skill.cpp 856 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int32 mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int32 id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static uint16 skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. uint16 rate;
  67. uint16 qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. uint16 qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static uint16 skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int32 firewall_unit_pos;
  75. int32 icewall_unit_pos;
  76. int32 earthstrain_unit_pos;
  77. int32 firerain_unit_pos;
  78. int32 wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int32 skill_check_unit_range (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv);
  84. static int32 skill_check_unit_range2 (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int32 skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int32 skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, int16 dst_x, int16 dst_y, int32 easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int32 splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int32 lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int32 a__ = arrvar[lv_idx - 2];\
  139. int32 b__ = arrvar[lv_idx - 1];\
  140. int32 c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int32 skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int32 skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int32 skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int32 skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int32 skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int32 skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int32 skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int32 skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int32 skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int32 skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int32 skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int32 skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int32 skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int32 skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int32 skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int32 skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int32 skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int32 skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int32 skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int32 skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int32 skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int32 skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int32 skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int32 skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int32 skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int32 skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int32 skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int32 skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int32 skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int32 skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int32 skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int32 skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int32 skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int32 skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int32 skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int32 skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int32 skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int32 skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int32 skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int32 skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int32 skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int32 skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int32 skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int32 splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int32 skill_tree_get_max(uint16 skill_id, int32 b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int32 skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int32 skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int32 skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int32 skill_greed(struct block_list *bl, va_list ap);
  251. static int32 skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int32 skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int32 skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int32 skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int32 skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int32 skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int32 skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int32 rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. uint16 skill_dummy2skill_id(uint16 skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int32 maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int32 skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int32 skill, hp = 0;
  457. #ifdef RENEWAL
  458. int32 hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. case SOA_TALISMAN_OF_PROTECTION:
  506. hp = (500 + pc_checkskill(sd,SOA_TALISMAN_MASTERY) * 50) * skill_lv * status_get_lv(src) / 100;
  507. hp += (status_get_lv(src) + status_get_int(src)) / 5 * 30 * status_get_crt(src) / 100;
  508. break;
  509. default:
  510. if (skill_lv >= battle_config.max_heal_lv)
  511. return battle_config.max_heal;
  512. #ifdef RENEWAL
  513. /**
  514. * Renewal Heal Formula
  515. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  516. */
  517. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  518. #else
  519. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  520. #endif
  521. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  522. #ifdef RENEWAL
  523. hp_bonus += skill * 2;
  524. #else
  525. hp += hp * skill * 2 / 100;
  526. #endif
  527. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  528. #ifdef RENEWAL
  529. hp_bonus += skill * 2;
  530. #else
  531. hp += hp * skill * 2 / 100;
  532. #endif
  533. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  534. hp *= 2;
  535. break;
  536. }
  537. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  538. hp /= 2;
  539. if (sd) {
  540. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  541. #ifdef RENEWAL
  542. hp_bonus += 10;
  543. #else
  544. hp += hp * 10 / 100;
  545. #endif
  546. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  547. #ifdef RENEWAL
  548. hp_bonus += 20;
  549. #else
  550. hp += hp * 20 / 100;
  551. #endif
  552. }
  553. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  554. #ifdef RENEWAL
  555. hp_bonus += 2 * skill;
  556. #else
  557. hp += hp * skill * 2 / 100;
  558. #endif
  559. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  560. #ifdef RENEWAL
  561. hp_bonus += 3 * skill;
  562. #else
  563. hp += hp * skill * 3 / 100;
  564. #endif
  565. if (skill = pc_skillheal_bonus(sd, skill_id))
  566. #ifdef RENEWAL
  567. hp_bonus += skill;
  568. #else
  569. hp += hp * skill / 100;
  570. #endif
  571. }
  572. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  573. #ifdef RENEWAL
  574. hp_bonus += skill;
  575. #else
  576. hp += hp * skill / 100;
  577. #endif
  578. if (sc != nullptr && !sc->empty()) {
  579. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  580. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  581. #ifdef RENEWAL
  582. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  583. #else
  584. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  585. #endif
  586. #ifdef RENEWAL
  587. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  588. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  589. #endif
  590. }
  591. if (tsc != nullptr && !tsc->empty()) {
  592. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  593. if (tsc->getSCE(SC_INCHEALRATE))
