,1);
  8674. status_heal(bl, i, 0, 0);
  8675. }
  8676. break;
  8677. //Homun single-target support skills [orn]
  8678. case HAMI_BLOODLUST:
  8679. case HFLI_FLEET:
  8680. case HFLI_SPEED:
  8681. case HLIF_CHANGE:
  8682. case MH_ANGRIFFS_MODUS:
  8683. case MH_GOLDENE_FERSE:
  8684. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8685. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8686. if (hd)
  8687. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8688. break;
  8689. case NPC_DRAGONFEAR:
  8690. if (flag&1) {
  8691. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8692. int j;
  8693. j = i = rnd()%ARRAYLENGTH(sc);
  8694. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8695. i++;
  8696. if ( i == ARRAYLENGTH(sc) )
  8697. i = 0;
  8698. if (i == j)
  8699. break;
  8700. }
  8701. break;
  8702. }
  8703. case NPC_WIDEBLEEDING:
  8704. case NPC_WIDECONFUSE:
  8705. case NPC_WIDECURSE:
  8706. case NPC_WIDEFREEZE:
  8707. case NPC_WIDESLEEP:
  8708. case NPC_WIDESILENCE:
  8709. case NPC_WIDESTONE:
  8710. case NPC_WIDESTUN:
  8711. case NPC_SLOWCAST:
  8712. case NPC_WIDEHELLDIGNITY:
  8713. case NPC_WIDEHEALTHFEAR:
  8714. case NPC_WIDEBODYBURNNING:
  8715. case NPC_WIDEFROSTMISTY:
  8716. case NPC_WIDECOLD:
  8717. case NPC_WIDE_DEEP_SLEEP:
  8718. case NPC_WIDESIREN:
  8719. if (flag&1){
  8720. switch ( type ) {
  8721. case SC_BURNING:
  8722. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8723. break;
  8724. case SC_VOICEOFSIREN:
  8725. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8726. break;
  8727. default:
  8728. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8729. }
  8730. }
  8731. else {
  8732. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8734. map_foreachinallrange(skill_area_sub, bl,
  8735. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8736. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8737. skill_castend_nodamage_id);
  8738. }
  8739. break;
  8740. case NPC_WIDESOULDRAIN:
  8741. if (flag&1)
  8742. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8743. else {
  8744. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8746. map_foreachinallrange(skill_area_sub, bl,
  8747. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8748. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8749. skill_castend_nodamage_id);
  8750. }
  8751. break;
  8752. case ALL_PARTYFLEE:
  8753. if( sd && !(flag&1) ) {
  8754. if( !sd->status.party_id ) {
  8755. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8756. break;
  8757. }
  8758. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8759. } else
  8760. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8761. break;
  8762. case NPC_TALK:
  8763. case ALL_WEWISH:
  8764. case ALL_CATCRY:
  8765. case ALL_DREAM_SUMMERNIGHT:
  8766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8767. break;
  8768. case ALL_BUYING_STORE:
  8769. if( sd )
  8770. {// players only, skill allows 5 buying slots
  8771. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8772. }
  8773. break;
  8774. case RK_ENCHANTBLADE:
  8775. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8776. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8777. break;
  8778. case RK_DRAGONHOWLING:
  8779. if( flag&1)
  8780. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8781. else
  8782. {
  8783. skill_area_temp[2] = 0;
  8784. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8785. map_foreachinallrange(skill_area_sub, src,
  8786. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8787. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8788. skill_castend_nodamage_id);
  8789. }
  8790. break;
  8791. case LG_EARTHDRIVE: {
  8792. int dummy = 1;
  8793. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8794. i = skill_get_splash(skill_id,skill_lv);
  8795. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8796. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8797. }
  8798. break;
  8799. case RK_GIANTGROWTH:
  8800. case RK_STONEHARDSKIN:
  8801. case RK_VITALITYACTIVATION:
  8802. case RK_ABUNDANCE:
  8803. case RK_CRUSHSTRIKE:
  8804. case RK_REFRESH:
  8805. case RK_MILLENNIUMSHIELD:
  8806. if (sd) {
  8807. uint8 rune_level = 1; // RK_GIANTGROWTH
  8808. if (skill_id == RK_VITALITYACTIVATION)
  8809. rune_level = 2;
  8810. else if (skill_id == RK_STONEHARDSKIN)
  8811. rune_level = 4;
  8812. else if (skill_id == RK_ABUNDANCE)
  8813. rune_level = 6;
  8814. else if (skill_id == RK_CRUSHSTRIKE)
  8815. rune_level = 7;
  8816. else if (skill_id == RK_REFRESH)
  8817. rune_level = 8;
  8818. else if (skill_id == RK_MILLENNIUMSHIELD)
  8819. rune_level = 9;
  8820. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8821. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8822. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8823. else if (skill_id == RK_STONEHARDSKIN)
  8824. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8825. } else
  8826. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8827. }
  8828. break;
  8829. case RK_FIGHTINGSPIRIT: {
  8830. // val1: ATKBonus: Caster: 70 + 7 * PartyMember. Member: (70 + 7 * PartyMember) / 2
  8831. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8832. if( flag&1 ) {
  8833. if( skill_area_temp[1] == bl->id )
  8834. sc_start2(src,bl,type,100,70 + 7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8835. else
  8836. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8837. } else {
  8838. if( sd && sd->status.party_id ) {
  8839. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8840. skill_area_temp[1] = src->id;
  8841. skill_area_temp[3] = (70 + 7 * skill_area_temp[0]) / 2;
  8842. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8843. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8844. }
  8845. else
  8846. sc_start2(src,bl,type,100,77,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8847. clif_skill_nodamage(src,bl,skill_id,1,1);
  8848. }
  8849. }
  8850. break;
  8851. case RK_LUXANIMA:
  8852. {
  8853. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8854. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8855. if (src->id == bl->id) // Don't give it back to the RK
  8856. break;
  8857. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8858. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8859. } else if (sd) { // Find which SC is going to be given
  8860. int recent = 0, result = -1;
  8861. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8862. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8863. recent = sd->sc.data[runes[i]]->timer;
  8864. result = i;
  8865. }
  8866. }
  8867. if (result != -1) {
  8868. skill_area_temp[5] = result;
  8869. status_change_end(src, runes[result], INVALID_TIMER);
  8870. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8871. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8872. }
  8873. }
  8874. }
  8875. break;
  8876. case GC_ROLLINGCUTTER:
  8877. {
  8878. short count = 1;
  8879. skill_area_temp[2] = 0;
  8880. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8881. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8882. { // Every time the skill is casted the status change is reseted adding a counter.
  8883. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8884. if( count > 10 )
  8885. count = 10; // Max coounter
  8886. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8887. }
  8888. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8889. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8890. }
  8891. break;
  8892. case GC_WEAPONBLOCKING:
  8893. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8894. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8895. else
  8896. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8898. break;
  8899. case GC_CREATENEWPOISON:
  8900. if( sd )
  8901. {
  8902. clif_skill_produce_mix_list(sd,skill_id,25);
  8903. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8904. }
  8905. break;
  8906. case GC_POISONINGWEAPON:
  8907. if( sd ) {
  8908. clif_poison_list(sd,skill_lv);
  8909. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8910. }
  8911. break;
  8912. case GC_ANTIDOTE:
  8913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8914. if( tsc )
  8915. {
  8916. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8917. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8918. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8919. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8920. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8921. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8922. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8923. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8924. }
  8925. break;
  8926. case GC_PHANTOMMENACE:
  8927. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8929. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8930. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8931. break;
  8932. case GC_HALLUCINATIONWALK:
  8933. {
  8934. int heal = status_get_max_hp(bl) / 10;
  8935. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8936. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8937. break;
  8938. }
  8939. if( !status_charge(bl,heal,0) )
  8940. {
  8941. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8942. break;
  8943. }
  8944. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8945. }
  8946. break;
  8947. case AB_ANCILLA:
  8948. if( sd ) {
  8949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8950. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8951. }
  8952. break;
  8953. case AB_CLEMENTIA:
  8954. case AB_CANTO:
  8955. {
  8956. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8957. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8958. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8959. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8960. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8961. else if( sd )
  8962. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8963. }
  8964. break;
  8965. case AB_PRAEFATIO:
  8966. case AB_RENOVATIO:
  8967. #ifdef RENEWAL
  8968. case PR_IMPOSITIO:
  8969. #endif
  8970. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8971. if (skill_id == AB_PRAEFATIO)
  8972. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8973. else
  8974. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8975. } else if( sd )
  8976. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8977. break;
  8978. case AB_CHEAL:
  8979. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8980. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8981. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8982. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8983. if( partycount > 1 )
  8984. i += (i / 100) * (partycount * 10) / 4;
  8985. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8986. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8987. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8988. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8989. i = ~i + 1;
  8990. status_heal(bl, i, 0, 0);
  8991. }
  8992. } else if( sd )
  8993. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8994. break;
  8995. case AB_ORATIO:
  8996. if( flag&1 )
  8997. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8998. else {
  8999. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9000. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9001. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9002. }
  9003. break;
  9004. case AB_LAUDAAGNUS:
  9005. if( flag&1 || !sd || !sd->status.party_id ) {
  9006. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9007. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9008. // Success Chance: (60 + 10 * Skill Level) %
  9009. if( rnd()%100 > 60+10*skill_lv ) break;
  9010. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9011. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9012. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9013. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9014. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9015. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9016. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9017. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9018. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9019. } else if( sd )
  9020. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9021. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9022. break;
  9023. case AB_LAUDARAMUS:
  9024. if( flag&1 || !sd || !sd->status.party_id ) {
  9025. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9026. // Success Chance: (60 + 10 * Skill Level) %
  9027. if( rnd()%100 > 60+10*skill_lv ) break;
  9028. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9029. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9030. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9031. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9032. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9033. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9034. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9035. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9036. } else if( sd )
  9037. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9038. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9039. break;
  9040. case AB_CLEARANCE:
  9041. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9042. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9043. break;
  9044. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9045. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9046. if (sd)
  9047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9048. break;
  9049. }
  9050. if(status_isimmune(bl))
  9051. break;
  9052. //Remove bonus_script by Clearance
  9053. if (dstsd)
  9054. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9055. if(!tsc || !tsc->count)
  9056. break;
  9057. for( i = 0; i < SC_MAX; i++ ) {
  9058. if (!tsc->data[i])
  9059. continue;
  9060. switch (i) {
  9061. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9062. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9063. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9064. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9065. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9066. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9067. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9068. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9069. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9070. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9071. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9072. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9073. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9074. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9075. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9076. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9077. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9078. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9079. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9080. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9081. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9082. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9083. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9084. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9085. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9086. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9087. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9088. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9089. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9090. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9091. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9092. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9093. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9094. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9095. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9096. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9097. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9098. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9099. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9100. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9101. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9102. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9103. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9104. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9105. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9106. case SC_P_ALTER: case SC_E_CHAIN:
  9107. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9108. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9109. case SC_NOVAEXPLOSING:
  9110. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9111. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9112. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9113. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9114. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9115. case SC_SPORE_EXPLOSION:
  9116. #ifdef RENEWAL
  9117. case SC_EXTREMITYFIST2:
  9118. #endif
  9119. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9120. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9121. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9122. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9123. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9124. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9125. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9126. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9127. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9128. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9129. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9130. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9131. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9132. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9133. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9134. case SC_DAILYSENDMAILCNT:
  9135. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9136. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9137. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9138. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9139. continue;
  9140. case SC_ASSUMPTIO:
  9141. if( bl->type == BL_MOB )
  9142. continue;
  9143. break;
  9144. }
  9145. 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.
  9146. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9147. }
  9148. break;
  9149. }
  9150. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9151. break;
  9152. case AB_SILENTIUM:
  9153. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9154. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9155. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9156. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9157. break;
  9158. case WL_STASIS:
  9159. if (flag&1)
  9160. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9161. else {
  9162. struct map_data *mapdata = map_getmapdata(src->m);
  9163. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9164. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9165. }
  9166. break;
  9167. case WL_CHAINLIGHTNING:
  9168. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9169. break;
  9170. case WL_WHITEIMPRISON:
  9171. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9172. {
  9173. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9174. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9175. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9176. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9177. if( sd )
  9178. skill_blockpc_start(sd,skill_id,4000);
  9179. if( !(tsc && tsc->data[type]) ){
  9180. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  9181. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9182. if( !i )
  9183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9184. }
  9185. }else
  9186. if( sd )
  9187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9188. break;
  9189. case WL_FROSTMISTY:
  9190. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9191. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  9192. break;
  9193. case WL_JACKFROST:
  9194. case NPC_JACKFROST:
  9195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9196. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9197. break;
  9198. case WL_SIENNAEXECRATE:
  9199. if( status_isimmune(bl) || !tsc )
  9200. break;
  9201. if( flag&1 ) {
  9202. if( bl->id == skill_area_temp[1] )
  9203. break; // Already work on this target
  9204. if( tsc && tsc->data[type] )
  9205. status_change_end(bl,type,INVALID_TIMER);
  9206. else
  9207. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9208. } else {
  9209. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9210. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9211. if( rnd()%100 < rate ) { // Success on First Target
  9212. if( !tsc->data[type] )
  9213. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9214. else {
  9215. rate = 1;
  9216. status_change_end(bl,type,INVALID_TIMER);
  9217. }
  9218. if( rate ) {
  9219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9220. skill_area_temp[1] = bl->id;
  9221. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9222. }
  9223. // Doesn't send failure packet if it fails on defense.
  9224. }
  9225. else if( sd ) // Failure on Rate
  9226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9227. }
  9228. break;
  9229. case WL_SUMMONFB:
  9230. case WL_SUMMONBL:
  9231. case WL_SUMMONWB:
  9232. case WL_SUMMONSTONE:
  9233. {
  9234. short element = 0, sctype = 0, pos = -1;
  9235. struct status_change *sc = status_get_sc(src);
  9236. if( !sc )
  9237. break;
  9238. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  9239. if( !sctype && !sc->data[i] )
  9240. sctype = i; // Take the free SC
  9241. if( sc->data[i] )
  9242. pos = max(sc->data[i]->val2,pos);
  9243. }
  9244. if( !sctype ) {
  9245. if( sd ) // No free slots to put SC
  9246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  9247. break;
  9248. }
  9249. pos++; // Used in val2 for SC. Indicates the order of this ball
  9250. switch( skill_id ) { // Set val1. The SC element for this ball
  9251. case WL_SUMMONFB: element = WLS_FIRE; break;
  9252. case WL_SUMMONBL: element = WLS_WIND; break;
  9253. case WL_SUMMONWB: element = WLS_WATER; break;
  9254. case WL_SUMMONSTONE: element = WLS_STONE; break;
  9255. }
  9256. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  9257. clif_skill_nodamage(src,bl,skill_id,0,0);
  9258. }
  9259. break;
  9260. case WL_READING_SB:
  9261. if( sd ) {
  9262. struct status_change *sc = status_get_sc(bl);
  9263. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  9264. if( sc && !sc->data[i] )
  9265. break;
  9266. if( i == SC_MAXSPELLBOOK ) {
  9267. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9268. break;
  9269. }
  9270. sc_start(src,bl, SC_STOP, 100, skill_lv, INFINITE_TICK); //Can't move while selecting a spellbook.
  9271. clif_spellbook_list(sd);
  9272. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9273. }
  9274. break;
  9275. case RA_FEARBREEZE:
  9276. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9277. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9278. break;
  9279. case RA_WUGMASTERY:
  9280. if( sd ) {
  9281. if( !pc_iswug(sd) )
  9282. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9283. else
  9284. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9285. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9286. }
  9287. break;
  9288. case RA_WUGRIDER:
  9289. if( sd ) {
  9290. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9291. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9292. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9293. } else if( pc_isridingwug(sd) ) {
  9294. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9295. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9296. }
  9297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9298. }
  9299. break;
  9300. case RA_WUGDASH:
  9301. if( tsce ) {
  9302. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9303. map_freeblock_unlock();
  9304. return 0;
  9305. }
  9306. if( sd && pc_isridingwug(sd) ) {
  9307. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9308. clif_walkok(sd);
  9309. }
  9310. break;
  9311. case RA_SENSITIVEKEEN:
  9312. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9313. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9314. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  9315. break;
  9316. case NC_F_SIDESLIDE:
  9317. case NC_B_SIDESLIDE:
  9318. {
  9319. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9320. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9321. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9322. }
  9323. break;
  9324. case NC_SELFDESTRUCTION:
  9325. if( sd ) {
  9326. if( pc_ismadogear(sd) )
  9327. pc_setmadogear(sd, 0);
  9328. skill_area_temp[1] = 0;
  9329. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9330. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9331. status_set_sp(src, 0, 0);
  9332. skill_clear_unitgroup(src);
  9333. }
  9334. break;
  9335. case NC_EMERGENCYCOOL:
  9336. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9337. if (sd) {
  9338. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9339. int16 limit[] = { -45, -75, -105 };
  9340. i = 0;
  9341. for (const auto &reqItem : req.eqItem) {
  9342. if (pc_search_inventory(sd, reqItem) != -1)
  9343. break;
  9344. i++;
  9345. }
  9346. pc_overheat(sd, limit[min(i, 2)]);
  9347. }
  9348. break;
  9349. case NC_ANALYZE:
  9350. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9351. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9352. break;
  9353. case NC_MAGNETICFIELD:
  9354. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9355. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9356. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  9357. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9358. break;
  9359. case NC_REPAIR:
  9360. if( sd ) {
  9361. int heal, hp = 0;
  9362. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9363. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9364. break;
  9365. }
  9366. switch(skill_lv) {
  9367. case 1: hp = 4; break;
  9368. case 2: hp = 7; break;
  9369. case 3: hp = 13; break;
  9370. case 4: hp = 17; break;
  9371. case 5: default: hp = 23; break;
  9372. }
  9373. heal = dstsd->status.max_hp * hp / 100;
  9374. status_heal(bl,heal,0,2);
  9375. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9376. }
  9377. break;
  9378. case NC_DISJOINT:
  9379. {
  9380. if( bl->type != BL_MOB ) break;
  9381. md = map_id2md(bl->id);
  9382. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9383. status_kill(bl);
  9384. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9385. }
  9386. break;
  9387. case SC_AUTOSHADOWSPELL:
  9388. if( sd ) {
  9389. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9390. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9391. {
  9392. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9393. clif_autoshadowspell_list(sd);
  9394. clif_skill_nodamage(src,bl,skill_id,1,1);
  9395. }
  9396. else
  9397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9398. }
  9399. break;
  9400. case SC_SHADOWFORM:
  9401. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9402. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  9403. dstsd->shadowform_id = src->id;
  9404. }
  9405. else if( sd )
  9406. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9407. break;
  9408. case SC_BODYPAINT:
  9409. if( flag&1 ) {
  9410. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9411. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9412. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9413. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9414. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9415. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9416. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9417. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9418. }
  9419. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9420. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9421. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9422. } else {
  9423. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9424. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9425. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9426. }
  9427. break;
  9428. case SC_ENERVATION:
  9429. case SC_GROOMY:
  9430. case SC_LAZINESS:
  9431. case SC_UNLUCKY:
  9432. case SC_WEAKNESS:
  9433. if( !(tsc && tsc->data[type]) ) {
  9434. int rate;
  9435. if (status_get_class_(bl) == CLASS_BOSS)
  9436. break;
  9437. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9438. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9439. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9440. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9441. } else if( sd )
  9442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9443. break;
  9444. case SC_IGNORANCE:
  9445. if( !(tsc && tsc->data[type]) ) {
  9446. int rate;
  9447. if (status_get_class_(bl) == CLASS_BOSS)
  9448. break;
  9449. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9450. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9451. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9452. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9453. int sp = 100 * skill_lv;
  9454. if( dstmd )
  9455. sp = dstmd->level;
  9456. if( !dstmd )
  9457. status_zap(bl, 0, sp);
  9458. status_heal(src, 0, sp / 2, 3);
  9459. } else if( sd )
  9460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9461. } else if( sd )
  9462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9463. break;
  9464. case LG_TRAMPLE:
  9465. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9466. if (rnd()%100 < (25 + 25 * skill_lv))
  9467. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9468. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9469. break;
  9470. case LG_REFLECTDAMAGE:
  9471. if( tsc && tsc->data[type] )
  9472. status_change_end(bl,type,INVALID_TIMER);
  9473. else
  9474. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9476. break;
  9477. case LG_SHIELDSPELL:
  9478. if (sd) {
  9479. int opt = 0;
  9480. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  9481. struct item_data *shield_data = NULL;
  9482. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  9483. shield_data = sd->inventory_data[index];
  9484. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  9485. shield_def = shield_mdef = shield_refine = 10;
  9486. else {
  9487. shield_def = shield_data->def;
  9488. shield_mdef = sd->bonus.shieldmdef;
  9489. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  9490. }
  9491. if (flag&1) {
  9492. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  9493. break;
  9494. }
  9495. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  9496. switch(skill_lv) {
  9497. case 1: { // DEF Based
  9498. int splashrange = 0;
  9499. #ifdef RENEWAL
  9500. if (shield_def >= 0 && shield_def <= 40)
  9501. #else
  9502. if (shield_def >= 0 && shield_def <= 4)
  9503. #endif
  9504. splashrange = 1;
  9505. #ifdef RENEWAL
  9506. else if (shield_def >= 41 && shield_def <= 80)
  9507. #else
  9508. else if (shield_def >= 5 && shield_def <= 9)
  9509. #endif
  9510. splashrange = 2;
  9511. else
  9512. splashrange = 3;
  9513. switch(opt) {
  9514. case 1: // Splash AoE ATK
  9515. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INFINITE_TICK);
  9516. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9517. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9518. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9519. break;
  9520. case 2: // % Damage Reflecting Increase
  9521. #ifdef RENEWAL
  9522. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9523. #else
  9524. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9525. #endif
  9526. break;
  9527. case 3: // Equipment Attack Increase
  9528. #ifdef RENEWAL
  9529. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9530. #else
  9531. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9532. #endif
  9533. break;
  9534. }
  9535. }
  9536. break;
  9537. case 2: { // MDEF Based
  9538. int splashrange = 0;
  9539. if (shield_mdef >= 1 && shield_mdef <= 3)
  9540. splashrange = 1;
  9541. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9542. splashrange = 2;
  9543. else
  9544. splashrange = 3;
  9545. switch(opt) {
  9546. case 1: // Splash AoE MATK
  9547. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INFINITE_TICK);
  9548. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9549. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9550. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9551. break;
  9552. case 2: // Splash AoE Lex Divina
  9553. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9554. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9555. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9556. break;
  9557. case 3: // Casts Magnificat.
  9558. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9559. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9560. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9561. break;
  9562. }
  9563. }
  9564. break;
  9565. case 3: // Refine Based
  9566. switch(opt) {
  9567. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9568. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9569. break;
  9570. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9571. #ifdef RENEWAL
  9572. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9573. #else
  9574. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9575. #endif
  9576. break;
  9577. case 3: // Recovers HP depending on Shield refine rate.
  9578. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INFINITE_TICK); //HP Recovery.
  9579. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9580. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9581. break;
  9582. }
  9583. break;
  9584. }
  9585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9586. }
  9587. break;
  9588. case LG_PIETY:
  9589. if( flag&1 )
  9590. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9591. else {
  9592. skill_area_temp[2] = 0;
  9593. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9595. }
  9596. break;
  9597. case LG_INSPIRATION:
  9598. if( sd && !map_getmapflag(sd->bl.m, MF_NOEXPPENALTY) && battle_config.exp_cost_inspiration )
  9599. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9600. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9601. break;
  9602. case SR_CURSEDCIRCLE:
  9603. if( flag&1 ) {
  9604. if( status_get_class_(bl) == CLASS_BOSS )
  9605. break;
  9606. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9607. if( bl->type == BL_MOB )
  9608. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9609. clif_bladestop(src, bl->id, 1);
  9610. map_freeblock_unlock();
  9611. return 1;
  9612. }
  9613. } else {
  9614. int count = 0;
  9615. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9616. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9617. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9618. if( sd ) pc_delspiritball(sd, count, 0);
  9619. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9620. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9621. }
  9622. break;
  9623. case SR_RAISINGDRAGON:
  9624. if( sd ) {
  9625. short max = 5 + skill_lv;
  9626. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9627. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9628. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9629. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9630. }
  9631. break;
  9632. case SR_ASSIMILATEPOWER:
  9633. if (flag&1) {
  9634. i = 0;
  9635. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9636. if (dstsd->spiritball > 0) {
  9637. i = dstsd->spiritball;
  9638. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9639. }
  9640. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9641. i += dstsd->spiritcharm;
  9642. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9643. }
  9644. }
  9645. if (i)
  9646. status_percent_heal(src, 0, i);
  9647. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9648. } else {
  9649. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9650. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9651. }
  9652. break;
  9653. case SR_POWERVELOCITY:
  9654. if( !dstsd )
  9655. break;
  9656. if( sd && dstsd->spiritball <= 5 ) {
  9657. for(i = 0; i <= 5; i++) {
  9658. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9659. pc_delspiritball(sd, sd->spiritball, 0);
  9660. }
  9661. }
  9662. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9663. break;
  9664. case SR_GENTLETOUCH_CURE:
  9665. {
  9666. unsigned int heal;
  9667. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9668. heal = 0;
  9669. else {
  9670. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9671. status_heal(bl, heal, 0, 0);
  9672. }
  9673. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9674. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9675. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9676. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9677. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9678. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9679. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9680. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9681. }
  9682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9683. }
  9684. break;
  9685. case SR_GENTLETOUCH_ENERGYGAIN:
  9686. case SR_GENTLETOUCH_CHANGE:
  9687. case SR_GENTLETOUCH_REVITALIZE:
  9688. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9689. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9690. break;
  9691. case SR_FLASHCOMBO: {
  9692. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9693. const int delay[] = { 0, 250, 500, 2000 };
  9694. if (sd) // Disable attacking/acting/moving for skill's duration.
  9695. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9696. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9697. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9698. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9699. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9700. }
  9701. break;
  9702. case WA_SWING_DANCE:
  9703. case WA_MOONLIT_SERENADE:
  9704. case WA_SYMPHONY_OF_LOVER:
  9705. case MI_RUSH_WINDMILL:
  9706. case MI_ECHOSONG:
  9707. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9709. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9710. } else if( sd ) {
  9711. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9712. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9713. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9714. }
  9715. break;
  9716. case MI_HARMONIZE:
  9717. if( src != bl )
  9718. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9719. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9720. break;
  9721. case WM_DEADHILLHERE:
  9722. if( bl->type == BL_PC ) {
  9723. if( !status_isdead(bl) )
  9724. break;
  9725. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9726. int heal = tstatus->sp;
  9727. if( heal <= 0 )
  9728. heal = 1;
  9729. tstatus->hp = heal;
  9730. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9731. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9732. pc_revive((TBL_PC*)bl,heal,0);
  9733. clif_resurrection(bl,1);
  9734. }
  9735. }
  9736. break;
  9737. case WM_SIRCLEOFNATURE:
  9738. if( flag&1 )
  9739. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9740. else {
  9741. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9743. }
  9744. break;
  9745. case WM_VOICEOFSIREN:
  9746. if (flag&1)
  9747. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9748. else {
  9749. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9750. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9751. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9752. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9754. }
  9755. break;
  9756. case WM_GLOOMYDAY:
  9757. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9758. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9759. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9760. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9761. {
  9762. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9763. break;
  9764. }
  9765. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9766. break;
  9767. case WM_SATURDAY_NIGHT_FEVER:
  9768. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9769. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9770. break;
  9771. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9772. } else if( flag&2 ) {
  9773. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9774. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false),skill_id);
  9775. } else if( sd ) {
  9776. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9777. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9778. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9779. break;
  9780. }
  9781. if( map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9782. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9783. flag |= 2;
  9784. else
  9785. flag |= 1;
  9786. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9787. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9788. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9789. if( flag&2 ) // Dealed here to prevent conflicts
  9790. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false),skill_id);
  9791. }
  9792. break;
  9793. case WM_SONG_OF_MANA:
  9794. case WM_DANCE_WITH_WUG:
  9795. case WM_LERADS_DEW:
  9796. case WM_UNLIMITED_HUMMING_VOICE:
  9797. if( flag&1 ) { // These affect to to all party members near the caster.
  9798. struct status_change *sc = status_get_sc(src);
  9799. if( sc && sc->data[type] ) {
  9800. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9801. }
  9802. } else if( sd ) {
  9803. if( sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv)) )
  9804. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9806. }
  9807. break;
  9808. case WM_MELODYOFSINK:
  9809. case WM_BEYOND_OF_WARCRY:
  9810. if( flag&1 ) {
  9811. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9812. } else { // These affect to all targets arround the caster.
  9813. if( rnd()%100 < 15 + 5 * skill_lv * 5 * battle_calc_chorusbonus(sd) ) {
  9814. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9816. }
  9817. }
  9818. break;
  9819. case WM_RANDOMIZESPELL:
  9820. if (improvised_song_db.empty()) {
  9821. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9822. break;
  9823. }
  9824. else {
  9825. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = improvised_song_db.size() * 3;
  9826. do {
  9827. auto improvise_spell = improvised_song_db.random();
  9828. improv_skill_id = improvise_spell->skill_id;
  9829. if( rnd() % 10000 >= improvise_spell->per ){
  9830. break;
  9831. }
  9832. } while (checked++ < checked_max);
  9833. if (!skill_get_index(improv_skill_id)) {
  9834. if (sd)
  9835. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9836. break;
  9837. }
  9838. improv_skill_lv = min(4 + skill_lv, skill_get_max(improv_skill_id));
  9839. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9840. if( sd ) {
  9841. sd->state.abra_flag = 2;
  9842. sd->skillitem = improv_skill_id;
  9843. sd->skillitemlv = improv_skill_lv;
  9844. sd->skillitem_keep_requirement = false;
  9845. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9846. } else {
  9847. struct unit_data *ud = unit_bl2ud(src);
  9848. int inf = skill_get_inf(improv_skill_id);
  9849. if (!ud) break;
  9850. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9851. if (src->type == BL_PET)
  9852. bl = (struct block_list*)((TBL_PET*)src)->master;
  9853. if (!bl) bl = src;
  9854. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9855. } else {
  9856. int target_id = 0;
  9857. if (ud->target)
  9858. target_id = ud->target;
  9859. else switch (src->type) {
  9860. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9861. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9862. }
  9863. if (!target_id)
  9864. break;
  9865. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9866. bl = map_id2bl(target_id);
  9867. if (!bl) bl = src;
  9868. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9869. } else
  9870. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9871. }
  9872. }
  9873. }
  9874. break;
  9875. case RETURN_TO_ELDICASTES:
  9876. case ALL_GUARDIAN_RECALL:
  9877. case ECLAGE_RECALL:
  9878. if( sd )
  9879. {
  9880. short x=0, y=0; // Destiny position.
  9881. unsigned short mapindex=0;
  9882. switch(skill_id){
  9883. default:
  9884. case RETURN_TO_ELDICASTES:
  9885. x = 198;
  9886. y = 187;
  9887. mapindex = mapindex_name2id(MAP_DICASTES);
  9888. break;
  9889. case ALL_GUARDIAN_RECALL:
  9890. x = 44;
  9891. y = 151;
  9892. mapindex = mapindex_name2id(MAP_MORA);
  9893. break;
  9894. case ECLAGE_RECALL:
  9895. x = 47;
  9896. y = 31;
  9897. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9898. break;
  9899. }
  9900. if(!mapindex)
  9901. { //Given map not found?
  9902. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9903. map_freeblock_unlock();
  9904. return 0;
  9905. }
  9906. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9907. }
  9908. break;
  9909. case ECL_SNOWFLIP:
  9910. case ECL_PEONYMAMY:
  9911. case ECL_SADAGUI:
  9912. case ECL_SEQUOIADUST:
  9913. switch(skill_id){
  9914. case ECL_SNOWFLIP:
  9915. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9916. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9917. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9918. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9919. break;
  9920. case ECL_PEONYMAMY:
  9921. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9922. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9923. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9924. break;
  9925. case ECL_SADAGUI:
  9926. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9927. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9928. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9929. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9930. break;
  9931. case ECL_SEQUOIADUST:
  9932. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9933. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9934. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9935. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9936. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9937. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9938. break;
  9939. }
  9940. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9941. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9942. break;
  9943. case GM_SANDMAN:
  9944. if( tsc ) {
  9945. if( tsc->opt1 == OPT1_SLEEP )
  9946. tsc->opt1 = 0;
  9947. else
  9948. tsc->opt1 = OPT1_SLEEP;
  9949. clif_changeoption(bl);
  9950. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9951. }
  9952. break;
  9953. case SO_ARRULLO:
  9954. {
  9955. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9956. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9957. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9958. }
  9959. break;
  9960. case WM_LULLABY_DEEPSLEEP:
  9961. if (flag&1) {
  9962. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9963. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9964. sc_start(src, bl, type, rate, skill_lv, duration);
  9965. } else {
  9966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9967. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9968. }
  9969. break;
  9970. case SO_SUMMON_AGNI:
  9971. case SO_SUMMON_AQUA:
  9972. case SO_SUMMON_VENTUS:
  9973. case SO_SUMMON_TERA:
  9974. if( sd ) {
  9975. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9976. // Remove previous elemental first.
  9977. if( sd->ed )
  9978. elemental_delete(sd->ed);
  9979. // Summoning the new one.
  9980. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9981. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9982. break;
  9983. }
  9984. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9985. }
  9986. break;
  9987. case SO_EL_CONTROL:
  9988. if( sd ) {
  9989. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9990. if( !sd->ed ) break;
  9991. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9992. elemental_delete(sd->ed);
  9993. break;
  9994. }
  9995. switch( skill_lv ) {// Select mode bassed on skill level used.
  9996. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9997. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9998. }
  9999. if( !elemental_change_mode(sd->ed,mode) ) {
  10000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10001. break;
  10002. }
  10003. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10004. }
  10005. break;
  10006. case SO_EL_ACTION:
  10007. if( sd ) {
  10008. int duration = 3000;
  10009. if( !sd->ed )
  10010. break;
  10011. switch(sd->ed->db->class_) {
  10012. case 2115:case 2124:
  10013. case 2118:case 2121:
  10014. duration = 6000;
  10015. break;
  10016. case 2116:case 2119:
  10017. case 2122:case 2125:
  10018. duration = 9000;
  10019. break;
  10020. }
  10021. sd->skill_id_old = skill_id;
  10022. elemental_action(sd->ed, bl, tick);
  10023. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10024. skill_blockpc_start(sd, skill_id, duration);
  10025. }
  10026. break;
  10027. case SO_EL_CURE:
  10028. if( sd ) {
  10029. struct elemental_data *ed = sd->ed;
  10030. int s_hp, s_sp;
  10031. if( !ed )
  10032. break;
  10033. s_hp = sd->battle_status.hp * 10 / 100;
  10034. s_sp = sd->battle_status.sp * 10 / 100;
  10035. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10037. break;
  10038. }
  10039. status_heal(&ed->bl,s_hp,s_sp,3);
  10040. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10041. }
  10042. break;
  10043. case GN_CHANGEMATERIAL:
  10044. case SO_EL_ANALYSIS:
  10045. if( sd ) {
  10046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10047. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10048. }
  10049. break;
  10050. case GN_BLOOD_SUCKER:
  10051. {
  10052. struct status_change *sc = status_get_sc(src);
  10053. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  10054. if( tsc && tsc->data[type] ){
  10055. (sc->bs_counter)--;
  10056. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  10057. }
  10058. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10059. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  10060. (sc->bs_counter)++;
  10061. } else if( sd ) {
  10062. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10063. break;
  10064. }
  10065. }
  10066. break;
  10067. case GN_SPORE_EXPLOSION:
  10068. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10069. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, flag|1|2); // First attack to target
  10070. sc_start4(src, bl, type, 100, skill_lv, skill_id, src->id, 0, skill_get_time(skill_id, skill_lv));
  10071. break;
  10072. case GN_MANDRAGORA:
  10073. if( flag&1 ) {
  10074. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10075. if (rate < 10)
  10076. rate = 10;
  10077. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10078. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10079. if (rnd()%100 < rate) {
  10080. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10081. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10082. }
  10083. } else {
  10084. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10085. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10086. }
  10087. break;
  10088. case GN_MIX_COOKING:
  10089. case GN_S_PHARMACY:
  10090. if( sd ) {
  10091. int qty = 1;
  10092. sd->skill_id_old = skill_id;
  10093. sd->skill_lv_old = skill_lv;
  10094. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10095. qty = 10;
  10096. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,6);
  10097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10098. }
  10099. break;
  10100. case EL_CIRCLE_OF_FIRE:
  10101. case EL_PYROTECHNIC:
  10102. case EL_HEATER:
  10103. case EL_TROPIC:
  10104. case EL_AQUAPLAY:
  10105. case EL_COOLER:
  10106. case EL_CHILLY_AIR:
  10107. case EL_GUST:
  10108. case EL_BLAST:
  10109. case EL_WILD_STORM:
  10110. case EL_PETROLOGY:
  10111. case EL_CURSED_SOIL:
  10112. case EL_UPHEAVAL:
  10113. case EL_FIRE_CLOAK:
  10114. case EL_WATER_DROP:
  10115. case EL_WIND_CURTAIN:
  10116. case EL_SOLID_SKIN:
  10117. case EL_STONE_SHIELD:
  10118. case EL_WIND_STEP: {
  10119. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10120. if( ele ) {
  10121. sc_type type2 = (sc_type)(type-1);
  10122. struct status_change *sc = status_get_sc(&ele->bl);
  10123. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10124. elemental_clean_single_effect(ele, skill_id);
  10125. } else {
  10126. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10127. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10128. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10129. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10130. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10131. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10132. }
  10133. }
  10134. }
  10135. break;
  10136. case EL_FIRE_MANTLE:
  10137. case EL_WATER_BARRIER:
  10138. case EL_ZEPHYR:
  10139. case EL_POWER_OF_GAIA:
  10140. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10141. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10142. break;
  10143. case EL_WATER_SCREEN: {
  10144. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10145. if( ele ) {
  10146. struct status_change *sc = status_get_sc(&ele->bl);
  10147. sc_type type2 = (sc_type)(type-1);
  10148. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10149. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10150. elemental_clean_single_effect(ele, skill_id);
  10151. } else {
  10152. // This not heals at the end.
  10153. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10154. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10155. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10156. }
  10157. }
  10158. }
  10159. break;
  10160. case KO_KAHU_ENTEN:
  10161. case KO_HYOUHU_HUBUKI:
  10162. case KO_KAZEHU_SEIRAN:
  10163. case KO_DOHU_KOUKAI:
  10164. if (sd) {
  10165. int ele_type = skill_get_ele(skill_id,skill_lv);
  10166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10167. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10168. }
  10169. break;
  10170. case KO_ZANZOU:
  10171. if(sd){
  10172. struct mob_data *md2;
  10173. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10174. if( md2 )
  10175. {
  10176. md2->master_id = src->id;
  10177. md2->special_state.ai = AI_ZANZOU;
  10178. if( md2->deletetimer != INVALID_TIMER )
  10179. delete_timer(md2->deletetimer, mob_timer_delete);
  10180. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10181. mob_spawn( md2 );
  10182. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10184. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10185. }
  10186. }
  10187. break;
  10188. case KO_KYOUGAKU:
  10189. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10190. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10191. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10192. }else if( sd )
  10193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10194. break;
  10195. case KO_JYUSATSU:
  10196. if( dstsd && tsc && !tsc->data[type] &&
  10197. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10198. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10199. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10200. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10201. if( status_get_lv(bl) <= status_get_lv(src) )
  10202. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10203. }else if( sd )
  10204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10205. break;
  10206. case KO_GENWAKU:
  10207. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10208. int x = src->x, y = src->y;
  10209. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10211. break;
  10212. }
  10213. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10214. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10215. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10216. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10217. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10218. clif_blown(src);
  10219. if (!unit_blown_immune(bl, 0x1)) {
  10220. unit_movepos(bl,x,y,0,0);
  10221. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10222. clif_sitting(bl); //Avoid sitting sync problem
  10223. clif_blown(bl);
  10224. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10225. }
  10226. }
  10227. }
  10228. break;
  10229. case OB_AKAITSUKI:
  10230. case OB_OBOROGENSOU:
  10231. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10232. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  10233. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10234. break;
  10235. }
  10236. case KO_IZAYOI:
  10237. case OB_ZANGETSU:
  10238. case KG_KYOMU:
  10239. case KG_KAGEMUSYA:
  10240. case SP_SOULDIVISION:
  10241. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10242. if (bl->type != BL_PC) {
  10243. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10244. break;
  10245. }
  10246. }
  10247. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10248. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10249. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10250. break;
  10251. case KG_KAGEHUMI:
  10252. if( flag&1 ){
  10253. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  10254. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  10255. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  10256. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10257. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10258. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10259. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10260. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10261. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10262. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10263. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10264. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10265. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10266. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10267. }
  10268. if( skill_area_temp[2] == 1 ){
  10269. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10270. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10271. }
  10272. }else{
  10273. skill_area_temp[2] = 0;
  10274. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  10275. }
  10276. break;
  10277. case MH_SILENT_BREEZE:
  10278. {
  10279. int heal = 5 * status_get_lv(&hd->bl) +
  10280. #ifdef RENEWAL
  10281. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10282. #else
  10283. status_base_matk_min(&hd->battle_status);
  10284. #endif
  10285. //Silences the homunculus and target
  10286. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10287. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10288. //Recover the target's HP
  10289. status_heal(bl,heal,0,3);
  10290. //Removes these SC from target
  10291. if (tsc) {
  10292. const enum sc_type scs[] = {
  10293. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10294. };
  10295. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10296. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10297. }
  10298. if (hd)
  10299. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10300. }
  10301. break;
  10302. case MH_OVERED_BOOST:
  10303. if (hd && battle_get_master(src)) {
  10304. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10305. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10306. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10307. }
  10308. break;
  10309. case MH_GRANITIC_ARMOR:
  10310. case MH_PYROCLASTIC:
  10311. if(hd) {
  10312. struct block_list *s_bl = battle_get_master(src);
  10313. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  10314. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10315. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10316. }
  10317. break;
  10318. case MH_LIGHT_OF_REGENE: //self
  10319. if(hd) {
  10320. struct block_list *s_bl = battle_get_master(src);
  10321. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10322. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10323. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10324. }
  10325. break;
  10326. case MH_STYLE_CHANGE:
  10327. if(hd){
  10328. struct status_change_entry *sce;
  10329. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10330. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10331. else sce->val1 = MH_MD_FIGHTING;
  10332. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10333. // char output[128];
  10334. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10335. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10336. //}
  10337. }
  10338. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10339. }
  10340. break;
  10341. case MH_MAGMA_FLOW:
  10342. case MH_PAIN_KILLER:
  10343. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10344. if (hd)
  10345. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10346. break;
  10347. case MH_SUMMON_LEGION: {
  10348. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10349. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10350. struct mob_data *sum_md;
  10351. int i_slave,c=0;
  10352. int maxcount = qty[skill_lv-1];
  10353. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  10354. if(c >= maxcount) {
  10355. map_freeblock_unlock();
  10356. return 0; //max qty already spawned
  10357. }
  10358. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10359. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  10360. if (sum_md) {
  10361. sum_md->master_id = src->id;
  10362. sum_md->special_state.ai = AI_LEGION;
  10363. if (sum_md->deletetimer != INVALID_TIMER)
  10364. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10365. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10366. mob_spawn(sum_md); //Now it is ready for spawning.