  594. #ifdef RENEWAL
  595. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  596. #else
  597. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  598. #endif
  599. if (tsc->getSCE(SC_ANCILLA))
  600. #ifdef RENEWAL
  601. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  602. #else
  603. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  604. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  605. hp += hp / 10;
  606. #endif
  607. #ifdef RENEWAL
  608. if (tsc->getSCE(SC_ASSUMPTIO))
  609. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  610. #endif
  611. }
  612. }
  613. #ifdef RENEWAL
  614. if (hp_bonus && skill_id != SOA_TALISMAN_OF_PROTECTION)
  615. hp += hp * hp_bonus / 100;
  616. // MATK part of the RE heal formula [malufett]
  617. // Note: in this part matk bonuses from items or skills are not applied
  618. switch( skill_id ) {
  619. case BA_APPLEIDUN:
  620. case PR_SANCTUARY:
  621. case NPC_EVILLAND:
  622. break;
  623. default:
  624. {
  625. status_data* status = status_get_status_data(*src);
  626. int32 min, max;
  627. min = status_base_matk_min(src, status, status_get_lv(src));
  628. max = status_base_matk_max(src, status, status_get_lv(src));
  629. if( status->rhw.matk > 0 ){
  630. int32 wMatk, variance;
  631. wMatk = status->rhw.matk;
  632. variance = wMatk * status->rhw.wlv / 10;
  633. min += wMatk - variance;
  634. max += wMatk + variance;
  635. }
  636. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  637. min = max;
  638. if( sd && sd->right_weapon.overrefine > 0 ){
  639. min++;
  640. max += sd->right_weapon.overrefine - 1;
  641. }
  642. if(max > min)
  643. hp += min+rnd()%(max-min);
  644. else
  645. hp += min;
  646. }
  647. }
  648. // Global multipliers are applied after the MATK is applied
  649. if (tsc != nullptr && !tsc->empty()) {
  650. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  651. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  652. global_bonus *= 1.1f;
  653. }
  654. }
  655. if (skill_id == AB_HIGHNESSHEAL)
  656. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  657. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  658. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  659. #endif
  660. if (heal && tsc != nullptr && !tsc->empty()) {
  661. uint8 penalty = 0;
  662. if (tsc->getSCE(SC_CRITICALWOUND))
  663. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  664. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  665. penalty += 20;
  666. if (tsc->getSCE(SC_NORECOVER_STATE))
  667. penalty = 100;
  668. if (penalty > 0) {
  669. #ifdef RENEWAL
  670. penalty = cap_value(penalty, 1, 100);
  671. global_bonus *= (100 - penalty) / 100.f;
  672. #else
  673. hp -= hp * penalty / 100;
  674. #endif
  675. }
  676. }
  677. #ifdef RENEWAL
  678. hp = (int32)(hp * global_bonus);
  679. // Final heal increased by HPlus.
  680. // Is this the right place for this??? [Rytech]
  681. if ( sd && status_get_hplus(src) > 0 && skill_id != SOA_TALISMAN_OF_PROTECTION)
  682. hp += hp * status_get_hplus(src) / 100;
  683. return (heal) ? max(1, hp) : hp;
  684. #else
  685. return hp;
  686. #endif
  687. }
  688. /**
  689. * Making Plagiarism and Reproduce check their own function
  690. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  691. * @param sd: Player who will copy the skill
  692. * @param skill_id: Target skill
  693. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  694. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  695. */
  696. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  697. uint16 skill_idx = skill_get_index(skill_id);
  698. if (!skill_idx)
  699. return 0;
  700. // Only copy skill that player doesn't have or the skill is old clone
  701. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  702. return 0;
  703. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  704. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  705. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  706. return 1;
  707. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  708. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  709. return 2;
  710. return 0;
  711. }
  712. /**
  713. * Check if the skill is ok to cast and when.
  714. * Done before skill_check_condition_castbegin, requirement
  715. * @param skill_id: Skill ID that casted
  716. * @param sd: Player who casted
  717. * @return true: Skill cannot be used, false: otherwise
  718. * @author [MouseJstr]
  719. */
  720. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  721. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  722. return false; // can do any damn thing they want
  723. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  724. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  725. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  726. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  727. return true;
  728. // Epoque:
  729. // This code will compare the player's attack motion value which is influenced by ASPD before
  730. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  731. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  732. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  733. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  734. {// attempted to cast a skill before the attack motion has finished
  735. return true;
  736. }
  737. if (util::umap_exists(sd.scd, skill_id)) {
  738. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  739. return true;
  740. }
  741. /**
  742. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  743. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  744. */
  745. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  746. return false;
  747. uint32 skill_nocast = skill_get_nocast(skill_id);
  748. // Check skill restrictions [Celest]
  749. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  750. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  751. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  752. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  753. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  754. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  755. clif_msg_color( sd, MSI_IMPOSSIBLE_SKILL_AREA, color_table[COLOR_CYAN] ); // This skill cannot be used within this area.
  756. return true;
  757. }
  758. if( sd.sc.getSCE(SC_ALL_RIDING) )
  759. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  760. switch (skill_id) {
  761. case AL_WARP:
  762. case RETURN_TO_ELDICASTES:
  763. case ALL_GUARDIAN_RECALL:
  764. case ECLAGE_RECALL:
  765. case ALL_NIFLHEIM_RECALL:
  766. case ALL_PRONTERA_RECALL:
  767. case ALL_GLASTHEIM_RECALL:
  768. case ALL_THANATOS_RECALL:
  769. case ALL_LIGHTHALZEN_RECALL:
  770. if(mapdata->getMapFlag(MF_NOWARP)) {
  771. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  772. return true;
  773. }
  774. return false;
  775. case AL_TELEPORT:
  776. case NPC_FATALMENACE:
  777. case SC_DIMENSIONDOOR:
  778. case ALL_ODINS_RECALL:
  779. case WE_CALLALLFAMILY:
  780. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  781. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  782. return true;
  783. }
  784. return false; // gonna be checked in 'skill_castend_nodamage_id'
  785. case WE_CALLPARTNER:
  786. case WE_CALLPARENT:
  787. case WE_CALLBABY:
  788. if (mapdata->getMapFlag(MF_NOMEMO)) {
  789. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  790. return true;
  791. }
  792. break;
  793. case MC_VENDING:
  794. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  795. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  796. clif_skill_fail( sd, skill_id );
  797. return true;
  798. }
  799. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  800. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  801. clif_skill_fail( sd, skill_id );
  802. return true;
  803. }
  804. if (npc_isnear(&sd.bl)) {
  805. // uncomment to send msg_txt.