  10367. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10368. }
  10369. }
  10370. if (hd)
  10371. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10372. }
  10373. break;
  10374. case RL_RICHS_COIN:
  10375. if (sd) {
  10376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10377. for (i = 0; i < 10; i++)
  10378. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10379. }
  10380. break;
  10381. case RL_C_MARKER:
  10382. if (sd) {
  10383. // If marked by someone else remove it
  10384. if (tsce && tsce->val2 != src->id)
  10385. status_change_end(bl, type, INVALID_TIMER);
  10386. // Check if marked before
  10387. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10388. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10389. // Find empty slot
  10390. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10391. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10393. break;
  10394. }
  10395. }
  10396. sd->c_marker[i] = bl->id;
  10397. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10399. }
  10400. // If mob casts this, at least SC_C_MARKER as debuff
  10401. else {
  10402. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10404. }
  10405. break;
  10406. case RL_D_TAIL:
  10407. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10408. break;
  10409. case RL_QD_SHOT:
  10410. if (sd) {
  10411. skill_area_temp[1] = bl->id;
  10412. // Check surrounding
  10413. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10414. if (skill_area_temp[0])
  10415. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10416. // Main target always receives damage
  10417. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10418. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10419. }
  10420. else {
  10421. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10422. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10423. }
  10424. skill_area_temp[0] = 0;
  10425. skill_area_temp[1] = 0;
  10426. break;
  10427. case RL_FLICKER:
  10428. if (sd) {
  10429. sd->flicker = true;
  10430. skill_area_temp[1] = 0;
  10431. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10432. // Detonate RL_B_TRAP
  10433. if (pc_checkskill(sd, RL_B_TRAP))
  10434. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10435. // Detonate RL_H_MINE
  10436. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10437. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  10438. sd->flicker = false;
  10439. }
  10440. break;
  10441. case SO_ELEMENTAL_SHIELD:
  10442. if (!sd || sd->status.party_id == 0 || flag&1) {
  10443. if (sd && sd->status.party_id == 0) {
  10444. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10445. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10446. elemental_delete(sd->ed);
  10447. }
  10448. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10449. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10450. }
  10451. else {
  10452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10453. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10454. elemental_delete(sd->ed);
  10455. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10456. }
  10457. break;
  10458. case SU_HIDE:
  10459. if (tsce) {
  10460. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10461. status_change_end(bl, type, INVALID_TIMER);
  10462. map_freeblock_unlock();
  10463. return 0;
  10464. }
  10465. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10466. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10467. break;
  10468. case SU_STOOP:
  10469. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10470. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10471. break;
  10472. case SU_SV_ROOTTWIST:
  10473. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10474. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10475. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10476. break;
  10477. }
  10478. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10479. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10480. else {
  10481. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10482. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10483. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10484. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10485. }
  10486. break;
  10487. case SU_TUNABELLY:
  10488. {
  10489. unsigned int heal = 0;
  10490. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10491. heal = 0;
  10492. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10493. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10494. status_heal(bl, heal, 0, 1|2|4);
  10495. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10496. }
  10497. break;
  10498. case SU_BUNCHOFSHRIMP:
  10499. case SU_HISS:
  10500. case SU_PURRING:
  10501. case SU_MEOWMEOW:
  10502. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10503. int duration = skill_get_time(skill_id, skill_lv);
  10504. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10505. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10506. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10507. } else if (sd) {
  10508. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10509. }
  10510. break;
  10511. case SU_SHRIMPARTY:
  10512. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10513. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10514. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10515. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10516. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10517. }
  10518. } else if (sd)
  10519. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10520. break;
  10521. case SU_POWEROFFLOCK:
  10522. if (flag&1) {
  10523. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10524. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10525. } else {
  10526. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10527. if (battle_config.skill_wall_check)
  10528. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10529. else
  10530. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10531. }
  10532. break;
  10533. case ALL_EQSWITCH:
  10534. if( sd ){
  10535. clif_equipswitch_reply( sd, false );
  10536. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10537. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10538. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10539. }
  10540. }
  10541. }
  10542. break;
  10543. case AB_VITUPERATUM:
  10544. if (flag&1)
  10545. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10546. else {
  10547. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10548. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10549. }
  10550. break;
  10551. case AB_CONVENIO:
  10552. if (sd) {
  10553. party_data *p = party_search(sd->status.party_id);
  10554. int i = 0, count = 0;
  10555. // Only usable in party
  10556. if (p == nullptr) {
  10557. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10558. break;
  10559. }
  10560. // Only usable as party leader.
  10561. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10562. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10563. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10564. break;
  10565. }
  10566. // Do the teleport part
  10567. for (i = 0; i < MAX_PARTY; ++i) {
  10568. map_session_data *pl_sd = p->data[i].sd;
  10569. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10570. sd->bl.m != pl_sd->bl.m)
  10571. continue;
  10572. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10573. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10574. count++;
  10575. }
  10576. }
  10577. if (!count)
  10578. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10579. }
  10580. break;
  10581. default:
  10582. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10584. map_freeblock_unlock();
  10585. return 1;
  10586. }
  10587. if (skill_id != SR_CURSEDCIRCLE) {
  10588. struct status_change *sc = status_get_sc(src);
  10589. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10590. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10591. }
  10592. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10593. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10594. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10595. }
  10596. if( sd && !(flag&1) )
  10597. {// ensure that the skill last-cast tick is recorded
  10598. sd->canskill_tick = gettick();
  10599. if( sd->state.arrow_atk )
  10600. {// consume arrow on last invocation to this skill.
  10601. battle_consume_ammo(sd, skill_id, skill_lv);
  10602. }
  10603. skill_onskillusage(sd, bl, skill_id, tick);
  10604. // perform skill requirement consumption
  10605. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10606. }
  10607. map_freeblock_unlock();
  10608. return 0;
  10609. }
  10610. /**
  10611. * Checking that causing skill failed
  10612. * @param src Caster
  10613. * @param target Target
  10614. * @param skill_id
  10615. * @param skill_lv
  10616. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10617. **/
  10618. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10619. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10620. int inf = skill->inf;
  10621. struct status_change *tsc = status_get_sc(target);
  10622. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10623. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10624. switch (skill_id) {
  10625. case AL_HEAL:
  10626. case AL_INCAGI:
  10627. case AL_DECAGI:
  10628. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10629. case AB_RENOVATIO:
  10630. case AB_HIGHNESSHEAL:
  10631. if (tsc && tsc->option&OPTION_MADOGEAR)
  10632. return USESKILL_FAIL_TOTARGET;
  10633. break;
  10634. case RG_BACKSTAP:
  10635. {
  10636. #ifndef RENEWAL
  10637. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10638. if (map_check_dir(dir, t_dir))
  10639. return USESKILL_FAIL_MAX;
  10640. #endif
  10641. if (check_distance_bl(src, target, 0))
  10642. return USESKILL_FAIL_MAX;
  10643. }
  10644. break;
  10645. case PR_TURNUNDEAD:
  10646. {
  10647. struct status_data *tstatus = status_get_status_data(target);
  10648. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10649. return USESKILL_FAIL_MAX;
  10650. }
  10651. break;
  10652. case PR_LEXDIVINA:
  10653. case MER_LEXDIVINA:
  10654. {
  10655. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10656. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10657. return USESKILL_FAIL_LEVEL;
  10658. else
  10659. return -1; //Works on silenced allies
  10660. }
  10661. break;
  10662. case RA_WUGSTRIKE:
  10663. // Check if path can be reached
  10664. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10665. return USESKILL_FAIL_MAX;
  10666. break;
  10667. case MG_NAPALMBEAT:
  10668. case MG_FIREBALL:
  10669. case HT_BLITZBEAT:
  10670. case AS_GRIMTOOTH:
  10671. case MO_COMBOFINISH:
  10672. case NC_VULCANARM:
  10673. case SR_TIGERCANNON:
  10674. // These can damage traps, but can't target traps directly
  10675. if (target->type == BL_SKILL) {
  10676. TBL_SKILL *su = (TBL_SKILL*)target;
  10677. if (!su || !su->group)
  10678. return USESKILL_FAIL_MAX;
  10679. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10680. return USESKILL_FAIL_MAX;
  10681. }
  10682. break;
  10683. case RL_D_TAIL:
  10684. if (src) {
  10685. int count = 0;
  10686. if (battle_config.skill_wall_check)
  10687. count = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, gettick(), BCT_ENEMY, skill_area_sub_count);
  10688. else
  10689. count = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, gettick(), BCT_ENEMY, skill_area_sub_count);
  10690. if (!count) {
  10691. return USESKILL_FAIL_LEVEL;
  10692. }
  10693. }
  10694. break;
  10695. }
  10696. if (inf&INF_ATTACK_SKILL ||
  10697. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10698. ) // Casted through combo.
  10699. inf = BCT_ENEMY; //Offensive skill.
  10700. else if (skill->inf2[INF2_NOTARGETENEMY])
  10701. inf = BCT_NOENEMY;
  10702. else
  10703. inf = 0;
  10704. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10705. inf |=
  10706. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10707. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10708. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10709. inf &= ~BCT_NEUTRAL;
  10710. }
  10711. switch (skill_id) {
  10712. // Cannot be casted to Emperium
  10713. case WZ_ESTIMATION:
  10714. case SL_SKE:
  10715. case SL_SKA:
  10716. case RK_PHANTOMTHRUST:
  10717. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10718. return USESKILL_FAIL_MAX;
  10719. break;
  10720. }
  10721. if (inf && battle_check_target(src, target, inf) <= 0) {
  10722. switch(skill_id) {
  10723. case RK_PHANTOMTHRUST:
  10724. case AB_CLEARANCE:
  10725. return USESKILL_FAIL_TOTARGET;
  10726. default:
  10727. return USESKILL_FAIL_LEVEL;
  10728. }
  10729. }
  10730. // Fogwall makes all offensive-type targetted skills fail at 75%
  10731. // Jump Kick can still fail even though you can jump to friendly targets.
  10732. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10733. return USESKILL_FAIL_LEVEL;
  10734. return -1;
  10735. }
  10736. /**
  10737. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10738. * @param tid
  10739. * @param tick
  10740. * @param data
  10741. **/
  10742. TIMER_FUNC(skill_castend_id){
  10743. struct block_list *target, *src;
  10744. struct map_session_data *sd;
  10745. struct mob_data *md;
  10746. struct unit_data *ud;
  10747. struct status_change *sc = NULL;
  10748. int flag = 0;
  10749. src = map_id2bl(id);
  10750. if( src == NULL )
  10751. {
  10752. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10753. return 0;// not found
  10754. }
  10755. ud = unit_bl2ud(src);
  10756. if( ud == NULL )
  10757. {
  10758. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10759. return 0;// ???
  10760. }
  10761. sd = BL_CAST(BL_PC, src);
  10762. md = BL_CAST(BL_MOB, src);
  10763. if( src->prev == NULL ) {
  10764. ud->skilltimer = INVALID_TIMER;
  10765. return 0;
  10766. }
  10767. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10768. if( ud->skilltimer != tid ) {
  10769. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10770. ud->skilltimer = INVALID_TIMER;
  10771. return 0;
  10772. }
  10773. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10774. {// restore original walk speed
  10775. ud->skilltimer = INVALID_TIMER;
  10776. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10777. } else
  10778. ud->skilltimer = INVALID_TIMER;
  10779. }
  10780. if (ud->skilltarget == id)
  10781. target = src;
  10782. else
  10783. target = map_id2bl(ud->skilltarget);
  10784. // Use a do so that you can break out of it when the skill fails.
  10785. do {
  10786. bool fail = false;
  10787. int8 res = USESKILL_FAIL_LEVEL;
  10788. if (!target || target->prev == NULL)
  10789. break;
  10790. if (src->m != target->m || status_isdead(src))
  10791. break;
  10792. //These should become skill_castend_pos
  10793. switch (ud->skill_id) {
  10794. case WE_CALLPARTNER:
  10795. if (sd)
  10796. clif_callpartner(sd);
  10797. case WE_CALLPARENT:
  10798. if (sd) {
  10799. struct map_session_data *f_sd = pc_get_father(sd);
  10800. struct map_session_data *m_sd = pc_get_mother(sd);
  10801. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10802. fail = true;
  10803. break;
  10804. }
  10805. }
  10806. case WE_CALLBABY:
  10807. if (sd) {
  10808. struct map_session_data *c_sd = pc_get_child(sd);
  10809. if (c_sd && c_sd->state.autotrade) {
  10810. fail = true;
  10811. break;
  10812. }
  10813. }
  10814. case AM_RESURRECTHOMUN:
  10815. case PF_SPIDERWEB:
  10816. {
  10817. //Find a random spot to place the skill. [Skotlex]
  10818. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10819. ud->skillx = target->x + splash;
  10820. ud->skilly = target->y + splash;
  10821. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10822. ud->skillx = target->x;
  10823. ud->skilly = target->y;
  10824. }
  10825. ud->skilltimer = tid;
  10826. return skill_castend_pos(tid,tick,id,data);
  10827. }
  10828. case GN_WALLOFTHORN:
  10829. case SC_ESCAPE:
  10830. case SU_CN_POWDERING:
  10831. ud->skillx = target->x;
  10832. ud->skilly = target->y;
  10833. ud->skilltimer = tid;
  10834. return skill_castend_pos(tid,tick,id,data);
  10835. case RL_HAMMER_OF_GOD:
  10836. if ((sc = status_get_sc(target)) && sc->data[SC_C_MARKER]) {
  10837. ud->skillx = target->x;
  10838. ud->skilly = target->y;
  10839. } else {
  10840. int splash = skill_get_splash(ud->skill_id, ud->skill_lv); // !TODO: What's the random AoE size?
  10841. ud->skillx = target->x + splash;
  10842. ud->skilly = target->y + splash;
  10843. if (!map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10844. ud->skillx = target->x;
  10845. ud->skilly = target->y;
  10846. }
  10847. }
  10848. ud->skilltimer = tid;
  10849. return skill_castend_pos(tid,tick,id,data);
  10850. }
  10851. // Failing
  10852. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10853. if (sd && res != USESKILL_FAIL_MAX)
  10854. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10855. break;
  10856. }
  10857. //Avoid doing double checks for instant-cast skills.
  10858. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10859. break;
  10860. if(md) {
  10861. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10862. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10863. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10864. }
  10865. if (src != target && battle_config.skill_add_range &&
  10866. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10867. {
  10868. if (sd) {
  10869. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10870. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10871. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10872. }
  10873. break;
  10874. }
  10875. #ifdef OFFICIAL_WALKPATH
  10876. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10877. {
  10878. if (sd) {
  10879. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10880. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10881. }
  10882. break;
  10883. }
  10884. #endif
  10885. if( sd )
  10886. {
  10887. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10888. break;
  10889. else {
  10890. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10891. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10892. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10893. break; // Show a skill fail message (Damage type consumes requirements)
  10894. }
  10895. }
  10896. }
  10897. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10898. break;
  10899. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10900. ud->state.running = 0;
  10901. status_change_end(src, SC_RUN, INVALID_TIMER);
  10902. flag = 1;
  10903. }
  10904. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10905. unit_stop_walking(src,1);
  10906. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10907. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10908. if (sd) { //Cooldown application
  10909. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10910. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10911. }
  10912. if( battle_config.display_status_timers && sd )
  10913. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10914. if( sd )
  10915. {
  10916. switch( ud->skill_id )
  10917. {
  10918. case GS_DESPERADO:
  10919. case RL_FIREDANCE:
  10920. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10921. break;
  10922. case KN_BRANDISHSPEAR:
  10923. case KN_BOWLINGBASH:
  10924. case CR_GRANDCROSS:
  10925. case NPC_GRANDDARKNESS: {
  10926. sc_type type;
  10927. if (ud->skill_id == KN_BRANDISHSPEAR || ud->skill_id == KN_BOWLINGBASH)
  10928. type = SC_STRIPWEAPON;
  10929. else
  10930. type = SC_STRIPSHIELD;
  10931. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10932. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10933. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10934. break;
  10935. }
  10936. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10937. break;
  10938. }
  10939. }
  10940. }
  10941. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10942. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10943. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10944. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10945. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10946. map_freeblock_lock();
  10947. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10948. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10949. else
  10950. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10951. sc = status_get_sc(src);
  10952. if(sc && sc->count) {
  10953. if (ud->skill_id != RA_CAMOUFLAGE)
  10954. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10955. if(sc->data[SC_SPIRIT] &&
  10956. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10957. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10958. ud->skill_id != WZ_WATERBALL)
  10959. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10960. #ifndef RENEWAL
  10961. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10962. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10963. #endif
  10964. }
  10965. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10966. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10967. if (ud->skilltimer == INVALID_TIMER) {
  10968. if(md) md->skill_idx = -1;
  10969. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10970. ud->skill_lv = ud->skilltarget = 0;
  10971. }
  10972. map_freeblock_unlock();
  10973. return 1;
  10974. } while(0);
  10975. //Skill failed.
  10976. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10977. { //When Asura fails... (except when it fails from Wall of Fog)
  10978. //Consume SP/spheres
  10979. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10980. status_set_sp(src, 0, 0);
  10981. sc = &sd->sc;
  10982. if (sc->count)
  10983. { //End states
  10984. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10985. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10986. #ifdef RENEWAL
  10987. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10988. #endif
  10989. }
  10990. if( target && target->m == src->m ) { //Move character to target anyway.
  10991. short x, y;
  10992. short dir = map_calc_dir(src,target->x,target->y);
  10993. //Move 3 cells (From Caster)
  10994. if( dir > 0 && dir < 4 )
  10995. x = -3;
  10996. else if( dir > 4 )
  10997. x = 3;
  10998. else
  10999. x = 0;
  11000. if( dir > 2 && dir < 6 )
  11001. y = -3;
  11002. else if( dir == 7 || dir < 2 )
  11003. y = 3;
  11004. else
  11005. y = 0;
  11006. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11007. clif_blown(src);
  11008. clif_spiritball(src);
  11009. }
  11010. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11011. }
  11012. }
  11013. ud->skill_id = ud->skilltarget = 0;
  11014. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11015. ud->canact_tick = tick;
  11016. //You can't place a skill failed packet here because it would be
  11017. //sent in ALL cases, even cases where skill_check_condition fails
  11018. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11019. if(sd)
  11020. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11021. else if(md)
  11022. md->skill_idx = -1;
  11023. return 0;
  11024. }
  11025. /*==========================================
  11026. *
  11027. *------------------------------------------*/
  11028. TIMER_FUNC(skill_castend_pos){
  11029. struct block_list* src = map_id2bl(id);
  11030. struct map_session_data *sd;
  11031. struct unit_data *ud = unit_bl2ud(src);
  11032. struct mob_data *md;
  11033. nullpo_ret(ud);
  11034. sd = BL_CAST(BL_PC , src);
  11035. md = BL_CAST(BL_MOB, src);
  11036. if( src->prev == NULL ) {
  11037. ud->skilltimer = INVALID_TIMER;
  11038. return 0;
  11039. }
  11040. if( ud->skilltimer != tid )
  11041. {
  11042. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11043. ud->skilltimer = INVALID_TIMER;
  11044. return 0;
  11045. }
  11046. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11047. {// restore original walk speed
  11048. ud->skilltimer = INVALID_TIMER;
  11049. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  11050. } else
  11051. ud->skilltimer = INVALID_TIMER;
  11052. do {
  11053. if( status_isdead(src) )
  11054. break;
  11055. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11056. break;
  11057. if(tid != INVALID_TIMER)
  11058. { //Avoid double checks on instant cast skills. [Skotlex]
  11059. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11060. break;
  11061. if (battle_config.skill_add_range &&
  11062. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11063. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11064. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11065. break;
  11066. }
  11067. }
  11068. if( sd )
  11069. {
  11070. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11071. break;
  11072. else
  11073. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11074. }
  11075. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11076. break;
  11077. if(md) {
  11078. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11079. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  11080. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  11081. }
  11082. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11083. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11084. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11085. if (ud->walktimer != INVALID_TIMER)
  11086. unit_stop_walking(src,1);
  11087. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11088. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11089. if (sd) { //Cooldown application
  11090. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11091. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11092. }
  11093. if( battle_config.display_status_timers && sd )
  11094. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11095. // if( sd )
  11096. // {
  11097. // switch( ud->skill_id )
  11098. // {
  11099. // case ????:
  11100. // sd->canequip_tick = tick + ????;
  11101. // break;
  11102. // }
  11103. // }
  11104. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11105. map_freeblock_lock();
  11106. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11107. if (ud->skill_id != RA_CAMOUFLAGE)
  11108. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11109. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11110. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11111. if (ud->skilltimer == INVALID_TIMER) {
  11112. if (md) md->skill_idx = -1;
  11113. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11114. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11115. }
  11116. map_freeblock_unlock();
  11117. return 1;
  11118. } while(0);
  11119. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11120. ud->canact_tick = tick;
  11121. ud->skill_id = ud->skill_lv = 0;
  11122. if(sd)
  11123. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11124. else if(md)
  11125. md->skill_idx = -1;
  11126. return 0;
  11127. }
  11128. /* skill count without self */
  11129. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11130. struct block_list* src = va_arg(ap, struct block_list*);
  11131. if( src->id != bl->id ) {
  11132. return 1;
  11133. }
  11134. return 0;
  11135. }
  11136. /*==========================================
  11137. *
  11138. *------------------------------------------*/
  11139. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11140. {
  11141. struct map_session_data* sd;
  11142. struct status_change* sc;
  11143. struct status_change_entry *sce;
  11144. struct skill_unit_group* sg;
  11145. enum sc_type type;
  11146. int i;
  11147. //if(skill_lv <= 0) return 0;
  11148. if(skill_id > 0 && !skill_lv) return 0; // celest
  11149. nullpo_ret(src);
  11150. if(status_isdead(src))
  11151. return 0;
  11152. sd = BL_CAST(BL_PC, src);
  11153. sc = status_get_sc(src);
  11154. type = status_skill2sc(skill_id);
  11155. sce = (sc && type != -1)?sc->data[type]:NULL;
  11156. switch (skill_id) { //Skill effect.
  11157. case WZ_METEOR:
  11158. case WZ_ICEWALL:
  11159. case MO_BODYRELOCATION:
  11160. case CR_CULTIVATION:
  11161. case HW_GANBANTEIN:
  11162. case LG_EARTHDRIVE:
  11163. case SC_ESCAPE:
  11164. case SU_CN_METEOR:
  11165. break; //Effect is displayed on respective switch case.
  11166. default:
  11167. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11168. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11169. else
  11170. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11171. }
  11172. switch(skill_id)
  11173. {
  11174. case PR_BENEDICTIO:
  11175. skill_area_temp[1] = src->id;
  11176. i = skill_get_splash(skill_id, skill_lv);
  11177. map_foreachinallarea(skill_area_sub,
  11178. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11179. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11180. skill_castend_nodamage_id);
  11181. map_foreachinallarea(skill_area_sub,
  11182. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11183. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11184. skill_castend_damage_id);
  11185. break;
  11186. case BS_HAMMERFALL:
  11187. i = skill_get_splash(skill_id, skill_lv);
  11188. map_foreachinallarea(skill_area_sub,
  11189. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11190. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11191. skill_castend_nodamage_id);
  11192. break;
  11193. case HT_DETECTING:
  11194. i = skill_get_splash(skill_id, skill_lv);
  11195. map_foreachinallarea( status_change_timer_sub,
  11196. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11197. src,NULL,SC_SIGHT,tick);
  11198. skill_reveal_trap_inarea(src, i, x, y);
  11199. break;
  11200. case SR_RIDEINLIGHTNING:
  11201. i = skill_get_splash(skill_id, skill_lv);
  11202. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11203. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11204. break;
  11205. case NPC_LEX_AETERNA:
  11206. i = skill_get_splash(skill_id, skill_lv);
  11207. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11208. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11209. break;
  11210. case SA_VOLCANO:
  11211. case SA_DELUGE:
  11212. case SA_VIOLENTGALE:
  11213. { //Does not consumes if the skill is already active. [Skotlex]
  11214. struct skill_unit_group *sg2;
  11215. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11216. {
  11217. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11218. {
  11219. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11220. return 0; // not to consume items
  11221. }
  11222. else
  11223. sg2->limit = 0; //Disable it.
  11224. }
  11225. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11226. break;
  11227. }
  11228. // Skill Unit Setting
  11229. case MG_SAFETYWALL:
  11230. case MG_FIREWALL:
  11231. case MG_THUNDERSTORM:
  11232. case AL_PNEUMA:
  11233. case WZ_FIREPILLAR:
  11234. case WZ_QUAGMIRE:
  11235. case WZ_VERMILION:
  11236. case WZ_STORMGUST:
  11237. case WZ_HEAVENDRIVE:
  11238. case PR_SANCTUARY:
  11239. case PR_MAGNUS:
  11240. case CR_GRANDCROSS:
  11241. case NPC_GRANDDARKNESS:
  11242. case HT_SKIDTRAP:
  11243. case MA_SKIDTRAP:
  11244. case HT_LANDMINE:
  11245. case MA_LANDMINE:
  11246. case HT_ANKLESNARE:
  11247. case HT_SHOCKWAVE:
  11248. case HT_SANDMAN:
  11249. case MA_SANDMAN:
  11250. case HT_FLASHER:
  11251. case HT_FREEZINGTRAP:
  11252. case MA_FREEZINGTRAP:
  11253. case HT_BLASTMINE:
  11254. case HT_CLAYMORETRAP:
  11255. case AS_VENOMDUST:
  11256. case AM_DEMONSTRATION:
  11257. case PF_FOGWALL:
  11258. case PF_SPIDERWEB:
  11259. case HT_TALKIEBOX:
  11260. case WE_CALLPARTNER:
  11261. case WE_CALLPARENT:
  11262. case WE_CALLBABY:
  11263. case SA_LANDPROTECTOR:
  11264. #ifndef RENEWAL
  11265. case BD_LULLABY:
  11266. case BD_RICHMANKIM:
  11267. case BD_ETERNALCHAOS:
  11268. case BD_DRUMBATTLEFIELD:
  11269. case BD_RINGNIBELUNGEN:
  11270. case BD_ROKISWEIL:
  11271. case BD_INTOABYSS:
  11272. case BD_SIEGFRIED:
  11273. case BA_DISSONANCE:
  11274. case BA_POEMBRAGI:
  11275. case BA_WHISTLE:
  11276. case BA_ASSASSINCROSS:
  11277. case BA_APPLEIDUN:
  11278. case DC_UGLYDANCE:
  11279. case DC_HUMMING:
  11280. case DC_DONTFORGETME:
  11281. case DC_FORTUNEKISS:
  11282. case DC_SERVICEFORYOU:
  11283. #endif
  11284. case CG_MOONLIT:
  11285. case GS_DESPERADO:
  11286. case NJ_KAENSIN:
  11287. case NJ_BAKUENRYU:
  11288. case NJ_SUITON:
  11289. case NJ_HYOUSYOURAKU:
  11290. case NJ_RAIGEKISAI:
  11291. case NJ_KAMAITACHI:
  11292. #ifdef RENEWAL
  11293. case HW_GRAVITATION:
  11294. #endif
  11295. case NPC_EVILLAND:
  11296. case NPC_VENOMFOG:
  11297. case NPC_ICEMINE:
  11298. case NPC_FLAMECROSS:
  11299. case NPC_REVERBERATION:
  11300. case RA_ELECTRICSHOCKER:
  11301. case RA_CLUSTERBOMB:
  11302. case RA_MAGENTATRAP:
  11303. case RA_COBALTTRAP:
  11304. case RA_MAIZETRAP:
  11305. case RA_VERDURETRAP:
  11306. case RA_FIRINGTRAP:
  11307. case RA_ICEBOUNDTRAP:
  11308. case SC_MANHOLE:
  11309. case SC_DIMENSIONDOOR:
  11310. case SC_CHAOSPANIC:
  11311. case SC_MAELSTROM:
  11312. case SC_BLOODYLUST:
  11313. case WM_REVERBERATION:
  11314. case WM_POEMOFNETHERWORLD:
  11315. case SO_PSYCHIC_WAVE:
  11316. case SO_VACUUM_EXTREME:
  11317. case GN_THORNS_TRAP:
  11318. case SO_EARTHGRAVE:
  11319. case SO_DIAMONDDUST:
  11320. case SO_FIRE_INSIGNIA:
  11321. case SO_WATER_INSIGNIA:
  11322. case SO_WIND_INSIGNIA:
  11323. case SO_EARTH_INSIGNIA:
  11324. case KO_HUUMARANKA:
  11325. case KO_BAKURETSU:
  11326. case KO_ZENKAI:
  11327. case MH_LAVA_SLIDE:
  11328. case MH_VOLCANIC_ASH:
  11329. case MH_POISON_MIST:
  11330. case MH_STEINWAND:
  11331. case MH_XENO_SLASHER:
  11332. case LG_KINGS_GRACE:
  11333. case SJ_BOOKOFCREATINGSTAR:
  11334. case RL_B_TRAP:
  11335. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11336. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11337. case GN_WALLOFTHORN:
  11338. case GN_DEMONIC_FIRE:
  11339. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11340. break;
  11341. case WZ_ICEWALL:
  11342. flag|=1;
  11343. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11344. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11345. break;
  11346. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11347. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11348. flag|=1;
  11349. break;
  11350. #ifndef RENEWAL
  11351. case HP_BASILICA:
  11352. if( sc->data[SC_BASILICA] ) {
  11353. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11354. return 0;
  11355. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11356. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11357. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11358. return 0;
  11359. }
  11360. skill_clear_unitgroup(src);
  11361. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11362. flag|=1;
  11363. }
  11364. break;
  11365. #endif
  11366. case CG_HERMODE:
  11367. #ifdef RENEWAL
  11368. skill_castend_song(src, skill_id, skill_lv, tick);
  11369. #else
  11370. skill_clear_unitgroup(src);
  11371. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11372. sc_start4(src,src,SC_DANCING,100,
  11373. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11374. flag|=1;
  11375. #endif
  11376. break;
  11377. case RG_CLEANER: // [Valaris]
  11378. i = skill_get_splash(skill_id, skill_lv);
  11379. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11380. break;
  11381. case SO_WARMER:
  11382. case SO_CLOUD_KILL:
  11383. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11384. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11385. break;
  11386. case SU_CN_POWDERING:
  11387. case SU_NYANGGRASS:
  11388. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11389. if (skill_id == SU_CN_POWDERING)
  11390. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11391. else
  11392. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11393. }
  11394. flag |= 1;
  11395. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11396. break;
  11397. case SU_CN_METEOR:
  11398. if (sd) {
  11399. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11400. skill_id = SU_CN_METEOR2;
  11401. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11402. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11403. }
  11404. // Fall through
  11405. case WZ_METEOR: {
  11406. int area = skill_get_splash(skill_id, skill_lv);
  11407. short tmpx = 0, tmpy = 0;
  11408. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11409. // Creates a random Cell in the Splash Area
  11410. tmpx = x - area + rnd()%(area * 2 + 1);
  11411. tmpy = y - area + rnd()%(area * 2 + 1);
  11412. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11413. }
  11414. }
  11415. break;
  11416. case AL_WARP:
  11417. if(sd)
  11418. {
  11419. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11420. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11421. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11422. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11423. );
  11424. }
  11425. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11426. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11427. return 0; // not to consume item.
  11428. case MO_BODYRELOCATION:
  11429. if (unit_movepos(src, x, y, 2, 1)) {
  11430. #if PACKETVER >= 20111005
  11431. clif_snap(src, src->x, src->y);
  11432. #else
  11433. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11434. #endif
  11435. if (sd)
  11436. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11437. }
  11438. break;
  11439. case NJ_SHADOWJUMP:
  11440. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  11441. clif_blown(src);
  11442. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11443. break;
  11444. case AM_SPHEREMINE:
  11445. case AM_CANNIBALIZE:
  11446. {
  11447. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11448. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11449. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11450. struct mob_data *md;
  11451. // Correct info, don't change any of this! [celest]
  11452. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11453. if (md) {
  11454. md->master_id = src->id;
  11455. md->special_state.ai = ai;
  11456. if( md->deletetimer != INVALID_TIMER )
  11457. delete_timer(md->deletetimer, mob_timer_delete);
  11458. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11459. mob_spawn (md); //Now it is ready for spawning.
  11460. }
  11461. }
  11462. break;
  11463. // Slim Pitcher [Celest]
  11464. case CR_SLIMPITCHER:
  11465. if (sd) {
  11466. int i_lv = 0, j = 0;
  11467. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11468. i_lv = skill_lv%11 - 1;
  11469. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11470. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11471. {
  11472. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11473. return 1;
  11474. }
  11475. potion_flag = 1;
  11476. potion_hp = 0;
  11477. potion_sp = 0;
  11478. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11479. potion_flag = 0;
  11480. //Apply skill bonuses
  11481. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11482. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11483. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11484. + pc_skillheal_bonus(sd, skill_id);
  11485. potion_hp = potion_hp * (100+i_lv)/100;
  11486. potion_sp = potion_sp * (100+i_lv)/100;
  11487. if(potion_hp > 0 || potion_sp > 0) {
  11488. i_lv = skill_get_splash(skill_id, skill_lv);
  11489. map_foreachinallarea(skill_area_sub,
  11490. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11491. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11492. skill_castend_nodamage_id);
  11493. }
  11494. } else {
  11495. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11496. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11497. potion_flag = 1;
  11498. potion_hp = 0;
  11499. potion_sp = 0;
  11500. run_script(item->script,0,src->id,0);
  11501. potion_flag = 0;
  11502. potion_hp = potion_hp * (100+id)/100;
  11503. potion_sp = potion_sp * (100+id)/100;
  11504. if(potion_hp > 0 || potion_sp > 0) {
  11505. id = skill_get_splash(skill_id, skill_lv);
  11506. map_foreachinallarea(skill_area_sub,
  11507. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11508. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11509. skill_castend_nodamage_id);
  11510. }
  11511. }
  11512. break;
  11513. case HW_GANBANTEIN:
  11514. if (rnd()%100 < 80) {
  11515. int dummy = 1;
  11516. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11517. i = skill_get_splash(skill_id, skill_lv);
  11518. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11519. } else {
  11520. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11521. return 1;
  11522. }
  11523. break;
  11524. #ifndef RENEWAL
  11525. case HW_GRAVITATION:
  11526. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11527. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11528. flag|=1;
  11529. break;
  11530. #endif
  11531. // Plant Cultivation [Celest]
  11532. case CR_CULTIVATION:
  11533. if (sd) {
  11534. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11535. {
  11536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11537. return 1;
  11538. }
  11539. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11540. if (rnd()%100 < 50) {
  11541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11542. } else {
  11543. TBL_MOB* md = NULL;
  11544. int t, mob_id;
  11545. if (skill_lv == 1)
  11546. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11547. else {
  11548. int rand_val = rnd() % 100;
  11549. if (rand_val < 30)
  11550. mob_id = MOBID_GREEN_PLANT;
  11551. else if (rand_val < 55)
  11552. mob_id = MOBID_RED_PLANT;
  11553. else if (rand_val < 80)
  11554. mob_id = MOBID_YELLOW_PLANT;
  11555. else if (rand_val < 90)
  11556. mob_id = MOBID_WHITE_PLANT;
  11557. else if (rand_val < 98)
  11558. mob_id = MOBID_BLUE_PLANT;
  11559. else
  11560. mob_id = MOBID_SHINING_PLANT;
  11561. }
  11562. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11563. if (!md)
  11564. break;
  11565. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11566. {
  11567. if( md->deletetimer != INVALID_TIMER )
  11568. delete_timer(md->deletetimer, mob_timer_delete);
  11569. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11570. }
  11571. mob_spawn(md);
  11572. }
  11573. }
  11574. break;
  11575. case SG_SUN_WARM:
  11576. case SG_MOON_WARM:
  11577. case SG_STAR_WARM:
  11578. skill_clear_unitgroup(src);
  11579. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11580. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11581. flag|=1;
  11582. break;
  11583. case PA_GOSPEL:
  11584. if (sce && sce->val4 == BCT_SELF)
  11585. {
  11586. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11587. return 0;
  11588. }
  11589. else
  11590. {
  11591. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11592. if (!sg) break;
  11593. if (sce)
  11594. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11595. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11596. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11597. }
  11598. break;
  11599. case NJ_TATAMIGAESHI:
  11600. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11601. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11602. break;
  11603. case AM_RESURRECTHOMUN: //[orn]
  11604. if (sd)
  11605. {
  11606. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11607. {
  11608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11609. break;
  11610. }
  11611. }
  11612. break;
  11613. case RK_WINDCUTTER:
  11614. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11615. case AC_SHOWER:
  11616. if (skill_id == AC_SHOWER)
  11617. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11618. case MA_SHOWER:
  11619. case NC_COLDSLOWER:
  11620. case RK_DRAGONBREATH:
  11621. case RK_DRAGONBREATH_WATER:
  11622. case RL_HAMMER_OF_GOD:
  11623. // Cast center might be relevant later (e.g. for knockback direction)
  11624. skill_area_temp[4] = x;
  11625. skill_area_temp[5] = y;
  11626. i = skill_get_splash(skill_id,skill_lv);
  11627. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11628. break;
  11629. case SO_ARRULLO:
  11630. i = skill_get_splash(skill_id,skill_lv);
  11631. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11632. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11633. break;
  11634. case GC_POISONSMOKE:
  11635. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11636. if( sd )
  11637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11638. return 0;
  11639. }
  11640. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11641. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11642. break;
  11643. case AB_EPICLESIS:
  11644. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11645. i = skill_get_splash(skill_id, skill_lv);
  11646. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11647. }
  11648. break;
  11649. case WL_COMET:
  11650. case NPC_COMET:
  11651. if( sc ) {
  11652. sc->comet_x = x;
  11653. sc->comet_y = y;
  11654. }
  11655. i = skill_get_splash(skill_id,skill_lv);
  11656. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11657. break;
  11658. case WL_EARTHSTRAIN:
  11659. {
  11660. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11661. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11662. for( w = 1; w <= wave; w++ )
  11663. {
  11664. switch( dir ){
  11665. case 0: case 1: case 7: sy = y + w; break;
  11666. case 3: case 4: case 5: sy = y - w; break;
  11667. case 2: sx = x - w; break;
  11668. case 6: sx = x + w; break;
  11669. }
  11670. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11671. }
  11672. }
  11673. break;
  11674. case RA_DETONATOR:
  11675. i = skill_get_splash(skill_id, skill_lv);
  11676. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11677. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11678. break;
  11679. case NC_NEUTRALBARRIER:
  11680. case NC_STEALTHFIELD:
  11681. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11682. skill_clear_unitgroup(src);
  11683. return 0;
  11684. }
  11685. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11686. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11687. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11688. }
  11689. break;
  11690. case NC_SILVERSNIPER:
  11691. {
  11692. struct mob_data *md;
  11693. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11694. if( md ) {
  11695. md->master_id = src->id;
  11696. md->special_state.ai = AI_FAW;
  11697. if( md->deletetimer != INVALID_TIMER )
  11698. delete_timer(md->deletetimer, mob_timer_delete);
  11699. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11700. mob_spawn(md);
  11701. }
  11702. }
  11703. break;
  11704. case NC_MAGICDECOY:
  11705. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11706. break;
  11707. case SC_FEINTBOMB: {
  11708. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11709. if( group == NULL || group->unit == NULL ) {
  11710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11711. return 1;
  11712. }
  11713. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11714. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11715. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  11716. }
  11717. break;
  11718. case SC_ESCAPE:
  11719. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11720. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11721. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11722. flag |= 1;
  11723. break;
  11724. case LG_OVERBRAND: {
  11725. int dir = map_calc_dir(src,x,y);
  11726. int sx = src->x, sy = src->y;
  11727. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11728. for( i = 0; i < layout->count; i++ )
  11729. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11730. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11731. }
  11732. break;
  11733. case LG_BANDING:
  11734. if( sc && sc->data[SC_BANDING] )
  11735. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11736. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11737. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11738. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11739. break;
  11740. case LG_RAYOFGENESIS:
  11741. i = skill_get_splash(skill_id,skill_lv);
  11742. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11743. break;
  11744. case WM_DOMINION_IMPULSE:
  11745. i = skill_get_splash(skill_id, skill_lv);
  11746. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11747. break;
  11748. case WM_GREAT_ECHO:
  11749. case WM_SOUND_OF_DESTRUCTION:
  11750. i = skill_get_splash(skill_id,skill_lv);
  11751. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11752. break;
  11753. case WM_SEVERE_RAINSTORM:
  11754. flag |= 1;
  11755. if (sd)
  11756. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11757. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11758. break;
  11759. case GN_CRAZYWEED: {
  11760. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11761. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11762. int x1 = x - area + rnd()%(area * 2 + 1);
  11763. int y1 = y - area + rnd()%(area * 2 + 1);
  11764. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11765. }
  11766. }
  11767. break;
  11768. case GN_FIRE_EXPANSION: {
  11769. int i_su;
  11770. struct unit_data *ud = unit_bl2ud(src);
  11771. if( !ud ) break;
  11772. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11773. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11774. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11775. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11776. switch (skill_lv) {
  11777. case 1: {
  11778. // TODO:
  11779. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11780. skill_delunit(su);
  11781. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11782. flag |= 1;
  11783. }
  11784. break;
  11785. case 2:
  11786. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11787. if (su != NULL)
  11788. skill_delunit(su);
  11789. break;
  11790. case 3:
  11791. skill_delunit(su);
  11792. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11793. flag |= 1;
  11794. break;
  11795. case 4:
  11796. skill_delunit(su);
  11797. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11798. flag |= 1;
  11799. break;
  11800. case 5: {
  11801. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11802. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11803. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11804. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11805. if (su != NULL)
  11806. skill_delunit(su);
  11807. }
  11808. break;
  11809. }
  11810. }
  11811. }
  11812. }
  11813. break;
  11814. case GN_HELLS_PLANT:
  11815. skill_clear_unitgroup(src);
  11816. if ((sg = skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0)) != nullptr)
  11817. sc_start4(src, src, type, 100, skill_lv, 0, 0, sg->group_id, skill_get_time(skill_id, skill_lv));
  11818. break;
  11819. case SO_FIREWALK:
  11820. case SO_ELECTRICWALK:
  11821. if( sc && sc->data[type] )
  11822. status_change_end(src,type,INVALID_TIMER);
  11823. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11824. break;
  11825. case KO_MAKIBISHI:
  11826. for( i = 0; i < (skill_lv+2); i++ ) {
  11827. x = src->x - 1 + rnd()%3;
  11828. y = src->y - 1 + rnd()%3;
  11829. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11830. }
  11831. break;
  11832. case KO_MUCHANAGE: {
  11833. struct status_data *sstatus;
  11834. int rate = 0;
  11835. sstatus = status_get_status_data(src);
  11836. i = skill_get_splash(skill_id,skill_lv);
  11837. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11838. if( rate < 0 )
  11839. rate = 0;
  11840. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11841. if( rnd()%100 < rate )
  11842. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11843. }
  11844. break;
  11845. case RL_FALLEN_ANGEL:
  11846. if (unit_movepos(src,x,y,1,1)) {
  11847. clif_snap(src, src->x, src->y);
  11848. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11849. } else {
  11850. if (sd)
  11851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11852. }
  11853. break;
  11854. case RL_FIRE_RAIN: {
  11855. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11856. int sx = x = src->x, sy = y = src->y;
  11857. for (w = 0; w <= wave; w++) {
  11858. switch (dir) {
  11859. case DIR_NORTH:
  11860. case DIR_NORTHWEST:
  11861. case DIR_NORTHEAST:
  11862. sy = y + w;
  11863. break;
  11864. case DIR_WEST:
  11865. sx = x - w;
  11866. break;
  11867. case DIR_SOUTHWEST:
  11868. case DIR_SOUTH:
  11869. case DIR_SOUTHEAST:
  11870. sy = y - w;
  11871. break;
  11872. case DIR_EAST:
  11873. sx = x + w;
  11874. break;
  11875. }
  11876. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11877. }
  11878. }
  11879. break;
  11880. case NC_MAGMA_ERUPTION:
  11881. // 1st, AoE 'slam' damage
  11882. i = skill_get_splash(skill_id, skill_lv);
  11883. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11884. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11885. // 2nd, AoE 'eruption' unit
  11886. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11887. break;
  11888. case SU_LOPE:
  11889. {
  11890. uint8 dir = map_calc_dir(src, x, y);
  11891. // Fails on noteleport maps, except for GvG and BG maps
  11892. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11893. x = src->x;
  11894. y = src->y;
  11895. }
  11896. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11897. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11898. clif_blown(src);
  11899. }
  11900. break;
  11901. default:
  11902. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11903. return 1;
  11904. }
  11905. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11906. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11907. if( sd )
  11908. {// ensure that the skill last-cast tick is recorded
  11909. sd->canskill_tick = gettick();
  11910. if( sd->state.arrow_atk && !(flag&1) )
  11911. {// consume arrow if this is a ground skill
  11912. battle_consume_ammo(sd, skill_id, skill_lv);
  11913. }
  11914. skill_onskillusage(sd, NULL, skill_id, tick);
  11915. // perform skill requirement consumption
  11916. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11917. }
  11918. return 0;
  11919. }
  11920. /*==========================================
  11921. *
  11922. *------------------------------------------*/
  11923. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11924. {
  11925. nullpo_ret(sd);
  11926. //Simplify skill_failed code.
  11927. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11928. if(skill_id != sd->menuskill_id)
  11929. return 0;
  11930. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11931. skill_failed(sd);
  11932. return 0;
  11933. }
  11934. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11935. skill_failed(sd);
  11936. return 0;
  11937. }
  11938. pc_stop_attack(sd);
  11939. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11940. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11941. if(strcmp(mapname,"cancel")==0) {
  11942. skill_failed(sd);
  11943. return 0;
  11944. }
  11945. switch(skill_id)
  11946. {
  11947. case AL_TELEPORT:
  11948. case ALL_ODINS_RECALL:
  11949. //The storage window is closed automatically by the client when there's
  11950. //any kind of map change, so we need to restore it automatically
  11951. //bugreport:8027
  11952. if(strcmp(mapname,"Random") == 0)
  11953. pc_randomwarp(sd,CLR_TELEPORT);
  11954. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11955. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11956. clif_refresh_storagewindow(sd);
  11957. break;
  11958. case AL_WARP:
  11959. {
  11960. const struct point *p[4];
  11961. struct skill_unit_group *group;
  11962. int i, lv, wx, wy;
  11963. int maxcount=0;
  11964. int x,y;
  11965. unsigned short mapindex;
  11966. mapindex = mapindex_name2id((char*)mapname);
  11967. if(!mapindex) { //Given map not found?
  11968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11969. skill_failed(sd);
  11970. return 0;
  11971. }
  11972. p[0] = &sd->status.save_point;
  11973. p[1] = &sd->status.memo_point[0];
  11974. p[2] = &sd->status.memo_point[1];
  11975. p[3] = &sd->status.memo_point[2];
  11976. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11977. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11978. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11979. maxcount--;
  11980. }
  11981. if(!maxcount) {
  11982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11983. skill_failed(sd);
  11984. return 0;
  11985. }
  11986. }
  11987. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11988. wx = sd->menuskill_val>>16;
  11989. wy = sd->menuskill_val&0xffff;
  11990. if( lv <= 0 ) return 0;
  11991. if( lv > 4 ) lv = 4; // crash prevention
  11992. // check if the chosen map exists in the memo list
  11993. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11994. if( i < lv ) {
  11995. x=p[i]->x;
  11996. y=p[i]->y;
  11997. } else {
  11998. skill_failed(sd);
  11999. return 0;
  12000. }
  12001. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  12002. { // This checks versus skill_id/skill_lv...
  12003. skill_failed(sd);
  12004. return 0;
  12005. }
  12006. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12007. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12008. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  12009. skill_failed(sd);
  12010. return 0;
  12011. }
  12012. group->val1 = (group->val1<<16)|(short)0;
  12013. // record the destination coordinates
  12014. group->val2 = (x<<16)|y;
  12015. group->val3 = mapindex;
  12016. }
  12017. break;
  12018. }
  12019. sd->menuskill_id = sd->menuskill_val = 0;
  12020. return 0;
  12021. #undef skill_failed
  12022. }
  12023. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12024. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12025. {
  12026. struct skill_unit* target = (struct skill_unit*)bl;
  12027. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12028. int flag = va_arg(ap, int);
  12029. if (src == target)
  12030. return 0;
  12031. if (!target->group || !(target->group->state.song_dance&0x1))
  12032. return 0;
  12033. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12034. return 0;
  12035. if (flag) //Set dissonance
  12036. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12037. else //Remove dissonance
  12038. target->val2 &= ~(1 << UF_ENSEMBLE);
  12039. skill_getareachar_skillunit_visibilty(target, AREA);
  12040. return 1;
  12041. }
  12042. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12043. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12044. //When 1, this unit has been positioned, so start the cancel effect.
  12045. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12046. {
  12047. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12048. return 0;
  12049. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12050. return 0; //Nothing to remove, this unit is not overlapped.
  12051. if (unit->val1 != unit->group->skill_id)
  12052. { //Reset state
  12053. unit->val1 = unit->group->skill_id;
  12054. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12055. }
  12056. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12057. }
  12058. /**
  12059. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12060. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12061. * @param flag 0 Convert
  12062. * @param flag 1 Revert
  12063. * @return true success
  12064. * @TODO: This should be completely removed later and rewritten
  12065. * The entire execution of the overlapping songs instances is dirty and hacked together
  12066. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12067. */
  12068. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12069. {
  12070. static int prevflag = 1; // by default the backup is empty
  12071. static struct skill_unit_group backup;
  12072. struct skill_unit_group* group;
  12073. if( unit == NULL || (group = unit->group) == NULL )
  12074. return false;
  12075. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12076. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12077. return false;
  12078. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12079. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12080. flag ? "read an empty backup" : "write to a full backup",
  12081. group->skill_id, group->skill_lv, group->src_id);
  12082. return false;
  12083. }
  12084. prevflag = flag;
  12085. if (!flag) { //Transform
  12086. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12087. // backup
  12088. backup.skill_id = group->skill_id;
  12089. backup.skill_lv = group->skill_lv;
  12090. backup.unit_id = group->unit_id;
  12091. backup.target_flag = group->target_flag;
  12092. backup.bl_flag = group->bl_flag;
  12093. backup.interval = group->interval;
  12094. // replace
  12095. group->skill_id = skill_id;
  12096. group->skill_lv = 1;
  12097. group->unit_id = skill_get_unit_id(skill_id);
  12098. group->target_flag = skill_get_unit_target(skill_id);
  12099. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12100. group->interval = skill_get_unit_interval(skill_id);
  12101. } else { //Restore
  12102. group->skill_id = backup.skill_id;
  12103. group->skill_lv = backup.skill_lv;
  12104. group->unit_id = backup.unit_id;
  12105. group->target_flag = backup.target_flag;
  12106. group->bl_flag = backup.bl_flag;
  12107. group->interval = backup.interval;
  12108. }
  12109. return true;
  12110. }
  12111. /**
  12112. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12113. * @param src Object that triggers the skill
  12114. * @param skill_id Skill ID
  12115. * @param skill_lv Skill level of used skill
  12116. * @param x Position x
  12117. * @param y Position y
  12118. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12119. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12120. * @return skill_unit_group
  12121. */
  12122. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12123. {
  12124. struct skill_unit_group *group;
  12125. int i, val1 = 0, val2 = 0, val3 = 0;
  12126. t_tick limit;
  12127. int link_group_id = 0;
  12128. int target, interval, range, req_item = 0;
  12129. struct s_skill_unit_layout *layout;
  12130. struct map_session_data *sd;
  12131. struct status_data *status;
  12132. struct status_change *sc;
  12133. int active_flag = 1;
  12134. int subunt = 0;
  12135. bool hidden = false;
  12136. struct map_data *mapdata;
  12137. nullpo_retr(NULL, src);
  12138. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12139. mapdata = map_getmapdata(src->m);
  12140. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12141. range = skill_get_unit_range(skill_id,skill_lv);
  12142. interval = skill->unit_interval;
  12143. target = skill_get_unit_target(skill_id);
  12144. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12145. sd = BL_CAST(BL_PC, src);
  12146. status = status_get_status_data(src);
  12147. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12148. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12149. switch( skill_id ) {
  12150. case MH_STEINWAND:
  12151. val2 = 4 + skill_lv;
  12152. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12153. break;
  12154. case MG_SAFETYWALL:
  12155. #ifdef RENEWAL
  12156. val2 = status_get_max_hp(src) * 3;
  12157. #else
  12158. val2 = skill_lv+1;
  12159. #endif
  12160. break;
  12161. case MG_FIREWALL:
  12162. if(sc && sc->data[SC_VIOLENTGALE])
  12163. limit = limit*3/2;
  12164. val2 = 4+skill_lv;
  12165. break;
  12166. case AL_WARP:
  12167. val1=skill_lv+6;
  12168. if(!(flag&1))
  12169. limit=2000;
  12170. else // previous implementation (not used anymore)
  12171. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12172. if( src->type != BL_SKILL ) return NULL;
  12173. group = ((TBL_SKILL*)src)->group;
  12174. src = map_id2bl(group->src_id);
  12175. if( !src ) return NULL;
  12176. val2 = group->val2; //Copy the (x,y) position you warp to
  12177. val3 = group->val3; //as well as the mapindex to warp to.
  12178. }
  12179. break;
  12180. #ifndef RENEWAL
  12181. case HP_BASILICA:
  12182. val1 = src->id; // Store caster id.
  12183. break;
  12184. #endif
  12185. case PR_SANCTUARY:
  12186. case NPC_EVILLAND:
  12187. val1=skill_lv+3;
  12188. break;
  12189. case WZ_METEOR:
  12190. case SU_CN_METEOR:
  12191. case SU_CN_METEOR2:
  12192. limit = flag;
  12193. flag = 0; // Flag should not influence anything else for these skills
  12194. break;
  12195. case WZ_FIREPILLAR:
  12196. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12197. return NULL;
  12198. if((flag&1)!=0)
  12199. limit=1000;
  12200. val1=skill_lv+2;
  12201. break;
  12202. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12203. case AM_DEMONSTRATION:
  12204. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12205. target = BCT_ALL;
  12206. break;
  12207. case HT_SKIDTRAP:
  12208. case MA_SKIDTRAP:
  12209. //Save position of caster
  12210. val1 = ((src->x)<<16)|(src->y);
  12211. case HT_ANKLESNARE:
  12212. case HT_SHOCKWAVE:
  12213. case HT_SANDMAN:
  12214. case MA_SANDMAN:
  12215. case HT_CLAYMORETRAP:
  12216. case HT_LANDMINE:
  12217. case MA_LANDMINE:
  12218. case HT_FLASHER:
  12219. case HT_FREEZINGTRAP:
  12220. case MA_FREEZINGTRAP:
  12221. case HT_BLASTMINE:
  12222. case RA_ELECTRICSHOCKER:
  12223. case RA_CLUSTERBOMB:
  12224. case RA_MAGENTATRAP:
  12225. case RA_COBALTTRAP:
  12226. case RA_MAIZETRAP:
  12227. case RA_VERDURETRAP:
  12228. case RA_FIRINGTRAP:
  12229. case RA_ICEBOUNDTRAP:
  12230. case RL_B_TRAP:
  12231. case SC_ESCAPE:
  12232. {
  12233. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12234. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12235. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12236. req_item = req.itemid[i];
  12237. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12238. break;
  12239. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12240. target = BCT_ALL;
  12241. }
  12242. break;
  12243. case SA_LANDPROTECTOR:
  12244. case SA_VOLCANO:
  12245. case SA_DELUGE:
  12246. case SA_VIOLENTGALE:
  12247. case SC_CHAOSPANIC:
  12248. {
  12249. struct skill_unit_group *old_sg;
  12250. if ((old_sg = skill_locate_element_field(src)) != NULL)
  12251. { //HelloKitty confirmed that these are interchangeable,
  12252. //so you can change element and not consume gemstones.
  12253. if ((
  12254. old_sg->skill_id == SA_VOLCANO ||
  12255. old_sg->skill_id == SA_DELUGE ||
  12256. old_sg->skill_id == SA_VIOLENTGALE
  12257. ) && old_sg->limit > 0)
  12258. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12259. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12260. if (limit < 0) //This can happen...
  12261. limit = skill_get_time(skill_id,skill_lv);
  12262. }
  12263. skill_clear_group(src,1);
  12264. }
  12265. break;
  12266. }
  12267. case BA_WHISTLE:
  12268. val1 = skill_lv + status->agi / 10; // Flee increase
  12269. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12270. if (sd) {
  12271. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12272. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12273. }
  12274. break;
  12275. case DC_HUMMING:
  12276. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12277. if (sd)
  12278. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12279. break;
  12280. case BA_POEMBRAGI:
  12281. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12282. //For some reason at level 10 the base delay reduction is 50%.
  12283. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12284. if (sd) {
  12285. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12286. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12287. }
  12288. break;
  12289. case DC_DONTFORGETME:
  12290. #ifdef RENEWAL
  12291. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12292. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12293. #else
  12294. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12295. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12296. #endif
  12297. if (sd) {
  12298. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12299. #ifdef RENEWAL
  12300. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12301. #else
  12302. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12303. #endif
  12304. }
  12305. val1 *= 10; //Because 10 is actually 1% aspd
  12306. break;
  12307. case DC_SERVICEFORYOU:
  12308. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12309. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12310. if (sd) {
  12311. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12312. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12313. }
  12314. break;
  12315. case BA_ASSASSINCROSS:
  12316. if (sd)
  12317. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12318. val1 += 5 + skill_lv + (status->agi / 20);
  12319. val1 *= 10; // ASPD works with 1000 as 100%
  12320. break;
  12321. case DC_FORTUNEKISS:
  12322. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12323. val1 *= 10; //Because every 10 crit is an actual cri point.
  12324. if (sd)
  12325. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12326. break;
  12327. case BD_DRUMBATTLEFIELD:
  12328. val1 = (skill_lv+1)*25; //Atk increase
  12329. val2 = (skill_lv+1)*2; //Def increase
  12330. break;
  12331. case BD_RINGNIBELUNGEN:
  12332. val1 = (skill_lv+2)*25; //Atk increase
  12333. break;
  12334. case BD_RICHMANKIM:
  12335. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12336. break;
  12337. case BD_SIEGFRIED:
  12338. val1 = 55 + skill_lv*5; //Elemental Resistance
  12339. val2 = skill_lv*10; //Status ailment resistance
  12340. break;
  12341. case WE_CALLPARTNER:
  12342. if (sd) val1 = sd->status.partner_id;
  12343. break;
  12344. case WE_CALLPARENT:
  12345. if (sd) {
  12346. val1 = sd->status.father;
  12347. val2 = sd->status.mother;
  12348. }
  12349. break;
  12350. case WE_CALLBABY:
  12351. if (sd) val1 = sd->status.child;
  12352. break;
  12353. case NJ_KAENSIN:
  12354. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12355. val2 = (skill_lv+1)/2 + 4;
  12356. break;
  12357. case NJ_SUITON:
  12358. skill_clear_group(src, 1);
  12359. break;
  12360. case GS_GROUNDDRIFT:
  12361. {
  12362. // Ground Drift Element is decided when it's placed.
  12363. int ele = skill_get_ele(skill_id, skill_lv);
  12364. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12365. if (ele == ELE_RANDOM)
  12366. val1 = element[rnd()%5]; // Use random from available unit visual?
  12367. else if (ele == ELE_ENDOWED)
  12368. val1 = status_get_attack_sc_element(src,sc);
  12369. else if (ele == ELE_WEAPON) {
  12370. val1 = status->rhw.ele;
  12371. if (sc && sc->data[SC_ENCHANTARMS])
  12372. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12373. }
  12374. switch (val1) {
  12375. case ELE_FIRE:
  12376. subunt++;
  12377. case ELE_WATER:
  12378. subunt++;
  12379. case ELE_POISON:
  12380. subunt++;
  12381. case ELE_DARK:
  12382. subunt++;
  12383. case ELE_WIND:
  12384. break;
  12385. default:
  12386. subunt = rnd()%5;
  12387. break;
  12388. }
  12389. break;
  12390. }
  12391. case GC_POISONSMOKE:
  12392. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12393. return NULL;
  12394. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12395. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12396. limit = skill_get_time(skill_id, skill_lv);
  12397. break;
  12398. case GD_LEADERSHIP:
  12399. case GD_GLORYWOUNDS:
  12400. case GD_SOULCOLD:
  12401. case GD_HAWKEYES:
  12402. limit = 1000000;//it doesn't matter
  12403. break;
  12404. case LG_BANDING:
  12405. limit = -1;
  12406. break;
  12407. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12408. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12409. target = BCT_ALL;
  12410. case WM_SEVERE_RAINSTORM:
  12411. case SO_WATER_INSIGNIA:
  12412. case SO_FIRE_INSIGNIA:
  12413. case SO_WIND_INSIGNIA:
  12414. case SO_EARTH_INSIGNIA:
  12415. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12416. return NULL;
  12417. break;
  12418. case SO_CLOUD_KILL:
  12419. skill_clear_group(src, 4);
  12420. break;
  12421. case SO_WARMER:
  12422. skill_clear_group(src, 8);
  12423. break;
  12424. case SO_FIREWALK:
  12425. case SO_ELECTRICWALK:
  12426. limit = skill_get_time2(skill_id, skill_lv);
  12427. break;
  12428. case GN_WALLOFTHORN:
  12429. // Turns to Firewall
  12430. if( flag&1 )
  12431. limit = 3000;
  12432. val3 = (x<<16)|y;
  12433. break;
  12434. case GN_DEMONIC_FIRE:
  12435. if (flag) { // Fire Expansion level 1
  12436. limit = flag + 10000;
  12437. flag = 0;
  12438. }
  12439. break;
  12440. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12441. case GN_FIRE_EXPANSION_TEAR_GAS:
  12442. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12443. break;
  12444. case KO_ZENKAI:
  12445. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12446. val1 = sd->spiritcharm;
  12447. val2 = sd->spiritcharm_type;
  12448. limit = 6000 * val1;
  12449. subunt = sd->spiritcharm_type - 1;
  12450. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12451. }
  12452. break;
  12453. #ifndef RENEWAL
  12454. case HW_GRAVITATION:
  12455. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12456. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12457. break;
  12458. #endif
  12459. case SO_VACUUM_EXTREME:
  12460. // Coordinates
  12461. val1 = x;
  12462. val2 = y;
  12463. val3 = 0; // Suck target at n seconds.
  12464. break;
  12465. case MH_VOLCANIC_ASH:
  12466. if (!map_flag_vs(src->m))
  12467. target = BCT_ENEMY;
  12468. break;
  12469. }
  12470. // Init skill unit group
  12471. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,(flag & 1 ? skill->unit_id2 : skill->unit_id)+subunt, limit, interval)));
  12472. group->val1 = val1;
  12473. group->val2 = val2;
  12474. group->val3 = val3;
  12475. group->link_group_id = link_group_id;
  12476. group->target_flag = target;
  12477. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12478. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12479. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12480. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12481. group->item_id = req_item;
  12482. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12483. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12484. active_flag = 0;
  12485. // Put message for Talkie Box & Graffiti
  12486. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12487. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12488. if (sd)
  12489. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12490. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12491. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12492. }
  12493. // Dance skill
  12494. if (group->state.song_dance) {
  12495. if(sd) {
  12496. sd->skill_id_dance = skill_id;
  12497. sd->skill_lv_dance = skill_lv;
  12498. }
  12499. if (
  12500. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12501. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12502. )
  12503. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12504. }
  12505. // Set skill unit
  12506. limit = group->limit;
  12507. for( i = 0; i < layout->count; i++ ) {
  12508. struct skill_unit *unit;
  12509. int ux = x + layout->dx[i];
  12510. int uy = y + layout->dy[i];
  12511. int unit_val1 = skill_lv;
  12512. int unit_val2 = 0;
  12513. int alive = 1;
  12514. // are the coordinates out of range?
  12515. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12516. continue;
  12517. }
  12518. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12519. continue; // don't place skill units on walls (except for songs/dances/encores)
  12520. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12521. continue; // no path between cell and caster
  12522. switch( skill_id ) {
  12523. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12524. case HT_LANDMINE:
  12525. case MA_LANDMINE:
  12526. case HT_ANKLESNARE:
  12527. case HT_SHOCKWAVE:
  12528. case HT_SANDMAN:
  12529. case MA_SANDMAN:
  12530. case HT_FLASHER:
  12531. case HT_FREEZINGTRAP:
  12532. case MA_FREEZINGTRAP:
  12533. case HT_SKIDTRAP:
  12534. case MA_SKIDTRAP:
  12535. case HT_CLAYMORETRAP:
  12536. case HT_BLASTMINE:
  12537. case SC_ESCAPE:
  12538. unit_val1 = 3500;
  12539. break;
  12540. case MG_FIREWALL:
  12541. case NJ_KAENSIN:
  12542. unit_val2 = group->val2;
  12543. break;
  12544. case WZ_ICEWALL:
  12545. unit_val1 = 200 + 200*skill_lv;
  12546. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12547. break;
  12548. case WZ_WATERBALL:
  12549. //Check if there are cells that can be turned into waterball units
  12550. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12551. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12552. break; //Turn water, deluge or suiton into waterball cell
  12553. continue;
  12554. case GS_DESPERADO:
  12555. unit_val1 = abs(layout->dx[i]);
  12556. unit_val2 = abs(layout->dy[i]);
  12557. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12558. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12559. if (unit_val1) unit_val1--;
  12560. unit_val1 = 36 -12*unit_val1;
  12561. } else //Diagonal edges
  12562. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12563. if (unit_val1 < 1) unit_val1 = 1;
  12564. unit_val2 = 0;
  12565. break;
  12566. case NPC_REVERBERATION:
  12567. case WM_REVERBERATION:
  12568. unit_val1 = 1 + skill_lv;
  12569. break;
  12570. case WM_POEMOFNETHERWORLD:
  12571. unit_val1 = 1 + skill_lv;
  12572. break;
  12573. case GN_WALLOFTHORN:
  12574. if (flag&1) // Turned become Firewall
  12575. break;
  12576. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12577. unit_val2 = 20; // Max hits
  12578. break;
  12579. case RL_B_TRAP:
  12580. unit_val1 = 3500;
  12581. unit_val2 = 0;
  12582. break;
  12583. default:
  12584. if (group->state.song_dance&0x1)
  12585. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12586. break;
  12587. }
  12588. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12589. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12590. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12591. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12592. // Check active cell to failing or remove current unit
  12593. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12594. if( !alive )
  12595. continue;
  12596. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12597. unit->limit = limit;
  12598. unit->range = range;
  12599. if (skill_id == PF_FOGWALL && alive == 2)
  12600. { //Double duration of cells on top of Deluge/Suiton
  12601. unit->limit *= 2;
  12602. group->limit = unit->limit;
  12603. }
  12604. // Execute on all targets standing on this cell
  12605. if (range == 0 && active_flag)
  12606. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12607. }
  12608. if (!group->alive_count)
  12609. { //No cells? Something that was blocked completely by Land Protector?
  12610. skill_delunitgroup(group);
  12611. return NULL;
  12612. }
  12613. //success, unit created.
  12614. switch( skill_id ) {
  12615. case NJ_TATAMIGAESHI: //Store number of tiles.
  12616. group->val1 = group->alive_count;
  12617. break;
  12618. }
  12619. return group;
  12620. }
  12621. /*==========================================
  12622. *
  12623. *------------------------------------------*/
  12624. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12625. {
  12626. skill_unit_onplace(unit, bl, tick);
  12627. }
  12628. /**
  12629. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12630. * while skill unit initialized or moved (such by knock back).
  12631. * As a follow of skill_unit_effect flag &1
  12632. * @param unit
  12633. * @param bl Target
  12634. * @param tick
  12635. */
  12636. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12637. {
  12638. struct skill_unit_group *sg;
  12639. struct block_list *ss; // Actual source that cast the skill unit
  12640. struct status_change *sc;
  12641. struct status_change_entry *sce;
  12642. struct status_data *tstatus;
  12643. enum sc_type type;
  12644. uint16 skill_id;
  12645. nullpo_ret(unit);
  12646. nullpo_ret(bl);
  12647. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12648. return 0;
  12649. nullpo_ret(sg = unit->group);
  12650. nullpo_ret(ss = map_id2bl(sg->src_id));
  12651. tstatus = status_get_status_data(bl);
  12652. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  12653. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12654. return 0; //AoE skills are ineffective. [Skotlex]
  12655. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12656. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12657. return 0; //Songs don't work in Basilica
  12658. sc = status_get_sc(bl);
  12659. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12660. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12661. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12662. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12663. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12664. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12665. type = status_skill2sc(sg->skill_id);
  12666. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12667. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12668. switch (sg->unit_id) {
  12669. case UNT_SPIDERWEB:
  12670. if (sc) {
  12671. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12672. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12673. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12674. const struct TimerData* td;
  12675. struct map_data *mapdata = map_getmapdata(bl->m);
  12676. if (mapdata_flag_vs(mapdata))
  12677. sec /= 2;
  12678. if (sc->data[type]) {
  12679. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12680. //Already triple affected, immune
  12681. sg->limit = DIFF_TICK(tick, sg->tick);
  12682. break;
  12683. }
  12684. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12685. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12686. sec *= (sc->data[type]->val1 + 1);
  12687. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12688. sec *= (sc->data[type]->val1 + 1);
  12689. //Add group id to status change
  12690. if (sc->data[type]->val2 == 0)
  12691. sc->data[type]->val2 = sg->group_id;
  12692. else if (sc->data[type]->val3 == 0)
  12693. sc->data[type]->val3 = sg->group_id;
  12694. else if (sc->data[type]->val4 == 0)
  12695. sc->data[type]->val4 = sg->group_id;
  12696. //Overwrite status change with new duration
  12697. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12698. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12699. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12700. }
  12701. else {
  12702. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12703. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12704. if (td)
  12705. sec = DIFF_TICK(td->tick, tick);
  12706. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12707. clif_fixpos(bl);
  12708. }
  12709. else
  12710. sec = 3000; //Couldn't trap it?
  12711. }
  12712. sg->val2 = bl->id;
  12713. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12714. }
  12715. break;
  12716. case UNT_SAFETYWALL:
  12717. if (!sce)
  12718. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12719. break;
  12720. case UNT_BLOODYLUST:
  12721. if (sg->src_id == bl->id)
  12722. break; //Does not affect the caster.
  12723. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12724. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12725. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12726. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12727. break;
  12728. case UNT_PNEUMA:
  12729. if (!sce)
  12730. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12731. break;
  12732. case UNT_CHAOSPANIC:
  12733. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12734. break;
  12735. case UNT_WARP_WAITING: {
  12736. int working = sg->val1&0xffff;
  12737. if(bl->type==BL_PC && !working){
  12738. struct map_session_data *sd = (struct map_session_data *)bl;
  12739. if((!sd->chatID || battle_config.chat_warpportal)
  12740. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12741. {
  12742. int x = sg->val2>>16;
  12743. int y = sg->val2&0xffff;
  12744. int count = sg->val1>>16;
  12745. unsigned short m = sg->val3;
  12746. if( --count <= 0 )
  12747. skill_delunitgroup(sg);
  12748. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12749. working = 1;/* we break it because officials break it, lovely stuff. */
  12750. sg->val1 = (count<<16)|working;
  12751. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12752. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12753. }
  12754. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12755. int16 m = map_mapindex2mapid(sg->val3);
  12756. if (m < 0) break; //Map not available on this map-server.
  12757. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12758. }
  12759. }
  12760. break;
  12761. case UNT_QUAGMIRE:
  12762. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12763. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12764. break;
  12765. case UNT_VOLCANO:
  12766. case UNT_DELUGE:
  12767. case UNT_VIOLENTGALE:
  12768. case UNT_FIRE_INSIGNIA:
  12769. case UNT_WATER_INSIGNIA:
  12770. case UNT_WIND_INSIGNIA:
  12771. case UNT_EARTH_INSIGNIA:
  12772. if(!sce)
  12773. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12774. break;
  12775. case UNT_WATER_BARRIER:
  12776. case UNT_ZEPHYR:
  12777. case UNT_POWER_OF_GAIA:
  12778. if (bl->id == ss->id)
  12779. break; // Doesn't affect the Elemental
  12780. if (!sce)
  12781. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12782. break;
  12783. case UNT_SUITON:
  12784. if(!sce)
  12785. sc_start4(ss, bl,type,100,sg->skill_lv,
  12786. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12787. 0,0,sg->limit);
  12788. break;
  12789. case UNT_HERMODE:
  12790. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12791. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12792. case UNT_RICHMANKIM:
  12793. case UNT_ETERNALCHAOS:
  12794. case UNT_DRUMBATTLEFIELD:
  12795. case UNT_RINGNIBELUNGEN:
  12796. case UNT_ROKISWEIL:
  12797. case UNT_INTOABYSS:
  12798. case UNT_SIEGFRIED:
  12799. //Needed to check when a dancer/bard leaves their ensemble area.
  12800. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12801. return skill_id;
  12802. if (!sce)
  12803. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12804. break;
  12805. case UNT_WHISTLE:
  12806. case UNT_ASSASSINCROSS:
  12807. case UNT_POEMBRAGI:
  12808. case UNT_APPLEIDUN:
  12809. case UNT_HUMMING:
  12810. case UNT_DONTFORGETME:
  12811. case UNT_FORTUNEKISS:
  12812. case UNT_SERVICEFORYOU:
  12813. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12814. return 0;
  12815. if (!sc) return 0;
  12816. if (!sce)
  12817. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12818. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12819. sce->val4 = 0; //remove the mark that we stepped out
  12820. delete_timer(sce->timer, status_change_timer);
  12821. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12822. }
  12823. break;
  12824. case UNT_FOGWALL:
  12825. if (!sce)
  12826. {
  12827. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12828. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12829. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12830. }
  12831. break;
  12832. #ifndef RENEWAL
  12833. case UNT_GRAVITATION:
  12834. if (!sce)
  12835. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12836. break;
  12837. case UNT_BASILICA:
  12838. {
  12839. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12840. if (i > 0) {
  12841. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12842. break;
  12843. }
  12844. if (!sce && i <= 0)
  12845. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12846. }
  12847. break;
  12848. #endif
  12849. case UNT_MOONLIT:
  12850. //Knockback out of area if affected char isn't in Moonlit effect
  12851. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12852. break;
  12853. if (ss == bl) //Also needed to prevent infinite loop crash.
  12854. break;
  12855. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12856. break;
  12857. case UNT_REVERBERATION:
  12858. if (sg->src_id == bl->id)
  12859. break; //Does not affect the caster.
  12860. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12861. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12862. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12863. sg->unit_id = UNT_USED_TRAPS;
  12864. break;
  12865. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12866. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12867. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12868. break;
  12869. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12870. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12871. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12872. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12873. break;
  12874. case UNT_VOLCANIC_ASH:
  12875. if (!sce)
  12876. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12877. break;
  12878. case UNT_KINGS_GRACE:
  12879. if (!sce) {
  12880. int state = 0;
  12881. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12882. state |= BCT_GUILD;
  12883. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12884. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12885. }
  12886. break;
  12887. case UNT_STEALTHFIELD:
  12888. if( bl->id == sg->src_id )
  12889. break; // Doesn't work on self (video shows that)
  12890. if (!sce)
  12891. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12892. break;
  12893. case UNT_NEUTRALBARRIER:
  12894. if (!sce)
  12895. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12896. break;
  12897. case UNT_WARMER:
  12898. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12899. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12900. break;
  12901. case UNT_CATNIPPOWDER:
  12902. if (sg->src_id == bl->id)
  12903. break; // Does not affect the caster or Boss.
  12904. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12905. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12906. break;
  12907. case UNT_NYANGGRASS:
  12908. if (!sce)
  12909. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12910. break;
  12911. case UNT_CREATINGSTAR:
  12912. if (!sce)
  12913. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12914. break;
  12915. case UNT_GD_LEADERSHIP:
  12916. case UNT_GD_GLORYWOUNDS:
  12917. case UNT_GD_SOULCOLD:
  12918. case UNT_GD_HAWKEYES:
  12919. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12920. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12921. break;
  12922. }
  12923. return skill_id;
  12924. }
  12925. /**
  12926. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12927. * @param unit Skill unit
  12928. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12929. * @param tick
  12930. */
  12931. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12932. {
  12933. struct skill_unit_group *sg;
  12934. struct block_list *ss;
  12935. TBL_PC* tsd;
  12936. struct status_data *tstatus;
  12937. struct status_change *sc, *tsc;
  12938. struct skill_unit_group_tickset *ts;
  12939. enum sc_type type;
  12940. uint16 skill_id;
  12941. t_tick diff = 0;
  12942. nullpo_ret(unit);
  12943. nullpo_ret(bl);
  12944. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12945. return 0;
  12946. nullpo_ret(sg = unit->group);
  12947. nullpo_ret(ss = map_id2bl(sg->src_id));
  12948. tsd = BL_CAST(BL_PC, bl);
  12949. tsc = status_get_sc(bl);
  12950. sc = status_get_sc(ss);
  12951. tstatus = status_get_status_data(bl);
  12952. type = status_skill2sc(sg->skill_id);
  12953. skill_id = sg->skill_id;
  12954. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12955. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12956. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12957. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12958. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12959. if (sg->interval == -1) {
  12960. switch (sg->unit_id) {
  12961. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12962. case UNT_FIREPILLAR_ACTIVE:
  12963. case UNT_ELECTRICSHOCKER:
  12964. case UNT_MANHOLE:
  12965. return 0;
  12966. default:
  12967. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12968. return 0;
  12969. }
  12970. }
  12971. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12972. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12973. diff = DIFF_TICK(tick,ts->tick);
  12974. if (diff < 0)
  12975. return 0;
  12976. ts->tick = tick+sg->interval;
  12977. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12978. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12979. }
  12980. // Wall of Thorn damaged by Fire element unit [Cydh]
  12981. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12982. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12983. struct skill_unit *su = (struct skill_unit *)bl;
  12984. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12985. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12986. su->group->limit = sg->limit = 0;
  12987. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12988. return skill_id;
  12989. }
  12990. }
  12991. switch (sg->unit_id) {
  12992. // Units that deals simple attack
  12993. case UNT_GRAVITATION:
  12994. case UNT_EARTHSTRAIN:
  12995. case UNT_FIREWALK:
  12996. case UNT_ELECTRICWALK:
  12997. case UNT_PSYCHIC_WAVE:
  12998. case UNT_MAKIBISHI:
  12999. case UNT_VENOMFOG:
  13000. case UNT_ICEMINE:
  13001. case UNT_FLAMECROSS:
  13002. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13003. break;
  13004. case UNT_DUMMYSKILL:
  13005. switch (sg->skill_id) {
  13006. case SG_SUN_WARM: //SG skills [Komurka]
  13007. case SG_MOON_WARM:
  13008. case SG_STAR_WARM: {
  13009. int count = 0;
  13010. const int x = bl->x, y = bl->y;
  13011. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13012. do {
  13013. if( bl->type == BL_PC )
  13014. status_zap(bl, 0, 15); // sp damage to players
  13015. else // mobs
  13016. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13017. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13018. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13019. } else { //should end when out of sp.
  13020. sg->limit = DIFF_TICK(tick,sg->tick);
  13021. break;
  13022. }
  13023. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  13024. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  13025. }
  13026. break;
  13027. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  13028. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  13029. if (tsc)
  13030. tsc->sg_counter++; //SG hit counter.
  13031. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  13032. tsc->sg_counter=0; //Attack absorbed.
  13033. break;
  13034. #endif
  13035. case GS_DESPERADO:
  13036. if (rnd()%100 < unit->val1)
  13037. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13038. break;
  13039. default:
  13040. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13041. }
  13042. break;
  13043. case UNT_FIREWALL:
  13044. case UNT_KAEN: {
  13045. int count = 0;
  13046. const int x = bl->x, y = bl->y;
  13047. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  13048. break;
  13049. //Take into account these hit more times than the timer interval can handle.
  13050. do
  13051. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  13052. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  13053. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  13054. if (unit->val2 <= 0)
  13055. skill_delunit(unit);
  13056. }
  13057. break;
  13058. case UNT_SANCTUARY:
  13059. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13060. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13061. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  13062. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13063. } else {
  13064. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13065. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13066. #ifdef RENEWAL
  13067. if (md && md->mob_id == MOBID_EMPERIUM)
  13068. break;
  13069. #endif
  13070. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13071. break;
  13072. if( tstatus->hp >= tstatus->max_hp )
  13073. break;
  13074. if( status_isimmune(bl) )
  13075. heal = 0;
  13076. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13077. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13078. heal = ~heal + 1;
  13079. status_heal(bl, heal, 0, 0);
  13080. }
  13081. break;
  13082. case UNT_EVILLAND:
  13083. //Will heal demon and undead element monsters, but not players.
  13084. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13085. { //Damage enemies
  13086. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13087. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13088. } else {
  13089. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13090. if (tstatus->hp >= tstatus->max_hp)
  13091. break;
  13092. if (status_isimmune(bl))
  13093. heal = 0;
  13094. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13095. status_heal(bl, heal, 0, 0);
  13096. }
  13097. break;
  13098. case UNT_MAGNUS:
  13099. #ifndef RENEWAL
  13100. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13101. break;
  13102. #endif
  13103. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13104. break;
  13105. case UNT_FIREPILLAR_WAITING:
  13106. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13107. skill_delunit(unit);
  13108. break;
  13109. case UNT_SKIDTRAP: {
  13110. //Knockback away from position of user during placement [Playtester]
  13111. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13112. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13113. sg->unit_id = UNT_USED_TRAPS;
  13114. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13115. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13116. //Target will be stopped for 3 seconds
  13117. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13118. }
  13119. break;
  13120. case UNT_ANKLESNARE:
  13121. case UNT_MANHOLE:
  13122. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13123. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13124. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13125. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13126. if( td )
  13127. sec = DIFF_TICK(td->tick, tick);
  13128. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13129. || !unit_blown_immune(bl,0x1) )
  13130. {
  13131. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13132. clif_fixpos(bl);
  13133. }
  13134. sg->val2 = bl->id;
  13135. } else
  13136. sec = 3000; //Couldn't trap it?
  13137. if (sg->unit_id == UNT_ANKLESNARE) {
  13138. clif_skillunit_update(&unit->bl);
  13139. /**
  13140. * If you're snared from a trap that was invisible this makes the trap be
  13141. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13142. * bugreport:3961
  13143. **/
  13144. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13145. }
  13146. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13147. sg->interval = -1;
  13148. unit->range = 0;
  13149. }
  13150. break;
  13151. case UNT_ELECTRICSHOCKER:
  13152. if( bl->id != ss->id ) {
  13153. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  13154. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13155. clif_fixpos(bl);
  13156. }
  13157. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13158. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13159. }
  13160. break;
  13161. case UNT_VENOMDUST:
  13162. if(tsc && !tsc->data[type])
  13163. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  13164. break;
  13165. case UNT_LANDMINE:
  13166. //Land Mine only hits single target
  13167. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13168. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13169. sg->limit = 1500;
  13170. break;
  13171. case UNT_MAGENTATRAP:
  13172. case UNT_COBALTTRAP:
  13173. case UNT_MAIZETRAP:
  13174. case UNT_VERDURETRAP:
  13175. if( bl->type == BL_PC )// it won't work on players
  13176. break;
  13177. case UNT_FIRINGTRAP:
  13178. case UNT_ICEBOUNDTRAP:
  13179. case UNT_CLUSTERBOMB:
  13180. if( bl->id == ss->id )// it won't trigger on caster
  13181. break;
  13182. case UNT_BLASTMINE:
  13183. case UNT_SHOCKWAVE:
  13184. case UNT_SANDMAN:
  13185. case UNT_FLASHER:
  13186. case UNT_FREEZINGTRAP:
  13187. case UNT_FIREPILLAR_ACTIVE:
  13188. case UNT_CLAYMORETRAP:
  13189. {
  13190. int bl_flag = sg->bl_flag;
  13191. if (tsc && tsc->data[SC__MANHOLE])
  13192. break;
  13193. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13194. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13195. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13196. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13197. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13198. sg->limit = DIFF_TICK(tick, sg->tick) +
  13199. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13200. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13201. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13202. }
  13203. break;
  13204. case UNT_TALKIEBOX:
  13205. if (sg->src_id == bl->id)
  13206. break;
  13207. if (sg->val2 == 0) {
  13208. clif_talkiebox(&unit->bl, sg->valstr);
  13209. sg->unit_id = UNT_USED_TRAPS;
  13210. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13211. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13212. sg->val2 = -1;
  13213. }
  13214. break;
  13215. case UNT_LULLABY:
  13216. if (ss->id == bl->id)
  13217. break;
  13218. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13219. break;
  13220. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13221. if (ss->id != bl->id)
  13222. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13223. break;
  13224. case UNT_DISSONANCE:
  13225. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13226. break;
  13227. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13228. int heal;
  13229. #ifdef RENEWAL
  13230. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13231. if (md && md->mob_id == MOBID_EMPERIUM)
  13232. break;
  13233. #endif
  13234. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13235. break; // affects self only when soullinked
  13236. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13237. if (tsc->data[SC_AKAITSUKI] && heal)
  13238. heal = ~heal + 1;
  13239. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13240. status_heal(bl, heal, 0, 0);
  13241. }
  13242. break;
  13243. case UNT_TATAMIGAESHI:
  13244. case UNT_DEMONSTRATION:
  13245. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13246. break;
  13247. case UNT_GOSPEL:
  13248. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13249. break;
  13250. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13251. { // Support Effect only on party, not guild
  13252. int heal;
  13253. int i = rnd() % 13; // Positive buff count
  13254. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13255. switch (i)
  13256. {
  13257. case 0: // Heal 1000~9999 HP
  13258. heal = rnd() % 9000 + 1000;
  13259. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13260. status_heal(bl, heal, 0, 0);
  13261. break;
  13262. case 1: // End all negative status
  13263. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13264. if (tsd) clif_gospel_info(tsd, 0x15);
  13265. break;
  13266. case 2: // Immunity to all status
  13267. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13268. if (tsd) clif_gospel_info(tsd, 0x16);
  13269. break;
  13270. case 3: // MaxHP +100%
  13271. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13272. if (tsd) clif_gospel_info(tsd, 0x17);
  13273. break;
  13274. case 4: // MaxSP +100%
  13275. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13276. if (tsd) clif_gospel_info(tsd, 0x18);
  13277. break;
  13278. case 5: // All stats +20
  13279. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13280. if (tsd) clif_gospel_info(tsd, 0x19);
  13281. break;
  13282. case 6: // Level 10 Blessing
  13283. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13284. break;
  13285. case 7: // Level 10 Increase AGI
  13286. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13287. break;
  13288. case 8: // Enchant weapon with Holy element
  13289. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13290. if (tsd) clif_gospel_info(tsd, 0x1c);
  13291. break;
  13292. case 9: // Enchant armor with Holy element
  13293. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13294. if (tsd) clif_gospel_info(tsd, 0x1d);
  13295. break;
  13296. case 10: // DEF +25%
  13297. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13298. if (tsd) clif_gospel_info(tsd, 0x1e);
  13299. break;
  13300. case 11: // ATK +100%
  13301. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13302. if (tsd) clif_gospel_info(tsd, 0x1f);
  13303. break;
  13304. case 12: // HIT/Flee +50
  13305. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13306. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13307. if (tsd) clif_gospel_info(tsd, 0x20);
  13308. break;
  13309. }
  13310. }
  13311. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13312. { // Offensive Effect
  13313. int i = rnd() % 10; // Negative buff count
  13314. switch (i)
  13315. {
  13316. case 0: // Deal 3000~7999 damage reduced by DEF
  13317. case 1: // Deal 1500~5499 damage unreducable
  13318. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13319. break;
  13320. case 2: // Curse
  13321. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13322. break;
  13323. case 3: // Blind
  13324. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13325. break;
  13326. case 4: // Poison
  13327. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13328. break;
  13329. case 5: // Level 10 Provoke
  13330. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13331. break;
  13332. case 6: // DEF -100%
  13333. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13334. break;
  13335. case 7: // ATK -100%
  13336. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13337. break;
  13338. case 8: // Flee -100%
  13339. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13340. break;
  13341. case 9: // Speed/ASPD -25%
  13342. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13343. break;
  13344. }
  13345. }
  13346. break;
  13347. #ifndef RENEWAL
  13348. case UNT_BASILICA:
  13349. {
  13350. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13351. if (i > 0) {
  13352. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13353. break;
  13354. }
  13355. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13356. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13357. }
  13358. break;
  13359. #endif
  13360. case UNT_GROUNDDRIFT_WIND:
  13361. case UNT_GROUNDDRIFT_DARK:
  13362. case UNT_GROUNDDRIFT_POISON:
  13363. case UNT_GROUNDDRIFT_WATER:
  13364. case UNT_GROUNDDRIFT_FIRE:
  13365. map_foreachinrange(skill_trap_splash,&unit->bl,
  13366. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13367. &unit->bl,tick);
  13368. sg->unit_id = UNT_USED_TRAPS;
  13369. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13370. sg->limit=DIFF_TICK(tick,sg->tick);
  13371. break;
  13372. case UNT_POISONSMOKE:
  13373. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13374. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13375. break;
  13376. case UNT_EPICLESIS:
  13377. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13378. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13379. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13380. int hp, sp;
  13381. switch( sg->skill_lv ) {
  13382. case 1: case 2: hp = 3; sp = 2; break;
  13383. case 3: case 4: hp = 4; sp = 3; break;
  13384. case 5: default: hp = 5; sp = 4; break;
  13385. }
  13386. hp = tstatus->max_hp * hp / 100;
  13387. sp = tstatus->max_sp * sp / 100;
  13388. if (tstatus->hp < tstatus->max_hp)
  13389. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13390. if (tstatus->sp < tstatus->max_sp)
  13391. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13392. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13393. hp = ~hp + 1;
  13394. status_heal(bl, hp, sp, 3);
  13395. }
  13396. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13397. // Doesn't remove Invisibility or Chase Walk.