  806. //char output[150];
  807. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  808. //clif_displaymessage(sd.fd, output);
  809. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  810. return true;
  811. }
  812. break;
  813. case ALL_BUYING_STORE:
  814. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  815. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  816. clif_skill_fail( sd, skill_id );
  817. return true;
  818. }
  819. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  820. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  821. clif_skill_fail( sd, skill_id );
  822. return true;
  823. }
  824. if( npc_isnear(&sd.bl) ) {
  825. // uncomment to send msg_txt.
  826. //char output[150];
  827. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  828. //clif_displaymessage(sd.fd, output);
  829. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  830. return true;
  831. }
  832. break;
  833. case MC_IDENTIFY:
  834. return false; // always allowed
  835. case WZ_ICEWALL:
  836. // noicewall flag [Valaris]
  837. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  838. clif_skill_fail( sd, skill_id );
  839. return true;
  840. }
  841. break;
  842. case GC_DARKILLUSION:
  843. if( mapdata_flag_gvg2(mapdata) ) {
  844. clif_skill_fail( sd, skill_id );
  845. return true;
  846. }
  847. break;
  848. case GD_EMERGENCYCALL:
  849. case GD_ITEMEMERGENCYCALL:
  850. if (
  851. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  852. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  853. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  854. ) {
  855. clif_skill_fail( sd, skill_id );
  856. return true;
  857. }
  858. break;
  859. case WM_SIRCLEOFNATURE:
  860. case WM_SOUND_OF_DESTRUCTION:
  861. case WM_LULLABY_DEEPSLEEP:
  862. case WM_GLOOMYDAY:
  863. case WM_SATURDAY_NIGHT_FEVER:
  864. if( !mapdata_flag_vs(mapdata) ) {
  865. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  866. return true;
  867. }
  868. break;
  869. }
  870. return false;
  871. }
  872. /**
  873. * Check if the homunculus skill is ok to be processed
  874. * After checking from Homunculus side, also check the master condition
  875. * @param hd: Homunculus who casted
  876. * @param skill_id: Skill ID casted
  877. * @param skill_lv: Skill level casted
  878. * @return true: Skill cannot be used, false: otherwise
  879. */
  880. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  881. {
  882. nullpo_retr(true, hd);
  883. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  884. map_session_data* sd = hd->master;
  885. status_change* sc = status_get_sc(&hd->bl);
  886. if (!sd)
  887. return true;
  888. if (sc != nullptr && sc->empty())
  889. sc = nullptr;
  890. if (util::umap_exists(hd->scd, skill_id)) {
  891. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  892. return true;
  893. }
  894. switch(skill_id) {
  895. case HFLI_SBR44:
  896. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  897. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  898. return true;
  899. }
  900. break;
  901. case HVAN_EXPLOSION:
  902. if (hd->homunculus.intimacy < (uint32)battle_config.hvan_explosion_intimate) {
  903. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  904. return true;
  905. }
  906. break;
  907. case MH_LIGHT_OF_REGENE: // Must be cordial
  908. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  909. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  910. return true;
  911. }
  912. break;
  913. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  914. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  915. return true;
  916. break;
  917. case MH_ANGRIFFS_MODUS:
  918. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  919. return true;
  920. break;
  921. case MH_TINDER_BREAKER: // Must be in grappling mode
  922. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  923. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  924. return true;
  925. }
  926. break;
  927. case MH_SONIC_CRAW: // Must be in fighting mode
  928. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  929. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  930. return true;
  931. }
  932. break;
  933. case MH_SILVERVEIN_RUSH:
  934. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  935. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  936. return true;
  937. }
  938. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  939. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  940. return true;
  941. }
  942. break;
  943. case MH_MIDNIGHT_FRENZY:
  944. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  945. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  946. return true;
  947. }
  948. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  949. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  950. return true;
  951. }
  952. break;
  953. case MH_CBC:
  954. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  955. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  956. return true;
  957. }
  958. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  959. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  960. return true;
  961. }
  962. break;
  963. case MH_EQC:
  964. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  965. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  966. return true;
  967. }
  968. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  969. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  970. return true;
  971. }
  972. break;
  973. }
  974. if (spiritball) {
  975. if (hd->homunculus.spiritball < spiritball) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  977. return true;
  978. }
  979. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  980. if (skill_id != MH_BLAZING_AND_FURIOUS)
  981. hom_delspiritball(hd, spiritball, 1);
  982. }
  983. //Use master's criteria.