  13398. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13399. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13400. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13401. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13402. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13403. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13404. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13405. }
  13406. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13407. }
  13408. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13409. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13410. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13411. break;
  13412. case UNT_DIMENSIONDOOR:
  13413. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13414. pc_randomwarp(tsd,CLR_TELEPORT);
  13415. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13416. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13417. break;
  13418. case UNT_REVERBERATION:
  13419. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13420. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13421. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13422. sg->unit_id = UNT_USED_TRAPS;
  13423. break;
  13424. case UNT_SEVERE_RAINSTORM:
  13425. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 ) {
  13426. struct map_session_data *sd = BL_CAST(BL_PC, ss);
  13427. int weapon_flag = 0;
  13428. if (sd && (sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP))
  13429. weapon_flag = 4;
  13430. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,weapon_flag);
  13431. }
  13432. break;
  13433. case UNT_NETHERWORLD:
  13434. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13435. if (!(tsc && tsc->data[type])) {
  13436. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13437. sg->limit = DIFF_TICK(tick,sg->tick);
  13438. sg->unit_id = UNT_USED_TRAPS;
  13439. }
  13440. }
  13441. break;
  13442. case UNT_THORNS_TRAP:
  13443. if( tsc ) {
  13444. if( !sg->val2 ) {
  13445. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13446. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13447. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13448. if( td )
  13449. sec = DIFF_TICK(td->tick, tick);
  13450. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13451. clif_fixpos(bl);
  13452. sg->val2 = bl->id;
  13453. } else
  13454. sec = 3000; // Couldn't trap it?
  13455. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13456. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13457. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13458. }
  13459. break;
  13460. case UNT_WALLOFTHORN:
  13461. if (unit->val2-- <= 0) // Max hit reached
  13462. break;
  13463. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13464. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13465. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13466. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  13467. break;
  13468. case UNT_DEMONIC_FIRE:
  13469. switch( sg->val2 ) {
  13470. case 1:
  13471. default:
  13472. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  13473. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13474. break;
  13475. }
  13476. break;
  13477. case UNT_HELLS_PLANT:
  13478. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  13479. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  13480. break;
  13481. case UNT_ZEPHYR:
  13482. if (ss == bl)
  13483. break; // Doesn't affect the Elemental
  13484. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13485. break;
  13486. case UNT_CLOUD_KILL:
  13487. if (tsc && !tsc->data[type])
  13488. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13489. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13490. break;
  13491. case UNT_VACUUM_EXTREME:
  13492. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13493. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13494. return 0;
  13495. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) // Apply effect and suck non-walking targets one-by-one each n seconds
  13496. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13497. break;
  13498. case UNT_BANDING:
  13499. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13500. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13501. break;
  13502. case UNT_FIRE_MANTLE:
  13503. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13504. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13505. break;
  13506. case UNT_ZENKAI_WATER:
  13507. case UNT_ZENKAI_LAND:
  13508. case UNT_ZENKAI_FIRE:
  13509. case UNT_ZENKAI_WIND:
  13510. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13511. switch( sg->unit_id ) {
  13512. case UNT_ZENKAI_WATER:
  13513. switch (rnd()%2 + 1) {
  13514. case 1:
  13515. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13516. break;
  13517. case 2:
  13518. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13519. break;
  13520. }
  13521. break;
  13522. case UNT_ZENKAI_LAND:
  13523. switch (rnd()%2 + 1) {
  13524. case 1:
  13525. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13526. break;
  13527. case 2:
  13528. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13529. break;
  13530. }
  13531. break;
  13532. case UNT_ZENKAI_FIRE:
  13533. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13534. break;
  13535. case UNT_ZENKAI_WIND:
  13536. switch (rnd()%3 + 1) {
  13537. case 1:
  13538. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13539. break;
  13540. case 2:
  13541. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13542. break;
  13543. case 3:
  13544. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13545. break;
  13546. }
  13547. break;
  13548. }
  13549. } else
  13550. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13551. break;
  13552. case UNT_LAVA_SLIDE:
  13553. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13554. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13555. sg->limit = DIFF_TICK(tick, sg->tick);
  13556. break;
  13557. case UNT_POISON_MIST:
  13558. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13559. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13560. break;
  13561. case UNT_CHAOSPANIC:
  13562. if (tsc && tsc->data[type])
  13563. break;
  13564. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13565. break;
  13566. case UNT_B_TRAP:
  13567. if (tsc && tsc->data[type])
  13568. break;
  13569. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13570. unit->val2++; // Mark as ever been used
  13571. break;
  13572. case UNT_FIRE_RAIN:
  13573. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13574. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13575. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13576. break;
  13577. case UNT_MAGMA_ERUPTION:
  13578. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13579. break;
  13580. }
  13581. if (bl->type == BL_MOB && ss != bl)
  13582. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13583. return skill_id;
  13584. }
  13585. /**
  13586. * Triggered when a char steps out of a skill unit
  13587. * @param src Skill unit from char moved out
  13588. * @param bl Char
  13589. * @param tick
  13590. */
  13591. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13592. {
  13593. struct skill_unit_group *sg;
  13594. struct status_change *sc;
  13595. struct status_change_entry *sce;
  13596. enum sc_type type;
  13597. nullpo_ret(src);
  13598. nullpo_ret(bl);
  13599. nullpo_ret(sg=src->group);
  13600. sc = status_get_sc(bl);
  13601. type = status_skill2sc(sg->skill_id);
  13602. sce = (sc && type != -1)?sc->data[type]:NULL;
  13603. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13604. return 0;
  13605. switch(sg->unit_id){
  13606. case UNT_SAFETYWALL:
  13607. case UNT_PNEUMA:
  13608. case UNT_EPICLESIS://Arch Bishop
  13609. if (sce)
  13610. status_change_end(bl, type, INVALID_TIMER);
  13611. break;
  13612. #ifndef RENEWAL
  13613. case UNT_BASILICA:
  13614. if (sce && sce->val4 != bl->id)
  13615. status_change_end(bl, type, INVALID_TIMER);
  13616. break;
  13617. #endif
  13618. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13619. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13620. status_change_end(bl, type, INVALID_TIMER);
  13621. break;
  13622. case UNT_DISSONANCE:
  13623. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13624. {
  13625. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13626. if(skill_get_inf2(i, INF2_ISSONG)) {
  13627. type = status_skill2sc(i);
  13628. sce = (sc && type != -1)?sc->data[type]:NULL;
  13629. if(sce)
  13630. return i;
  13631. }
  13632. }
  13633. }
  13634. case UNT_WHISTLE:
  13635. case UNT_ASSASSINCROSS:
  13636. case UNT_POEMBRAGI:
  13637. case UNT_APPLEIDUN:
  13638. case UNT_HUMMING:
  13639. case UNT_DONTFORGETME:
  13640. case UNT_FORTUNEKISS:
  13641. case UNT_SERVICEFORYOU:
  13642. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13643. return -1;
  13644. }
  13645. return sg->skill_id;
  13646. }
  13647. /**
  13648. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13649. * @param skill_id Skill ID
  13650. * @param bl A char
  13651. * @param tick
  13652. */
  13653. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13654. {
  13655. struct status_change *sc;
  13656. struct status_change_entry *sce;
  13657. enum sc_type type;
  13658. sc = status_get_sc(bl);
  13659. if (sc && !sc->count)
  13660. sc = NULL;
  13661. type = status_skill2sc(skill_id);
  13662. sce = (sc && type != -1)?sc->data[type]:NULL;
  13663. switch (skill_id)
  13664. {
  13665. case WZ_QUAGMIRE:
  13666. if (bl->type==BL_MOB)
  13667. break;
  13668. if (sce)
  13669. status_change_end(bl, type, INVALID_TIMER);
  13670. break;
  13671. case BD_LULLABY:
  13672. case BD_RICHMANKIM:
  13673. case BD_ETERNALCHAOS:
  13674. case BD_DRUMBATTLEFIELD:
  13675. case BD_RINGNIBELUNGEN:
  13676. case BD_ROKISWEIL:
  13677. case BD_INTOABYSS:
  13678. case BD_SIEGFRIED:
  13679. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13680. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13681. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13682. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13683. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13684. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13685. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13686. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13687. }
  13688. case MH_STEINWAND:
  13689. case MG_SAFETYWALL:
  13690. case AL_PNEUMA:
  13691. case SA_VOLCANO:
  13692. case SA_DELUGE:
  13693. case SA_VIOLENTGALE:
  13694. case CG_HERMODE:
  13695. #ifndef RENEWAL
  13696. case HW_GRAVITATION:
  13697. case HP_BASILICA:
  13698. #endif
  13699. case NJ_SUITON:
  13700. case SC_MAELSTROM:
  13701. case EL_WATER_BARRIER:
  13702. case EL_ZEPHYR:
  13703. case EL_POWER_OF_GAIA:
  13704. case SO_WARMER:
  13705. case SO_FIRE_INSIGNIA:
  13706. case SO_WATER_INSIGNIA:
  13707. case SO_WIND_INSIGNIA:
  13708. case SO_EARTH_INSIGNIA:
  13709. case SJ_BOOKOFCREATINGSTAR:
  13710. case SC_BLOODYLUST:
  13711. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13712. case GN_FIRE_EXPANSION_TEAR_GAS:
  13713. case LG_KINGS_GRACE:
  13714. case NC_STEALTHFIELD:
  13715. case NC_NEUTRALBARRIER:
  13716. case SU_NYANGGRASS:
  13717. if (sce)
  13718. status_change_end(bl, type, INVALID_TIMER);
  13719. break;
  13720. case BA_DISSONANCE:
  13721. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13722. {
  13723. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13724. if(skill_get_inf2(i, INF2_ISSONG)){
  13725. type = status_skill2sc(i);
  13726. sce = (sc && type != -1)?sc->data[type]:NULL;
  13727. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13728. delete_timer(sce->timer, status_change_timer);
  13729. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13730. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13731. }
  13732. }
  13733. }
  13734. }
  13735. break;
  13736. case BA_POEMBRAGI:
  13737. case BA_WHISTLE:
  13738. case BA_ASSASSINCROSS:
  13739. case BA_APPLEIDUN:
  13740. case DC_HUMMING:
  13741. case DC_DONTFORGETME:
  13742. case DC_FORTUNEKISS:
  13743. case DC_SERVICEFORYOU:
  13744. if (sce)
  13745. {
  13746. delete_timer(sce->timer, status_change_timer);
  13747. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13748. //not possible on our current implementation.
  13749. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13750. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13751. }
  13752. break;
  13753. case PF_FOGWALL:
  13754. if (sce)
  13755. {
  13756. status_change_end(bl, type, INVALID_TIMER);
  13757. if ((sce=sc->data[SC_BLIND]))
  13758. {
  13759. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13760. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13761. else {
  13762. delete_timer(sce->timer, status_change_timer);
  13763. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13764. }
  13765. }
  13766. }
  13767. break;
  13768. case GD_LEADERSHIP:
  13769. case GD_GLORYWOUNDS:
  13770. case GD_SOULCOLD:
  13771. case GD_HAWKEYES:
  13772. if( !(sce && sce->val4) )
  13773. status_change_end(bl, type, INVALID_TIMER);
  13774. break;
  13775. }
  13776. return skill_id;
  13777. }
  13778. /*==========================================
  13779. * Invoked when a unit cell has been placed/removed/deleted.
  13780. * flag values:
  13781. * flag&1: Invoke onplace function (otherwise invoke onout)
  13782. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13783. * flag&8: Recursive
  13784. *------------------------------------------*/
  13785. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13786. {
  13787. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13788. struct skill_unit_group* group = unit->group;
  13789. t_tick tick = va_arg(ap,t_tick);
  13790. unsigned int flag = va_arg(ap,unsigned int);
  13791. uint16 skill_id;
  13792. bool dissonance = false;
  13793. bool isTarget = false;
  13794. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13795. return 0;
  13796. nullpo_ret(group);
  13797. if( !(flag&8) ) {
  13798. dissonance = skill_dance_switch(unit, 0);
  13799. //Target-type check.
  13800. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13801. }
  13802. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13803. skill_id = group->skill_id;
  13804. if( isTarget ){
  13805. if( flag&1 )
  13806. skill_unit_onplace(unit,bl,tick);
  13807. else {
  13808. if( skill_unit_onout(unit,bl,tick) == -1 )
  13809. return 0; // Don't let a Bard/Dancer update their own song timer
  13810. }
  13811. if( flag&4 )
  13812. skill_unit_onleft(skill_id, bl, tick);
  13813. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13814. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13815. if( dissonance ) {
  13816. skill_dance_switch(unit, 1);
  13817. //we placed a dissonance, let's update
  13818. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13819. }
  13820. return 0;
  13821. }
  13822. /**
  13823. * Check skill unit while receiving damage
  13824. * @param unit Skill unit
  13825. * @param damage Received damage
  13826. * @return Damage
  13827. */
  13828. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13829. {
  13830. struct skill_unit_group *sg;
  13831. nullpo_ret(unit);
  13832. nullpo_ret(sg = unit->group);
  13833. switch( sg->unit_id ) {
  13834. case UNT_BLASTMINE:
  13835. case UNT_SKIDTRAP:
  13836. case UNT_LANDMINE:
  13837. case UNT_SHOCKWAVE:
  13838. case UNT_SANDMAN:
  13839. case UNT_FLASHER:
  13840. case UNT_CLAYMORETRAP:
  13841. case UNT_FREEZINGTRAP:
  13842. case UNT_ANKLESNARE:
  13843. case UNT_ICEWALL:
  13844. case UNT_WALLOFTHORN:
  13845. case UNT_REVERBERATION:
  13846. case UNT_NETHERWORLD:
  13847. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13848. break;
  13849. default:
  13850. damage = 0;
  13851. break;
  13852. }
  13853. return damage;
  13854. }
  13855. /**
  13856. * Check char condition around the skill caster
  13857. * @param bl Char around area
  13858. * @param *c Counter for 'valid' condition found
  13859. * @param *p_sd Stores 'rid' of char found
  13860. * @param skill_id Skill ID
  13861. * @param skill_lv Level of used skill
  13862. */
  13863. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13864. {
  13865. int *c, skill_id;
  13866. struct block_list *src;
  13867. struct map_session_data *sd;
  13868. struct map_session_data *tsd;
  13869. int *p_sd; //Contains the list of characters found.
  13870. nullpo_ret(bl);
  13871. nullpo_ret(tsd=(struct map_session_data*)bl);
  13872. nullpo_ret(src=va_arg(ap,struct block_list *));
  13873. nullpo_ret(sd=(struct map_session_data*)src);
  13874. c=va_arg(ap,int *);
  13875. p_sd = va_arg(ap, int *);
  13876. skill_id = va_arg(ap,int);
  13877. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13878. if (skill_id == PR_BENEDICTIO) {
  13879. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13880. return 0;
  13881. }
  13882. else if (is_chorus || skill_id == WL_COMET) {
  13883. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13884. return 0;
  13885. }
  13886. else if (*c >= 1) // Check for one companion for all other cases.
  13887. return 0;
  13888. if (bl == src)
  13889. return 0;
  13890. if(pc_isdead(tsd))
  13891. return 0;
  13892. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13893. return 0;
  13894. if( is_chorus ) {
  13895. if( tsd->status.party_id && sd->status.party_id &&
  13896. tsd->status.party_id == sd->status.party_id &&
  13897. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13898. p_sd[(*c)++] = tsd->bl.id;
  13899. return 1;
  13900. } else {
  13901. switch(skill_id) {
  13902. case PR_BENEDICTIO: {
  13903. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13904. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13905. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13906. && sd->status.sp >= 10)
  13907. p_sd[(*c)++]=tsd->bl.id;
  13908. return 1;
  13909. }
  13910. case AB_ADORAMUS:
  13911. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13912. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13913. p_sd[(*c)++] = tsd->bl.id;
  13914. return 1;
  13915. case WL_COMET:
  13916. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13917. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13918. p_sd[(*c)++] = tsd->bl.id;
  13919. return 1;
  13920. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13921. {
  13922. uint16 skill_lv;
  13923. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13924. return 0;
  13925. if (sd->status.sex != tsd->status.sex &&
  13926. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13927. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13928. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13929. sd->status.party_id && tsd->status.party_id &&
  13930. sd->status.party_id == tsd->status.party_id &&
  13931. !tsd->sc.data[SC_DANCING])
  13932. {
  13933. p_sd[(*c)++]=tsd->bl.id;
  13934. return skill_lv;
  13935. }
  13936. }
  13937. break;
  13938. }
  13939. }
  13940. return 0;
  13941. }
  13942. /**
  13943. * Checks and stores partners for ensemble skills [Skotlex]
  13944. * Max partners is 2.
  13945. * @param sd Caster
  13946. * @param skill_id
  13947. * @param skill_lv
  13948. * @param range Area range to check
  13949. * @param cast_flag Special handle
  13950. */
  13951. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13952. {
  13953. static int c=0;
  13954. static int p_sd[MAX_PARTY];
  13955. int i;
  13956. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13957. if (!sd)
  13958. return 0;
  13959. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13960. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13961. if (cast_flag) { //Execute the skill on the partners.
  13962. struct map_session_data* tsd;
  13963. switch (skill_id) {
  13964. case PR_BENEDICTIO:
  13965. for (i = 0; i < c; i++) {
  13966. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13967. status_charge(&tsd->bl, 0, 10);
  13968. }
  13969. return c;
  13970. case AB_ADORAMUS:
  13971. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13972. i = 2 * (*skill_lv);
  13973. status_charge(&tsd->bl, 0, i);
  13974. }
  13975. break;
  13976. default:
  13977. if( is_chorus )
  13978. break;//Chorus skills are not to be parsed as ensembles
  13979. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13980. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13981. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13982. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13983. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13984. tsd->skill_id_dance = skill_id;
  13985. tsd->skill_lv_dance = *skill_lv;
  13986. }
  13987. }
  13988. return c;
  13989. }
  13990. }
  13991. //Else: new search for partners.
  13992. c = 0;
  13993. memset (p_sd, 0, sizeof(p_sd));
  13994. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13995. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13996. *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.
  13997. return c;
  13998. }
  13999. /**
  14000. * Sub function to count how many spawned mob is around.
  14001. * Some skills check with matched AI.
  14002. * @param rid Source ID
  14003. * @param mob_class Monster ID
  14004. * @param skill_id Used skill
  14005. * @param *c Counter for found monster
  14006. */
  14007. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  14008. {
  14009. int *c,src_id,mob_class,skill;
  14010. uint16 ai;
  14011. struct mob_data *md;
  14012. md=(struct mob_data*)bl;
  14013. src_id=va_arg(ap,int);
  14014. mob_class=va_arg(ap,int);
  14015. skill=va_arg(ap,int);
  14016. c=va_arg(ap,int *);
  14017. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  14018. if( md->master_id != src_id || md->special_state.ai != ai)
  14019. return 0; //Non alchemist summoned mobs have nothing to do here.
  14020. if(md->mob_id==mob_class)
  14021. (*c)++;
  14022. return 1;
  14023. }
  14024. /**
  14025. * Determines if a given skill should be made to consume ammo
  14026. * when used by the player. [Skotlex]
  14027. * @param sd Player
  14028. * @param skill_id Skill ID
  14029. * @return True if skill is need ammo; False otherwise.
  14030. */
  14031. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  14032. {
  14033. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14034. return (
  14035. battle_config.arrow_decrement == 2 &&
  14036. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  14037. skill_id != HT_PHANTASMIC &&
  14038. skill->skill_type == BF_WEAPON &&
  14039. !skill->nk[NK_NODAMAGE] &&
  14040. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  14041. );
  14042. }
  14043. /**
  14044. * Check SC required to cast a skill
  14045. * @param sc
  14046. * @param skill_id
  14047. * @return True if condition is met, False otherwise
  14048. **/
  14049. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  14050. struct status_change *sc = NULL;
  14051. if (require->status.empty())
  14052. return true;
  14053. nullpo_ret(sd);
  14054. if (!require)
  14055. return false;
  14056. if (!(sc = &sd->sc)) {
  14057. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14058. return false;
  14059. }
  14060. /* May has multiple requirements */
  14061. for (const auto &reqStatus : require->status) {
  14062. if (reqStatus == SC_NONE)
  14063. continue;
  14064. switch (reqStatus) {
  14065. /* Official fail msg */
  14066. case SC_PUSH_CART:
  14067. if (!sc->data[SC_PUSH_CART]) {
  14068. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  14069. return false;
  14070. }
  14071. break;
  14072. case SC_POISONINGWEAPON:
  14073. if (!sc->data[SC_POISONINGWEAPON]) {
  14074. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  14075. return false;
  14076. }
  14077. break;
  14078. case GC_COUNTERSLASH:
  14079. if (!sc->data[SC_WEAPONBLOCK_ON]) {
  14080. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14081. return false;
  14082. }
  14083. break;
  14084. default:
  14085. if (!sc->data[reqStatus]) {
  14086. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14087. return false;
  14088. }
  14089. break;
  14090. }
  14091. }
  14092. return true;
  14093. }
  14094. /**
  14095. * Check skill condition when cast begin
  14096. * For ammo, only check if the skill need ammo
  14097. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  14098. * @param sd Player who uses skill
  14099. * @param skill_id ID of used skill
  14100. * @param skill_lv Level of used skill
  14101. * @return true: All condition passed, false: Failed
  14102. */
  14103. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14104. {
  14105. struct status_data *status;
  14106. struct status_change *sc;
  14107. struct s_skill_condition require;
  14108. int i;
  14109. nullpo_retr(false,sd);
  14110. if (sd->chatID)
  14111. return false;
  14112. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  14113. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14114. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14115. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14116. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14117. return true;
  14118. }
  14119. switch( sd->menuskill_id ) {
  14120. case AM_PHARMACY:
  14121. switch( skill_id ) {
  14122. case AM_PHARMACY:
  14123. case AC_MAKINGARROW:
  14124. case BS_REPAIRWEAPON:
  14125. case AM_TWILIGHT1:
  14126. case AM_TWILIGHT2:
  14127. case AM_TWILIGHT3:
  14128. return false;
  14129. }
  14130. break;
  14131. case GN_MIX_COOKING:
  14132. case GN_S_PHARMACY:
  14133. case GN_CHANGEMATERIAL:
  14134. if( sd->menuskill_id != skill_id )
  14135. return false;
  14136. break;
  14137. }
  14138. status = &sd->battle_status;
  14139. sc = &sd->sc;
  14140. if( !sc->count )
  14141. sc = NULL;
  14142. if( sd->skillitem == skill_id )
  14143. {
  14144. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  14145. sd->state.abra_flag = 0;
  14146. else
  14147. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  14148. if( (i = sd->itemindex) == -1 ||
  14149. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14150. sd->inventory_data[i] == NULL ||
  14151. !sd->inventory_data[i]->flag.delay_consume ||
  14152. sd->inventory.u.items_inventory[i].amount < 1
  14153. )
  14154. { //Something went wrong, item exploit?
  14155. sd->itemid = sd->itemindex = -1;
  14156. return false;
  14157. }
  14158. //Consume
  14159. sd->itemid = sd->itemindex = -1;
  14160. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  14161. ; //Do not consume item.
  14162. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14163. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14164. }
  14165. if(!sd->skillitem_keep_requirement)
  14166. return true;
  14167. }
  14168. if( pc_is90overweight(sd) ) {
  14169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14170. return false;
  14171. }
  14172. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14173. return false;
  14174. //Checks if disabling skill - in which case no SP requirements are necessary
  14175. if( sc && skill_disable_check(sc,skill_id))
  14176. return true;
  14177. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14178. // Check the skills that can be used while mounted on a warg
  14179. if( pc_isridingwug(sd) ) {
  14180. if(!inf2[INF2_ALLOWONWARG])
  14181. return false; // in official there is no message.
  14182. }
  14183. if( pc_ismadogear(sd) ) {
  14184. // Skills that are unusable when Mado is equipped. [Jobbie]
  14185. if(!inf2[INF2_ALLOWONMADO]){
  14186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14187. return false;
  14188. }
  14189. }
  14190. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14191. // return false;
  14192. require = skill_get_requirement(sd,skill_id,skill_lv);
  14193. //Can only update state when weapon/arrow info is checked.
  14194. sd->state.arrow_atk = require.ammo?1:0;
  14195. // perform skill-group checks
  14196. if(inf2[INF2_ISCHORUS]) {
  14197. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14198. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14199. return false;
  14200. }
  14201. }
  14202. else if(inf2[INF2_ISENSEMBLE]) {
  14203. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14205. return false;
  14206. }
  14207. }
  14208. // perform skill-specific checks (and actions)
  14209. switch( skill_id ) {
  14210. case RG_GRAFFITI:
  14211. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14213. return false;
  14214. }
  14215. break;
  14216. case SO_SPELLFIST:
  14217. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14219. return false;
  14220. }
  14221. case SA_CASTCANCEL:
  14222. if(sd->ud.skilltimer == INVALID_TIMER) {
  14223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14224. return false;
  14225. }
  14226. break;
  14227. case AS_CLOAKING:
  14228. {
  14229. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14230. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14231. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14232. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14233. int di;
  14234. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14235. if( di == 8 ) {
  14236. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14237. return false;
  14238. }
  14239. }
  14240. break;
  14241. }
  14242. case AL_WARP:
  14243. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14244. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14245. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14246. return false;
  14247. }
  14248. break;
  14249. case AL_HOLYWATER:
  14250. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14252. return false;
  14253. }
  14254. break;
  14255. case MO_CALLSPIRITS:
  14256. if(sc && sc->data[SC_RAISINGDRAGON])
  14257. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14258. if(sd->spiritball >= skill_lv) {
  14259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14260. return false;
  14261. }
  14262. break;
  14263. case MO_FINGEROFFENSIVE:
  14264. case GS_FLING:
  14265. case SR_RIDEINLIGHTNING:
  14266. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14267. sd->spiritball_old = require.spiritball = sd->spiritball;
  14268. else
  14269. sd->spiritball_old = require.spiritball;
  14270. break;
  14271. case MO_CHAINCOMBO:
  14272. if(!sc)
  14273. return false;
  14274. if(sc->data[SC_BLADESTOP])
  14275. break;
  14276. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14277. break;
  14278. return false;
  14279. case MO_COMBOFINISH:
  14280. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14281. return false;
  14282. break;
  14283. case CH_TIGERFIST:
  14284. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14285. return false;
  14286. break;
  14287. case CH_CHAINCRUSH:
  14288. if(!(sc && sc->data[SC_COMBO]))
  14289. return false;
  14290. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14291. return false;
  14292. break;
  14293. case SJ_SOLARBURST:
  14294. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14295. return 0;
  14296. break;
  14297. case MO_EXTREMITYFIST:
  14298. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14299. // return false;
  14300. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14301. break;
  14302. if( sc && sc->data[SC_COMBO] ) {
  14303. switch(sc->data[SC_COMBO]->val1) {
  14304. case MO_COMBOFINISH:
  14305. case CH_TIGERFIST:
  14306. case CH_CHAINCRUSH:
  14307. break;
  14308. default:
  14309. return false;
  14310. }
  14311. }
  14312. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14314. return false;
  14315. }
  14316. #ifdef RENEWAL
  14317. sd->spiritball_old = sd->spiritball;
  14318. #endif
  14319. break;
  14320. case TK_MISSION:
  14321. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14323. return false;
  14324. }
  14325. break;
  14326. case ASC_EDP:
  14327. #ifdef RENEWAL
  14328. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14329. #else
  14330. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14331. #endif
  14332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14333. return false;
  14334. }
  14335. break;
  14336. case TK_READYCOUNTER:
  14337. case TK_READYDOWN:
  14338. case TK_READYSTORM:
  14339. case TK_READYTURN:
  14340. case TK_JUMPKICK:
  14341. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14342. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14343. return false;
  14344. }
  14345. break;
  14346. case TK_TURNKICK:
  14347. case TK_STORMKICK:
  14348. case TK_DOWNKICK:
  14349. case TK_COUNTER:
  14350. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14351. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14352. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14353. return false; //Combo needs to be ready
  14354. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14355. //Do not repeat a kick.
  14356. if (sc->data[SC_COMBO]->val3 != skill_id)
  14357. break;
  14358. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14359. return false;
  14360. }
  14361. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14362. unit_cancel_combo(&sd->bl);
  14363. return false;
  14364. }
  14365. break; //Combo ready.
  14366. #ifndef RENEWAL
  14367. case BD_ADAPTATION:
  14368. {
  14369. int time;
  14370. if(!(sc && sc->data[SC_DANCING])) {
  14371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14372. return false;
  14373. }
  14374. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14375. if (skill_get_time(
  14376. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14377. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14378. - time < skill_get_time2(skill_id,skill_lv))
  14379. {
  14380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14381. return false;
  14382. }
  14383. }
  14384. break;
  14385. #endif
  14386. case PR_BENEDICTIO:
  14387. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14388. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14389. return false;
  14390. }
  14391. break;
  14392. case SL_SMA:
  14393. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14394. return false;
  14395. break;
  14396. case HT_POWER:
  14397. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14398. return false;
  14399. break;
  14400. #ifndef RENEWAL
  14401. case CG_HERMODE:
  14402. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14404. return false;
  14405. }
  14406. break;
  14407. #endif
  14408. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14409. {
  14410. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14411. int size = range*2+1;
  14412. for (s=0;s<size*size;s++) {
  14413. int x = sd->bl.x+(s%size-range);
  14414. int y = sd->bl.y+(s/size-range);
  14415. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14417. return false;
  14418. }
  14419. }
  14420. }
  14421. break;
  14422. case PR_REDEMPTIO:
  14423. case LG_INSPIRATION:
  14424. {
  14425. unsigned int exp, exp_needp = 0;
  14426. switch (skill_id) {
  14427. case PR_REDEMPTIO:
  14428. exp_needp = battle_config.exp_cost_redemptio;
  14429. break;
  14430. case LG_INSPIRATION:
  14431. exp_needp = battle_config.exp_cost_inspiration;
  14432. break;
  14433. }
  14434. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  14435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14436. return false;
  14437. }
  14438. break;
  14439. }
  14440. #ifndef RENEWAL
  14441. case HP_BASILICA:
  14442. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14443. if( sd ) {
  14444. // When castbegin, needs 7x7 clear area
  14445. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14446. int size = range*2+1;
  14447. for( s=0;s<size*size;s++ ) {
  14448. int x = sd->bl.x+(s%size-range);
  14449. int y = sd->bl.y+(s/size-range);
  14450. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14451. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14452. return false;
  14453. }
  14454. }
  14455. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  14456. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14457. return false;
  14458. }
  14459. }
  14460. }
  14461. break;
  14462. #endif
  14463. case AM_TWILIGHT2:
  14464. case AM_TWILIGHT3:
  14465. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14467. return false;
  14468. }
  14469. break;
  14470. case SG_SUN_WARM:
  14471. case SG_MOON_WARM:
  14472. case SG_STAR_WARM:
  14473. if (sc && sc->data[SC_MIRACLE])
  14474. break;
  14475. i = skill_id-SG_SUN_WARM;
  14476. if (sd->bl.m == sd->feel_map[i].m)
  14477. break;
  14478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14479. return false;
  14480. break;
  14481. case SG_SUN_COMFORT:
  14482. case SG_MOON_COMFORT:
  14483. case SG_STAR_COMFORT:
  14484. if (sc && sc->data[SC_MIRACLE])
  14485. break;
  14486. i = skill_id-SG_SUN_COMFORT;
  14487. if (sd->bl.m == sd->feel_map[i].m &&
  14488. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14489. break;
  14490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14491. return false;
  14492. case SG_FUSION:
  14493. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14494. break;
  14495. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14496. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14497. if( require.sp > 0 ) {
  14498. if (status->sp < (unsigned int)require.sp)
  14499. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14500. else
  14501. status_zap(&sd->bl, 0, require.sp);
  14502. }
  14503. return false;
  14504. case GD_BATTLEORDER:
  14505. case GD_REGENERATION:
  14506. case GD_RESTORE:
  14507. if (!map_flag_gvg2(sd->bl.m)) {
  14508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14509. return false;
  14510. }
  14511. case GD_EMERGENCYCALL:
  14512. case GD_ITEMEMERGENCYCALL:
  14513. // other checks were already done in skill_isNotOk()
  14514. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  14515. return false;
  14516. break;
  14517. case GS_GLITTERING:
  14518. case RL_RICHS_COIN:
  14519. if(sd->spiritball >= 10) {
  14520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14521. return false;
  14522. }
  14523. break;
  14524. case NJ_ISSEN:
  14525. #ifdef RENEWAL
  14526. if (status->hp < (status->hp/100)) {
  14527. #else
  14528. if (status->hp < 2) {
  14529. #endif
  14530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14531. return false;
  14532. }
  14533. case NJ_BUNSINJYUTSU:
  14534. if (!(sc && sc->data[SC_NEN])) {
  14535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14536. return false;
  14537. }
  14538. break;
  14539. case NJ_ZENYNAGE:
  14540. case KO_MUCHANAGE:
  14541. if(sd->status.zeny < require.zeny) {
  14542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14543. return false;
  14544. }
  14545. break;
  14546. case PF_HPCONVERSION:
  14547. if (status->sp == status->max_sp)
  14548. return false; //Unusable when at full SP.
  14549. break;
  14550. case SP_KAUTE: // Fail if below 30% MaxHP.
  14551. if (status->hp < 30 * status->max_hp / 100) {
  14552. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14553. return false;
  14554. }
  14555. break;
  14556. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14557. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14559. return false;
  14560. }
  14561. break;
  14562. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14563. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14565. return false;
  14566. }
  14567. break;
  14568. case AB_ANCILLA: {
  14569. int count = 0;
  14570. for( i = 0; i < MAX_INVENTORY; i++ )
  14571. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14572. count += sd->inventory.u.items_inventory[i].amount;
  14573. if( count >= 3 ) {
  14574. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14575. return false;
  14576. }
  14577. }
  14578. break;
  14579. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14580. case WL_COMET:
  14581. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14582. && sd->special_state.no_gemstone == 0
  14583. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14585. return false;
  14586. }
  14587. break;
  14588. case WL_SUMMONFB:
  14589. case WL_SUMMONBL:
  14590. case WL_SUMMONWB:
  14591. case WL_SUMMONSTONE:
  14592. if( sc ) {
  14593. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14594. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14596. return false;
  14597. }
  14598. }
  14599. break;
  14600. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14601. if( sc ) {
  14602. int j = 0;
  14603. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14604. if( sc->data[i] ) {
  14605. j++;
  14606. }
  14607. if( j < 4 ) { // Need 4 spheres minimum
  14608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14609. return false;
  14610. }
  14611. }
  14612. else { // no status at all? no spheres present
  14613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14614. return false;
  14615. }
  14616. break;
  14617. case GC_HALLUCINATIONWALK:
  14618. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14620. return false;
  14621. }
  14622. break;
  14623. case GC_WEAPONCRUSH:
  14624. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  14625. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14626. return false;
  14627. }
  14628. break;
  14629. case RA_WUGMASTERY:
  14630. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14632. return false;
  14633. }
  14634. break;
  14635. case RA_WUGSTRIKE:
  14636. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14638. return false;
  14639. }
  14640. break;
  14641. case RA_WUGRIDER:
  14642. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14644. return false;
  14645. }
  14646. break;
  14647. case RA_WUGDASH:
  14648. if(!pc_isridingwug(sd)) {
  14649. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14650. return false;
  14651. }
  14652. else {
  14653. int16 sx = sd->bl.x;
  14654. int16 sy = sd->bl.y;
  14655. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14656. switch (dir) {
  14657. case 0: case 8: sy++; break;
  14658. case 1: sx--; sy++; break;
  14659. case 2: sx--; break;
  14660. case 3: sx--; sy--; break;
  14661. case 4: sy--; break;
  14662. case 5: sx++; sy--; break;
  14663. case 6: sx++; break;
  14664. case 7: sx++; sy++; break;
  14665. }
  14666. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14667. return false;
  14668. }
  14669. }
  14670. break;
  14671. case LG_BANDING:
  14672. if( sc && sc->data[SC_INSPIRATION] ) {
  14673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14674. return false;
  14675. }
  14676. break;
  14677. case LG_PRESTIGE:
  14678. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14680. return false;
  14681. }
  14682. break;
  14683. case LG_RAGEBURST:
  14684. if( sd->spiritball == 0 ) {
  14685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14686. return false;
  14687. }
  14688. sd->spiritball_old = require.spiritball = sd->spiritball;
  14689. break;
  14690. case LG_SHIELDSPELL: {
  14691. short index = sd->equip_index[EQI_HAND_L];
  14692. struct item_data *shield_data = NULL;
  14693. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14694. shield_data = sd->inventory_data[index];
  14695. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14696. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14697. break;
  14698. }
  14699. }
  14700. break;
  14701. case LG_HESPERUSLIT:
  14702. if (sc && sc->data[SC_INSPIRATION])
  14703. return true; // Don't check for partner.
  14704. if (!(sc && sc->data[SC_BANDING])) {
  14705. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14706. return false;
  14707. }
  14708. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3)
  14709. return false; // Just fails, no msg here.
  14710. break;
  14711. case LG_RAYOFGENESIS:
  14712. if (sc && sc->data[SC_INSPIRATION])
  14713. return true; // Don't check for partner.
  14714. break;
  14715. case SR_FALLENEMPIRE:
  14716. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14717. return false;
  14718. break;
  14719. case SR_CRESCENTELBOW:
  14720. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14721. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14722. return false;
  14723. }
  14724. break;
  14725. case SR_CURSEDCIRCLE:
  14726. if (map_flag_gvg2(sd->bl.m)) {
  14727. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14728. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14729. char output[128];
  14730. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14731. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14732. return false;
  14733. }
  14734. }
  14735. if( sd->spiritball > 0 )
  14736. sd->spiritball_old = require.spiritball = sd->spiritball;
  14737. else {
  14738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14739. return false;
  14740. }
  14741. break;
  14742. case SR_GATEOFHELL:
  14743. if( sd->spiritball > 0 )
  14744. sd->spiritball_old = require.spiritball;
  14745. break;
  14746. case SC_MANHOLE:
  14747. case SC_DIMENSIONDOOR:
  14748. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14749. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14750. return false;
  14751. }
  14752. break;
  14753. case SC_FEINTBOMB:
  14754. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14755. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14756. return false;
  14757. }
  14758. break;
  14759. case WM_GREAT_ECHO: {
  14760. int count;
  14761. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14762. if( count < 1 ) {
  14763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14764. return false;
  14765. } else
  14766. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14767. }
  14768. break;
  14769. case SO_FIREWALK:
  14770. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14771. if( sc && sc->data[SC_PROPERTYWALK] &&
  14772. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14774. return false;
  14775. }
  14776. break;
  14777. case SO_EL_CONTROL:
  14778. if( !sd->status.ele_id || !sd->ed ) {
  14779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14780. return false;
  14781. }
  14782. break;
  14783. case KO_JYUMONJIKIRI:
  14784. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14785. return true;
  14786. else {
  14787. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14788. return false;
  14789. }
  14790. break;
  14791. case KO_KAHU_ENTEN:
  14792. case KO_HYOUHU_HUBUKI:
  14793. case KO_KAZEHU_SEIRAN:
  14794. case KO_DOHU_KOUKAI:
  14795. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14797. return false;
  14798. }
  14799. break;
  14800. case KO_KAIHOU:
  14801. case KO_ZENKAI:
  14802. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14804. return false;
  14805. }
  14806. break;
  14807. case SJ_FULLMOONKICK:
  14808. if (!(sc && sc->data[SC_NEWMOON])) {
  14809. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14810. return false;
  14811. }
  14812. break;
  14813. case SJ_STAREMPEROR:
  14814. case SJ_NOVAEXPLOSING:
  14815. case SJ_GRAVITYCONTROL:
  14816. case SJ_BOOKOFDIMENSION:
  14817. case SJ_BOOKOFCREATINGSTAR:
  14818. case SP_SOULDIVISION:
  14819. case SP_SOULEXPLOSION:
  14820. if (!map_flag_vs(sd->bl.m)) {
  14821. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14822. return false;
  14823. }
  14824. break;
  14825. case SP_SWHOO:
  14826. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14827. return false;
  14828. break;
  14829. }
  14830. /* check state required */
  14831. switch (require.state) {
  14832. case ST_HIDDEN:
  14833. if(!pc_ishiding(sd)) {
  14834. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14835. return false;
  14836. }
  14837. break;
  14838. case ST_RIDING:
  14839. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14840. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14841. return false;
  14842. }
  14843. break;
  14844. case ST_FALCON:
  14845. if(!pc_isfalcon(sd)) {
  14846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14847. return false;
  14848. }
  14849. break;
  14850. case ST_CART:
  14851. if(!pc_iscarton(sd)) {
  14852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14853. return false;
  14854. }
  14855. break;
  14856. case ST_SHIELD:
  14857. if(sd->status.shield <= 0) {
  14858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14859. return false;
  14860. }
  14861. break;
  14862. case ST_RECOVER_WEIGHT_RATE:
  14863. #ifdef RENEWAL
  14864. if(pc_is70overweight(sd)) {
  14865. #else
  14866. if(pc_is50overweight(sd)) {
  14867. #endif
  14868. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14869. return false;
  14870. }
  14871. break;
  14872. case ST_MOVE_ENABLE:
  14873. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14874. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14875. if (!unit_can_move(&sd->bl)) {
  14876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14877. return false;
  14878. }
  14879. break;
  14880. case ST_WATER:
  14881. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14882. break;
  14883. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14884. break;
  14885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14886. return false;
  14887. case ST_RIDINGDRAGON:
  14888. if( !pc_isridingdragon(sd) ) {
  14889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14890. return false;
  14891. }
  14892. break;
  14893. case ST_WUG:
  14894. if( !pc_iswug(sd) ) {
  14895. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14896. return false;
  14897. }
  14898. break;
  14899. case ST_RIDINGWUG:
  14900. if( !pc_isridingwug(sd) ) {
  14901. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14902. return false;
  14903. }
  14904. break;
  14905. case ST_MADO:
  14906. if( !pc_ismadogear(sd) ) {
  14907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14908. return false;
  14909. }
  14910. break;
  14911. case ST_ELEMENTALSPIRIT:
  14912. case ST_ELEMENTALSPIRIT2:
  14913. if(!sd->ed) {
  14914. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14915. return false;
  14916. }
  14917. break;
  14918. case ST_PECO:
  14919. if(!pc_isriding(sd)) {
  14920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14921. return false;
  14922. }
  14923. break;
  14924. case ST_SUNSTANCE:
  14925. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14926. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14927. return false;
  14928. }
  14929. break;
  14930. case ST_MOONSTANCE:
  14931. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14932. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14933. return false;
  14934. }
  14935. break;
  14936. case ST_STARSTANCE:
  14937. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14938. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14939. return false;
  14940. }
  14941. break;
  14942. case ST_UNIVERSESTANCE:
  14943. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14944. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14945. return false;
  14946. }
  14947. break;
  14948. }
  14949. /* check the status required */
  14950. if (!require.status.empty()) {
  14951. switch (skill_id) {
  14952. // Being checked later in skill_check_condition_castend()
  14953. case WZ_SIGHTRASHER:
  14954. break;
  14955. default:
  14956. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14957. return false;
  14958. break;
  14959. }
  14960. }
  14961. // Check for equipped item(s)
  14962. if (!require.eqItem.empty()) {
  14963. size_t count = require.eqItem.size();
  14964. for (const auto &it : require.eqItem) {
  14965. int32 reqeqit = it;
  14966. if (!reqeqit)
  14967. break; // Skill has no required item(s); get out of here
  14968. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14969. case NC_PILEBUNKER:
  14970. case RL_P_ALTER:
  14971. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14972. count--;
  14973. if (!count) {
  14974. if( skill_id == RL_P_ALTER ){
  14975. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14976. }else{
  14977. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14978. }
  14979. return false;
  14980. } else
  14981. continue;
  14982. }
  14983. break;
  14984. case NC_ACCELERATION:
  14985. case NC_SELFDESTRUCTION:
  14986. case NC_SHAPESHIFT:
  14987. case NC_EMERGENCYCOOL:
  14988. case NC_MAGNETICFIELD:
  14989. case NC_NEUTRALBARRIER:
  14990. case NC_STEALTHFIELD:
  14991. if (pc_search_inventory(sd, reqeqit) == -1) {
  14992. count--;
  14993. if (!count) {
  14994. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, require.eqItem[0]<<16);
  14995. return false;
  14996. } else
  14997. continue;
  14998. }
  14999. break;
  15000. default:
  15001. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  15003. return false;
  15004. }
  15005. break;
  15006. }
  15007. }
  15008. }
  15009. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  15010. //mhp is the max-hp-requirement, that is,
  15011. //you must have this % or less of HP to cast it.
  15012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15013. return false;
  15014. }
  15015. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15016. switch(skill_id) {
  15017. case RA_AIMEDBOLT:
  15018. break;
  15019. default:
  15020. switch((unsigned int)log2(require.weapon)) {
  15021. case W_REVOLVER:
  15022. clif_msg(sd, SKILL_NEED_REVOLVER);
  15023. break;
  15024. case W_RIFLE:
  15025. clif_msg(sd, SKILL_NEED_RIFLE);
  15026. break;
  15027. case W_GATLING:
  15028. clif_msg(sd, SKILL_NEED_GATLING);
  15029. break;
  15030. case W_SHOTGUN:
  15031. clif_msg(sd, SKILL_NEED_SHOTGUN);
  15032. break;
  15033. case W_GRENADE:
  15034. clif_msg(sd, SKILL_NEED_GRENADE);
  15035. break;
  15036. default:
  15037. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  15038. break;
  15039. }
  15040. return false;
  15041. }
  15042. }
  15043. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  15044. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15045. return false;
  15046. }
  15047. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  15048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15049. return false;
  15050. }
  15051. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  15052. switch (skill_id) { // Skills that require soul spheres.
  15053. case SP_SOULGOLEM:
  15054. case SP_SOULSHADOW:
  15055. case SP_SOULFALCON:
  15056. case SP_SOULFAIRY:
  15057. case SP_SOULCURSE:
  15058. case SP_SPA:
  15059. case SP_SHA:
  15060. case SP_SWHOO:
  15061. case SP_SOULUNITY:
  15062. case SP_SOULDIVISION:
  15063. case SP_SOULREAPER:
  15064. case SP_SOULEXPLOSION:
  15065. case SP_KAUTE:
  15066. if (sd->soulball < require.spiritball) {
  15067. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  15068. return false;
  15069. }
  15070. break;
  15071. default: // Skills that require spirit/coin spheres.
  15072. if (sd->spiritball < require.spiritball) {
  15073. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  15074. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  15075. else
  15076. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  15077. return false;
  15078. }
  15079. break;
  15080. }
  15081. }
  15082. return true;
  15083. }
  15084. /**
  15085. * Check skill condition when cast end.
  15086. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  15087. * @param sd Player who uses skill
  15088. * @param skill_id ID of used skill
  15089. * @param skill_lv Level of used skill
  15090. * @return true: All condition passed, false: Failed
  15091. */
  15092. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15093. {
  15094. struct s_skill_condition require;
  15095. struct status_data *status;
  15096. int i;
  15097. short index[MAX_SKILL_ITEM_REQUIRE];
  15098. nullpo_retr(false,sd);
  15099. if( sd->chatID )
  15100. return false;
  15101. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  15102. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15103. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15104. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15105. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15106. return true;
  15107. }
  15108. switch( sd->menuskill_id ) { // Cast start or cast end??
  15109. case AM_PHARMACY:
  15110. switch( skill_id ) {
  15111. case AM_PHARMACY:
  15112. case AC_MAKINGARROW:
  15113. case BS_REPAIRWEAPON:
  15114. case AM_TWILIGHT1:
  15115. case AM_TWILIGHT2:
  15116. case AM_TWILIGHT3:
  15117. return false;
  15118. }
  15119. break;
  15120. case GN_MIX_COOKING:
  15121. case GN_S_PHARMACY:
  15122. case GN_CHANGEMATERIAL:
  15123. if( sd->menuskill_id != skill_id )
  15124. return false;
  15125. break;
  15126. }
  15127. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  15128. return true;
  15129. if( pc_is90overweight(sd) ) {
  15130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15131. return false;
  15132. }
  15133. // perform skill-specific checks (and actions)
  15134. switch( skill_id ) {
  15135. case PR_BENEDICTIO:
  15136. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  15137. break;
  15138. case AM_CANNIBALIZE:
  15139. case AM_SPHEREMINE: {
  15140. int c=0;
  15141. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  15142. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  15143. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  15144. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  15145. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15146. if(c >= maxcount ||
  15147. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  15148. { //Fails when: exceed max limit. There are other plant types already out.
  15149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15150. return false;
  15151. }
  15152. }
  15153. break;
  15154. }
  15155. case NC_SILVERSNIPER:
  15156. case NC_MAGICDECOY: {
  15157. int c = 0;
  15158. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  15159. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  15160. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  15161. if( skill_id == NC_MAGICDECOY ) {
  15162. int j;
  15163. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  15164. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  15165. } else
  15166. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15167. if( c >= maxcount ) {
  15168. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15169. return false;
  15170. }
  15171. }
  15172. }
  15173. break;
  15174. case KO_ZANZOU: {
  15175. int c = 0;
  15176. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  15177. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15178. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15179. return false;
  15180. }
  15181. }
  15182. break;
  15183. }
  15184. status = &sd->battle_status;
  15185. require = skill_get_requirement(sd,skill_id,skill_lv);
  15186. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15188. return false;
  15189. }
  15190. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15192. return false;
  15193. }
  15194. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15195. uint8 extra_ammo = 0;
  15196. #ifdef RENEWAL
  15197. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15198. case WM_SEVERE_RAINSTORM:
  15199. case RL_R_TRIP:
  15200. case RL_FIRE_RAIN:
  15201. extra_ammo = 1;
  15202. break;
  15203. default:
  15204. break;
  15205. }
  15206. #endif
  15207. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15208. clif_arrow_fail(sd,0);
  15209. return false;
  15210. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15211. char e_msg[100];
  15212. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15213. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15214. return false;
  15215. }
  15216. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15217. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15218. return false;
  15219. }
  15220. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15221. skill_get_desc(skill_id),
  15222. require.ammo_qty,
  15223. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  15224. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15225. return false;
  15226. }
  15227. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  15228. //which is the closest we have to wrong ammo type. [Skotlex]
  15229. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15230. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15231. return false;
  15232. }
  15233. }
  15234. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15235. if( !require.itemid[i] )
  15236. continue;
  15237. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15238. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15239. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15241. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15243. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15245. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15247. else if( require.itemid[i] == ITEMID_ANCILLA )
  15248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15249. else
  15250. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, ( require.itemid[i] << 16 ) | require.amount[i] ); // [%s] required '%d' amount.
  15251. return false;
  15252. }
  15253. }
  15254. /* check the status required */
  15255. if (!require.status.empty()) {
  15256. switch (skill_id) {
  15257. case WZ_SIGHTRASHER:
  15258. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15259. return false;
  15260. break;
  15261. default:
  15262. break;
  15263. }
  15264. }
  15265. return true;
  15266. }
  15267. /** Consume skill requirement
  15268. * @param sd Player who uses the skill
  15269. * @param skill_id ID of used skill
  15270. * @param skill_lv Level of used skill
  15271. * @param type Consume type
  15272. * type&1: consume the others (before skill was used);
  15273. * type&2: consume items (after skill was used)
  15274. */
  15275. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15276. {
  15277. struct s_skill_condition require;
  15278. nullpo_retv(sd);
  15279. require = skill_get_requirement(sd,skill_id,skill_lv);
  15280. if( type&1 ) {
  15281. switch( skill_id ) {
  15282. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15283. case MC_IDENTIFY:
  15284. require.sp = 0;
  15285. break;
  15286. case MO_KITRANSLATION:
  15287. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15288. require.spiritball = 0;
  15289. //Fall through
  15290. default:
  15291. if(sd->state.autocast)
  15292. require.sp = 0;
  15293. break;
  15294. }
  15295. if(require.hp || require.sp)
  15296. status_zap(&sd->bl, require.hp, require.sp);
  15297. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15298. switch (skill_id) { // Skills that require soul spheres.
  15299. case SP_SOULGOLEM:
  15300. case SP_SOULSHADOW:
  15301. case SP_SOULFALCON:
  15302. case SP_SOULFAIRY:
  15303. case SP_SOULCURSE:
  15304. case SP_SPA:
  15305. case SP_SHA:
  15306. case SP_SWHOO:
  15307. case SP_SOULUNITY:
  15308. case SP_SOULDIVISION:
  15309. case SP_SOULREAPER:
  15310. case SP_SOULEXPLOSION:
  15311. case SP_KAUTE:
  15312. pc_delsoulball(sd, require.spiritball, 0);
  15313. break;
  15314. default: // Skills that require spirit/coin spheres.
  15315. pc_delspiritball(sd, require.spiritball, 0);
  15316. break;
  15317. }
  15318. }
  15319. else if(require.spiritball == -1) {
  15320. sd->spiritball_old = sd->spiritball;
  15321. pc_delspiritball(sd,sd->spiritball,0);
  15322. }
  15323. if(require.zeny > 0)
  15324. {
  15325. if( skill_id == NJ_ZENYNAGE )
  15326. require.zeny = 0; //Zeny is reduced on skill_attack.
  15327. if( sd->status.zeny < require.zeny )
  15328. require.zeny = sd->status.zeny;
  15329. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15330. }
  15331. }
  15332. if( type&2 ) {
  15333. struct status_change *sc = &sd->sc;
  15334. int n,i;
  15335. if( !sc->count )
  15336. sc = NULL;
  15337. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15338. {
  15339. if( !require.itemid[i] )
  15340. continue;
  15341. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  15342. continue; //Gemstones are checked, but not substracted from inventory.
  15343. switch( skill_id ){
  15344. case SA_SEISMICWEAPON:
  15345. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15346. continue;
  15347. break;
  15348. case SA_FLAMELAUNCHER:
  15349. case SA_VOLCANO:
  15350. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15351. continue;
  15352. break;
  15353. case SA_FROSTWEAPON:
  15354. case SA_DELUGE:
  15355. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15356. continue;
  15357. break;
  15358. case SA_LIGHTNINGLOADER:
  15359. case SA_VIOLENTGALE:
  15360. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15361. continue;
  15362. break;
  15363. }
  15364. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15365. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15366. }
  15367. }
  15368. }
  15369. /**
  15370. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15371. * @param sd Player's that will be checked
  15372. * @param skill_id Skill that's being used
  15373. * @param skill_lv Skill level of used skill
  15374. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15375. */
  15376. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15377. {
  15378. struct s_skill_condition req;
  15379. struct status_data *status;
  15380. struct status_change *sc;
  15381. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15382. bool level_dependent = false;
  15383. memset(&req,0,sizeof(req));
  15384. if( !sd )
  15385. return req;
  15386. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15387. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15388. sc = &sd->sc;
  15389. if( !sc->count )
  15390. sc = NULL;
  15391. //Checks if disabling skill - in which case no SP requirements are necessary
  15392. if( sc && skill_disable_check(sc,skill_id) )
  15393. return req;
  15394. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15395. status = &sd->battle_status;
  15396. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15397. req.hp = skill->require.hp[skill_lv - 1];
  15398. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15399. if(hp_rate > 0)
  15400. req.hp += (status->hp * hp_rate)/100;
  15401. else
  15402. req.hp += (status->max_hp * (-hp_rate))/100;
  15403. req.sp = skill->require.sp[skill_lv-1];
  15404. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15405. req.sp /= 2;
  15406. sp_rate = skill->require.sp_rate[skill_lv-1];
  15407. if(sp_rate > 0)
  15408. req.sp += (status->sp * sp_rate)/100;
  15409. else
  15410. req.sp += (status->max_sp * (-sp_rate))/100;
  15411. if( sd->dsprate != 100 )
  15412. req.sp = req.sp * sd->dsprate / 100;
  15413. for (auto &it : sd->skillusesprate) {
  15414. if (it.id == skill_id) {
  15415. sp_skill_rate_bonus -= it.val;
  15416. break;
  15417. }
  15418. }
  15419. for (auto &it : sd->skillusesp) {
  15420. if (it.id == skill_id) {
  15421. req.sp -= it.val;
  15422. break;
  15423. }
  15424. }
  15425. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15426. req.sp += req.sp * 30 / 100;
  15427. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15428. if( sc ) {
  15429. if( sc->data[SC__LAZINESS] )
  15430. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15431. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  15432. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  15433. if( sc->data[SC_RECOGNIZEDSPELL] )
  15434. req.sp += req.sp / 4;
  15435. if( sc->data[SC_OFFERTORIUM])
  15436. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15437. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15438. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15439. #ifdef RENEWAL
  15440. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15441. req.sp -= req.sp * 20 / 100;
  15442. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15443. req.sp -= req.sp * 30 / 100;
  15444. #endif
  15445. }
  15446. req.zeny = skill->require.zeny[skill_lv-1];
  15447. if( sc && sc->data[SC__UNLUCKY] ) {
  15448. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15449. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15450. else
  15451. req.zeny += 1000;
  15452. }
  15453. req.spiritball = skill->require.spiritball[skill_lv-1];
  15454. req.state = skill->require.state;
  15455. req.mhp = skill->require.mhp[skill_lv-1];
  15456. req.weapon = skill->require.weapon;
  15457. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15458. if (req.ammo_qty)
  15459. req.ammo = skill->require.ammo;
  15460. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15461. { //Assume this skill is using the weapon, therefore it requires arrows.
  15462. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15463. req.ammo_qty = 1;
  15464. }
  15465. req.status = skill->require.status;
  15466. req.eqItem = skill->require.eqItem;
  15467. switch( skill_id ) {
  15468. /* Skill level-dependent checks */
  15469. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  15470. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  15471. req.itemid[1] = skill->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  15472. req.amount[1] = skill->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  15473. case KO_MAKIBISHI:
  15474. case GN_FIRE_EXPANSION:
  15475. case SO_SUMMON_AGNI:
  15476. case SO_SUMMON_AQUA:
  15477. case SO_SUMMON_VENTUS:
  15478. case SO_SUMMON_TERA:
  15479. case SO_WATER_INSIGNIA:
  15480. case SO_FIRE_INSIGNIA:
  15481. case SO_WIND_INSIGNIA:
  15482. case SO_EARTH_INSIGNIA:
  15483. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  15484. req.itemid[0] = skill->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15485. req.amount[0] = skill->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15486. level_dependent = true;
  15487. /* Normal skill requirements and gemstone checks */
  15488. default:
  15489. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15490. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15491. if (!level_dependent) {
  15492. switch( skill_id ) {
  15493. case AM_POTIONPITCHER:
  15494. case CR_SLIMPITCHER:
  15495. case CR_CULTIVATION:
  15496. if (i != skill_lv%11 - 1)
  15497. continue;
  15498. break;
  15499. case AM_CALLHOMUN:
  15500. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15501. continue;
  15502. break;
  15503. case AB_ADORAMUS:
  15504. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  15505. continue;
  15506. break;
  15507. case WL_COMET:
  15508. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  15509. continue;
  15510. break;
  15511. }
  15512. req.itemid[i] = skill->require.itemid[i];
  15513. req.amount[i] = skill->require.amount[i];
  15514. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15515. int16 itIndex;
  15516. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15517. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15518. req.itemid[i] = ITEMID_TRAP;
  15519. else
  15520. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15521. req.amount[i] = 1;
  15522. }
  15523. break;
  15524. }
  15525. }
  15526. // Check requirement for gemstone.
  15527. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  15528. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15529. req.itemid[i] = req.amount[i] = 0;
  15530. else {
  15531. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15532. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15533. if( skill_id != SA_ABRACADABRA )
  15534. req.itemid[i] = req.amount[i] = 0;
  15535. else if( --req.amount[i] < 1 )
  15536. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15537. }
  15538. }
  15539. }
  15540. // Check requirement for Magic Gear Fuel
  15541. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  15542. if (sd->special_state.no_mado_fuel)
  15543. {
  15544. req.itemid[i] = req.amount[i] = 0;
  15545. }
  15546. }
  15547. }
  15548. break;
  15549. }
  15550. // Check for cost reductions due to skills & SCs
  15551. switch(skill_id) {
  15552. case MC_MAMMONITE:
  15553. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15554. req.zeny -= req.zeny*10/100;
  15555. break;
  15556. case AL_HOLYLIGHT:
  15557. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15558. req.sp *= 5;
  15559. break;
  15560. case SL_SMA:
  15561. case SL_STUN:
  15562. case SL_STIN:
  15563. {
  15564. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15565. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15566. break;
  15567. if(sd->status.base_level>=90)
  15568. req.sp -= req.sp*7*kaina_lv/100;
  15569. else if(sd->status.base_level>=80)
  15570. req.sp -= req.sp*5*kaina_lv/100;
  15571. else if(sd->status.base_level>=70)
  15572. req.sp -= req.sp*3*kaina_lv/100;
  15573. }
  15574. break;
  15575. case MO_CHAINCOMBO:
  15576. case MO_COMBOFINISH:
  15577. case CH_TIGERFIST:
  15578. case CH_CHAINCRUSH:
  15579. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15580. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15581. break;
  15582. case MO_BODYRELOCATION:
  15583. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15584. req.spiritball = 0;
  15585. break;
  15586. case MO_EXTREMITYFIST:
  15587. if( sc ) {
  15588. if( sc->data[SC_BLADESTOP] )
  15589. req.spiritball--;
  15590. else if( sc->data[SC_COMBO] ) {
  15591. #ifndef RENEWAL
  15592. switch( sc->data[SC_COMBO]->val1 ) {
  15593. case MO_COMBOFINISH:
  15594. req.spiritball = 4;
  15595. break;
  15596. case CH_TIGERFIST:
  15597. req.spiritball = 3;
  15598. break;
  15599. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15600. req.spiritball = sd->spiritball?sd->spiritball:1;
  15601. break;
  15602. }
  15603. #else
  15604. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15605. #endif
  15606. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15607. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15608. }
  15609. break;
  15610. case LG_RAGEBURST:
  15611. req.spiritball = sd->spiritball?sd->spiritball:1;
  15612. break;
  15613. case SR_GATEOFHELL:
  15614. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15615. req.sp -= req.sp * 10 / 100;
  15616. break;
  15617. case SO_SUMMON_AGNI:
  15618. case SO_SUMMON_AQUA:
  15619. case SO_SUMMON_VENTUS:
  15620. case SO_SUMMON_TERA: {
  15621. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15622. if( spirit_sympathy )
  15623. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15624. }
  15625. break;
  15626. case SO_PSYCHIC_WAVE:
  15627. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15628. req.sp += req.sp / 2; // 1.5x SP cost
  15629. break;
  15630. }
  15631. //Check if player is using the copied skill [Cydh]
  15632. uint16 idx = skill_get_index(skill_id);
  15633. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15634. uint16 req_opt = skill->copyable.req_opt;
  15635. if (req_opt & SKILL_REQ_HPCOST)
  15636. req.hp = 0;
  15637. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15638. req.mhp = 0;
  15639. if (req_opt & SKILL_REQ_SPCOST)
  15640. req.sp = 0;
  15641. if (req_opt & SKILL_REQ_HPRATECOST)
  15642. req.hp_rate = 0;
  15643. if (req_opt & SKILL_REQ_SPRATECOST)
  15644. req.sp_rate = 0;
  15645. if (req_opt & SKILL_REQ_ZENYCOST)
  15646. req.zeny = 0;
  15647. if (req_opt & SKILL_REQ_WEAPON)
  15648. req.weapon = 0;
  15649. if (req_opt & SKILL_REQ_AMMO) {
  15650. req.ammo = 0;
  15651. req.ammo_qty = 0;
  15652. }
  15653. if (req_opt & SKILL_REQ_STATE)
  15654. req.state = ST_NONE;
  15655. if (req_opt & SKILL_REQ_STATUS) {
  15656. req.status.clear();
  15657. req.status.shrink_to_fit();
  15658. }
  15659. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15660. req.spiritball = 0;
  15661. if (req_opt & SKILL_REQ_ITEMCOST) {
  15662. memset(req.itemid, 0, sizeof(req.itemid));
  15663. memset(req.amount, 0, sizeof(req.amount));
  15664. }
  15665. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15666. req.eqItem.clear();
  15667. req.eqItem.shrink_to_fit();
  15668. }
  15669. }
  15670. return req;
  15671. }
  15672. /*==========================================
  15673. * Does cast-time reductions based on dex, item bonuses and config setting
  15674. *------------------------------------------*/
  15675. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15676. double time = skill_get_cast(skill_id, skill_lv);
  15677. nullpo_ret(bl);
  15678. #ifndef RENEWAL_CAST
  15679. {
  15680. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15681. struct status_change *sc = status_get_sc(bl);
  15682. int reduce_cast_rate = 0;
  15683. uint8 flag = skill_get_castnodex(skill_id);
  15684. // Calculate base cast time (reduced by dex)
  15685. if (!(flag&1)) {
  15686. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15687. if (scale > 0) // not instant cast
  15688. time = time * (float)scale / battle_config.castrate_dex_scale;
  15689. else
  15690. return 0; // instant cast
  15691. }
  15692. // Calculate cast time reduced by item/card bonuses
  15693. if (sd) {
  15694. if (!(flag&4)) {
  15695. if (sd->castrate != 100)
  15696. reduce_cast_rate += 100 - sd->castrate;
  15697. if (sd->bonus.add_varcast != 0)
  15698. time += sd->bonus.add_varcast; // bonus bVariableCast
  15699. }
  15700. // Skill-specific reductions work regardless of flag
  15701. for (const auto &it : sd->skillcastrate) {
  15702. if (it.id == skill_id) {
  15703. time += time * it.val / 100;
  15704. break;
  15705. }
  15706. }
  15707. for (const auto &it : sd->skillvarcast) {
  15708. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15709. time += it.val;
  15710. break;
  15711. }
  15712. }
  15713. }
  15714. // These cast time reductions are processed even if the skill fails
  15715. if (sc && sc->count) {
  15716. // Magic Strings stacks additively with item bonuses
  15717. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15718. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15719. // Foresight halves the cast time, it does not stack additively
  15720. if (sc->data[SC_MEMORIZE]) {
  15721. if(!(flag&2))
  15722. time -= time * 50 / 100;
  15723. // Foresight counter gets reduced even if the skill is not affected by it
  15724. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15725. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15726. }
  15727. }
  15728. time = time * (1 - (float)reduce_cast_rate / 100);
  15729. }
  15730. #endif
  15731. // config cast time multiplier
  15732. if (battle_config.cast_rate != 100)
  15733. time = time * battle_config.cast_rate / 100;
  15734. // return final cast time
  15735. time = max(time, 0);
  15736. //ShowInfo("Castime castfix = %f\n",time);
  15737. return (int)time;
  15738. }
  15739. #ifndef RENEWAL_CAST
  15740. /**
  15741. * Get the skill cast time for Pre-Re cast
  15742. * @param bl: The caster
  15743. * @param time: Cast time before Status Change addition or reduction
  15744. * @return time: Modified castime after status change addition or reduction
  15745. */
  15746. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15747. {
  15748. struct status_change *sc = status_get_sc(bl);
  15749. if (time < 0)
  15750. return 0;
  15751. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15752. return (int)time;
  15753. if (sc && sc->count) {
  15754. if (!(flag&2)) {
  15755. if (sc->data[SC_SLOWCAST])
  15756. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15757. if (sc->data[SC_PARALYSIS])
  15758. time += sc->data[SC_PARALYSIS]->val3;
  15759. if (sc->data[SC_IZAYOI])
  15760. time -= time * 50 / 100;
  15761. }
  15762. if (sc->data[SC_SUFFRAGIUM]) {
  15763. if(!(flag&2))
  15764. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15765. //Suffragium ends even if the skill is not affected by it
  15766. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15767. }
  15768. }
  15769. time = max(time, 0);
  15770. //ShowInfo("Castime castfix_sc = %f\n",time);
  15771. return (int)time;
  15772. }
  15773. #else
  15774. /**
  15775. * Get the skill cast time for RENEWAL_CAST.
  15776. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15777. * Additive value:
  15778. * Variable CastTime : time += value
  15779. * Fixed CastTime : fixed += value
  15780. * Multipicative value
  15781. * Variable CastTime : VARCAST_REDUCTION(value)
  15782. * Fixed CastTime : FIXEDCASTRATE2(value)
  15783. * @param bl: The caster
  15784. * @param time: Cast time without reduction
  15785. * @param skill_id: Skill ID of the casted skill
  15786. * @param skill_lv: Skill level of the casted skill
  15787. * @return time: Modified castime after status and bonus addition or reduction
  15788. */
  15789. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15790. {
  15791. struct status_change *sc = status_get_sc(bl);
  15792. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15793. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15794. uint8 flag = skill_get_castnodex(skill_id);
  15795. nullpo_ret(bl);
  15796. if (time < 0)
  15797. return 0;
  15798. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15799. return (int)time;
  15800. if (fixed < 0) // no fixed cast time
  15801. fixed = 0;
  15802. else if (fixed == 0) {
  15803. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15804. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15805. }
  15806. // Else, use fixed cast time from database (when default_fixed_castrate is set to 0)
  15807. // Additive Variable Cast bonus adjustments by items
  15808. if (sd && !(flag&4)) {
  15809. if (sd->bonus.varcastrate != 0)
  15810. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15811. if (sd->bonus.fixcastrate != 0)
  15812. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15813. if (sd->bonus.add_varcast != 0)
  15814. time += sd->bonus.add_varcast; // bonus bVariableCast
  15815. if (sd->bonus.add_fixcast != 0)
  15816. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15817. for (const auto &it : sd->skillfixcast) {
  15818. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15819. fixed += it.val;
  15820. break;
  15821. }
  15822. }
  15823. for (const auto &it : sd->skillvarcast) {
  15824. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15825. time += it.val;
  15826. break;
  15827. }
  15828. }
  15829. for (const auto &it : sd->skillcastrate) {
  15830. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15831. reduce_cast_rate += it.val;
  15832. break;
  15833. }
  15834. }
  15835. for (const auto &it : sd->skillfixcastrate) {
  15836. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15837. fixcast_r = max(fixcast_r, it.val);
  15838. break;
  15839. }
  15840. }
  15841. }
  15842. // Adjusted by active statuses
  15843. if (sc && sc->count && !(flag&2)) {
  15844. // Multiplicative Variable CastTime values
  15845. if (sc->data[SC_SLOWCAST])
  15846. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15847. if (sc->data[SC__LAZINESS])
  15848. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15849. if (sc->data[SC_SUFFRAGIUM]) {
  15850. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15851. #ifndef RENEWAL
  15852. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15853. #endif
  15854. }
  15855. if (sc->data[SC_MEMORIZE]) {
  15856. reduce_cast_rate += 50;
  15857. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15858. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15859. }
  15860. if (sc->data[SC_POEMBRAGI])
  15861. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15862. if (sc->data[SC_IZAYOI])
  15863. VARCAST_REDUCTION(50);
  15864. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15865. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15866. if (sc->data[SC_TELEKINESIS_INTENSE])
  15867. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15868. if (sc->data[SC_SOULFAIRY])
  15869. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15870. // Multiplicative Fixed CastTime values
  15871. if (sc->data[SC_SECRAMENT])
  15872. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15873. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15874. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15875. if (sc->data[SC_DANCEWITHWUG])
  15876. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15877. if (sc->data[SC_HEAT_BARREL])
  15878. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15879. if (sc->data[SC_FREEZING])
  15880. fixcast_r -= 50;
  15881. // Additive Fixed CastTime values
  15882. if (sc->data[SC_MANDRAGORA])
  15883. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15884. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15885. fixed -= 1000;
  15886. if (sc->data[SC_IZAYOI])
  15887. fixed = 0;
  15888. }
  15889. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15890. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15891. if (varcast_r < 0)
  15892. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15893. // Apply Variable CastTime calculation by INT & DEX
  15894. if (!(flag&1))
  15895. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15896. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15897. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15898. return (int)time;
  15899. }
  15900. #endif
  15901. /*==========================================
  15902. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15903. *------------------------------------------*/
  15904. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15905. {
  15906. int delaynodex = skill_get_delaynodex(skill_id);
  15907. int time = skill_get_delay(skill_id, skill_lv);
  15908. struct map_session_data *sd;
  15909. struct status_change *sc = status_get_sc(bl);
  15910. nullpo_ret(bl);
  15911. sd = BL_CAST(BL_PC, bl);
  15912. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15913. return 0; //Will use picked skill's delay.
  15914. if (bl->type&battle_config.no_skill_delay)
  15915. return battle_config.min_skill_delay_limit;
  15916. if (time < 0)
  15917. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15918. // Delay reductions
  15919. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15920. case MO_TRIPLEATTACK:
  15921. case MO_CHAINCOMBO:
  15922. case MO_COMBOFINISH:
  15923. case CH_TIGERFIST:
  15924. case CH_CHAINCRUSH:
  15925. case SR_DRAGONCOMBO:
  15926. case SR_FALLENEMPIRE:
  15927. case SJ_PROMINENCEKICK:
  15928. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15929. if (time == 0)
  15930. time = 1000;
  15931. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15932. break;
  15933. #ifndef RENEWAL
  15934. case HP_BASILICA:
  15935. if (sc && !sc->data[SC_BASILICA])
  15936. time = 0; // There is no Delay on Basilica creation, only on cancel
  15937. break;
  15938. #endif
  15939. default:
  15940. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15941. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15942. if (scale > 0)
  15943. time = time * scale / battle_config.castrate_dex_scale;
  15944. else //To be capped later to minimum.
  15945. time = 0;
  15946. }
  15947. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15948. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15949. if (scale > 0)
  15950. time = time * scale / battle_config.castrate_dex_scale;
  15951. else //To be capped later to minimum.
  15952. time = 0;
  15953. }
  15954. }
  15955. if (sc && sc->data[SC_SPIRIT]) {
  15956. switch (skill_id) {
  15957. case CR_SHIELDBOOMERANG:
  15958. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15959. time /= 2;
  15960. break;
  15961. case AS_SONICBLOW:
  15962. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15963. time /= 2;
  15964. break;
  15965. }
  15966. }
  15967. if (!(delaynodex&2)) {
  15968. if (sc && sc->count) {
  15969. if (sc->data[SC_POEMBRAGI])
  15970. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15971. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15972. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15973. }
  15974. }
  15975. if (!(delaynodex&4) && sd) {
  15976. if (sd->delayrate != 100)
  15977. time = time * sd->delayrate / 100;
  15978. for (auto &it : sd->skilldelay) {
  15979. if (it.id == skill_id) {
  15980. time += it.val;
  15981. break;
  15982. }
  15983. }
  15984. }
  15985. if (battle_config.delay_rate != 100)
  15986. time = time * battle_config.delay_rate / 100;
  15987. //ShowInfo("Delay delayfix = %d\n",time);
  15988. return max(time,0);
  15989. }
  15990. /*==========================================
  15991. * Weapon Repair [Celest/DracoRPG]
  15992. *------------------------------------------*/
  15993. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15994. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15995. struct item *item;
  15996. struct map_session_data *target_sd;
  15997. nullpo_retv(sd);
  15998. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15999. return;
  16000. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  16001. return;
  16002. if( idx < 0 || idx >= MAX_INVENTORY )
  16003. return; //Invalid index??
  16004. item = &target_sd->inventory.u.items_inventory[idx];
  16005. if( !item->nameid || !item->attribute )
  16006. return; //Again invalid item....
  16007. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  16008. clif_item_repaireffect(sd, idx, 1);
  16009. return;
  16010. }
  16011. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  16012. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  16013. else
  16014. material = materials [2]; // Armors consume 1 Steel
  16015. if ( pc_search_inventory(sd,material) < 0 ) {
  16016. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  16017. return;
  16018. }
  16019. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  16020. item->attribute = 0;/* clear broken state */
  16021. clif_equiplist(target_sd);
  16022. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  16023. clif_item_repaireffect(sd,idx,0);
  16024. if( sd != target_sd )
  16025. clif_item_repaireffect(target_sd,idx,0);
  16026. }
  16027. /*==========================================
  16028. * Item Appraisal
  16029. *------------------------------------------*/
  16030. void skill_identify(struct map_session_data *sd, int idx)
  16031. {
  16032. int flag=1;
  16033. nullpo_retv(sd);
  16034. sd->state.workinprogress = WIP_DISABLE_NONE;
  16035. if(idx >= 0 && idx < MAX_INVENTORY) {
  16036. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  16037. flag=0;
  16038. sd->inventory.u.items_inventory[idx].identify = 1;
  16039. }
  16040. }
  16041. clif_item_identified(sd,idx,flag);
  16042. }
  16043. /*==========================================
  16044. * Weapon Refine [Celest]
  16045. *------------------------------------------*/
  16046. void skill_weaponrefine(struct map_session_data *sd, int idx)
  16047. {
  16048. nullpo_retv(sd);
  16049. if (idx >= 0 && idx < MAX_INVENTORY)
  16050. {
  16051. struct item *item;
  16052. struct item_data *ditem = sd->inventory_data[idx];
  16053. item = &sd->inventory.u.items_inventory[idx];
  16054. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  16055. int i = 0, per;
  16056. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  16057. if( ditem->flag.no_refine ) { // if the item isn't refinable
  16058. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  16059. return;
  16060. }
  16061. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  16062. clif_upgrademessage(sd->fd, 2, item->nameid);
  16063. return;
  16064. }
  16065. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  16066. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  16067. return;
  16068. }
  16069. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  16070. if( sd->class_&JOBL_THIRD )
  16071. per += 10;
  16072. else
  16073. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  16074. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  16075. if (per > rnd() % 100) {
  16076. int ep=0;
  16077. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  16078. item->refine++;
  16079. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  16080. if(item->equip) {
  16081. ep = item->equip;
  16082. pc_unequipitem(sd,idx,3);
  16083. }
  16084. clif_delitem(sd,idx,1,3);
  16085. clif_upgrademessage(sd->fd, 0, item->nameid);
  16086. clif_inventorylist(sd);
  16087. clif_refine(sd->fd,0,idx,item->refine);
  16088. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  16089. if (ep)
  16090. pc_equipitem(sd,idx,ep);
  16091. clif_misceffect(&sd->bl,3);
  16092. if(item->refine == 10 &&
  16093. item->card[0] == CARD0_FORGE &&
  16094. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  16095. { // Fame point system [DracoRPG]
  16096. switch(ditem->wlv){
  16097. case 1:
  16098. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  16099. break;
  16100. case 2:
  16101. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  16102. break;
  16103. case 3:
  16104. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  16105. break;
  16106. }
  16107. }
  16108. } else {
  16109. item->refine = 0;
  16110. if(item->equip)
  16111. pc_unequipitem(sd,idx,3);
  16112. clif_upgrademessage(sd->fd, 1, item->nameid);
  16113. clif_refine(sd->fd,1,idx,item->refine);
  16114. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  16115. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  16116. clif_misceffect(&sd->bl,2);
  16117. clif_emotion(&sd->bl, ET_HUK);
  16118. }
  16119. }
  16120. }
  16121. }
  16122. /*==========================================
  16123. *
  16124. *------------------------------------------*/
  16125. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16126. {
  16127. nullpo_ret(sd);
  16128. if (SKILL_CHK_GUILD(skill_id))
  16129. return 0;
  16130. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16131. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  16132. uint16 maxlv = 1;
  16133. #ifdef RENEWAL
  16134. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16135. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16136. else
  16137. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16138. #else
  16139. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16140. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16141. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16142. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16143. else if(skill_lv==2) maxlv=1;
  16144. else if(skill_lv==3) maxlv=2;
  16145. else if(skill_lv>=4) maxlv=3;
  16146. }
  16147. else if(skill_id==MG_SOULSTRIKE){
  16148. if(skill_lv==5) maxlv=1;
  16149. else if(skill_lv==6) maxlv=2;
  16150. else if(skill_lv>=7) maxlv=3;
  16151. }
  16152. else if(skill_id==MG_FIREBALL){
  16153. if(skill_lv==8) maxlv=1;
  16154. else if(skill_lv>=9) maxlv=2;
  16155. }
  16156. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16157. else return 0;
  16158. #endif
  16159. maxlv = min(lv, maxlv);
  16160. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16161. skill_get_time(SA_AUTOSPELL,skill_lv));
  16162. return 0;
  16163. }
  16164. /**
  16165. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16166. * @param bl: Player object
  16167. * @param ap: va_arg list
  16168. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16169. */
  16170. static int skill_sit_count(struct block_list *bl, va_list ap)
  16171. {
  16172. struct map_session_data *sd = (struct map_session_data*)bl;
  16173. int flag = va_arg(ap, int);
  16174. if (!pc_issit(sd))
  16175. return 0;
  16176. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16177. return 1;
  16178. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16179. return 1;
  16180. return 0;
  16181. }
  16182. /**
  16183. * Triggered when a player sits down to activate bonus states.
  16184. * @param bl: Player object
  16185. * @param ap: va_arg list
  16186. * @return 0
  16187. */
  16188. static int skill_sit_in(struct block_list *bl, va_list ap)
  16189. {
  16190. struct map_session_data *sd = (struct map_session_data*)bl;
  16191. int flag = va_arg(ap, int);
  16192. if (!pc_issit(sd))
  16193. return 0;
  16194. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16195. sd->state.gangsterparadise = 1;
  16196. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16197. sd->state.rest = 1;
  16198. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16199. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16200. }
  16201. return 0;
  16202. }
  16203. /**
  16204. * Triggered when a player stands up to deactivate bonus states.
  16205. * @param bl: Player object
  16206. * @param ap: va_arg list
  16207. * @return 0
  16208. */
  16209. static int skill_sit_out(struct block_list *bl, va_list ap)
  16210. {
  16211. struct map_session_data *sd = (struct map_session_data*)bl;
  16212. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16213. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16214. return 0;
  16215. if (flag&1 && sd->state.gangsterparadise)
  16216. sd->state.gangsterparadise = 0;
  16217. if (flag&2 && sd->state.rest) {
  16218. sd->state.rest = 0;
  16219. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16220. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16221. }
  16222. return 0;
  16223. }
  16224. /**
  16225. * Toggle Sit icon and player bonuses when sitting/standing.
  16226. * @param sd: Player data
  16227. * @param sitting: True when sitting or false when standing
  16228. * @return 0
  16229. */
  16230. int skill_sit(struct map_session_data *sd, bool sitting)
  16231. {
  16232. int flag = 0, range = 0, lv;
  16233. nullpo_ret(sd);
  16234. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16235. flag |= 1;
  16236. range = skill_get_splash(RG_GANGSTER, lv);
  16237. }
  16238. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16239. flag |= 2;
  16240. range = skill_get_splash(TK_HPTIME, lv);
  16241. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16242. flag |= 2;
  16243. range = skill_get_splash(TK_SPTIME, lv);
  16244. }
  16245. if (sitting)
  16246. clif_status_load(&sd->bl, EFST_SIT, 1);
  16247. else
  16248. clif_status_load(&sd->bl, EFST_SIT, 0);
  16249. if (!flag) // No need to count area if no skills are learned.
  16250. return 0;
  16251. if (sitting) {
  16252. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16253. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16254. } else
  16255. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16256. return 0;
  16257. }
  16258. /*==========================================
  16259. * Do Forstjoke/Scream effect
  16260. *------------------------------------------*/
  16261. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16262. {
  16263. struct block_list *src;
  16264. uint16 skill_id,skill_lv;
  16265. t_tick tick;
  16266. nullpo_ret(bl);
  16267. nullpo_ret(src = va_arg(ap,struct block_list*));
  16268. skill_id = va_arg(ap,int);
  16269. skill_lv = va_arg(ap,int);
  16270. if(!skill_lv)
  16271. return 0;
  16272. tick = va_arg(ap,t_tick);
  16273. if (src == bl || status_isdead(bl))
  16274. return 0;
  16275. if (bl->type == BL_PC) {
  16276. struct map_session_data *sd = (struct map_session_data *)bl;
  16277. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16278. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16279. }
  16280. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16281. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16282. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16283. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16284. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16285. return 0;
  16286. }
  16287. /**
  16288. * Set map cell flag as skill unit effect
  16289. * @param src Skill unit
  16290. * @param skill_id
  16291. * @param skill_lv
  16292. * @param cell Cell type cell_t
  16293. * @param flag 0/1
  16294. */
  16295. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16296. {
  16297. int range = skill_get_unit_range(skill_id,skill_lv);
  16298. int x, y;
  16299. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16300. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16301. map_setcell(src->bl.m, x, y, cell, flag);
  16302. }
  16303. /**
  16304. * Do skill attack area (such splash effect) around the 'first' target.
  16305. * First target will skip skill condition, always receive damage. But,
  16306. * around it, still need target/condition validation by
  16307. * battle_check_target and status_check_skilluse
  16308. * @param bl
  16309. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16310. */
  16311. int skill_attack_area(struct block_list *bl, va_list ap)
  16312. {
  16313. struct block_list *src,*dsrc;
  16314. int atk_type,skill_id,skill_lv,flag,type;
  16315. t_tick tick;
  16316. if(status_isdead(bl))
  16317. return 0;
  16318. atk_type = va_arg(ap,int);
  16319. src = va_arg(ap,struct block_list*);
  16320. dsrc = va_arg(ap,struct block_list*);
  16321. skill_id = va_arg(ap,int);
  16322. skill_lv = va_arg(ap,int);
  16323. tick = va_arg(ap,t_tick);
  16324. flag = va_arg(ap,int);
  16325. type = va_arg(ap,int);
  16326. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16327. switch (skill_id) {
  16328. case LG_CANNONSPEAR:
  16329. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16330. default:
  16331. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16332. }
  16333. }
  16334. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16335. !status_check_skilluse(NULL, bl, skill_id, 2))
  16336. return 0;
  16337. switch (skill_id) {
  16338. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16339. if (src->x == bl->x && src->y == bl->y)
  16340. return 0; //Does not hit current cell
  16341. //Fall through
  16342. case NPC_ACIDBREATH:
  16343. case NPC_DARKNESSBREATH:
  16344. case NPC_FIREBREATH:
  16345. case NPC_ICEBREATH:
  16346. case NPC_THUNDERBREATH:
  16347. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16348. default:
  16349. //Area-splash, disable skill animation.