  984. return skill_isNotOk( skill_id, *sd );
  985. }
  986. /**
  987. * Check if the mercenary skill is ok to be processed
  988. * After checking from Homunculus side, also check the master condition
  989. * @param skill_id: Skill ID that casted
  990. * @param md: Mercenary who casted
  991. * @return true: Skill cannot be used, false: otherwise
  992. */
  993. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  994. map_session_data* sd = md.master;
  995. if (sd == nullptr)
  996. return true;
  997. if (util::umap_exists(md.scd, skill_id)) {
  998. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  999. return true;
  1000. }
  1001. if( md.master != nullptr ){
  1002. return skill_isNotOk( skill_id, *md.master );
  1003. }else{
  1004. return true;
  1005. }
  1006. }
  1007. /**
  1008. * Check if the skill can be casted near NPC or not
  1009. * @param src Object who casted
  1010. * @param skill_id Skill ID that casted
  1011. * @param skill_lv Skill Lv
  1012. * @param pos_x Position x of the target
  1013. * @param pos_y Position y of the target
  1014. * @return true: Skill cannot be used, false: otherwise
  1015. * @author [Cydh]
  1016. */
  1017. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int32 pos_x, int32 pos_y) {
  1018. if (!src)
  1019. return false;
  1020. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1021. return false;
  1022. //if self skill
  1023. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1024. pos_x = src->x;
  1025. pos_y = src->y;
  1026. }
  1027. if (pos_x <= 0) pos_x = src->x;
  1028. if (pos_y <= 0) pos_y = src->y;
  1029. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1030. }
  1031. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int32 x, int32 y)
  1032. {
  1033. int32 pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1034. uint8 dir;
  1035. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1036. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1037. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1038. }
  1039. nullpo_retr(nullptr, src);
  1040. //Monsters sometimes deploy more units on level 10
  1041. if (src->type == BL_MOB && skill_lv >= 10) {
  1042. if (skill_id == WZ_WATERBALL)
  1043. pos = 4; //9x9 Area
  1044. }
  1045. if (pos != -1) // simple single-definition layout
  1046. return &skill_unit_layout[pos];
  1047. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1048. if (skill_id == MG_FIREWALL)
  1049. return &skill_unit_layout [firewall_unit_pos + dir];
  1050. else if (skill_id == WZ_ICEWALL)
  1051. return &skill_unit_layout [icewall_unit_pos + dir];
  1052. else if( skill_id == WL_EARTHSTRAIN )
  1053. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1054. else if( skill_id == RL_FIRE_RAIN )
  1055. return &skill_unit_layout[firerain_unit_pos + dir];
  1056. else if( skill_id == GN_WALLOFTHORN )
  1057. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1058. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1059. return &skill_unit_layout[0]; // default 1x1 layout
  1060. }
  1061. /** Stores temporary values.
  1062. * Common usages:
  1063. * [0] holds number of targets in area
  1064. * [1] holds the id of the original target
  1065. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1066. */
  1067. static int32 skill_area_temp[8];
  1068. /*==========================================
  1069. * Add effect to skill when hit succesfully target
  1070. *------------------------------------------*/
  1071. int32 skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1072. nullpo_ret(src);
  1073. nullpo_ret(bl);
  1074. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1075. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1076. return 0;
  1077. map_session_data* sd = BL_CAST( BL_PC, src );
  1078. mob_data* md = BL_CAST( BL_MOB, src );
  1079. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1080. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1081. status_change* sc = status_get_sc( src );
  1082. status_change* tsc = status_get_sc( bl );
  1083. status_data* sstatus = status_get_status_data(*src);
  1084. status_data* tstatus = status_get_status_data(*bl);
  1085. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1086. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1087. // Chance to trigger Taekwon kicks
  1088. if (sc->getSCE(SC_READYSTORM) &&
  1089. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1090. 0, 2, 0,
  1091. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1092. ; //Stance triggered
  1093. else if (sc->getSCE(SC_READYDOWN) &&
  1094. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1095. 0, 2, 0,
  1096. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1097. ; //Stance triggered
  1098. else if (sc->getSCE(SC_READYTURN) &&
  1099. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1100. 0, 2, 0,
  1101. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1102. ; //Stance triggered
  1103. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1104. int32 rate = 20;
  1105. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1106. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1107. status_change_end(src, SC_SKILLRATE_UP);
  1108. }
  1109. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1110. 0, 2, 0,
  1111. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1112. ; //Stance triggered
  1113. }
  1114. }
  1115. if (!tsc) //skill additional effect is about adding effects to the target...
  1116. //So if the target can't be inflicted with statuses, this is pointless.
  1117. return 0;
  1118. if( sd )
  1119. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1120. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1121. #ifndef RENEWAL
  1122. && skill_id != ASC_BREAKER
  1123. #endif
  1124. ) {
  1125. // Trigger status effects
  1126. for (const auto &it : sd->addeff) {
  1127. int32 rate = it.rate;
  1128. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1129. rate += it.arrow_rate;
  1130. if( !rate )
  1131. continue;
  1132. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1133. // Trigger has attack type consideration.
  1134. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1135. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1136. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1137. ;
  1138. else
  1139. continue;
  1140. }
  1141. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1142. // Trigger has range consideration.
  1143. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1144. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1145. continue; //Range Failed.