  16350. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16351. }
  16352. }
  16353. /**
  16354. * Clear skill unit group
  16355. * @param bl
  16356. * @param flag &1
  16357. */
  16358. int skill_clear_group(struct block_list *bl, int flag)
  16359. {
  16360. struct unit_data *ud = NULL;
  16361. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  16362. int i, count = 0;
  16363. nullpo_ret(bl);
  16364. if (!(ud = unit_bl2ud(bl)))
  16365. return 0;
  16366. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  16367. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16368. switch (ud->skillunit[i]->skill_id) {
  16369. case SA_DELUGE:
  16370. case SA_VOLCANO:
  16371. case SA_VIOLENTGALE:
  16372. case SA_LANDPROTECTOR:
  16373. case NJ_SUITON:
  16374. case NJ_KAENSIN:
  16375. case SC_CHAOSPANIC:
  16376. if (flag&1)
  16377. group[count++] = ud->skillunit[i];
  16378. break;
  16379. case SO_CLOUD_KILL:
  16380. if( flag&4 )
  16381. group[count++] = ud->skillunit[i];
  16382. break;
  16383. case SO_WARMER:
  16384. if( flag&8 )
  16385. group[count++] = ud->skillunit[i];
  16386. break;
  16387. default:
  16388. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id, INF2_ISTRAP))
  16389. group[count++] = ud->skillunit[i];
  16390. break;
  16391. }
  16392. }
  16393. for (i = 0; i < count; i++)
  16394. skill_delunitgroup(group[i]);
  16395. return count;
  16396. }
  16397. /**
  16398. * Returns the first element field found [Skotlex]
  16399. * @param bl
  16400. * @return skill_unit_group
  16401. */
  16402. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  16403. {
  16404. struct unit_data *ud = NULL;
  16405. int i;
  16406. nullpo_ret(bl);
  16407. if (!(ud = unit_bl2ud(bl)))
  16408. return NULL;
  16409. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  16410. switch (ud->skillunit[i]->skill_id) {
  16411. case SA_DELUGE:
  16412. case SA_VOLCANO:
  16413. case SA_VIOLENTGALE:
  16414. case SA_LANDPROTECTOR:
  16415. case NJ_SUITON:
  16416. case SO_CLOUD_KILL:
  16417. case SO_WARMER:
  16418. case SC_CHAOSPANIC:
  16419. return ud->skillunit[i];
  16420. }
  16421. }
  16422. return NULL;
  16423. }
  16424. /// Graffiti cleaner [Valaris]
  16425. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16426. {
  16427. struct skill_unit *unit = NULL;
  16428. int remove = va_arg(ap, int);
  16429. nullpo_retr(0, bl);
  16430. nullpo_retr(0, ap);
  16431. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16432. return 0;
  16433. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16434. if (remove == 1)
  16435. skill_delunit(unit);
  16436. return 1;
  16437. }
  16438. return 0;
  16439. }
  16440. /// Greed effect
  16441. int skill_greed(struct block_list *bl, va_list ap)
  16442. {
  16443. struct block_list *src;
  16444. struct map_session_data *sd = NULL;
  16445. struct flooritem_data *fitem = NULL;
  16446. nullpo_ret(bl);
  16447. nullpo_ret(src = va_arg(ap, struct block_list *));
  16448. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16449. pc_takeitem(sd, fitem);
  16450. return 0;
  16451. }
  16452. /// Ranger's Detonator [Jobbie/3CeAM]
  16453. int skill_detonator(struct block_list *bl, va_list ap)
  16454. {
  16455. struct skill_unit *unit = NULL;
  16456. struct block_list *src;
  16457. int unit_id;
  16458. nullpo_ret(bl);
  16459. nullpo_ret(ap);
  16460. src = va_arg(ap,struct block_list *);
  16461. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  16462. return 0;
  16463. if( unit->group->src_id != src->id )
  16464. return 0;
  16465. unit_id = unit->group->unit_id;
  16466. switch( unit_id )
  16467. { //List of Hunter and Ranger Traps that can be detonate.
  16468. case UNT_BLASTMINE:
  16469. case UNT_SANDMAN:
  16470. case UNT_CLAYMORETRAP:
  16471. case UNT_TALKIEBOX:
  16472. case UNT_CLUSTERBOMB:
  16473. case UNT_FIRINGTRAP:
  16474. case UNT_ICEBOUNDTRAP:
  16475. switch(unit_id) {
  16476. case UNT_TALKIEBOX:
  16477. clif_talkiebox(bl,unit->group->valstr);
  16478. unit->group->val2 = -1;
  16479. break;
  16480. case UNT_CLAYMORETRAP:
  16481. case UNT_FIRINGTRAP:
  16482. case UNT_ICEBOUNDTRAP:
  16483. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  16484. break;
  16485. default:
  16486. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  16487. break;
  16488. }
  16489. clif_changetraplook(bl, UNT_USED_TRAPS);
  16490. unit->group->unit_id = UNT_USED_TRAPS;
  16491. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  16492. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16493. break;
  16494. }
  16495. return 0;
  16496. }
  16497. /**
  16498. * Calculate Royal Guard's Banding bonus
  16499. * @param sd: Player data
  16500. * @return Number of Royal Guard
  16501. */
  16502. int skill_banding_count(struct map_session_data *sd)
  16503. {
  16504. nullpo_ret(sd);
  16505. int range = skill_get_splash(LG_BANDING, 1);
  16506. uint8 count = party_foreachsamemap(party_sub_count_banding, sd, range, 0);
  16507. unsigned int group_hp = party_foreachsamemap(party_sub_count_banding, sd, range, 1);
  16508. // HP is set to the average HP of the Banding group
  16509. if (count > 1)
  16510. status_set_hp(&sd->bl, group_hp / count, 0);
  16511. // Royal Guard count check for Banding
  16512. if (sd && sd->status.party_id) {
  16513. if (count > MAX_PARTY)
  16514. return MAX_PARTY;
  16515. else if (count > 1)
  16516. return count; // Effect bonus from additional Royal Guards if not above the max
  16517. }
  16518. return 0;
  16519. }
  16520. /**
  16521. * Rebellion's Bind Trap explosion
  16522. * @author [Cydh]
  16523. */
  16524. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16525. struct skill_unit *su = NULL;
  16526. struct block_list *src = NULL;
  16527. nullpo_ret(bl);
  16528. nullpo_ret(ap);
  16529. src = va_arg(ap,struct block_list *);
  16530. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16531. return 0;
  16532. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16533. return 0;
  16534. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16535. clif_changetraplook(bl, UNT_USED_TRAPS);
  16536. su->group->unit_id = UNT_USED_TRAPS;
  16537. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16538. return 1;
  16539. }
  16540. /*==========================================
  16541. * Check new skill unit cell when overlapping in other skill unit cell.
  16542. * Catched skill in cell value pushed to *unit pointer.
  16543. * Set (*alive) to 0 will ends 'new unit' check
  16544. *------------------------------------------*/
  16545. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16546. {
  16547. uint16 skill_id;
  16548. int *alive;
  16549. struct skill_unit *unit;
  16550. skill_id = va_arg(ap,int);
  16551. alive = va_arg(ap,int *);
  16552. unit = (struct skill_unit *)bl;
  16553. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16554. return 0;
  16555. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16556. return 0;
  16557. switch (skill_id) {
  16558. case SA_LANDPROTECTOR: {
  16559. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16560. (*alive) = 0;
  16561. skill_delunit(unit);
  16562. return 1;
  16563. }
  16564. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16565. //It deletes everything except traps and barriers
  16566. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16567. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16568. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16569. skill_delunitgroup(unit->group);
  16570. } else
  16571. skill_delunit(unit);
  16572. return 1;
  16573. }
  16574. }
  16575. break;
  16576. case GN_CRAZYWEED_ATK:
  16577. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16578. break;
  16579. case HW_GANBANTEIN:
  16580. case LG_EARTHDRIVE:
  16581. // Officially songs/dances are removed
  16582. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16583. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16584. skill_delunitgroup(unit->group);
  16585. } else
  16586. skill_delunit(unit);
  16587. return 1;
  16588. case SA_VOLCANO:
  16589. case SA_DELUGE:
  16590. case SA_VIOLENTGALE:
  16591. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16592. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16593. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16594. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16595. {
  16596. (*alive) = 0;
  16597. return 1;
  16598. }
  16599. /*
  16600. switch (unit->group->skill_id)
  16601. { //These cannot override each other.
  16602. case SA_VOLCANO:
  16603. case SA_DELUGE:
  16604. case SA_VIOLENTGALE:
  16605. (*alive) = 0;
  16606. return 1;
  16607. }
  16608. */
  16609. break;
  16610. case PF_FOGWALL:
  16611. switch(unit->group->skill_id) {
  16612. case SA_VOLCANO: //Can't be placed on top of these
  16613. case SA_VIOLENTGALE:
  16614. (*alive) = 0;
  16615. return 1;
  16616. case SA_DELUGE:
  16617. case NJ_SUITON:
  16618. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16619. (*alive) = 2;
  16620. break;
  16621. }
  16622. break;
  16623. case WZ_WATERBALL:
  16624. switch (unit->group->skill_id) {
  16625. case SA_DELUGE:
  16626. case NJ_SUITON:
  16627. //Consumes deluge/suiton
  16628. skill_delunit(unit);
  16629. return 1;
  16630. }
  16631. break;
  16632. case WZ_ICEWALL:
  16633. #ifndef RENEWAL
  16634. case HP_BASILICA:
  16635. case HW_GRAVITATION:
  16636. #endif
  16637. //These can't be placed on top of themselves (duration can't be refreshed)
  16638. if (unit->group->skill_id == skill_id)
  16639. {
  16640. (*alive) = 0;
  16641. return 1;
  16642. }
  16643. break;
  16644. case RL_FIRE_RAIN: {
  16645. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16646. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16647. if (uf[UF_RANGEDSINGLEUNIT]) {
  16648. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16649. skill_delunitgroup(unit->group);
  16650. } else
  16651. skill_delunit(unit);
  16652. return 1;
  16653. }
  16654. }
  16655. break;
  16656. }
  16657. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16658. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16659. (*alive) = 0;
  16660. return 1;
  16661. }
  16662. return 0;
  16663. }
  16664. /*==========================================
  16665. * Splash effect for skill unit 'trap type'.
  16666. * Chance triggered when damaged, timeout, or char step on it.
  16667. *------------------------------------------*/
  16668. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16669. {
  16670. struct block_list *src = va_arg(ap,struct block_list *);
  16671. struct skill_unit *unit = NULL;
  16672. t_tick tick = va_arg(ap,t_tick);
  16673. struct skill_unit_group *sg;
  16674. struct block_list *ss; //Skill src bl
  16675. nullpo_ret(src);
  16676. unit = (struct skill_unit *)src;
  16677. if (!unit || !unit->alive || bl->prev == NULL)
  16678. return 0;
  16679. nullpo_ret(sg = unit->group);
  16680. nullpo_ret(ss = map_id2bl(sg->src_id));
  16681. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16682. return 0;
  16683. switch (sg->unit_id) {
  16684. case UNT_B_TRAP:
  16685. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16686. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16687. break;
  16688. case UNT_SHOCKWAVE:
  16689. case UNT_SANDMAN:
  16690. case UNT_FLASHER:
  16691. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16692. break;
  16693. case UNT_GROUNDDRIFT_WIND:
  16694. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16695. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16696. break;
  16697. case UNT_GROUNDDRIFT_DARK:
  16698. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16699. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16700. break;
  16701. case UNT_GROUNDDRIFT_POISON:
  16702. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16703. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16704. break;
  16705. case UNT_GROUNDDRIFT_WATER:
  16706. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16707. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16708. break;
  16709. case UNT_GROUNDDRIFT_FIRE:
  16710. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16711. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16712. break;
  16713. case UNT_ELECTRICSHOCKER:
  16714. if (bl->id != ss->id) {
  16715. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  16716. break;
  16717. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16718. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16719. clif_fixpos(bl);
  16720. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16721. }
  16722. }
  16723. break;
  16724. case UNT_MAGENTATRAP:
  16725. case UNT_COBALTTRAP:
  16726. case UNT_MAIZETRAP:
  16727. case UNT_VERDURETRAP:
  16728. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16729. struct status_data *status = status_get_status_data(bl);
  16730. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16731. status->ele_lv = (unsigned char)sg->skill_lv;
  16732. }
  16733. break;
  16734. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16735. if (ss->type != BL_PC)
  16736. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16737. else {
  16738. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  16739. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  16740. }
  16741. break;
  16742. case UNT_FIRINGTRAP:
  16743. case UNT_ICEBOUNDTRAP:
  16744. if( src->id == bl->id ) break;
  16745. if( bl->type == BL_SKILL ) {
  16746. struct skill_unit *su = (struct skill_unit *)bl;
  16747. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16748. break;
  16749. }
  16750. case UNT_CLUSTERBOMB:
  16751. if( ss != bl )
  16752. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16753. break;
  16754. case UNT_CLAYMORETRAP:
  16755. if( src->id == bl->id ) break;
  16756. if( bl->type == BL_SKILL ) {
  16757. struct skill_unit *su = (struct skill_unit *)bl;
  16758. if (!su)
  16759. return 0;
  16760. switch(su->group->unit_id) {
  16761. case UNT_CLAYMORETRAP:
  16762. case UNT_LANDMINE:
  16763. case UNT_BLASTMINE:
  16764. case UNT_SHOCKWAVE:
  16765. case UNT_SANDMAN:
  16766. case UNT_FLASHER:
  16767. case UNT_FREEZINGTRAP:
  16768. case UNT_FIRINGTRAP:
  16769. case UNT_ICEBOUNDTRAP:
  16770. clif_changetraplook(bl, UNT_USED_TRAPS);
  16771. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16772. su->group->unit_id = UNT_USED_TRAPS;
  16773. break;
  16774. }
  16775. }
  16776. default: {
  16777. int split_count = 0;
  16778. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16779. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16780. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16781. }
  16782. break;
  16783. }
  16784. return 1;
  16785. }
  16786. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16787. {
  16788. uint16 skill_id, skill_lv;
  16789. struct skill_unit *unit;
  16790. nullpo_ret(bl);
  16791. skill_id = va_arg(ap,int);
  16792. skill_lv = va_arg(ap,int);
  16793. unit = (struct skill_unit *)bl;
  16794. if( unit == NULL || unit->group == NULL )
  16795. return 0;
  16796. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16797. return 0;
  16798. if( unit->group->skill_id == SC_MAELSTROM ) {
  16799. struct block_list *src;
  16800. if( (src = map_id2bl(unit->group->src_id)) ){
  16801. int sp = unit->group->skill_lv * skill_lv;
  16802. if( src->type == BL_PC )
  16803. sp += ((TBL_PC*)src)->status.job_level / 5;
  16804. status_heal(src, 0, sp/2, 1);
  16805. }
  16806. }
  16807. return 0;
  16808. }
  16809. /**
  16810. * Remove current enchanted element for new element
  16811. * @param bl Char
  16812. * @param type New element
  16813. */
  16814. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16815. {
  16816. struct status_change *sc;
  16817. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16818. int i;
  16819. nullpo_retv(bl);
  16820. nullpo_retv(sc= status_get_sc(bl));
  16821. if (!sc->count)
  16822. return;
  16823. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end
  16824. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16825. if (type != scs[i] && sc->data[scs[i]])
  16826. status_change_end(bl, scs[i], INVALID_TIMER);
  16827. }
  16828. /**
  16829. * Check cloaking condition
  16830. * @param bl
  16831. * @param sce
  16832. * @return True if near wall; False otherwise
  16833. */
  16834. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16835. {
  16836. bool wall = true;
  16837. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16838. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16839. { //Check for walls.
  16840. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16841. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16842. int i;
  16843. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16844. if( i == 8 )
  16845. wall = false;
  16846. }
  16847. if( sce ) {
  16848. if( !wall ) {
  16849. if( sce->val1 < 3 ) //End cloaking.
  16850. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16851. else if( sce->val4&1 ) { //Remove wall bonus
  16852. sce->val4&=~1;
  16853. status_calc_bl(bl,SCB_SPEED);
  16854. }
  16855. } else {
  16856. if( !(sce->val4&1) ) { //Add wall speed bonus
  16857. sce->val4|=1;
  16858. status_calc_bl(bl,SCB_SPEED);
  16859. }
  16860. }
  16861. }
  16862. return wall;
  16863. }
  16864. /** Check Shadow Form on the target
  16865. * @param bl: Target
  16866. * @param damage: Damage amount
  16867. * @param hit
  16868. * @return true - in Shadow Form state; false - otherwise
  16869. */
  16870. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16871. {
  16872. struct status_change *sc;
  16873. nullpo_retr(false,bl);
  16874. if (!damage)
  16875. return false;
  16876. sc = status_get_sc(bl);
  16877. if( sc && sc->data[SC__SHADOWFORM] ) {
  16878. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16879. if( !src || src->m != bl->m ) {
  16880. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16881. return false;
  16882. }
  16883. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16884. if( src->type == BL_PC )
  16885. ((TBL_PC*)src)->shadowform_id = 0;
  16886. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16887. return false;
  16888. }
  16889. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  16890. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16891. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16892. if( src->type == BL_PC )
  16893. ((TBL_PC*)src)->shadowform_id = 0;
  16894. }
  16895. return true;
  16896. }
  16897. return false;
  16898. }
  16899. /**
  16900. * Check camouflage condition
  16901. * @param bl
  16902. * @param sce
  16903. * @return True if near wall; False otherwise
  16904. * @TODO: Seems wrong
  16905. */
  16906. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16907. {
  16908. bool wall = true;
  16909. if( bl->type == BL_PC ) { //Check for walls.
  16910. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16911. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16912. int i;
  16913. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16914. if( i == 8 )
  16915. wall = false;
  16916. }
  16917. if( sce ) {
  16918. if( !wall && sce->val1 < 3 ) //End camouflage.
  16919. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16920. status_calc_bl(bl,SCB_SPEED);
  16921. }
  16922. return wall;
  16923. }
  16924. /**
  16925. * Process skill unit visibilty for single BL in area
  16926. * @param bl
  16927. * @param ap
  16928. * @author [Cydh]
  16929. **/
  16930. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16931. struct skill_unit *su = NULL;
  16932. struct block_list *src = NULL;
  16933. unsigned int party1 = 0;
  16934. bool visible = true;
  16935. nullpo_ret(bl);
  16936. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16937. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16938. party1 = va_arg(ap, unsigned int);
  16939. if (src != bl) {
  16940. unsigned int party2 = status_get_party_id(bl);
  16941. if (!party1 || !party2 || party1 != party2)
  16942. visible = false;
  16943. }
  16944. clif_getareachar_skillunit(bl, su, SELF, visible);
  16945. return 1;
  16946. }
  16947. /**
  16948. * Check for skill unit visibilty in area on
  16949. * - skill first placement
  16950. * - skill moved (knocked back, moved dance)
  16951. * @param su Skill unit
  16952. * @param target Affected target for this visibility @see enum send_target
  16953. * @author [Cydh]
  16954. **/
  16955. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16956. nullpo_retv(su);
  16957. if (!su->hidden) // It's not hidden, just do this!
  16958. clif_getareachar_skillunit(&su->bl, su, target, true);
  16959. else {
  16960. struct block_list *src = battle_get_master(&su->bl);
  16961. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16962. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16963. }
  16964. }
  16965. /**
  16966. * Check for skill unit visibilty on single BL on insight/spawn action
  16967. * @param su Skill unit
  16968. * @param bl Block list
  16969. * @author [Cydh]
  16970. **/
  16971. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16972. bool visible = true;
  16973. struct block_list *src = NULL;
  16974. nullpo_retv(bl);
  16975. nullpo_retv(su);
  16976. nullpo_retv((src = battle_get_master(&su->bl)));
  16977. if (su->hidden && src != bl) {
  16978. unsigned int party1 = status_get_party_id(src);
  16979. unsigned int party2 = status_get_party_id(bl);
  16980. if (!party1 || !party2 || party1 != party2)
  16981. visible = false;
  16982. }
  16983. clif_getareachar_skillunit(bl, su, SELF, visible);
  16984. }
  16985. /**
  16986. * Initialize new skill unit for skill unit group.
  16987. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16988. * @param group Skill unit group
  16989. * @param idx
  16990. * @param x
  16991. * @param y
  16992. * @param val1
  16993. * @param val2
  16994. */
  16995. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16996. {
  16997. struct skill_unit *unit;
  16998. nullpo_retr(NULL, group);
  16999. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  17000. nullpo_retr(NULL, (unit = &group->unit[idx]));
  17001. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  17002. return unit;
  17003. if(!unit->alive)
  17004. group->alive_count++;
  17005. unit->bl.id = map_get_new_object_id();
  17006. unit->bl.type = BL_SKILL;
  17007. unit->bl.m = group->map;
  17008. unit->bl.x = x;
  17009. unit->bl.y = y;
  17010. unit->group = group;
  17011. unit->alive = 1;
  17012. unit->val1 = val1;
  17013. unit->val2 = val2;
  17014. unit->hidden = hidden;
  17015. // Stores new skill unit
  17016. idb_put(skillunit_db, unit->bl.id, unit);
  17017. map_addiddb(&unit->bl);
  17018. if(map_addblock(&unit->bl))
  17019. return NULL;
  17020. // Perform oninit actions
  17021. switch (group->skill_id) {
  17022. case WZ_ICEWALL:
  17023. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  17024. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  17025. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  17026. break;
  17027. case SA_LANDPROTECTOR:
  17028. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  17029. break;
  17030. #ifndef RENEWAL
  17031. case HP_BASILICA:
  17032. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  17033. break;
  17034. #endif
  17035. case SC_MAELSTROM:
  17036. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  17037. break;
  17038. default:
  17039. if (group->state.song_dance&0x1) //Check for dissonance.
  17040. skill_dance_overlap(unit, 1);
  17041. break;
  17042. }
  17043. skill_getareachar_skillunit_visibilty(unit, AREA);
  17044. return unit;
  17045. }
  17046. /**
  17047. * Remove unit
  17048. * @param unit
  17049. */
  17050. int skill_delunit(struct skill_unit* unit)
  17051. {
  17052. struct skill_unit_group *group;
  17053. nullpo_ret(unit);
  17054. if( !unit->alive )
  17055. return 0;
  17056. unit->alive = 0;
  17057. nullpo_ret(group = unit->group);
  17058. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  17059. skill_dance_overlap(unit, 0);
  17060. // invoke onout event
  17061. if( !unit->range )
  17062. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  17063. // perform ondelete actions
  17064. switch (group->skill_id) {
  17065. case HT_ANKLESNARE:
  17066. case SC_ESCAPE:
  17067. {
  17068. struct block_list* target = map_id2bl(group->val2);
  17069. enum sc_type type = status_skill2sc(group->skill_id);
  17070. if( target )
  17071. status_change_end(target, type, INVALID_TIMER);
  17072. }
  17073. break;
  17074. case WZ_ICEWALL:
  17075. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  17076. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  17077. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  17078. break;
  17079. case SA_LANDPROTECTOR:
  17080. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  17081. break;
  17082. #ifndef RENEWAL
  17083. case HP_BASILICA:
  17084. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  17085. break;
  17086. #endif
  17087. case RA_ELECTRICSHOCKER: {
  17088. struct block_list* target = map_id2bl(group->val2);
  17089. if( target )
  17090. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  17091. }
  17092. break;
  17093. case SC_MAELSTROM:
  17094. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  17095. break;
  17096. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  17097. if( group->val2 ) { // Someone Traped
  17098. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  17099. if( tsc && tsc->data[SC__MANHOLE] )
  17100. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  17101. }
  17102. break;
  17103. }
  17104. clif_skill_delunit(unit);
  17105. unit->group=NULL;
  17106. map_delblock(&unit->bl); // don't free yet
  17107. map_deliddb(&unit->bl);
  17108. idb_remove(skillunit_db, unit->bl.id);
  17109. if(--group->alive_count==0)
  17110. skill_delunitgroup(group);
  17111. return 0;
  17112. }
  17113. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  17114. /// Returns the target skill_unit_group or NULL if not found.
  17115. struct skill_unit_group* skill_id2group(int group_id) {
  17116. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  17117. }
  17118. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17119. /**
  17120. * Returns a new group_id that isn't being used in skillunit_group_db.
  17121. * Fatal error if nothing is available.
  17122. */
  17123. static int skill_get_new_group_id(void)
  17124. {
  17125. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17126. return skill_unit_group_newid++;// available
  17127. {// find next id
  17128. int base_id = skill_unit_group_newid;
  17129. while( base_id != ++skill_unit_group_newid )
  17130. {
  17131. if( skill_unit_group_newid < MAX_SKILL )
  17132. skill_unit_group_newid = MAX_SKILL;
  17133. if( skill_id2group(skill_unit_group_newid) == NULL )
  17134. return skill_unit_group_newid++;// available
  17135. }
  17136. // full loop, nothing available
  17137. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17138. exit(1);
  17139. }
  17140. }
  17141. /**
  17142. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17143. * @param src Object that cast the skill
  17144. * @param count How many 'cells' used that needed. Related with skill layout
  17145. * @param skill_id ID of used skill
  17146. * @param skill_lv Skill level of used skill
  17147. * @param unit_id Unit ID (look at skill_unit_db.txt)
  17148. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17149. * @param interval Time interval
  17150. * @return skill_unit_group
  17151. */
  17152. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  17153. {
  17154. struct unit_data* ud = unit_bl2ud( src );
  17155. struct skill_unit_group* group;
  17156. int i;
  17157. if(!(skill_id && skill_lv)) return 0;
  17158. nullpo_retr(NULL, src);
  17159. nullpo_retr(NULL, ud);
  17160. // Find a free spot to store the new unit group
  17161. // TODO: Make this flexible maybe by changing this fixed array?
  17162. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  17163. if(i == MAX_SKILLUNITGROUP) {
  17164. // Array is full, make room by discarding oldest group
  17165. int j = 0;
  17166. t_tick maxdiff = 0, tick = gettick();
  17167. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  17168. t_tick x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  17169. if(x > maxdiff){
  17170. maxdiff = x;
  17171. j = i;
  17172. }
  17173. }
  17174. skill_delunitgroup(ud->skillunit[j]);
  17175. // Since elements must have shifted, we use the last slot.
  17176. i = MAX_SKILLUNITGROUP-1;
  17177. }
  17178. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  17179. group->src_id = src->id;
  17180. group->party_id = status_get_party_id(src);
  17181. group->guild_id = status_get_guild_id(src);
  17182. group->bg_id = bg_team_get_id(src);
  17183. group->group_id = skill_get_new_group_id();
  17184. group->link_group_id = 0;
  17185. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  17186. group->unit_count = count;
  17187. group->alive_count = 0;
  17188. group->val1 = 0;
  17189. group->val2 = 0;
  17190. group->val3 = 0;
  17191. group->skill_id = skill_id;
  17192. group->skill_lv = skill_lv;
  17193. group->unit_id = unit_id;
  17194. group->map = src->m;
  17195. group->limit = limit;
  17196. group->interval = interval;
  17197. group->tick = gettick();
  17198. group->valstr = NULL;
  17199. ud->skillunit[i] = group;
  17200. // Stores this new group to DBMap
  17201. idb_put(skillunit_group_db, group->group_id, group);
  17202. return group;
  17203. }
  17204. /**
  17205. * Remove skill unit group
  17206. * @param group
  17207. * @param file
  17208. * @param line
  17209. * @param *func
  17210. */
  17211. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  17212. {
  17213. struct block_list* src;
  17214. struct unit_data *ud;
  17215. short i, j;
  17216. int link_group_id;
  17217. if( group == NULL ) {
  17218. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17219. return 0;
  17220. }
  17221. src = map_id2bl(group->src_id);
  17222. ud = unit_bl2ud(src);
  17223. if (!src || !ud) {
  17224. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17225. return 0;
  17226. }
  17227. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17228. switch( group->skill_id ) {
  17229. case BA_DISSONANCE:
  17230. case BA_POEMBRAGI:
  17231. case BA_WHISTLE:
  17232. case BA_ASSASSINCROSS:
  17233. case BA_APPLEIDUN:
  17234. case DC_UGLYDANCE:
  17235. case DC_HUMMING:
  17236. case DC_DONTFORGETME:
  17237. case DC_FORTUNEKISS:
  17238. case DC_SERVICEFORYOU:
  17239. case NC_NEUTRALBARRIER:
  17240. case NC_STEALTHFIELD:
  17241. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17242. break;
  17243. }
  17244. }
  17245. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17246. struct status_change* sc = status_get_sc(src);
  17247. if (sc && sc->data[SC_DANCING]) {
  17248. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17249. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17250. }
  17251. }
  17252. // End SC from the master when the skill group is deleted
  17253. i = SC_NONE;
  17254. switch (group->unit_id) {
  17255. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17256. #ifndef RENEWAL
  17257. case UNT_BASILICA: i = SC_BASILICA; break;
  17258. #endif
  17259. }
  17260. if (i != SC_NONE) {
  17261. struct status_change *sc = status_get_sc(src);
  17262. if (sc && sc->data[i]) {
  17263. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17264. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17265. }
  17266. }
  17267. switch( group->skill_id ) {
  17268. case PF_SPIDERWEB:
  17269. {
  17270. struct block_list* target = map_id2bl(group->val2);
  17271. struct status_change *sc;
  17272. bool removed = true;
  17273. //Clear group id from status change
  17274. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17275. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17276. sc->data[SC_SPIDERWEB]->val2 = 0;
  17277. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17278. sc->data[SC_SPIDERWEB]->val3 = 0;
  17279. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17280. sc->data[SC_SPIDERWEB]->val4 = 0;
  17281. else //Group was already removed in status_change_end, don't call it again!
  17282. removed = false;
  17283. //The last group was cleared, end status change
  17284. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17285. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17286. }
  17287. }
  17288. case SG_SUN_WARM:
  17289. case SG_MOON_WARM:
  17290. case SG_STAR_WARM:
  17291. case LG_BANDING:
  17292. case GN_HELLS_PLANT:
  17293. {
  17294. status_change *sc = status_get_sc(src);
  17295. sc_type type = status_skill2sc(group->skill_id);
  17296. if (sc && sc->data[type]) {
  17297. sc->data[type]->val4 = 0;
  17298. status_change_end(src, type, INVALID_TIMER);
  17299. }
  17300. }
  17301. break;
  17302. case NC_NEUTRALBARRIER:
  17303. {
  17304. struct status_change *sc = NULL;
  17305. if( (sc = status_get_sc(src)) != NULL ) {
  17306. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17307. {
  17308. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17309. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17310. }
  17311. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17312. }
  17313. }
  17314. break;
  17315. case NC_STEALTHFIELD:
  17316. {
  17317. struct status_change *sc = NULL;
  17318. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17319. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17320. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17321. }
  17322. }
  17323. break;
  17324. }
  17325. if (src->type==BL_PC && group->state.ammo_consume)
  17326. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17327. group->alive_count=0;
  17328. // remove all unit cells
  17329. if(group->unit != NULL)
  17330. for( i = 0; i < group->unit_count; i++ )
  17331. skill_delunit(&group->unit[i]);
  17332. // clear Talkie-box string
  17333. if( group->valstr != NULL ) {
  17334. aFree(group->valstr);
  17335. group->valstr = NULL;
  17336. }
  17337. idb_remove(skillunit_group_db, group->group_id);
  17338. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  17339. group->unit = NULL;
  17340. group->group_id = 0;
  17341. group->unit_count = 0;
  17342. link_group_id = group->link_group_id;
  17343. group->link_group_id = 0;
  17344. // locate this group, swap with the last entry and delete it
  17345. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  17346. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  17347. j--;
  17348. if( i < MAX_SKILLUNITGROUP ) {
  17349. ud->skillunit[i] = ud->skillunit[j];
  17350. ud->skillunit[j] = NULL;
  17351. ers_free(skill_unit_ers, group);
  17352. } else
  17353. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17354. if(link_group_id) {
  17355. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  17356. if(group_cur)
  17357. skill_delunitgroup(group_cur);
  17358. }
  17359. return 1;
  17360. }
  17361. /**
  17362. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17363. * @param src
  17364. */
  17365. void skill_clear_unitgroup(struct block_list *src)
  17366. {
  17367. struct unit_data *ud;
  17368. nullpo_retv(src);
  17369. nullpo_retv((ud = unit_bl2ud(src)));
  17370. while (ud->skillunit[0])
  17371. skill_delunitgroup(ud->skillunit[0]);
  17372. }
  17373. /**
  17374. * Search tickset for skill unit in skill unit group
  17375. * @param bl Block List for skill_unit
  17376. * @param group Skill unit group
  17377. * @param tick
  17378. * @return skill_unit_group_tickset if found
  17379. */
  17380. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, t_tick tick)
  17381. {
  17382. int i, j = -1, s, id;
  17383. struct unit_data *ud;
  17384. struct skill_unit_group_tickset *set;
  17385. nullpo_ret(bl);
  17386. if (group->interval == -1)
  17387. return NULL;
  17388. ud = unit_bl2ud(bl);
  17389. if (!ud)
  17390. return NULL;
  17391. set = ud->skillunittick;
  17392. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17393. id = s = group->skill_id;
  17394. else
  17395. id = s = group->group_id;
  17396. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17397. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17398. if (set[k].id == id)
  17399. return &set[k];
  17400. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17401. j=k;
  17402. }
  17403. if (j == -1) {
  17404. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17405. j = id % MAX_SKILLUNITGROUPTICKSET;
  17406. }
  17407. set[j].id = id;
  17408. set[j].tick = tick;
  17409. return &set[j];
  17410. }
  17411. /*==========================================
  17412. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17413. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17414. *------------------------------------------*/
  17415. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17416. {
  17417. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17418. struct skill_unit_group* group = NULL;
  17419. t_tick tick = va_arg(ap,t_tick);
  17420. nullpo_ret(unit);
  17421. if( !unit->alive || bl->prev == NULL )
  17422. return 0;
  17423. nullpo_ret(group = unit->group);
  17424. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17425. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  17426. return 0; //AoE skills are ineffective. [Skotlex]
  17427. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17428. return 0;
  17429. skill_unit_onplace_timer(unit,bl,tick);
  17430. return 1;
  17431. }
  17432. /**
  17433. * @see DBApply
  17434. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17435. */
  17436. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17437. {
  17438. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17439. struct skill_unit_group* group = NULL;
  17440. t_tick tick = va_arg(ap,t_tick);
  17441. bool dissonance;
  17442. struct block_list* bl = &unit->bl;
  17443. nullpo_ret(unit);
  17444. if( !unit->alive )
  17445. return 0;
  17446. nullpo_ret(group = unit->group);
  17447. // Check for expiration
  17448. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17449. {// skill unit expired (inlined from skill_unit_onlimit())
  17450. switch( group->unit_id ) {
  17451. case UNT_ICEWALL:
  17452. unit->val1 -= 50; // icewall loses 50 hp every second
  17453. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17454. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17455. if( unit->val1 <= 0 )
  17456. skill_delunit(unit);
  17457. break;
  17458. case UNT_BLASTMINE:
  17459. #ifdef RENEWAL
  17460. case UNT_CLAYMORETRAP:
  17461. #endif
  17462. case UNT_GROUNDDRIFT_WIND:
  17463. case UNT_GROUNDDRIFT_DARK:
  17464. case UNT_GROUNDDRIFT_POISON:
  17465. case UNT_GROUNDDRIFT_WATER:
  17466. case UNT_GROUNDDRIFT_FIRE:
  17467. group->unit_id = UNT_USED_TRAPS;
  17468. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17469. group->limit=DIFF_TICK(tick+1500,group->tick);
  17470. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17471. break;
  17472. case UNT_ANKLESNARE:
  17473. case UNT_ELECTRICSHOCKER:
  17474. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17475. skill_delunit(unit);
  17476. break;
  17477. }
  17478. case UNT_SKIDTRAP:
  17479. case UNT_LANDMINE:
  17480. case UNT_SHOCKWAVE:
  17481. case UNT_SANDMAN:
  17482. case UNT_FLASHER:
  17483. case UNT_FREEZINGTRAP:
  17484. #ifndef RENEWAL
  17485. case UNT_CLAYMORETRAP:
  17486. #endif
  17487. case UNT_TALKIEBOX:
  17488. case UNT_CLUSTERBOMB:
  17489. case UNT_MAGENTATRAP:
  17490. case UNT_COBALTTRAP:
  17491. case UNT_MAIZETRAP:
  17492. case UNT_VERDURETRAP:
  17493. case UNT_FIRINGTRAP:
  17494. case UNT_ICEBOUNDTRAP:
  17495. {
  17496. struct block_list* src;
  17497. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17498. { // revert unit back into a trap
  17499. struct item item_tmp;
  17500. memset(&item_tmp,0,sizeof(item_tmp));
  17501. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17502. item_tmp.identify = 1;
  17503. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17504. }
  17505. skill_delunit(unit);
  17506. }
  17507. break;
  17508. case UNT_WARP_ACTIVE:
  17509. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17510. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17511. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17512. // restart timers
  17513. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17514. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17515. // apply effect to all units standing on it
  17516. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17517. break;
  17518. case UNT_CALLFAMILY:
  17519. {
  17520. struct map_session_data *sd = NULL;
  17521. if(group->val1) {
  17522. sd = map_charid2sd(group->val1);
  17523. group->val1 = 0;
  17524. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17525. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17526. }
  17527. if(group->val2) {
  17528. sd = map_charid2sd(group->val2);
  17529. group->val2 = 0;
  17530. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17531. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17532. }
  17533. skill_delunit(unit);
  17534. }
  17535. break;
  17536. case UNT_REVERBERATION:
  17537. case UNT_NETHERWORLD:
  17538. if( unit->val1 <= 0 ) { // If it was deactivated.
  17539. skill_delunit(unit);
  17540. break;
  17541. }
  17542. clif_changetraplook(bl,UNT_USED_TRAPS);
  17543. if (group->unit_id == UNT_REVERBERATION)
  17544. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17545. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17546. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17547. group->unit_id = UNT_USED_TRAPS;
  17548. break;
  17549. case UNT_FEINTBOMB: {
  17550. struct block_list *src = map_id2bl(group->src_id);
  17551. if (src)
  17552. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  17553. skill_delunit(unit);
  17554. }
  17555. break;
  17556. case UNT_BANDING:
  17557. {
  17558. struct block_list *src = map_id2bl(group->src_id);
  17559. struct status_change *sc;
  17560. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17561. skill_delunit(unit);
  17562. break;
  17563. }
  17564. // This unit isn't removed while SC_BANDING is active.
  17565. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17566. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17567. }
  17568. break;
  17569. case UNT_B_TRAP:
  17570. {
  17571. struct block_list* src;
  17572. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17573. struct item item_tmp;
  17574. memset(&item_tmp, 0, sizeof(item_tmp));
  17575. item_tmp.nameid = group->item_id;
  17576. item_tmp.identify = 1;
  17577. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17578. }
  17579. skill_delunit(unit);
  17580. }
  17581. break;
  17582. default:
  17583. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17584. // Deal damage before expiration
  17585. break;
  17586. }
  17587. skill_delunit(unit);
  17588. break;
  17589. }
  17590. } else {// skill unit is still active
  17591. switch( group->unit_id ) {
  17592. case UNT_BLASTMINE:
  17593. case UNT_SKIDTRAP:
  17594. case UNT_LANDMINE:
  17595. case UNT_SHOCKWAVE:
  17596. case UNT_SANDMAN:
  17597. case UNT_FLASHER:
  17598. case UNT_CLAYMORETRAP:
  17599. case UNT_FREEZINGTRAP:
  17600. case UNT_TALKIEBOX:
  17601. case UNT_ANKLESNARE:
  17602. case UNT_B_TRAP:
  17603. if( unit->val1 <= 0 ) {
  17604. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17605. skill_delunit(unit);
  17606. else {
  17607. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17608. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17609. group->unit_id = UNT_USED_TRAPS;
  17610. }
  17611. }
  17612. break;
  17613. case UNT_REVERBERATION:
  17614. case UNT_NETHERWORLD:
  17615. if (unit->val1 <= 0) {
  17616. clif_changetraplook(bl,UNT_USED_TRAPS);
  17617. if (group->unit_id == UNT_REVERBERATION)
  17618. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17619. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17620. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17621. group->unit_id = UNT_USED_TRAPS;
  17622. }
  17623. break;
  17624. case UNT_WALLOFTHORN:
  17625. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17626. skill_delunitgroup(group);
  17627. break;
  17628. }
  17629. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17630. skill_delunit(unit);
  17631. break;
  17632. case UNT_SANCTUARY:
  17633. if (group->val1 <= 0) {
  17634. skill_delunitgroup(group);
  17635. }
  17636. break;
  17637. default:
  17638. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17639. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17640. // Unit will expire the next interval, start dropping Meteor
  17641. struct block_list* src;
  17642. if ((src = map_id2bl(group->src_id)) != NULL) {
  17643. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17644. group->val2 = 1;
  17645. }
  17646. }
  17647. // No damage until expiration
  17648. return 0;
  17649. }
  17650. break;
  17651. }
  17652. }
  17653. //Don't continue if unit or even group is expired and has been deleted.
  17654. if( !group || !unit->alive )
  17655. return 0;
  17656. dissonance = skill_dance_switch(unit, 0);
  17657. if( unit->range >= 0 && group->interval != -1 )
  17658. {
  17659. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17660. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17661. group->unit_id = UNT_USED_TRAPS;
  17662. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17663. unit->range = -1; //Disable processed cell.
  17664. if (--group->val1 <= 0) { // number of live cells
  17665. //All tiles were processed, disable skill.
  17666. group->target_flag=BCT_NOONE;
  17667. group->bl_flag= BL_NUL;
  17668. }
  17669. }
  17670. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17671. skill_delunit(unit);
  17672. return 0;
  17673. }
  17674. }
  17675. if( dissonance )
  17676. skill_dance_switch(unit, 1);
  17677. return 0;
  17678. }
  17679. /*==========================================
  17680. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17681. *------------------------------------------*/
  17682. TIMER_FUNC(skill_unit_timer){
  17683. map_freeblock_lock();
  17684. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17685. map_freeblock_unlock();
  17686. return 0;
  17687. }
  17688. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17689. /*==========================================
  17690. * flag :
  17691. * 1 : store that skill_unit in array
  17692. * 2 : clear that skill_unit
  17693. * 4 : call_on_left
  17694. *------------------------------------------*/
  17695. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17696. {
  17697. struct skill_unit* unit = (struct skill_unit *)bl;
  17698. struct skill_unit_group* group = NULL;
  17699. struct block_list* target = va_arg(ap,struct block_list*);
  17700. t_tick tick = va_arg(ap,t_tick);
  17701. int flag = va_arg(ap,int);
  17702. bool dissonance;
  17703. uint16 skill_id;
  17704. int i;
  17705. nullpo_ret(unit);
  17706. nullpo_ret(target);
  17707. if( !unit->alive || target->prev == NULL )
  17708. return 0;
  17709. nullpo_ret(group = unit->group);
  17710. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17711. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17712. dissonance = skill_dance_switch(unit, 0);
  17713. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17714. skill_id = group->skill_id;
  17715. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17716. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17717. if( dissonance ) {
  17718. skill_dance_switch(unit, 1);
  17719. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17720. }
  17721. return 0;
  17722. }
  17723. //Target-type check.
  17724. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17725. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17726. if( flag&1 ) {
  17727. if( flag&2 ) { //Clear this skill id.
  17728. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17729. if( i < ARRAYLENGTH(skill_unit_temp) )
  17730. skill_unit_temp[i] = 0;
  17731. }
  17732. } else {
  17733. if( flag&2 ) { //Store this skill id.
  17734. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17735. if( i < ARRAYLENGTH(skill_unit_temp) )
  17736. skill_unit_temp[i] = skill_id;
  17737. else
  17738. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17739. }
  17740. }
  17741. if( flag&4 )
  17742. skill_unit_onleft(skill_id,target,tick);
  17743. }
  17744. if( dissonance )
  17745. skill_dance_switch(unit, 1);
  17746. return 0;
  17747. } else {
  17748. if( flag&1 ) {
  17749. int result = skill_unit_onplace(unit,target,tick);
  17750. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17751. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17752. if( i < ARRAYLENGTH(skill_unit_temp) )
  17753. skill_unit_temp[i] = 0;
  17754. }
  17755. } else {
  17756. int result = skill_unit_onout(unit,target,tick);
  17757. if( flag&2 && result ) { //Store this unit id.
  17758. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17759. if( i < ARRAYLENGTH(skill_unit_temp) )
  17760. skill_unit_temp[i] = skill_id;
  17761. else
  17762. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17763. }
  17764. }
  17765. //TODO: Normally, this is dangerous since the unit and group could be freed
  17766. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17767. //cells do not get deleted within them. [Skotlex]
  17768. if( dissonance )
  17769. skill_dance_switch(unit, 1);
  17770. if( flag&4 )
  17771. skill_unit_onleft(skill_id,target,tick);
  17772. return 1;
  17773. }
  17774. }
  17775. /*==========================================
  17776. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17777. * Flag values:
  17778. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17779. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17780. * units to figure out when they have left a group.