  1146. }
  1147. if (it.flag&ATF_TARGET)
  1148. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1149. if (it.flag&ATF_SELF)
  1150. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1151. }
  1152. }
  1153. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1154. if (sc != nullptr) {
  1155. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1156. unit_data *ud = unit_bl2ud(bl);
  1157. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1158. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1159. }
  1160. }
  1161. if( skill_id ) {
  1162. // Trigger status effects on skills
  1163. for (const auto &it : sd->addeff_onskill) {
  1164. if (skill_id != it.skill_id || !it.rate)
  1165. continue;
  1166. if (it.target&ATF_TARGET)
  1167. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1168. if (it.target&ATF_SELF)
  1169. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1170. }
  1171. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1172. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1173. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1174. #ifdef RENEWAL
  1175. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1176. #else
  1177. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1178. #endif
  1179. clif_emotion( *bl, ET_HUK );
  1180. }
  1181. }
  1182. }
  1183. if( dmg_lv < ATK_DEF ) // no damage, return;
  1184. return 0;
  1185. switch(skill_id) {
  1186. case 0:
  1187. { // Normal attacks (no skill used)
  1188. if( attack_type&BF_SKILL )
  1189. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1190. if(sd) {
  1191. int32 skill;
  1192. // Automatic trigger of Blitz Beat
  1193. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1194. int32 rate;
  1195. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1196. rate = 5;
  1197. else
  1198. rate = (sd->status.job_level + 9) / 10;
  1199. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1200. }
  1201. // Automatic trigger of Warg Strike
  1202. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1203. int32 rate = sstatus->luk * 10 / 3 + 1;
  1204. if (pc_isfalcon(sd))
  1205. rate = rate / 3;
  1206. if (rnd() % 1000 <= rate)
  1207. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1208. }
  1209. // Automatic trigger of Hawk Rush
  1210. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1211. int32 rate = sstatus->con * 10 / 3 + 1;
  1212. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1213. if (rnd() % 1000 <= rate)
  1214. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1215. }
  1216. // Gank
  1217. if(dstmd && sd->status.weapon != W_BOW &&
  1218. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1219. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1220. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1221. clif_skill_nodamage(src,*bl,TF_STEAL,skill);
  1222. else
  1223. clif_skill_fail( *sd, RG_SNATCHER );
  1224. }
  1225. }
  1226. if (sc) {
  1227. struct status_change_entry *sce;
  1228. // Enchant Poison gives a chance to poison attacked enemies
  1229. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1230. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1231. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1232. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1233. if((sce=sc->getSCE(SC_EDP)))
  1234. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1235. skill_get_time2(ASC_EDP,sce->val1));
  1236. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1237. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1238. }
  1239. }
  1240. break;
  1241. case SM_BASH:
  1242. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1243. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1244. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1245. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1246. }
  1247. break;
  1248. case MER_CRASH:
  1249. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1250. break;
  1251. case AS_VENOMKNIFE:
  1252. case AS_SPLASHER:
  1253. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1254. break;
  1255. case TF_POISON:
  1256. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1257. clif_skill_fail( *sd, skill_id );
  1258. break;
  1259. case AS_SONICBLOW:
  1260. case HN_MEGA_SONIC_BLOW:
  1261. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1262. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1263. else
  1264. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1265. break;
  1266. case AS_GRIMTOOTH:
  1267. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1268. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1269. break;
  1270. case WZ_FIREPILLAR:
  1271. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1272. break;
  1273. case MG_FROSTDIVER:
  1274. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1275. clif_skill_fail( *sd, skill_id );
  1276. break;
  1277. case WZ_FROSTNOVA:
  1278. sc_start(src,bl,SC_FREEZE,(sd!=nullptr)?skill_lv*5+33:skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
  1279. break;
  1280. case WZ_STORMGUST:
  1281. // Storm Gust counter was dropped in renewal
  1282. #ifdef RENEWAL
  1283. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. #else
  1285. //On third hit, there is a 150% to freeze the target
  1286. if(tsc->sg_counter >= 3 &&
  1287. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1288. tsc->sg_counter = 0;
  1289. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1290. else if( tsc->sg_counter > 250 )
  1291. tsc->sg_counter = 0;
  1292. #endif
  1293. break;
  1294. case NPC_STORMGUST2:
  1295. if (skill_lv == 1)
  1296. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1297. else if (skill_lv == 2)
  1298. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1299. else
  1300. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. break;
  1302. case WZ_METEOR:
  1303. case HN_METEOR_STORM_BUSTER:
  1304. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. break;
  1306. case WZ_VERMILION:
  1307. #ifdef RENEWAL
  1308. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. #else
  1310. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. #endif
  1312. break;
  1313. case WZ_HEAVENDRIVE:
  1314. status_change_end(bl, SC_SV_ROOTTWIST);
  1315. break;