  17781. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17782. *------------------------------------------*/
  17783. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17784. {
  17785. nullpo_ret(bl);
  17786. if( bl->prev == NULL )
  17787. return 0;
  17788. if( flag&2 && !(flag&1) ) //Onout, clear data
  17789. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17790. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17791. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17792. int i;
  17793. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17794. if( skill_unit_temp[i] )
  17795. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17796. }
  17797. return 0;
  17798. }
  17799. /*==========================================
  17800. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17801. * @param bl Skill unit
  17802. * @param m Map
  17803. * @param dx
  17804. * @param dy
  17805. *------------------------------------------*/
  17806. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17807. t_tick tick = gettick();
  17808. struct skill_unit *su;
  17809. if (bl->type != BL_SKILL)
  17810. return;
  17811. if (!(su = (struct skill_unit *)bl))
  17812. return;
  17813. if (!su->alive)
  17814. return;
  17815. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17816. return; //Ensembles may not be moved around.
  17817. if (!bl->prev) {
  17818. bl->x = dx;
  17819. bl->y = dy;
  17820. return;
  17821. }
  17822. map_moveblock(bl, dx, dy, tick);
  17823. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17824. skill_getareachar_skillunit_visibilty(su, AREA);
  17825. return;
  17826. }
  17827. /**
  17828. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17829. * @param group Skill Group
  17830. * @param m Map
  17831. * @param dx
  17832. * @param dy
  17833. */
  17834. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17835. {
  17836. int i, j;
  17837. t_tick tick = gettick();
  17838. int *m_flag;
  17839. struct skill_unit *unit1;
  17840. struct skill_unit *unit2;
  17841. if (group == NULL)
  17842. return;
  17843. if (group->unit_count <= 0)
  17844. return;
  17845. if (group->unit == NULL)
  17846. return;
  17847. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17848. return; //Ensembles may not be moved around.
  17849. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17850. // m_flag
  17851. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17852. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17853. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17854. // 3: Both 1+2.
  17855. for(i = 0; i < group->unit_count; i++) {
  17856. unit1 =& group->unit[i];
  17857. if (!unit1->alive || unit1->bl.m != m)
  17858. continue;
  17859. for(j = 0; j < group->unit_count; j++) {
  17860. unit2 = &group->unit[j];
  17861. if (!unit2->alive)
  17862. continue;
  17863. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17864. m_flag[i] |= 0x1;
  17865. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17866. m_flag[i] |= 0x2;
  17867. }
  17868. }
  17869. j = 0;
  17870. for (i = 0; i < group->unit_count; i++) {
  17871. unit1 = &group->unit[i];
  17872. if (!unit1->alive)
  17873. continue;
  17874. if (!(m_flag[i]&0x2)) {
  17875. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17876. skill_dance_overlap(unit1, 0);
  17877. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17878. }
  17879. //Move Cell using "smart" criteria (avoid useless moving around)
  17880. switch(m_flag[i]) {
  17881. case 0:
  17882. //Cell moves independently, safely move it.
  17883. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17884. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17885. break;
  17886. case 1:
  17887. //Cell moves unto another cell, look for a replacement cell that won't collide
  17888. //and has no cell moving into it (flag == 2)
  17889. for(; j < group->unit_count; j++) {
  17890. int dx2, dy2;
  17891. if(m_flag[j] != 2 || !group->unit[j].alive)
  17892. continue;
  17893. //Move to where this cell would had moved.
  17894. unit2 = &group->unit[j];
  17895. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17896. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17897. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17898. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17899. j++; //Skip this cell as we have used it.
  17900. break;
  17901. }
  17902. break;
  17903. case 2:
  17904. case 3:
  17905. break; //Don't move the cell as a cell will end on this tile anyway.
  17906. }
  17907. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17908. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17909. skill_dance_overlap(unit1, 1);
  17910. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17911. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17912. }
  17913. }
  17914. aFree(m_flag);
  17915. }
  17916. /**
  17917. * Checking product requirement in player's inventory.
  17918. * Checking if player has the item or not, the amount, and the weight limit.
  17919. * @param sd Player
  17920. * @param nameid Product requested
  17921. * @param trigger Trigger criteria to match will 'ItemLv'
  17922. * @param qty Amount of item will be created
  17923. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17924. */
  17925. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17926. {
  17927. short i, j;
  17928. nullpo_ret(sd);
  17929. if (!nameid || !itemdb_exists(nameid))
  17930. return 0;
  17931. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17932. if (skill_produce_db[i].nameid == nameid) {
  17933. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17934. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17935. continue; // must iterate again to check other skills that produce it. [malufett]
  17936. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17937. continue; // special case
  17938. break;
  17939. }
  17940. }
  17941. if (i >= MAX_SKILL_PRODUCE_DB)
  17942. return 0;
  17943. // Cannot carry the produced stuff
  17944. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17945. return 0;
  17946. // Matching the requested produce list
  17947. if (trigger >= 0) {
  17948. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17949. if (skill_produce_db[i].itemlv != trigger)
  17950. return 0;
  17951. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17952. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17953. return 0;
  17954. } else { // Weapon (itemlv must be higher or equal)
  17955. if (skill_produce_db[i].itemlv > trigger)
  17956. return 0;
  17957. }
  17958. }
  17959. // Check on player's inventory
  17960. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17961. unsigned short nameid_produce;
  17962. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17963. continue;
  17964. if (skill_produce_db[i].mat_amount[j] == 0) {
  17965. if (pc_search_inventory(sd,nameid_produce) < 0)
  17966. return 0;
  17967. } else {
  17968. unsigned short idx, amt;
  17969. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17970. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17971. amt += sd->inventory.u.items_inventory[idx].amount;
  17972. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17973. return 0;
  17974. }
  17975. }
  17976. return i + 1;
  17977. }
  17978. /**
  17979. * Attempt to produce an item
  17980. * @param sd Player
  17981. * @param skill_id Skill used
  17982. * @param nameid Requested product
  17983. * @param slot1
  17984. * @param slot2
  17985. * @param slot3
  17986. * @param qty Amount of requested item
  17987. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17988. * @return True is success, False if failed
  17989. */
  17990. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17991. {
  17992. int slot[3];
  17993. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17994. int num = -1; // exclude the recipe
  17995. struct status_data *status;
  17996. struct item_data* data;
  17997. nullpo_ret(sd);
  17998. status = status_get_status_data(&sd->bl);
  17999. if( sd->skill_id_old == skill_id )
  18000. skill_lv = sd->skill_lv_old;
  18001. if (produce_idx == -1) {
  18002. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  18003. return false;
  18004. idx--;
  18005. }
  18006. else
  18007. idx = produce_idx;
  18008. if (qty < 1)
  18009. qty = 1;
  18010. if (!skill_id) //A skill can be specified for some override cases.
  18011. skill_id = skill_produce_db[idx].req_skill;
  18012. if( skill_id == GC_RESEARCHNEWPOISON )
  18013. skill_id = GC_CREATENEWPOISON;
  18014. slot[0] = slot1;
  18015. slot[1] = slot2;
  18016. slot[2] = slot3;
  18017. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  18018. short j;
  18019. if (slot[i] <= 0)
  18020. continue;
  18021. j = pc_search_inventory(sd,slot[i]);
  18022. if (j < 0)
  18023. continue;
  18024. if (slot[i] == ITEMID_STAR_CRUMB) {
  18025. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  18026. sc++;
  18027. }
  18028. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  18029. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  18030. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  18031. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  18032. }
  18033. }
  18034. if (skill_id == RK_RUNEMASTERY) {
  18035. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18036. data = itemdb_search(nameid);
  18037. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  18038. else if (runemastery_skill_lv > 4) temp_qty = 1 + rnd()%2;
  18039. else temp_qty = 1;
  18040. if (data->stack.inventory) {
  18041. for (i = 0; i < MAX_INVENTORY; i++) {
  18042. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  18043. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  18044. clif_msg(sd,RUNE_CANT_CREATE);
  18045. return 0;
  18046. } else {
  18047. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  18048. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  18049. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  18050. }
  18051. break;
  18052. }
  18053. }
  18054. }
  18055. qty = temp_qty;
  18056. }
  18057. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  18058. short id, x, j;
  18059. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  18060. continue;
  18061. num++;
  18062. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  18063. do {
  18064. int y = 0;
  18065. j = pc_search_inventory(sd,id);
  18066. if (j >= 0) {
  18067. y = sd->inventory.u.items_inventory[j].amount;
  18068. if (y > x)
  18069. y = x;
  18070. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  18071. } else {
  18072. ShowError("skill_produce_mix: material item error\n");
  18073. return false;
  18074. }
  18075. x -= y;
  18076. } while( j >= 0 && x > 0 );
  18077. }
  18078. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL )))
  18079. wlv = itemdb_wlv(nameid);
  18080. if (!equip) {
  18081. switch (skill_id) {
  18082. case BS_IRON:
  18083. case BS_STEEL:
  18084. case BS_ENCHANTEDSTONE:
  18085. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  18086. i = pc_checkskill(sd,skill_id);
  18087. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  18088. switch (nameid) {
  18089. case ITEMID_IRON:
  18090. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  18091. break;
  18092. case ITEMID_STEEL:
  18093. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  18094. break;
  18095. case ITEMID_STAR_CRUMB:
  18096. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  18097. break;
  18098. default: // Enchanted Stones
  18099. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  18100. break;
  18101. }
  18102. break;
  18103. case ASC_CDP:
  18104. make_per = (2000 + 40*status->dex + 20*status->luk);
  18105. break;
  18106. case AL_HOLYWATER:
  18107. case AB_ANCILLA:
  18108. make_per = 100000; //100% success
  18109. break;
  18110. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  18111. case AM_TWILIGHT1:
  18112. case AM_TWILIGHT2:
  18113. case AM_TWILIGHT3:
  18114. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  18115. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  18116. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  18117. if (hom_is_active(sd->hd)) {//Player got a homun
  18118. int skill;
  18119. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  18120. make_per += skill*100; //+1% bonus per level
  18121. }
  18122. switch(nameid){
  18123. case ITEMID_RED_POTION:
  18124. case ITEMID_YELLOW_POTION:
  18125. case ITEMID_WHITE_POTION:
  18126. make_per += (1+rnd()%100)*10 + 2000;
  18127. break;
  18128. case ITEMID_ALCOHOL:
  18129. make_per += (1+rnd()%100)*10 + 1000;
  18130. break;
  18131. case ITEMID_FIRE_BOTTLE:
  18132. case ITEMID_ACID_BOTTLE:
  18133. case ITEMID_MAN_EATER_BOTTLE:
  18134. case ITEMID_MINI_BOTTLE:
  18135. make_per += (1+rnd()%100)*10;
  18136. break;
  18137. case ITEMID_YELLOW_SLIM_POTION:
  18138. make_per -= (1+rnd()%50)*10;
  18139. break;
  18140. case ITEMID_WHITE_SLIM_POTION:
  18141. case ITEMID_COATING_BOTTLE:
  18142. make_per -= (1+rnd()%100)*10;
  18143. break;
  18144. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  18145. case ITEMID_BLUE_POTION:
  18146. case ITEMID_RED_SLIM_POTION:
  18147. case ITEMID_ANODYNE:
  18148. case ITEMID_ALOEBERA:
  18149. default:
  18150. break;
  18151. }
  18152. if (battle_config.pp_rate != 100)
  18153. make_per = make_per * battle_config.pp_rate / 100;
  18154. break;
  18155. case SA_CREATECON: // Elemental Converter Creation
  18156. make_per = 100000; // should be 100% success rate
  18157. break;
  18158. case RK_RUNEMASTERY: {
  18159. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  18160. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  18161. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18162. int D = 0;
  18163. switch (nameid) { //rune rank it_diff 9 craftable rune
  18164. case ITEMID_BERKANA:
  18165. D = -2000;
  18166. break; //Rank S
  18167. case ITEMID_NAUTHIZ:
  18168. case ITEMID_URUZ:
  18169. D = -1500;
  18170. break; //Rank A
  18171. case ITEMID_ISA:
  18172. case ITEMID_WYRD:
  18173. D = -1000;
  18174. break; //Rank B
  18175. case ITEMID_RAIDO:
  18176. case ITEMID_THURISAZ:
  18177. case ITEMID_HAGALAZ:
  18178. case ITEMID_OTHILA:
  18179. D = -500;
  18180. break; //Rank C
  18181. default:
  18182. D = -1500;
  18183. break; //not specified =-15%
  18184. }
  18185. make_per = A + B + C + D;
  18186. }
  18187. break;
  18188. case GC_CREATENEWPOISON:
  18189. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18190. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18191. break;
  18192. case GN_CHANGEMATERIAL:
  18193. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18194. if (skill_changematerial_db[i].nameid == nameid) {
  18195. make_per = skill_changematerial_db[i].rate * 10;
  18196. break;
  18197. }
  18198. }
  18199. break;
  18200. case GN_S_PHARMACY:
  18201. {
  18202. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  18203. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  18204. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  18205. switch(nameid){// difficulty factor
  18206. case ITEMID_HP_INCREASE_POTION_SMALL:
  18207. case ITEMID_SP_INCREASE_POTION_SMALL:
  18208. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18209. difficulty += 10;
  18210. break;
  18211. case ITEMID_BOMB_MUSHROOM_SPORE:
  18212. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18213. difficulty += 15;
  18214. break;
  18215. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18216. case ITEMID_SP_INCREASE_POTION_LARGE:
  18217. case ITEMID_VITATA500:
  18218. difficulty += 20;
  18219. break;
  18220. case ITEMID_SEED_OF_HORNY_PLANT:
  18221. case ITEMID_BLOODSUCK_PLANT_SEED:
  18222. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18223. difficulty += 30;
  18224. break;
  18225. case ITEMID_HP_INCREASE_POTION_LARGE:
  18226. case ITEMID_CURE_FREE:
  18227. difficulty += 40;
  18228. break;
  18229. }
  18230. if( make_per >= 400 && make_per > difficulty)
  18231. qty = 10;
  18232. else if( make_per >= 300 && make_per > difficulty)
  18233. qty = 7;
  18234. else if( make_per >= 100 && make_per > difficulty)
  18235. qty = 6;
  18236. else if( make_per >= 1 && make_per > difficulty)
  18237. qty = 5;
  18238. else
  18239. qty = 4;
  18240. make_per = 10000;
  18241. }
  18242. break;
  18243. case GN_MIX_COOKING:
  18244. {
  18245. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  18246. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  18247. qty = ~(5 + rnd()%5) + 1;
  18248. switch(nameid){// difficulty factor
  18249. case ITEMID_SAVAGE_FULL_ROAST:
  18250. case ITEMID_COCKTAIL_WARG_BLOOD:
  18251. case ITEMID_MINOR_STEW:
  18252. case ITEMID_SIROMA_ICED_TEA:
  18253. case ITEMID_DROSERA_HERB_SALAD:
  18254. case ITEMID_PETITE_TAIL_NOODLES:
  18255. difficulty += 15;
  18256. break;
  18257. }
  18258. if( make_per >= 30 && make_per > difficulty)
  18259. qty = 10 + rnd()%2;
  18260. else if( make_per >= 10 && make_per > difficulty)
  18261. qty = 10;
  18262. else if( make_per == 10 && make_per > difficulty)
  18263. qty = 8;
  18264. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  18265. ;// Food/Bomb creation fails.
  18266. else if( make_per >= 30 && make_per < difficulty)
  18267. qty = 5;
  18268. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  18269. qty = ~qty + 1;
  18270. make_per = 0;
  18271. }
  18272. else
  18273. make_per = 10000;
  18274. qty = (skill_lv > 1 ? qty : 1);
  18275. }
  18276. break;
  18277. default:
  18278. if (sd->menuskill_id == AM_PHARMACY &&
  18279. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18280. { //Assume Cooking Dish
  18281. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18282. make_per = 10000; //100% Success
  18283. else
  18284. make_per = 1200 * (sd->menuskill_val - 10)
  18285. + 20 * (sd->status.base_level + 1)
  18286. + 20 * (status->dex + 1)
  18287. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18288. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18289. - 10 * (100 - status->luk + 1)
  18290. - 500 * (num - 1)
  18291. - 100 * (rnd()%4 + 1);
  18292. break;
  18293. }
  18294. make_per = 5000;
  18295. break;
  18296. }
  18297. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18298. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18299. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18300. 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
  18301. 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
  18302. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18303. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18304. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18305. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18306. if (battle_config.wp_rate != 100)
  18307. make_per = make_per * battle_config.wp_rate / 100;
  18308. }
  18309. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18310. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18311. if (make_per < 1) make_per = 1;
  18312. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18313. struct item tmp_item;
  18314. memset(&tmp_item,0,sizeof(tmp_item));
  18315. tmp_item.nameid = nameid;
  18316. tmp_item.amount = 1;
  18317. tmp_item.identify = 1;
  18318. if (equip) {
  18319. tmp_item.card[0] = CARD0_FORGE;
  18320. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18321. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18322. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18323. } else {
  18324. //Flag is only used on the end, so it can be used here. [Skotlex]
  18325. switch (skill_id) {
  18326. case BS_DAGGER:
  18327. case BS_SWORD:
  18328. case BS_TWOHANDSWORD:
  18329. case BS_AXE:
  18330. case BS_MACE:
  18331. case BS_KNUCKLE:
  18332. case BS_SPEAR:
  18333. flag = battle_config.produce_item_name_input&0x1;
  18334. break;
  18335. case AM_PHARMACY:
  18336. case AM_TWILIGHT1:
  18337. case AM_TWILIGHT2:
  18338. case AM_TWILIGHT3:
  18339. flag = battle_config.produce_item_name_input&0x2;
  18340. break;
  18341. case AL_HOLYWATER:
  18342. case AB_ANCILLA:
  18343. flag = battle_config.produce_item_name_input&0x8;
  18344. break;
  18345. case ASC_CDP:
  18346. flag = battle_config.produce_item_name_input&0x10;
  18347. break;
  18348. default:
  18349. flag = battle_config.produce_item_name_input&0x80;
  18350. break;
  18351. }
  18352. if (flag) {
  18353. tmp_item.card[0] = CARD0_CREATE;
  18354. tmp_item.card[1] = 0;
  18355. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18356. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18357. }
  18358. }
  18359. // if(log_config.produce > 0)
  18360. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18361. //TODO update PICKLOG
  18362. if (equip) {
  18363. clif_produceeffect(sd,0,nameid);
  18364. clif_misceffect(&sd->bl,3);
  18365. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18366. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18367. } else {
  18368. int fame = 0;
  18369. tmp_item.amount = 0;
  18370. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18371. if ((skill_id == GN_MIX_COOKING || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18372. tmp_item.amount = qty;
  18373. break;
  18374. }
  18375. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18376. tmp_item.amount++;
  18377. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18378. continue;
  18379. if (skill_id != AM_PHARMACY &&
  18380. skill_id != AM_TWILIGHT1 &&
  18381. skill_id != AM_TWILIGHT2 &&
  18382. skill_id != AM_TWILIGHT3)
  18383. continue;
  18384. //Add fame as needed.
  18385. switch(++sd->potion_success_counter) {
  18386. case 3:
  18387. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18388. break;
  18389. case 5:
  18390. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18391. break;
  18392. case 7:
  18393. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18394. break;
  18395. case 10:
  18396. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18397. sd->potion_success_counter = 0;
  18398. break;
  18399. }
  18400. } else //Failure
  18401. sd->potion_success_counter = 0;
  18402. }
  18403. if (fame)
  18404. pc_addfame(sd,fame);
  18405. //Visual effects and the like.
  18406. switch (skill_id) {
  18407. case AM_PHARMACY:
  18408. case AM_TWILIGHT1:
  18409. case AM_TWILIGHT2:
  18410. case AM_TWILIGHT3:
  18411. case ASC_CDP:
  18412. case GC_CREATENEWPOISON:
  18413. clif_produceeffect(sd,2,nameid);
  18414. clif_misceffect(&sd->bl,5);
  18415. break;
  18416. case BS_IRON:
  18417. case BS_STEEL:
  18418. case BS_ENCHANTEDSTONE:
  18419. clif_produceeffect(sd,0,nameid);
  18420. clif_misceffect(&sd->bl,3);
  18421. break;
  18422. case RK_RUNEMASTERY:
  18423. clif_produceeffect(sd,4,nameid);
  18424. clif_misceffect(&sd->bl,5);
  18425. break;
  18426. default: //Those that don't require a skill?
  18427. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18428. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18429. if (sd->cook_mastery < 1999)
  18430. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18431. }
  18432. break;
  18433. }
  18434. }
  18435. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18436. int j, k = 0, l;
  18437. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18438. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18439. if (skill_changematerial_db[i].nameid == nameid){
  18440. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18441. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18442. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18443. tmp_item.amount = (isStackable ? total_qty : 1);
  18444. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18445. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18446. clif_additem(sd,0,0,flag);
  18447. if( battle_config.skill_drop_items_full ){
  18448. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18449. }
  18450. }
  18451. }
  18452. k++;
  18453. }
  18454. }
  18455. break;
  18456. }
  18457. }
  18458. if (k) {
  18459. clif_produceeffect(sd,6,nameid);
  18460. clif_misceffect(&sd->bl,5);
  18461. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18462. return true;
  18463. }
  18464. } else if (tmp_item.amount) { //Success
  18465. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18466. clif_additem(sd,0,0,flag);
  18467. if( battle_config.skill_drop_items_full ){
  18468. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18469. }
  18470. }
  18471. if (skill_id == GN_MIX_COOKING || skill_id == GN_S_PHARMACY) {
  18472. clif_produceeffect(sd,6,nameid);
  18473. clif_misceffect(&sd->bl,5);
  18474. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18475. }
  18476. return true;
  18477. }
  18478. }
  18479. //Failure
  18480. // if(log_config.produce)
  18481. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18482. //TODO update PICKLOG
  18483. if (equip) {
  18484. clif_produceeffect(sd,1,nameid);
  18485. clif_misceffect(&sd->bl,2);
  18486. } else {
  18487. switch (skill_id) {
  18488. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18489. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18490. case AM_PHARMACY:
  18491. case AM_TWILIGHT1:
  18492. case AM_TWILIGHT2:
  18493. case AM_TWILIGHT3:
  18494. case GC_CREATENEWPOISON:
  18495. clif_produceeffect(sd,3,nameid);
  18496. clif_misceffect(&sd->bl,6);
  18497. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18498. break;
  18499. case BS_IRON:
  18500. case BS_STEEL:
  18501. case BS_ENCHANTEDSTONE:
  18502. clif_produceeffect(sd,1,nameid);
  18503. clif_misceffect(&sd->bl,2);
  18504. break;
  18505. case RK_RUNEMASTERY:
  18506. clif_produceeffect(sd,5,nameid);
  18507. clif_misceffect(&sd->bl,6);
  18508. break;
  18509. case GN_MIX_COOKING:
  18510. {
  18511. struct item tmp_item;
  18512. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  18513. int rate = rnd()%500;
  18514. memset(&tmp_item,0,sizeof(tmp_item));
  18515. if (rate < 50) i = 4;
  18516. else if (rate < 100) i = 2+rnd()%1;
  18517. else if (rate < 250) i = 1;
  18518. else if (rate < 500) i = 0;
  18519. tmp_item.nameid = compensation[i];
  18520. tmp_item.amount = qty;
  18521. tmp_item.identify = 1;
  18522. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18523. clif_additem(sd,0,0,flag);
  18524. if( battle_config.skill_drop_items_full ){
  18525. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18526. }
  18527. }
  18528. clif_produceeffect(sd,7,nameid);
  18529. clif_misceffect(&sd->bl,6);
  18530. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18531. }
  18532. break;
  18533. case GN_S_PHARMACY:
  18534. case GN_CHANGEMATERIAL:
  18535. clif_produceeffect(sd,7,nameid);
  18536. clif_misceffect(&sd->bl,6);
  18537. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18538. break;
  18539. default:
  18540. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18541. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18542. if (sd->cook_mastery > 0)
  18543. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18544. }
  18545. break;
  18546. }
  18547. }
  18548. return false;
  18549. }
  18550. /**
  18551. * Attempt to create arrow by specified material
  18552. * @param sd Player
  18553. * @param nameid Item ID of material
  18554. * @return True if created, False is failed
  18555. */
  18556. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  18557. {
  18558. short i, j, idx = -1;
  18559. struct item tmp_item;
  18560. nullpo_ret(sd);
  18561. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  18562. return false;
  18563. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  18564. if (nameid == skill_arrow_db[i].nameid) {
  18565. idx = i;
  18566. break;
  18567. }
  18568. }
  18569. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  18570. return false;
  18571. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18572. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  18573. char flag = 0;
  18574. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  18575. continue;
  18576. memset(&tmp_item,0,sizeof(tmp_item));
  18577. tmp_item.identify = 1;
  18578. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  18579. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  18580. if (battle_config.produce_item_name_input&0x4) {
  18581. tmp_item.card[0] = CARD0_CREATE;
  18582. tmp_item.card[1] = 0;
  18583. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18584. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18585. }
  18586. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18587. clif_additem(sd,0,0,flag);
  18588. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18589. }
  18590. }
  18591. return true;
  18592. }
  18593. /**
  18594. * Enchant weapon with poison
  18595. * @param sd Player
  18596. * @nameid Item ID of poison type
  18597. */
  18598. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  18599. {
  18600. sc_type type;
  18601. int chance, i, val4 = 0;
  18602. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18603. char output[CHAT_SIZE_MAX];
  18604. const char *msg;
  18605. nullpo_ret(sd);
  18606. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18607. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18608. return 0;
  18609. }
  18610. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  18611. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18612. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18613. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18614. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  18615. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18616. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  18617. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  18618. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18619. default:
  18620. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18621. return 0;
  18622. }
  18623. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18624. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18625. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  18626. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18627. sprintf(output, msg_txt(sd,721), msg);
  18628. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18629. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18630. clif_msg(sd,msg);
  18631. #endif*/
  18632. return 0;
  18633. }
  18634. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18635. {
  18636. struct status_change *sc = status_get_sc(bl);
  18637. // non-offensive and non-magic skills do not affect the status
  18638. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18639. return;
  18640. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18641. if (sc->data[SC_MAGICPOWER]->val4) {
  18642. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18643. } else {
  18644. sc->data[SC_MAGICPOWER]->val4 = 1;
  18645. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18646. #ifndef RENEWAL
  18647. if(bl->type == BL_PC){// update current display.
  18648. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18649. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18650. }
  18651. #endif
  18652. }
  18653. }
  18654. }
  18655. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  18656. int x, y, i, class_, skill;
  18657. struct mob_data *md;
  18658. nullpo_ret(sd);
  18659. skill = sd->menuskill_val;
  18660. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18661. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18662. return 0;
  18663. }
  18664. // Spawn Position
  18665. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18666. x = sd->sc.comet_x;
  18667. y = sd->sc.comet_y;
  18668. sd->sc.comet_x = 0;
  18669. sd->sc.comet_y = 0;
  18670. sd->menuskill_val = 0;
  18671. // Item picked decides the mob class
  18672. switch(nameid) {
  18673. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18674. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18675. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18676. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18677. default:
  18678. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18679. return 0;
  18680. }
  18681. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18682. if( md ) {
  18683. struct unit_data *ud = unit_bl2ud(&md->bl);
  18684. md->master_id = sd->bl.id;
  18685. md->special_state.ai = AI_FAW;
  18686. if(ud) {
  18687. ud->skill_id = NC_MAGICDECOY;
  18688. ud->skill_lv = skill;
  18689. }
  18690. if( md->deletetimer != INVALID_TIMER )
  18691. delete_timer(md->deletetimer, mob_timer_delete);
  18692. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18693. mob_spawn(md);
  18694. }
  18695. return 0;
  18696. }
  18697. // Warlock Spellbooks. [LimitLine/3CeAM]
  18698. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  18699. nullpo_retv(sd);
  18700. if (reading_spellbook_db.empty())
  18701. return;
  18702. int i;
  18703. struct status_change *sc = status_get_sc(&sd->bl);
  18704. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  18705. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18706. // No further checks needed
  18707. if( !sc ){
  18708. break;
  18709. }
  18710. if( !sc->data[i] )
  18711. break;
  18712. }
  18713. if( i > SC_MAXSPELLBOOK ) {
  18714. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18715. return;
  18716. }
  18717. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18718. if (spell == nullptr)
  18719. return;
  18720. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18721. if (!skill_lv) { // Caster hasn't learned the skill
  18722. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18723. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18724. return;
  18725. }
  18726. int points = spell->points;
  18727. if (sc && sc->data[SC_FREEZE_SP]) {
  18728. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18729. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18730. return;
  18731. }
  18732. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18733. if (!sc->data[i]) {
  18734. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18735. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18736. break;
  18737. }
  18738. }
  18739. } else {
  18740. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18741. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18742. }
  18743. // Reading Spell Book SP cost same as the sealed spell.
  18744. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18745. }
  18746. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18747. int lv, prob, aslvl = 0;
  18748. uint16 id, sk_idx = 0;
  18749. nullpo_ret(sd);
  18750. if (sd->sc.data[SC_STOP]) {
  18751. aslvl = sd->sc.data[SC_STOP]->val1;
  18752. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18753. }
  18754. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18755. return 0;
  18756. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18757. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18758. return 0;
  18759. }
  18760. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18761. lv = min(lv,sd->status.skill[sk_idx].lv);
  18762. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18763. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18764. return 0;
  18765. }
  18766. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18767. int i;
  18768. nullpo_ret(sd);
  18769. nullpo_ret(item_list);
  18770. if( n <= 0 )
  18771. return 1;
  18772. for( i = 0; i < n; i++ ) {
  18773. unsigned short nameid;
  18774. int add_amount, del_amount, idx, product;
  18775. struct item tmp_item;
  18776. idx = item_list[i*2+0]-2;
  18777. if( idx < 0 || idx >= MAX_INVENTORY ){
  18778. return 1;
  18779. }
  18780. del_amount = item_list[i*2+1];
  18781. if( skill_lv == 2 )
  18782. del_amount -= (del_amount % 10);
  18783. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18784. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18785. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18786. return 1;
  18787. }
  18788. switch( nameid ) {
  18789. // Level 1
  18790. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18791. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18792. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18793. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18794. // Level 2
  18795. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18796. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18797. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18798. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18799. default:
  18800. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18801. return 1;
  18802. }
  18803. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18804. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18805. return 1;
  18806. }
  18807. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18808. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18809. return 1;
  18810. }
  18811. memset(&tmp_item,0,sizeof(tmp_item));
  18812. tmp_item.nameid = product;
  18813. tmp_item.amount = add_amount;
  18814. tmp_item.identify = 1;
  18815. if( tmp_item.amount ) {
  18816. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18817. if( flag != 0 ) {
  18818. clif_additem(sd,0,0,flag);
  18819. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18820. }
  18821. }
  18822. }
  18823. return 0;
  18824. }
  18825. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18826. int i, j, k, c, p = 0, amount;
  18827. unsigned short nameid;
  18828. nullpo_ret(sd);
  18829. nullpo_ret(item_list);
  18830. // Search for objects that can be created.
  18831. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18832. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18833. p = 0;
  18834. do {
  18835. c = 0;
  18836. // Verification of overlap between the objects required and the list submitted.
  18837. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18838. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18839. for( k = 0; k < n; k++ ) {
  18840. int idx = item_list[k*2+0]-2;
  18841. if( idx < 0 || idx >= MAX_INVENTORY ){
  18842. return 0;
  18843. }
  18844. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18845. amount = item_list[k*2+1];
  18846. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18847. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18848. return 0;
  18849. }
  18850. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  18851. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18852. c++; // match
  18853. }
  18854. }
  18855. else
  18856. break; // No more items required
  18857. }
  18858. p++;
  18859. } while(n == j && c == n);
  18860. p--;
  18861. if ( p > 0 ) {
  18862. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18863. return 1;
  18864. }
  18865. }
  18866. }
  18867. if( p == 0)
  18868. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18869. return 0;
  18870. }
  18871. /**
  18872. * For Royal Guard's LG_TRAMPLE
  18873. */
  18874. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18875. {
  18876. struct skill_unit *su = (struct skill_unit *)bl;
  18877. struct skill_unit_group *sg = NULL;
  18878. t_tick tick;
  18879. nullpo_ret(su);
  18880. tick = va_arg(ap, t_tick);
  18881. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18882. switch( sg->unit_id ) {
  18883. case UNT_CLAYMORETRAP:
  18884. case UNT_FIRINGTRAP:
  18885. case UNT_ICEBOUNDTRAP:
  18886. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18887. break;
  18888. case UNT_LANDMINE:
  18889. case UNT_BLASTMINE:
  18890. case UNT_SHOCKWAVE:
  18891. case UNT_SANDMAN:
  18892. case UNT_FLASHER:
  18893. case UNT_FREEZINGTRAP:
  18894. case UNT_CLUSTERBOMB:
  18895. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18896. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18897. else
  18898. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18899. break;
  18900. }
  18901. // Traps aren't recovered.
  18902. skill_delunit(su);
  18903. }
  18904. return 0;
  18905. }
  18906. /*==========================================
  18907. *
  18908. *------------------------------------------*/
  18909. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18910. int i;
  18911. nullpo_retr(-1, sd);
  18912. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18913. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18914. }
  18915. TIMER_FUNC(skill_blockpc_end){
  18916. struct map_session_data *sd = map_id2sd(id);
  18917. int i = (int)data;
  18918. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18919. return 0;
  18920. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18921. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18922. return 0;
  18923. }
  18924. aFree(sd->scd[i]);
  18925. sd->scd[i] = NULL;
  18926. return 1;
  18927. }
  18928. /**
  18929. * Flags a singular skill as being blocked from persistent usage.
  18930. * @param sd the player the skill delay affects
  18931. * @param skill_id the skill which should be delayed
  18932. * @param tick the length of time the delay should last
  18933. * @param load whether this assignment is being loaded upon player login
  18934. * @return 0 if successful, -1 otherwise
  18935. */
  18936. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18937. int i;
  18938. nullpo_retr(-1, sd);
  18939. if (!skill_id || tick < 1)
  18940. return -1;
  18941. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18942. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18943. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18944. aFree(sd->scd[i]);
  18945. sd->scd[i] = NULL;
  18946. }
  18947. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18948. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18949. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18950. sd->scd[i]->skill_id = skill_id;
  18951. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18952. if (battle_config.display_status_timers && tick > 0)
  18953. clif_skill_cooldown(sd, skill_id, tick);
  18954. return 1;
  18955. } else {
  18956. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18957. return 0;
  18958. }
  18959. }
  18960. int skill_blockpc_clear(struct map_session_data *sd) {
  18961. int i;
  18962. nullpo_ret(sd);
  18963. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18964. if (!sd->scd[i])
  18965. continue;
  18966. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18967. aFree(sd->scd[i]);
  18968. sd->scd[i] = NULL;
  18969. }
  18970. return 1;
  18971. }
  18972. TIMER_FUNC(skill_blockhomun_end){
  18973. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18974. if (hd) {
  18975. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18976. if (skill != hd->blockskill.end())
  18977. hd->blockskill.erase(skill);
  18978. }
  18979. return 1;
  18980. }
  18981. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18982. {
  18983. nullpo_retr(-1, hd);
  18984. if (!skill_db.exists(skill_id))
  18985. return -1;
  18986. auto skill = util::vector_get(hd->blockskill, skill_id);
  18987. if (tick < 1 && skill != hd->blockskill.end()) {
  18988. hd->blockskill.erase(skill);
  18989. return -1;
  18990. }
  18991. hd->blockskill.push_back(skill_id);
  18992. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18993. }
  18994. TIMER_FUNC(skill_blockmerc_end){
  18995. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18996. if (md) {
  18997. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18998. if (skill != md->blockskill.end())
  18999. md->blockskill.erase(skill);
  19000. }
  19001. return 1;
  19002. }
  19003. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  19004. {
  19005. nullpo_retr(-1, md);
  19006. if (!skill_db.exists(skill_id))
  19007. return -1;
  19008. auto skill = util::vector_get(md->blockskill, skill_id);
  19009. if (tick < 1 && skill != md->blockskill.end()) {
  19010. md->blockskill.erase(skill);
  19011. return -1;
  19012. }
  19013. md->blockskill.push_back(skill_id);
  19014. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  19015. }
  19016. /**
  19017. * Adds a new skill unit entry for this player to recast after map load
  19018. * @param sd: Player
  19019. * @param skill_id: Skill ID to save
  19020. * @param skill_lv: Skill level to save
  19021. */
  19022. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  19023. {
  19024. struct skill_usave *sus = NULL;
  19025. if (idb_exists(skillusave_db,sd->status.char_id))
  19026. idb_remove(skillusave_db,sd->status.char_id);
  19027. CREATE(sus, struct skill_usave, 1);
  19028. idb_put(skillusave_db, sd->status.char_id, sus);
  19029. sus->skill_id = skill_id;
  19030. sus->skill_lv = skill_lv;
  19031. }
  19032. /**
  19033. * Loads saved skill unit entries for this player after map load
  19034. * @param sd: Player
  19035. */
  19036. void skill_usave_trigger(struct map_session_data *sd)
  19037. {
  19038. struct skill_usave *sus = NULL;
  19039. struct skill_unit_group *group = NULL;
  19040. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  19041. return;
  19042. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  19043. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  19044. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  19045. idb_remove(skillusave_db, sd->status.char_id);
  19046. }
  19047. /*
  19048. *
  19049. */
  19050. int skill_split_str (char *str, char **val, int num)
  19051. {
  19052. int i;
  19053. for( i = 0; i < num && str; i++ ) {
  19054. val[i] = str;
  19055. str = strchr(str,',');
  19056. if( str )
  19057. *str++ = 0;
  19058. }
  19059. return i;
  19060. }
  19061. /*
  19062. *
  19063. */
  19064. void skill_init_unit_layout (void) {
  19065. int i,j,pos = 0;
  19066. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  19067. // standard square layouts go first
  19068. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  19069. int size = i*2+1;
  19070. skill_unit_layout[i].count = size*size;
  19071. for (j=0; j<size*size; j++) {
  19072. skill_unit_layout[i].dx[j] = (j%size-i);
  19073. skill_unit_layout[i].dy[j] = (j/size-i);
  19074. }
  19075. }
  19076. // afterwards add special ones
  19077. pos = i;
  19078. for (const auto &it : skill_db) {
  19079. std::shared_ptr<s_skill_db> skill = it.second;
  19080. uint16 skill_id = skill->nameid;
  19081. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  19082. continue;
  19083. if( skill_id == EL_FIRE_MANTLE ) {
  19084. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  19085. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  19086. skill_unit_layout[pos].count = 8;
  19087. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19088. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19089. } else {
  19090. switch (skill_id) {
  19091. case MG_FIREWALL:
  19092. case WZ_ICEWALL:
  19093. case WL_EARTHSTRAIN:
  19094. case RL_FIRE_RAIN:
  19095. // these will be handled later
  19096. break;
  19097. case PR_SANCTUARY:
  19098. case NPC_EVILLAND: {
  19099. static const int dx[] = {
  19100. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  19101. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  19102. static const int dy[]={
  19103. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  19104. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  19105. skill_unit_layout[pos].count = 21;
  19106. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19107. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19108. }
  19109. break;
  19110. case PR_MAGNUS: {
  19111. static const int dx[] = {
  19112. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19113. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19114. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19115. static const int dy[] = {
  19116. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19117. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19118. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19119. skill_unit_layout[pos].count = 33;
  19120. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19121. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19122. }
  19123. break;
  19124. case AS_VENOMDUST: {
  19125. static const int dx[] = {-1, 0, 0, 0, 1};
  19126. static const int dy[] = { 0,-1, 0, 1, 0};
  19127. skill_unit_layout[pos].count = 5;
  19128. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19129. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19130. }
  19131. break;
  19132. case CR_GRANDCROSS:
  19133. case NPC_GRANDDARKNESS: {
  19134. static const int dx[] = {
  19135. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19136. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19137. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19138. static const int dy[] = {
  19139. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19140. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19141. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19142. skill_unit_layout[pos].count = 29;
  19143. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19144. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19145. }
  19146. break;
  19147. case PF_FOGWALL: {
  19148. static const int dx[] = {
  19149. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19150. static const int dy[] = {
  19151. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19152. skill_unit_layout[pos].count = 15;
  19153. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19154. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19155. }
  19156. break;
  19157. case PA_GOSPEL: {
  19158. static const int dx[] = {
  19159. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19160. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19161. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19162. -1, 0, 1};
  19163. static const int dy[] = {
  19164. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19165. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19166. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19167. 3, 3, 3};
  19168. skill_unit_layout[pos].count = 33;
  19169. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19170. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19171. }
  19172. break;
  19173. case NJ_KAENSIN: {
  19174. 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};
  19175. 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};
  19176. skill_unit_layout[pos].count = 24;
  19177. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19178. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19179. }
  19180. break;
  19181. case NJ_TATAMIGAESHI: {
  19182. //Level 1 (count 4, cross of 3x3)
  19183. static const int dx1[] = {-1, 1, 0, 0};
  19184. static const int dy1[] = { 0, 0,-1, 1};
  19185. //Level 2-3 (count 8, cross of 5x5)
  19186. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19187. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19188. //Level 4-5 (count 12, cross of 7x7
  19189. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19190. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19191. //lv1
  19192. j = 0;
  19193. skill_unit_layout[pos].count = 4;
  19194. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19195. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19196. skill->unit_layout_type[j] = pos;
  19197. //lv2/3
  19198. j++;
  19199. pos++;
  19200. skill_unit_layout[pos].count = 8;
  19201. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19202. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19203. skill->unit_layout_type[j] = pos;
  19204. skill->unit_layout_type[++j] = pos;
  19205. //lv4/5
  19206. j++;
  19207. pos++;
  19208. skill_unit_layout[pos].count = 12;
  19209. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19210. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19211. skill->unit_layout_type[j] = pos;
  19212. skill->unit_layout_type[++j] = pos;
  19213. //Fill in the rest using lv 5.
  19214. for (;j<MAX_SKILL_LEVEL;j++)
  19215. skill->unit_layout_type[j] = pos;
  19216. //Skip, this way the check below will fail and continue to the next skill.
  19217. pos++;
  19218. }
  19219. break;
  19220. case GN_WALLOFTHORN: {
  19221. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19222. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19223. skill_unit_layout[pos].count = 16;
  19224. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19225. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19226. }
  19227. break;
  19228. case NPC_FLAMECROSS: {
  19229. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19230. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19231. skill_unit_layout[pos].count = 8;
  19232. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19233. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19234. }
  19235. break;
  19236. default:
  19237. ShowError("unknown unit layout at skill %d\n",i);
  19238. break;
  19239. }
  19240. }
  19241. if (!skill_unit_layout[pos].count)
  19242. continue;
  19243. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19244. skill->unit_layout_type[j] = pos;
  19245. pos++;
  19246. }
  19247. // firewall and icewall have 8 layouts (direction-dependent)
  19248. firewall_unit_pos = pos;
  19249. for (i=0;i<8;i++) {
  19250. if (i&1) {
  19251. skill_unit_layout[pos].count = 5;
  19252. if (i&0x2) {
  19253. int dx[] = {-1,-1, 0, 0, 1};
  19254. int dy[] = { 1, 0, 0,-1,-1};
  19255. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19256. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19257. } else {
  19258. int dx[] = { 1, 1 ,0, 0,-1};
  19259. int dy[] = { 1, 0, 0,-1,-1};
  19260. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19261. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19262. }
  19263. } else {
  19264. skill_unit_layout[pos].count = 3;
  19265. if (i%4==0) {
  19266. int dx[] = {-1, 0, 1};
  19267. int dy[] = { 0, 0, 0};
  19268. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19269. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19270. } else {
  19271. int dx[] = { 0, 0, 0};
  19272. int dy[] = {-1, 0, 1};
  19273. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19274. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19275. }
  19276. }
  19277. pos++;
  19278. }
  19279. icewall_unit_pos = pos;
  19280. for (i=0;i<8;i++) {
  19281. skill_unit_layout[pos].count = 5;
  19282. if (i&1) {
  19283. if (i&0x2) {
  19284. int dx[] = {-2,-1, 0, 1, 2};
  19285. int dy[] = { 2, 1, 0,-1,-2};
  19286. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19287. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19288. } else {
  19289. int dx[] = { 2, 1 ,0,-1,-2};
  19290. int dy[] = { 2, 1, 0,-1,-2};
  19291. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19292. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19293. }
  19294. } else {
  19295. if (i%4==0) {
  19296. int dx[] = {-2,-1, 0, 1, 2};
  19297. int dy[] = { 0, 0, 0, 0, 0};
  19298. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19299. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19300. } else {
  19301. int dx[] = { 0, 0, 0, 0, 0};
  19302. int dy[] = {-2,-1, 0, 1, 2};
  19303. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19304. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19305. }
  19306. }
  19307. pos++;
  19308. }
  19309. earthstrain_unit_pos = pos;
  19310. for( i = 0; i < 8; i++ )
  19311. { // For each Direction
  19312. skill_unit_layout[pos].count = 15;
  19313. switch( i )
  19314. {
  19315. case 0: case 1: case 3: case 4: case 5: case 7:
  19316. {
  19317. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19318. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19319. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19320. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19321. }
  19322. break;
  19323. case 2:
  19324. case 6:
  19325. {
  19326. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19327. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19328. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19329. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19330. }
  19331. break;
  19332. }
  19333. pos++;
  19334. }
  19335. firerain_unit_pos = pos;
  19336. for( i = 0; i < 8; i++ ) {
  19337. skill_unit_layout[pos].count = 3;
  19338. switch( i ) {
  19339. case 0: case 1: case 3: case 4: case 5: case 7:
  19340. {
  19341. static const int dx[] = {-1, 0, 1};
  19342. static const int dy[] = { 0, 0, 0};
  19343. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19344. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19345. }
  19346. break;
  19347. case 2:
  19348. case 6:
  19349. {
  19350. static const int dx[] = { 0, 0, 0};
  19351. static const int dy[] = {-1, 0, 1};
  19352. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19353. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19354. }
  19355. break;
  19356. }
  19357. pos++;
  19358. }
  19359. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19360. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19361. }
  19362. void skill_init_nounit_layout (void) {
  19363. int i, pos = 0;
  19364. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19365. overbrand_nounit_pos = pos;
  19366. for( i = 0; i < 8; i++ ) {
  19367. if( i&1 ) {
  19368. skill_nounit_layout[pos].count = 33;
  19369. if( i&2 ) {
  19370. if( i&4 ) { // 7
  19371. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19372. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19373. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19374. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19375. } else { // 3
  19376. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19377. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19378. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19379. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19380. }
  19381. } else {
  19382. if( i&4 ) { // 5
  19383. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19384. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19385. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19386. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19387. } else { // 1
  19388. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19389. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19390. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19391. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19392. }
  19393. }
  19394. } else {
  19395. skill_nounit_layout[pos].count = 21;
  19396. if( i&2 ) {
  19397. if( i&4 ) { // 6
  19398. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19399. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19400. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19401. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19402. } else { // 2
  19403. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19404. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19405. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19406. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19407. }
  19408. } else {
  19409. if( i&4 ) { // 4
  19410. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19411. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19412. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19413. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19414. } else { // 0
  19415. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19416. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19417. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19418. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19419. }
  19420. }
  19421. }
  19422. pos++;
  19423. }
  19424. overbrand_brandish_nounit_pos = pos;
  19425. for( i = 0; i < 8; i++ ) {
  19426. if( i&1 ) {
  19427. skill_nounit_layout[pos].count = 74;
  19428. if( i&2 ) {
  19429. if( i&4 ) { // 7
  19430. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19431. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19432. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19433. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19434. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19435. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19436. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19437. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19438. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19439. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19440. } else { // 3
  19441. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19442. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19443. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19444. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19445. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19446. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19447. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19448. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19449. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19450. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19451. }
  19452. } else {
  19453. if( i&4 ) { // 5
  19454. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19455. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19456. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19457. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19458. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19459. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19460. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19461. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19462. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19463. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19464. } else { // 1
  19465. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19466. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19467. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19468. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19469. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19470. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19471. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19472. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19473. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19474. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19475. }
  19476. }
  19477. } else {
  19478. skill_nounit_layout[pos].count = 44;
  19479. if( i&2 ) {
  19480. if( i&4 ) { // 6
  19481. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  19482. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19483. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19484. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19485. } else { // 2
  19486. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  19487. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19488. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19489. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19490. }
  19491. } else {
  19492. if( i&4 ) { // 4
  19493. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19494. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19495. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19496. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19497. } else { // 0
  19498. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19499. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19500. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19501. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19502. }
  19503. }
  19504. }
  19505. pos++;
  19506. }
  19507. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19508. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19509. }
  19510. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19511. struct status_change *sc = status_get_sc(bl);
  19512. if( !sc || !bl || !skill_id )
  19513. return 0; // Can do it
  19514. switch (type) {
  19515. case SC_ANKLE:
  19516. if (skill_id == AL_TELEPORT)
  19517. return 1;
  19518. break;
  19519. case SC_STASIS:
  19520. if (bl->type == BL_PC && !skill_get_inf2(skill_id, INF2_IGNORESTASIS))
  19521. return 1; // Can't do it.
  19522. break;
  19523. case SC_KAGEHUMI:
  19524. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19525. return 1;
  19526. case SC_BITE:
  19527. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19528. return 1;
  19529. break;
  19530. }
  19531. return 0;
  19532. }
  19533. /* Determines whether a skill is currently active or not
  19534. * Used for purposes of cancelling SP usage when disabling a skill
  19535. */
  19536. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19537. {
  19538. switch( skill_id ) { //HP & SP Consumption Check
  19539. case BS_MAXIMIZE:
  19540. case NV_TRICKDEAD:
  19541. case TF_HIDING:
  19542. case AS_CLOAKING:
  19543. case GC_CLOAKINGEXCEED:
  19544. case ST_CHASEWALK:
  19545. case CR_DEFENDER:
  19546. case CR_SHRINK:
  19547. case CR_AUTOGUARD:
  19548. case ML_DEFENDER:
  19549. case ML_AUTOGUARD:
  19550. case PA_GOSPEL:
  19551. case GS_GATLINGFEVER:
  19552. case TK_READYCOUNTER:
  19553. case TK_READYDOWN:
  19554. case TK_READYSTORM:
  19555. case TK_READYTURN:
  19556. case TK_RUN:
  19557. case SG_FUSION:
  19558. case KO_YAMIKUMO:
  19559. case RA_WUGDASH:
  19560. case RA_CAMOUFLAGE:
  19561. case SJ_LUNARSTANCE:
  19562. case SJ_STARSTANCE:
  19563. case SJ_UNIVERSESTANCE:
  19564. case SJ_SUNSTANCE:
  19565. case SP_SOULCOLLECT:
  19566. if( sc->data[status_skill2sc(skill_id)] )
  19567. return 1;
  19568. break;
  19569. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19570. case NC_NEUTRALBARRIER:
  19571. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19572. return 1;
  19573. break;
  19574. case NC_STEALTHFIELD:
  19575. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19576. return 1;
  19577. break;
  19578. }
  19579. return 0;
  19580. }
  19581. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19582. int type = 0;
  19583. switch( skill_id ) {
  19584. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19585. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19586. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19587. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19588. }
  19589. type += skill_lv - 1;
  19590. return type;
  19591. }
  19592. /**
  19593. * Check before do `unit_movepos` call
  19594. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  19595. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19596. **/
  19597. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19598. struct status_change *sc;
  19599. nullpo_retr(false, bl);
  19600. struct map_data *mapdata = map_getmapdata(bl->m);
  19601. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19602. return false;
  19603. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19604. return false;
  19605. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19606. return false;
  19607. sc = status_get_sc(bl);
  19608. if (sc && sc->data[SC_SV_ROOTTWIST])
  19609. return false;
  19610. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19611. }
  19612. /**
  19613. * Get skill duration after adjustments by skill_duration mapflag
  19614. * @param mapdata: Source map data
  19615. * @param skill_id: Skill ID
  19616. * @param skill_lv: Skill level
  19617. * @return Adjusted skill duration
  19618. */
  19619. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19620. int time = 0;
  19621. if (!(time = skill_get_time(skill_id, skill_lv)))
  19622. return 0;
  19623. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19624. return time / 100 * mapdata->skill_duration[skill_id];
  19625. return time;
  19626. }
  19627. const std::string SkillDatabase::getDefaultLocation() {
  19628. return std::string(db_path) + "/skill_db.yml";
  19629. }
  19630. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19631. int32 value;
  19632. if (node[nodeName].IsScalar()) {
  19633. if (!this->asInt32(node, nodeName, value))
  19634. return false;
  19635. for (size_t i = 0; i < S; i++)
  19636. arr[i] = value;
  19637. } else {
  19638. uint16 max_level = 0;
  19639. for (const YAML::Node &it : node[nodeName]) {
  19640. uint16 skill_lv;
  19641. if (!this->asUInt16(it, "Level", skill_lv))
  19642. continue;
  19643. if (skill_lv > MAX_SKILL_LEVEL) {
  19644. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19645. return false;
  19646. }
  19647. if (!this->asInt32(it, subNodeName, value))
  19648. continue;
  19649. arr[skill_lv - 1] = value;
  19650. max_level = max(max_level, skill_lv);
  19651. }
  19652. size_t i = max_level, j;
  19653. // Check for linear change with increasing steps until we reach half of the data acquired.
  19654. for (size_t step = 1; step <= i / 2; step++) {
  19655. int diff = arr[i - 1] - arr[i - step - 1];
  19656. for (j = i - 1; j >= step; j--) {
  19657. if ((arr[j] - arr[j - step]) != diff)
  19658. break;
  19659. }
  19660. if (j >= step) // No match, try next step.
  19661. continue;
  19662. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19663. arr[i] = arr[i - step] + diff;
  19664. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19665. arr[i] = 1;
  19666. diff = 0;
  19667. step = 1;
  19668. }
  19669. }
  19670. return true;
  19671. }
  19672. // Unable to determine linear trend, fill remaining array values with last value
  19673. for (; i < S; i++)
  19674. arr[i] = arr[max_level - 1];
  19675. }
  19676. return true;
  19677. }
  19678. /**
  19679. * Reads and parses an entry from the skill_db.
  19680. * @param node: YAML node containing the entry.
  19681. * @return count of successfully parsed rows
  19682. */
  19683. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19684. uint16 skill_id;
  19685. if (!this->asUInt16(node, "Id", skill_id))
  19686. return 0;
  19687. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19688. bool exists = skill != nullptr;
  19689. if (!exists) {
  19690. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19691. return 0;
  19692. skill = std::make_shared<s_skill_db>();
  19693. skill->nameid = skill_id;
  19694. }
  19695. if (this->nodeExists(node, "Name")) {
  19696. std::string name;
  19697. if (!this->asString(node, "Name", name))
  19698. return 0;
  19699. name.resize(SKILL_NAME_LENGTH);
  19700. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19701. }
  19702. if (this->nodeExists(node, "Description")) {
  19703. std::string name;
  19704. if (!this->asString(node, "Description", name))
  19705. return 0;
  19706. name.resize(SKILL_DESC_LENGTH);
  19707. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19708. }
  19709. if (this->nodeExists(node, "MaxLevel")) {
  19710. uint16 skill_lv;
  19711. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19712. return 0;
  19713. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19714. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19715. return 0;
  19716. }
  19717. skill->max = skill_lv;
  19718. }
  19719. if (this->nodeExists(node, "Type")) {
  19720. std::string type;
  19721. if (!this->asString(node, "Type", type))
  19722. return 0;
  19723. std::string type_constant = "BF_" + type;
  19724. int64 constant;
  19725. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19726. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19727. return 0;
  19728. }
  19729. if (constant < BF_NONE || constant > BF_MISC) {
  19730. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19731. return 0;
  19732. }
  19733. skill->skill_type = static_cast<e_battle_flag>(constant);
  19734. } else {
  19735. if (!exists)
  19736. skill->skill_type = BF_NONE;
  19737. }
  19738. if (this->nodeExists(node, "TargetType")) {
  19739. std::string inf;
  19740. if (!this->asString(node, "TargetType", inf))
  19741. return 0;
  19742. std::string inf_constant = "INF_" + inf + "_SKILL";
  19743. int64 constant;
  19744. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19745. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19746. return 0;
  19747. }
  19748. skill->inf = static_cast<uint16>(constant);
  19749. }
  19750. if (this->nodeExists(node, "DamageFlags")) {
  19751. const YAML::Node &damageNode = node["DamageFlags"];
  19752. for (const auto &it : damageNode) {
  19753. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19754. int64 constant;
  19755. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19756. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19757. return 0;
  19758. }
  19759. bool active;
  19760. if (!this->asBool(damageNode, nk, active))
  19761. return 0;
  19762. if (active)
  19763. skill->nk.set(static_cast<uint8>(constant));
  19764. else
  19765. skill->nk.reset(static_cast<uint8>(constant));
  19766. }
  19767. }
  19768. if (this->nodeExists(node, "Flags")) {
  19769. const YAML::Node &infoNode = node["Flags"];
  19770. for (const auto &it : infoNode) {
  19771. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19772. int64 constant;
  19773. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19774. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19775. continue;
  19776. }
  19777. bool active;
  19778. if (!this->asBool(infoNode, inf2, active))
  19779. return 0;
  19780. if (active)
  19781. skill->inf2.set(static_cast<uint8>(constant));
  19782. else
  19783. skill->inf2.reset(static_cast<uint8>(constant));
  19784. }
  19785. }
  19786. if (this->nodeExists(node, "Range")) {
  19787. if (!this->parseNode("Range", "Size", node, skill->range))
  19788. return 0;
  19789. } else {
  19790. if (!exists)
  19791. memset(skill->range, 0, sizeof(skill->range));
  19792. }
  19793. if (this->nodeExists(node, "Hit")) {
  19794. std::string hit;
  19795. if (!this->asString(node, "Hit", hit))
  19796. return 0;
  19797. std::string hit_constant = "DMG_" + hit;
  19798. int64 constant;
  19799. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19800. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19801. return 0;
  19802. }
  19803. skill->hit = static_cast<e_damage_type>(constant);
  19804. } else {
  19805. if (!exists)
  19806. skill->hit = DMG_NORMAL;
  19807. }
  19808. if (this->nodeExists(node, "HitCount")) {
  19809. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19810. return 0;
  19811. } else {
  19812. if (!exists)
  19813. memset(skill->num, 0, sizeof(skill->num));
  19814. }
  19815. if (this->nodeExists(node, "Element")) {
  19816. const YAML::Node &elementNode = node["Element"];
  19817. std::string element;
  19818. if (elementNode.IsScalar()) {
  19819. if (!this->asString(node, "Element", element))
  19820. return 0;
  19821. std::string element_constant = "ELE_" + element;
  19822. int64 constant;
  19823. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19824. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19825. return 0;
  19826. }
  19827. if (constant == ELE_NONE) {
  19828. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19829. return 0;
  19830. }
  19831. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19832. } else {
  19833. for (const YAML::Node &it : elementNode) {
  19834. uint16 skill_lv;
  19835. if (!this->asUInt16(it, "Level", skill_lv))
  19836. continue;
  19837. if (skill_lv > MAX_SKILL_LEVEL) {
  19838. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19839. return false;
  19840. }
  19841. if (!this->asString(it, "Element", element))
  19842. continue;
  19843. std::string element_constant = "ELE_" + element;
  19844. int64 constant;
  19845. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19846. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19847. return 0;
  19848. }
  19849. if (constant == ELE_NONE) {
  19850. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19851. return 0;
  19852. }
  19853. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19854. }
  19855. }
  19856. } else {
  19857. if (!exists)
  19858. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19859. }
  19860. if (this->nodeExists(node, "SplashArea")) {
  19861. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19862. return 0;
  19863. } else {
  19864. if (!exists)
  19865. memset(skill->splash, 0, sizeof(skill->splash));
  19866. }
  19867. if (this->nodeExists(node, "ActiveInstance")) {
  19868. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19869. return 0;
  19870. } else {
  19871. if (!exists)
  19872. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19873. }
  19874. if (this->nodeExists(node, "Knockback")) {
  19875. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19876. return 0;
  19877. } else {
  19878. if (!exists)
  19879. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19880. }
  19881. if (this->nodeExists(node, "CopyFlags")) {
  19882. const YAML::Node &copyNode = node["CopyFlags"];
  19883. if (this->nodeExists(copyNode, "Skill")) {
  19884. const YAML::Node &copyskillNode = copyNode["Skill"];
  19885. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19886. bool active;
  19887. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19888. return 0;
  19889. if (active)
  19890. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19891. else
  19892. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19893. }
  19894. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19895. bool active;
  19896. if (!this->asBool(copyskillNode, "Reproduce", active))
  19897. return 0;
  19898. if (active)
  19899. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19900. else
  19901. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19902. }
  19903. } else {
  19904. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19905. return 0;
  19906. }
  19907. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19908. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19909. for (const auto &it : copyreqNode) {
  19910. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19911. int64 constant;
  19912. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19913. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19914. return 0;
  19915. }
  19916. skill->copyable.req_opt |= constant;
  19917. }
  19918. } else {
  19919. if (!exists)
  19920. skill->copyable.req_opt = 0;
  19921. }
  19922. }
  19923. if (this->nodeExists(node, "NoNearNpc")) {
  19924. const YAML::Node &npcNode = node["NoNearNpc"];
  19925. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19926. uint16 range;
  19927. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19928. return 0;
  19929. skill->unit_nonearnpc_range = range;
  19930. } else {
  19931. if (!exists)
  19932. skill->unit_nonearnpc_range = 0;
  19933. }
  19934. if (this->nodeExists(npcNode, "Type")) {
  19935. const YAML::Node &npctypeNode = npcNode["Type"];
  19936. for (const auto &it : npctypeNode) {
  19937. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19938. int64 constant;
  19939. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19940. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19941. return 0;
  19942. }
  19943. bool active;
  19944. if (!this->asBool(npctypeNode, type, active))
  19945. return 0;
  19946. if (active)
  19947. skill->unit_nonearnpc_type |= constant;
  19948. else
  19949. skill->unit_nonearnpc_type &= ~constant;
  19950. }
  19951. } else {
  19952. if (!exists)
  19953. skill->unit_nonearnpc_type = 0;
  19954. }
  19955. }
  19956. if (this->nodeExists(node, "CastCancel")) {
  19957. bool active;
  19958. if (!this->asBool(node, "CastCancel", active))
  19959. return 0;
  19960. skill->castcancel = active;
  19961. } else {
  19962. if (!exists)
  19963. skill->castcancel = false;
  19964. }
  19965. if (this->nodeExists(node, "CastDefenseReduction")) {
  19966. uint16 reduction;
  19967. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19968. return 0;
  19969. skill->cast_def_rate = reduction;
  19970. } else {
  19971. if (!exists)
  19972. skill->cast_def_rate = 0;
  19973. }
  19974. if (this->nodeExists(node, "CastTime")) {
  19975. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19976. return 0;
  19977. } else {
  19978. if (!exists)
  19979. memset(skill->cast, 0, sizeof(skill->cast));
  19980. }
  19981. if (this->nodeExists(node, "AfterCastActDelay")) {
  19982. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19983. return 0;
  19984. } else {
  19985. if (!exists)
  19986. memset(skill->delay, 0, sizeof(skill->delay));
  19987. }
  19988. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19989. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19990. return 0;
  19991. } else {
  19992. if (!exists)
  19993. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19994. }
  19995. if (this->nodeExists(node, "Duration1")) {
  19996. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19997. return 0;
  19998. } else {
  19999. if (!exists)
  20000. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  20001. }
  20002. if (this->nodeExists(node, "Duration2")) {
  20003. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  20004. return 0;
  20005. } else {
  20006. if (!exists)
  20007. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  20008. }
  20009. if (this->nodeExists(node, "Cooldown")) {
  20010. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  20011. return 0;
  20012. } else {
  20013. if (!exists)
  20014. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  20015. }
  20016. #ifdef RENEWAL_CAST
  20017. if (this->nodeExists(node, "FixedCastTime")) {
  20018. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  20019. return 0;
  20020. } else {
  20021. if (!exists)
  20022. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  20023. }
  20024. #endif
  20025. if (this->nodeExists(node, "CastTimeFlags")) {
  20026. const YAML::Node &castNode = node["CastTimeFlags"];
  20027. for (const auto &it : castNode) {
  20028. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  20029. int64 constant;
  20030. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20031. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  20032. return 0;
  20033. }
  20034. bool active;
  20035. if (!this->asBool(castNode, flag, active))
  20036. return 0;
  20037. if (active)
  20038. skill->castnodex |= constant;
  20039. else
  20040. skill->castnodex &= ~constant;
  20041. }
  20042. }
  20043. if (this->nodeExists(node, "CastDelayFlags")) {
  20044. const YAML::Node &castNode = node["CastDelayFlags"];
  20045. for (const auto &it : castNode) {
  20046. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  20047. int64 constant;
  20048. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20049. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  20050. return 0;
  20051. }
  20052. bool active;
  20053. if (!this->asBool(castNode, flag, active))
  20054. return 0;
  20055. if (active)
  20056. skill->castnodex |= constant;
  20057. else
  20058. skill->castnodex &= ~constant;
  20059. }
  20060. }
  20061. if (this->nodeExists(node, "Requires")) {
  20062. const YAML::Node &requireNode = node["Requires"];
  20063. if (this->nodeExists(requireNode, "HpCost")) {
  20064. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  20065. return 0;
  20066. } else {
  20067. if (!exists)
  20068. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  20069. }
  20070. if (this->nodeExists(requireNode, "SpCost")) {
  20071. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  20072. return 0;
  20073. } else {
  20074. if (!exists)
  20075. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  20076. }
  20077. if (this->nodeExists(requireNode, "HpRateCost")) {
  20078. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  20079. return 0;
  20080. } else {
  20081. if (!exists)
  20082. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  20083. }
  20084. if (this->nodeExists(requireNode, "SpRateCost")) {
  20085. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  20086. return 0;
  20087. } else {
  20088. if (!exists)
  20089. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  20090. }
  20091. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  20092. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  20093. return 0;
  20094. } else {
  20095. if (!exists)
  20096. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  20097. }
  20098. if (this->nodeExists(requireNode, "ZenyCost")) {
  20099. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  20100. return 0;
  20101. } else {
  20102. if (!exists)
  20103. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  20104. }
  20105. if (this->nodeExists(requireNode, "Weapon")) {
  20106. const YAML::Node &weaponNode = requireNode["Weapon"];
  20107. if (this->nodeExists(weaponNode, "All")) {
  20108. bool active;
  20109. if (!this->asBool(weaponNode, "All", active))
  20110. return 0;
  20111. if (active)
  20112. skill->require.weapon = 0;
  20113. } else {
  20114. for (const auto &it : weaponNode) {
  20115. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20116. int64 constant;
  20117. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20118. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20119. return 0;
  20120. }
  20121. bool active;
  20122. if (!this->asBool(weaponNode, weapon, active))
  20123. return 0;
  20124. if (active)
  20125. skill->require.weapon |= 1 << constant;
  20126. else
  20127. skill->require.weapon &= ~(1 << constant);
  20128. }
  20129. }
  20130. } else {
  20131. if (!exists)
  20132. skill->require.weapon = 0;
  20133. }
  20134. if (this->nodeExists(requireNode, "Ammo")) {
  20135. const YAML::Node &ammoNode = requireNode["Ammo"];
  20136. if (this->nodeExists(ammoNode, "None")) {
  20137. bool active;
  20138. if (!this->asBool(ammoNode, "None", active))
  20139. return 0;
  20140. if (active)
  20141. skill->require.ammo = 0;
  20142. } else {
  20143. for (const auto &it : ammoNode) {
  20144. std::string ammo = it.first.as<std::string>(), ammo_constant = "A_" + ammo;
  20145. int64 constant;
  20146. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20147. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20148. return 0;
  20149. }
  20150. bool active;
  20151. if (!this->asBool(ammoNode, ammo, active))
  20152. return 0;
  20153. if (active)
  20154. skill->require.ammo |= 1 << constant;
  20155. else
  20156. skill->require.ammo &= ~(1 << constant);
  20157. }
  20158. }
  20159. } else {
  20160. if (!exists)
  20161. skill->require.ammo = 0;
  20162. }
  20163. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20164. if (skill->require.ammo == 0) {
  20165. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20166. return 0;
  20167. }
  20168. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20169. return 0;
  20170. } else {
  20171. if (!exists)
  20172. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20173. }
  20174. if (this->nodeExists(requireNode, "State")) {
  20175. std::string state;
  20176. if (!this->asString(requireNode, "State", state))
  20177. return 0;
  20178. std::string state_constant = "ST_" + state;
  20179. int64 constant;
  20180. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20181. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20182. return 0;
  20183. }
  20184. skill->require.state = static_cast<int32>(constant);
  20185. }
  20186. if (this->nodeExists(requireNode, "Status")) {
  20187. const YAML::Node &statusNode = requireNode["Status"];
  20188. for (const auto &it : statusNode) {
  20189. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20190. int64 constant;
  20191. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20192. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20193. return 0;
  20194. }
  20195. bool active;
  20196. if (!this->asBool(statusNode, status, active))
  20197. return 0;
  20198. auto status_exists = util::vector_get(skill->require.status, constant);
  20199. if (active && status_exists == skill->require.status.end())
  20200. skill->require.status.push_back(static_cast<sc_type>(constant));
  20201. else if (!active && status_exists != skill->require.status.end())
  20202. skill->require.status.erase(status_exists);
  20203. }
  20204. }
  20205. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20206. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20207. return 0;
  20208. } else {
  20209. if (!exists)
  20210. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20211. }
  20212. if (this->nodeExists(requireNode, "ItemCost")) {
  20213. const YAML::Node &itemNode = requireNode["ItemCost"];
  20214. int32 count = 0;
  20215. for (const YAML::Node &it : itemNode) {
  20216. std::string item_name;
  20217. if (!this->asString(it, "Item", item_name))
  20218. continue;
  20219. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20220. if (item == nullptr) {
  20221. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20222. return 0;
  20223. }
  20224. int32 amount;
  20225. if (!this->asInt32(it, "Amount", amount))
  20226. continue;
  20227. skill->require.itemid[count] = item->nameid;
  20228. skill->require.amount[count] = amount;
  20229. count++;
  20230. }
  20231. }
  20232. if (this->nodeExists(requireNode, "Equipment")) {
  20233. const YAML::Node &equipNode = requireNode["Equipment"];
  20234. for (const auto &it : equipNode) {
  20235. std::string item_name = it.first.as<std::string>();
  20236. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  20237. if (item == nullptr) {
  20238. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20239. return 0;
  20240. }
  20241. bool active;
  20242. if (!this->asBool(equipNode, item_name, active))
  20243. return 0;
  20244. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20245. if (active && equip_exists == skill->require.eqItem.end())
  20246. skill->require.eqItem.push_back(item->nameid);
  20247. else if (!active && equip_exists != skill->require.eqItem.end())
  20248. skill->require.eqItem.erase(equip_exists);
  20249. }
  20250. }
  20251. }
  20252. if (this->nodeExists(node, "Unit")) {
  20253. const YAML::Node &unitNode = node["Unit"];
  20254. if (this->nodeExists(unitNode, "Id")) {
  20255. std::string unit;
  20256. if (!this->asString(unitNode, "Id", unit))
  20257. return 0;
  20258. std::string unit_constant = "UNT_" + unit;
  20259. int64 constant;
  20260. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20261. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20262. return 0;
  20263. }
  20264. skill->unit_id = static_cast<uint16>(constant);
  20265. } else {
  20266. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20267. return 0;
  20268. }
  20269. if (this->nodeExists(unitNode, "AlternateId")) {
  20270. std::string unit;
  20271. if (!this->asString(unitNode, "AlternateId", unit))
  20272. return 0;
  20273. std::string unit_constant = "UNT_" + unit;
  20274. int64 constant;
  20275. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20276. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20277. return 0;
  20278. }
  20279. skill->unit_id2 = static_cast<uint16>(constant);
  20280. } else {
  20281. if (!exists)
  20282. skill->unit_id2 = 0;
  20283. }
  20284. if (this->nodeExists(unitNode, "Layout")) {
  20285. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20286. return 0;
  20287. } else {
  20288. if (!exists)
  20289. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20290. }
  20291. if (this->nodeExists(unitNode, "Range")) {
  20292. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20293. return 0;
  20294. } else {
  20295. if (!exists)
  20296. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20297. }
  20298. if (this->nodeExists(unitNode, "Interval")) {
  20299. int16 interval;
  20300. if (!this->asInt16(unitNode, "Interval", interval))
  20301. return 0;
  20302. skill->unit_interval = interval;
  20303. } else {
  20304. if (!exists)
  20305. skill->unit_interval = 0;
  20306. }
  20307. if (this->nodeExists(unitNode, "Target")) {
  20308. std::string target;
  20309. if (!this->asString(unitNode, "Target", target))
  20310. return 0;
  20311. std::string target_constant = "BCT_" + target;
  20312. int64 constant;
  20313. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20314. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20315. return 0;
  20316. }
  20317. skill->unit_target = static_cast<int32>(constant);
  20318. } else {
  20319. if (!exists)
  20320. skill->unit_target = BCT_ALL;
  20321. }
  20322. if (this->nodeExists(unitNode, "Flag")) {
  20323. const YAML::Node &flagNode = unitNode["Flag"];
  20324. for (const auto &it : flagNode) {
  20325. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20326. int64 constant;
  20327. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20328. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20329. return 0;
  20330. }
  20331. bool active;
  20332. if (!this->asBool(flagNode, flag, active))
  20333. return 0;
  20334. if (active)
  20335. skill->unit_flag.set(static_cast<uint8>(constant));
  20336. else
  20337. skill->unit_flag.reset(static_cast<uint8>(constant));
  20338. }
  20339. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20340. skill->unit_target = BCT_NOENEMY;
  20341. // By default, target just characters.
  20342. skill->unit_target |= BL_CHAR;
  20343. if (skill->unit_flag[UF_NOPC])
  20344. skill->unit_target &= ~BL_PC;
  20345. if (skill->unit_flag[UF_NOMOB])
  20346. skill->unit_target &= ~BL_MOB;
  20347. if (skill->unit_flag[UF_SKILL])
  20348. skill->unit_target |= BL_SKILL;
  20349. } else {
  20350. if (!exists){
  20351. skill->unit_flag = UF_NONE;
  20352. // By default, target just characters.
  20353. skill->unit_target |= BL_CHAR;
  20354. }
  20355. }
  20356. }
  20357. if (!exists) {
  20358. this->put(skill_id, skill);
  20359. skilldb_id2idx[skill_id] = skill_num;
  20360. skill_num++;
  20361. }
  20362. return 1;
  20363. }
  20364. void SkillDatabase::clear() {
  20365. TypesafeCachedYamlDatabase::clear();
  20366. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20367. skill_num = 1;
  20368. }
  20369. SkillDatabase skill_db;
  20370. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20371. return std::string(db_path) + "/spellbook_db.yml";
  20372. }
  20373. /**
  20374. * Reads and parses an entry from the spellbook_db.
  20375. * @param node: YAML node containing the entry.
  20376. * @return count of successfully parsed rows
  20377. */
  20378. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20379. std::string skill_name;
  20380. if (!this->asString(node, "Skill", skill_name))
  20381. return 0;
  20382. uint16 skill_id = skill_name2id(skill_name.c_str());
  20383. if (skill_id == 0) {
  20384. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20385. return 0;
  20386. }
  20387. if (!skill_get_inf(skill_id)) {
  20388. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20389. return 0;
  20390. }
  20391. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20392. bool exists = spell != nullptr;
  20393. if (!exists) {
  20394. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20395. return 0;
  20396. spell = std::make_shared<s_skill_spellbook_db>();
  20397. spell->skill_id = skill_id;
  20398. }
  20399. if (this->nodeExists(node, "Book")) {
  20400. std::string book_name;
  20401. if (!this->asString(node, "Book", book_name))
  20402. return 0;
  20403. struct item_data *item = itemdb_search_aegisname(book_name.c_str());
  20404. if (item == nullptr) {
  20405. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20406. return 0;
  20407. }
  20408. spell->nameid = item->nameid;
  20409. }
  20410. if (this->nodeExists(node, "PreservePoints")) {
  20411. uint16 points;
  20412. if (!this->asUInt16(node, "PreservePoints", points))
  20413. return 0;
  20414. spell->points = points;
  20415. }
  20416. if (!exists)
  20417. this->put(skill_id, spell);
  20418. return 1;
  20419. }
  20420. /**
  20421. * Check if the specified item is available in the spellbook_db or not
  20422. * @param nameid: Book Item ID
  20423. * @return Spell data or nullptr otherwise
  20424. */
  20425. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(int32 nameid) {
  20426. if (nameid < 1 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20427. return nullptr;
  20428. for (const auto &spell : reading_spellbook_db) {
  20429. if (spell.second->nameid == nameid)
  20430. return spell.second;
  20431. }
  20432. return nullptr;
  20433. }
  20434. const std::string ImprovisedSongDatabase::getDefaultLocation() {
  20435. return std::string(db_path) + "/improvise_db.yml";
  20436. }
  20437. /**
  20438. * Reads and parses an entry from the improvise_db.
  20439. * @param node: YAML node containing the entry.
  20440. * @return count of successfully parsed rows
  20441. */
  20442. uint64 ImprovisedSongDatabase::parseBodyNode(const YAML::Node &node) {
  20443. std::string skill_name;
  20444. if (!this->asString(node, "Skill", skill_name))
  20445. return 0;
  20446. uint16 skill_id = skill_name2id(skill_name.c_str());
  20447. if (!skill_id) {
  20448. this->invalidWarning(node["Skill"], "Invalid Improvised Song skill name \"%s\", skipping.\n", skill_name.c_str());
  20449. return 0;
  20450. }
  20451. if (!skill_get_inf(skill_id)) {
  20452. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Improvised Song.\n", skill_name.c_str());
  20453. return 0;
  20454. }
  20455. std::shared_ptr<s_skill_improvise_db> improvise = this->find(skill_id);
  20456. bool exists = improvise != nullptr;
  20457. if (!exists) {
  20458. if (!this->nodesExist(node, { "Probability" }))
  20459. return 0;
  20460. improvise = std::make_shared<s_skill_improvise_db>();
  20461. improvise->skill_id = skill_id;
  20462. }
  20463. if (this->nodeExists(node, "Probability")) {
  20464. uint16 probability;
  20465. if (!this->asUInt16Rate(node, "Probability", probability))
  20466. return 0;
  20467. improvise->per = probability;
  20468. }
  20469. if (!exists)
  20470. this->put(skill_id, improvise);
  20471. return 1;
  20472. }
  20473. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20474. return std::string(db_path) + "/magicmushroom_db.yml";
  20475. }
  20476. /**
  20477. * Reads and parses an entry from the magicmushroom_db.
  20478. * @param node: YAML node containing the entry.
  20479. * @return count of successfully parsed rows
  20480. */
  20481. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20482. std::string skill_name;
  20483. if (!this->asString(node, "Skill", skill_name))
  20484. return 0;
  20485. uint16 skill_id = skill_name2id(skill_name.c_str());
  20486. if (!skill_id) {
  20487. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20488. return 0;
  20489. }
  20490. if (!skill_get_inf(skill_id)) {
  20491. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20492. return 0;
  20493. }
  20494. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20495. bool exists = mushroom != nullptr;
  20496. if (!exists) {
  20497. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20498. mushroom->skill_id = skill_id;
  20499. this->put(skill_id, mushroom);
  20500. }
  20501. return 1;
  20502. }
  20503. /** Reads skill no cast db
  20504. * Structure: SkillID,Flag
  20505. */
  20506. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20507. {
  20508. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20509. if (!skill)
  20510. return false;
  20511. skill->nocast |= atoi(split[1]);
  20512. return true;
  20513. }
  20514. /** Reads Produce db
  20515. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20516. */
  20517. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20518. {
  20519. unsigned short x, y;
  20520. unsigned short id = atoi(split[0]);
  20521. unsigned short nameid = 0;
  20522. bool found = false;
  20523. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20524. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20525. return false;
  20526. }
  20527. // Clear previous data, for importing support
  20528. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20529. // Import just for clearing/disabling from original data
  20530. if (!(nameid = atoi(split[1]))) {
  20531. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20532. return true;
  20533. }
  20534. if (!itemdb_exists(nameid)) {
  20535. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  20536. return false;
  20537. }
  20538. skill_produce_db[id].nameid = nameid;
  20539. skill_produce_db[id].itemlv = atoi(split[2]);
  20540. skill_produce_db[id].req_skill = atoi(split[3]);
  20541. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20542. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20543. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  20544. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20545. }
  20546. if (!found)
  20547. skill_produce_count++;
  20548. return true;
  20549. }
  20550. /** Reads create arrow db
  20551. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  20552. */
  20553. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  20554. {
  20555. unsigned short x, y, i, material_id = atoi(split[0]);
  20556. if (!(itemdb_exists(material_id))) {
  20557. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  20558. return false;
  20559. }
  20560. //search if we override something, (if not i=last idx)
  20561. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  20562. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  20563. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  20564. return false;
  20565. }
  20566. // Import just for clearing/disabling from original data
  20567. if (atoi(split[1]) == 0) {
  20568. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  20569. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  20570. return true;
  20571. }
  20572. skill_arrow_db[i].nameid = material_id;
  20573. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  20574. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  20575. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  20576. }
  20577. if (i == skill_arrow_count)
  20578. skill_arrow_count++;
  20579. return true;
  20580. }
  20581. const std::string AbraDatabase::getDefaultLocation() {
  20582. return std::string(db_path) + "/abra_db.yml";
  20583. }
  20584. /**
  20585. * Reads and parses an entry from the abra_db.
  20586. * @param node: YAML node containing the entry.
  20587. * @return count of successfully parsed rows
  20588. */
  20589. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20590. std::string skill_name;
  20591. if (!this->asString(node, "Skill", skill_name))
  20592. return 0;
  20593. uint16 skill_id = skill_name2id(skill_name.c_str());
  20594. if (!skill_id) {
  20595. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20596. return 0;
  20597. }
  20598. if (!skill_get_inf(skill_id)) {
  20599. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20600. return 0;
  20601. }
  20602. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20603. bool exists = abra != nullptr;
  20604. if (!exists) {
  20605. abra = std::make_shared<s_skill_abra_db>();
  20606. abra->skill_id = skill_id;
  20607. }
  20608. if (this->nodeExists(node, "Probability")) {
  20609. const YAML::Node probNode = node["Probability"];
  20610. uint16 probability;
  20611. if (probNode.IsScalar()) {
  20612. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20613. return 0;
  20614. abra->per.fill(probability);
  20615. } else {
  20616. abra->per.fill(0);
  20617. for (const YAML::Node &it : probNode) {
  20618. uint16 skill_lv;
  20619. if (!this->asUInt16(it, "Level", skill_lv))
  20620. continue;
  20621. if (skill_lv > MAX_SKILL_LEVEL) {
  20622. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20623. return 0;
  20624. }
  20625. if (!this->asUInt16Rate(it, "Probability", probability))
  20626. continue;
  20627. abra->per[skill_lv - 1] = probability;
  20628. }
  20629. }
  20630. } else {
  20631. if (!exists)
  20632. abra->per.fill(500);
  20633. }
  20634. if (!exists)
  20635. this->put(skill_id, abra);
  20636. return 1;
  20637. }
  20638. /** Reads change material db
  20639. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20640. */
  20641. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20642. {
  20643. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  20644. short rate = atoi(split[2]);
  20645. bool found = false;
  20646. int x, y;
  20647. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20648. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20649. return false;
  20650. }
  20651. // Clear previous data, for importing support
  20652. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20653. found = true;
  20654. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20655. }
  20656. // Import just for clearing/disabling from original data
  20657. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20658. if (nameid == 0) {
  20659. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20660. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20661. return true;
  20662. }
  20663. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20664. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20665. if (skill_produce_db[x].nameid == nameid)
  20666. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20667. break;
  20668. }
  20669. if (x >= MAX_SKILL_PRODUCE_DB) {
  20670. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  20671. return false;
  20672. }
  20673. skill_changematerial_db[id].nameid = nameid;
  20674. skill_changematerial_db[id].rate = rate;
  20675. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20676. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20677. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20678. }
  20679. if (!found)
  20680. skill_changematerial_count++;
  20681. return true;
  20682. }
  20683. /**
  20684. * Reads skill damage adjustment
  20685. * @author [Lilith]
  20686. */
  20687. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20688. {
  20689. int64 caster_tmp;
  20690. uint16 id;
  20691. int caster, value;
  20692. char *result;
  20693. trim(split[0]);
  20694. if (ISDIGIT(split[0][0])) {
  20695. value = strtol(split[0], &result, 10);
  20696. if (*result) {
  20697. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20698. return false;
  20699. }
  20700. id = value;
  20701. } else
  20702. id = skill_name2id(split[0]);
  20703. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20704. if (!skill)
  20705. return false;
  20706. skill->damage = {};
  20707. trim(split[1]);
  20708. if (ISDIGIT(split[1][0])) {
  20709. value = strtol(split[1], &result, 10);
  20710. if (*result) {
  20711. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20712. return false;
  20713. }
  20714. caster = value;
  20715. } else { // Try to parse caster as constant
  20716. if (!script_get_constant(split[1], &caster_tmp)) {
  20717. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20718. return false;
  20719. }
  20720. caster = static_cast<uint16>(caster_tmp);
  20721. }
  20722. skill->damage.caster |= caster;
  20723. value = strtol(split[2], &result, 10);
  20724. if (*result) {
  20725. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20726. return false;
  20727. }
  20728. skill->damage.map |= value;
  20729. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20730. value = strtol(split[offset], &result, 10);
  20731. if (*result && *result != ' ') {
  20732. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20733. value = 0;
  20734. }
  20735. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20736. }
  20737. return true;
  20738. }
  20739. /*===============================
  20740. * DB reading.
  20741. * skill_db.txt
  20742. * skill_require_db.txt
  20743. * skill_cast_db.txt
  20744. * skill_castnodex_db.txt
  20745. * skill_nocast_db.txt
  20746. * skill_unit_db.txt
  20747. * produce_db.txt
  20748. * create_arrow_db.txt
  20749. *------------------------------*/
  20750. static void skill_readdb(void)
  20751. {
  20752. int i;
  20753. const char* dbsubpath[] = {
  20754. "",
  20755. "/" DBIMPORT,
  20756. //add other path here
  20757. };
  20758. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20759. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  20760. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20761. skill_produce_count = skill_arrow_count = skill_changematerial_count = 0;
  20762. skill_db.load();
  20763. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20764. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20765. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20766. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20767. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20768. if (i == 0) {
  20769. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20770. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20771. } else {
  20772. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20773. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20774. }
  20775. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20776. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20777. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  20778. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20779. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20780. aFree(dbsubpath1);
  20781. aFree(dbsubpath2);
  20782. }
  20783. abra_db.load();
  20784. improvised_song_db.load();
  20785. magic_mushroom_db.load();
  20786. reading_spellbook_db.load();
  20787. skill_init_unit_layout();
  20788. skill_init_nounit_layout();
  20789. }
  20790. void skill_reload (void) {
  20791. skill_db.clear();
  20792. skill_readdb();
  20793. initChangeTables(); // Re-init Status Change tables
  20794. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20795. s_mapiterator *iter = mapit_getallusers();
  20796. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20797. pc_validate_skill(sd);
  20798. clif_skillinfoblock(sd);
  20799. }
  20800. mapit_free(iter);
  20801. }
  20802. /*==========================================
  20803. *
  20804. *------------------------------------------*/
  20805. void do_init_skill(void)
  20806. {
  20807. skill_readdb();
  20808. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  20809. skillunit_db = idb_alloc(DB_OPT_BASE);
  20810. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20811. bowling_db = idb_alloc(DB_OPT_BASE);
  20812. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  20813. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20814. ers_chunk_size(skill_unit_ers, 150);
  20815. ers_chunk_size(skill_timer_ers, 150);
  20816. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20817. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20818. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20819. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20820. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20821. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20822. }
  20823. void do_final_skill(void)
  20824. {
  20825. db_destroy(skillunit_group_db);
  20826. db_destroy(skillunit_db);
  20827. db_destroy(skillusave_db);
  20828. db_destroy(bowling_db);
  20829. ers_destroy(skill_unit_ers);
  20830. ers_destroy(skill_timer_ers);
  20831. }