  1316. case HT_FREEZINGTRAP:
  1317. case MA_FREEZINGTRAP:
  1318. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1319. break;
  1320. case HT_FLASHER:
  1321. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. break;
  1323. case HT_LANDMINE:
  1324. case MA_LANDMINE:
  1325. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1326. break;
  1327. case HT_SHOCKWAVE:
  1328. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1329. break;
  1330. case HT_SANDMAN:
  1331. case MA_SANDMAN:
  1332. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1333. break;
  1334. case TF_SPRINKLESAND:
  1335. sc_start(src,bl,SC_BLIND,(sd!=nullptr)?20:15,skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case TF_THROWSTONE:
  1338. if (sd != nullptr) {
  1339. // Only blind if used by player and stun failed
  1340. if (!sc_start(src, bl, SC_STUN, 3, skill_lv, skill_get_time(skill_id, skill_lv)))
  1341. sc_start(src, bl, SC_BLIND, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1342. }
  1343. else {
  1344. // 5% stun chance and no blind chance when used by monsters
  1345. sc_start(src, bl, SC_STUN, 5, skill_lv, skill_get_time(skill_id, skill_lv));
  1346. }
  1347. break;
  1348. case NPC_DARKCROSS:
  1349. case CR_HOLYCROSS:
  1350. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1351. break;
  1352. case NPC_GRANDDARKNESS:
  1353. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1354. break;
  1355. case CR_GRANDCROSS:
  1356. //Chance to cause blind status vs demon and undead element, but not against players
  1357. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1358. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1359. break;
  1360. case AM_ACIDTERROR:
  1361. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1362. #ifdef RENEWAL
  1363. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1364. #else
  1365. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1366. #endif
  1367. clif_emotion( *bl, ET_HUK );
  1368. break;
  1369. case AM_DEMONSTRATION:
  1370. #ifdef RENEWAL
  1371. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1372. #else
  1373. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1374. #endif
  1375. break;
  1376. case CR_SHIELDCHARGE:
  1377. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1378. break;
  1379. #ifndef RENEWAL
  1380. case PA_PRESSURE:
  1381. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1382. [[fallthrough]];
  1383. case HW_GRAVITATION:
  1384. //Pressure and Gravitation can trigger physical autospells
  1385. attack_type |= BF_NORMAL;
  1386. attack_type |= BF_WEAPON;
  1387. break;
  1388. #endif
  1389. case RG_RAID:
  1390. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1391. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1392. #ifdef RENEWAL
  1393. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1394. break;
  1395. case RG_BACKSTAP:
  1396. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1397. #endif
  1398. break;
  1399. case BA_FROSTJOKER:
  1400. case DC_SCREAM:
  1401. {
  1402. int32 rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1403. int32 duration = skill_get_time2(skill_id, skill_lv);
  1404. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1405. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1406. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1407. rate /= 4;
  1408. duration = skill_get_time(skill_id, skill_lv);
  1409. }
  1410. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1411. }
  1412. break;
  1413. case BD_LULLABY:
  1414. #ifndef RENEWAL
  1415. if (sc != nullptr && sc->getSCE(SC_DANCING) != nullptr) {
  1416. block_list* partner = map_id2bl(sc->getSCE(SC_DANCING)->val4);
  1417. if (partner == nullptr)
  1418. break;
  1419. status_data* pstatus = status_get_status_data(*partner);
  1420. if (pstatus == nullptr)
  1421. break;
  1422. status_change_start(src, bl, skill_get_sc(skill_id), (sstatus->int_ + pstatus->int_ + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1423. }
  1424. #else
  1425. // In renewal the chance is simply 100% and uses the original song duration as sleep duration
  1426. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1427. #endif
  1428. break;
  1429. #ifdef RENEWAL
  1430. case DC_UGLYDANCE:
  1431. // !TODO: How does caster's DEX/AGI play a role?
  1432. status_zap( bl, 0, 2 * skill_lv + 10 );
  1433. break;
  1434. #else
  1435. case DC_UGLYDANCE: {
  1436. int32 rate = 5 + 5 * skill_lv;
  1437. int32 skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1438. if( skill > 0 ){
  1439. rate += 5 + skill;
  1440. }
  1441. status_zap( bl, 0, rate );
  1442. } break;
  1443. #endif
  1444. case SL_STUN:
  1445. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1446. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1447. break;
  1448. case NPC_PETRIFYATTACK:
  1449. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1450. break;
  1451. case NPC_CURSEATTACK:
  1452. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case NPC_SLEEPATTACK:
  1455. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1456. break;
  1457. case NPC_BLINDATTACK:
  1458. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1459. break;
  1460. case NPC_POISON:
  1461. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1462. break;
  1463. case NPC_SILENCEATTACK:
  1464. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1465. break;
  1466. case NPC_STUNATTACK:
  1467. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1468. break;
  1469. case NPC_BLEEDING:
  1470. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1471. break;
  1472. case NPC_BLEEDING2:
  1473. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1474. break;
  1475. case NPC_CHANGEUNDEAD:
  1476. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1477. break;
  1478. case NPC_ACIDBREATH:
  1479. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1480. break;
  1481. case NPC_ICEBREATH:
  1482. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1483. break;
  1484. case NPC_ICEBREATH2:
  1485. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1486. break;
  1487. case NPC_MENTALBREAKER:
  1488. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1489. //equal to Matk*skLevel.
  1490. int32 rate = sstatus->matk_min;
  1491. if (rate < sstatus->matk_max)
  1492. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1493. rate*=skill_lv;
  1494. status_zap(bl, 0, rate);
  1495. break;
  1496. }
  1497. // Equipment breaking monster skills [Celest]
  1498. case NPC_ARMORBRAKE:
  1499. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1500. break;
  1501. case NPC_HELMBRAKE:
  1502. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1503. break;
  1504. case NPC_SHIELDBRAKE:
  1505. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1506. break;
  1507. case CH_TIGERFIST: {
  1508. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1509. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1510. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1511. basetime /= 5;
  1512. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1513. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1514. }
  1515. break;
  1516. case LK_SPIRALPIERCE:
  1517. case ML_SPIRALPIERCE:
  1518. case HN_SPIRAL_PIERCE_MAX:
  1519. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1520. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1521. break;
  1522. case ST_REJECTSWORD:
  1523. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1524. break;
  1525. case PF_FOGWALL:
  1526. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1527. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1528. break;
  1529. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1530. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1531. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1532. break;
  1533. case ASC_METEORASSAULT:
  1534. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1535. switch(rnd()%3) {
  1536. case 0:
  1537. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1538. break;
  1539. case 1:
  1540. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1541. break;
  1542. default:
  1543. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1544. }
  1545. break;
  1546. case HW_NAPALMVULCAN:
  1547. case HN_NAPALM_VULCAN_STRIKE:
  1548. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1549. break;
  1550. case WS_CARTTERMINATION: // Cart termination
  1551. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1552. break;
  1553. case CR_ACIDDEMONSTRATION:
  1554. case GN_FIRE_EXPANSION_ACID:
  1555. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1556. break;
  1557. case TK_DOWNKICK:
  1558. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case TK_JUMPKICK:
  1561. // debuff the following statuses
  1562. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1563. status_change_end(bl, SC_SPIRIT);
  1564. status_change_end(bl, SC_ADRENALINE2);
  1565. status_change_end(bl, SC_KAITE);
  1566. status_change_end(bl, SC_KAAHI);
  1567. status_change_end(bl, SC_ONEHAND);
  1568. status_change_end(bl, SC_ASPDPOTION2);
  1569. // New soul links confirmed to not dispell with this skill
  1570. // but thats likely a bug since soul links can't stack and
  1571. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1572. status_change_end(bl, SC_SOULGOLEM);
  1573. status_change_end(bl, SC_SOULSHADOW);
  1574. status_change_end(bl, SC_SOULFALCON);
  1575. status_change_end(bl, SC_SOULFAIRY);
  1576. }
  1577. break;
  1578. case TK_TURNKICK:
  1579. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1580. if(attack_type&BF_MISC) //70% base stun chance...
  1581. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1582. break;
  1583. case GS_BULLSEYE: //0.1% coma rate.
  1584. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1585. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1586. break;
  1587. case GS_PIERCINGSHOT:
  1588. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1589. break;
  1590. case NJ_HYOUSYOURAKU:
  1591. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1592. break;
  1593. case GS_FLING:
  1594. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1595. break;
  1596. case GS_DISARM:
  1597. skill_strip_equip(src, bl, skill_id, skill_lv);
  1598. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  1599. break;
  1600. case NPC_EVILLAND:
  1601. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case NPC_HELLJUDGEMENT:
  1604. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case NPC_HELLJUDGEMENT2:
  1607. switch(rnd()%6) {
  1608. case 0:
  1609. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1610. break;
  1611. case 1:
  1612. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1613. break;
  1614. case 2:
  1615. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1616. break;
  1617. case 3:
  1618. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1619. break;
  1620. case 4:
  1621. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1622. break;
  1623. default:
  1624. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1625. break;
  1626. }
  1627. break;
  1628. case NPC_CRITICALWOUND:
  1629. case NPC_WIDECRITICALWOUND:
  1630. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1631. break;
  1632. case NPC_FIRESTORM:
  1633. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1634. break;
  1635. case RK_DRAGONBREATH:
  1636. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1637. break;
  1638. case RK_DRAGONBREATH_WATER:
  1639. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1640. break;
  1641. case NPC_DRAGONBREATH:
  1642. if (skill_lv > 5)
  1643. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1644. else
  1645. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1646. break;
  1647. case AB_ADORAMUS:
  1648. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case WL_COMET:
  1651. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1652. break;
  1653. case NPC_COMET:
  1654. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1655. break;
  1656. case NPC_JACKFROST:
  1657. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1658. break;
  1659. case RA_WUGBITE: {
  1660. int32 wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1661. if (wug_rate < 50)
  1662. wug_rate = 50;
  1663. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1664. }
  1665. break;
  1666. case RA_SENSITIVEKEEN:
  1667. if( rnd()%100 < 8 * skill_lv )
  1668. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1669. break;
  1670. case RA_FIRINGTRAP:
  1671. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1672. break;
  1673. case RA_ICEBOUNDTRAP:
  1674. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1675. break;
  1676. case NC_PILEBUNKER:
  1677. if( rnd()%100 < 25 + 15*skill_lv ) {
  1678. status_change_end(bl, SC_KYRIE);
  1679. status_change_end(bl, SC_ASSUMPTIO);
  1680. status_change_end(bl, SC_STEELBODY);
  1681. status_change_end(bl, SC_GT_CHANGE);
  1682. status_change_end(bl, SC_GT_REVITALIZE);
  1683. status_change_end(bl, SC_AUTOGUARD);
  1684. status_change_end(bl, SC_REFLECTDAMAGE);
  1685. status_change_end(bl, SC_DEFENDER);
  1686. status_change_end(bl, SC_PRESTIGE);
  1687. status_change_end(bl, SC_BANDING);
  1688. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1689. }
  1690. break;
  1691. case NC_FLAMELAUNCHER:
  1692. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1693. break;
  1694. case NC_COLDSLOWER:
  1695. // Status chances are applied officially through a check
  1696. // The skill first trys to give the frozen status to targets that are hit
  1697. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1698. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1699. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1700. break;
  1701. case NC_POWERSWING:
  1702. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1703. break;
  1704. case GC_WEAPONCRUSH:
  1705. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1706. break;
  1707. case LG_PINPOINTATTACK: {
  1708. int32 rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1709. switch( skill_lv ) {
  1710. case 1:
  1711. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1712. break;
  1713. case 2:
  1714. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1715. break;
  1716. case 3:
  1717. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1718. break;
  1719. case 4:
  1720. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1721. break;
  1722. case 5:
  1723. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1724. break;
  1725. }
  1726. } break;
  1727. case LG_MOONSLASHER:
  1728. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1729. break;
  1730. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1731. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1732. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1733. break;
  1734. case NPC_RAYOFGENESIS:
  1735. if (skill_lv < 8)
  1736. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1737. else
  1738. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1739. break;
  1740. case LG_HESPERUSLIT:
  1741. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1742. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1743. break;
  1744. case SR_DRAGONCOMBO:
  1745. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. break;
  1747. case SR_WINDMILL:
  1748. if( dstsd )
  1749. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1750. else if( dstmd )
  1751. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1752. break;
  1753. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1754. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1755. break;
  1756. case SR_EARTHSHAKER:
  1757. if (dstmd != nullptr && dstmd->guardian_data == nullptr) // Target is a mob (boss included) and not a guardian type. [Atemo]
  1758. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1759. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1760. status_change_end(bl, SC_SV_ROOTTWIST);
  1761. break;
  1762. case SO_EARTHGRAVE:
  1763. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1764. break;
  1765. case SO_DIAMONDDUST: {
  1766. int32 rate = 5 + 5 * skill_lv;
  1767. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1768. rate += (sd ? sd->status.job_level / 5 : 0);
  1769. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1770. } break;
  1771. case SO_VARETYR_SPEAR:
  1772. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1773. break;
  1774. case SO_CLOUD_KILL:
  1775. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1776. break;
  1777. case GN_SPORE_EXPLOSION:
  1778. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1779. break;
  1780. case GN_SLINGITEM_RANGEMELEEATK:
  1781. if( sd ) {
  1782. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1783. case ITEMID_COCONUT_BOMB:
  1784. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1785. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1786. break;
  1787. case ITEMID_MELON_BOMB:
  1788. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1789. break;
  1790. case ITEMID_BANANA_BOMB:
  1791. {
  1792. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1793. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1794. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1795. break;
  1796. }
  1797. }
  1798. sd->itemid = 0;
  1799. }
  1800. break;
  1801. case GN_HELLS_PLANT_ATK:
  1802. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1803. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1804. break;
  1805. case EL_WIND_SLASH: // Non confirmed rate.
  1806. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1807. break;
  1808. case EL_STONE_HAMMER:
  1809. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1810. break;
  1811. case EL_ROCK_CRUSHER:
  1812. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1813. break;
  1814. case EL_ROCK_CRUSHER_ATK:
  1815. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1816. break;
  1817. case EL_TYPOON_MIS:
  1818. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1819. break;
  1820. case KO_JYUMONJIKIRI:
  1821. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1822. break;
  1823. case SP_SOULEXPLOSION:
  1824. case KO_SETSUDAN: // Remove soul link when hit.
  1825. status_change_end(bl, SC_SPIRIT);
  1826. status_change_end(bl, SC_SOULGOLEM);
  1827. status_change_end(bl, SC_SOULSHADOW);
  1828. status_change_end(bl, SC_SOULFALCON);
  1829. status_change_end(bl, SC_SOULFAIRY);
  1830. break;
  1831. case KO_MAKIBISHI:
  1832. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1833. break;
  1834. case MH_EQC:
  1835. {
  1836. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1837. if (hd) {
  1838. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1839. status_change_end(bl, SC_TINDER_BREAKER2);
  1840. }
  1841. }
  1842. break;
  1843. case MH_STAHL_HORN:
  1844. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1845. break;
  1846. case MH_NEEDLE_OF_PARALYZE:
  1847. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1848. break;
  1849. case MH_TOXIN_OF_MANDARA:
  1850. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1851. break;
  1852. case MH_XENO_SLASHER:
  1853. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1854. break;
  1855. case NPC_MAGMA_ERUPTION:
  1856. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1857. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1858. break;
  1859. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1860. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1861. break;
  1862. case GN_ILLUSIONDOPING:
  1863. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1864. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1865. break;
  1866. case RL_MASS_SPIRAL:
  1867. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1868. break;
  1869. case RL_SLUGSHOT:
  1870. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1871. break;
  1872. case RL_BANISHING_BUSTER: {
  1873. if (tsc == nullptr || tsc->empty())
  1874. break;
  1875. if (status_isimmune(bl))
  1876. break;
  1877. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1878. if (sd)
  1879. clif_skill_fail( *sd, skill_id );
  1880. break;
  1881. }
  1882. uint16 n = skill_lv;
  1883. for (const auto &it : status_db) {
  1884. sc_type status = static_cast<sc_type>(it.first);
  1885. if (n <= 0)
  1886. break;
  1887. if (!tsc->getSCE(status))
  1888. continue;
  1889. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1890. continue;
  1891. switch (status) {
  1892. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1893. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1894. case SC_FORTUNE: case SC_SERVICE4U:
  1895. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1896. continue; //If in song area don't end it, even if config enabled
  1897. break;
  1898. case SC_ASSUMPTIO:
  1899. if( bl->type == BL_MOB )
  1900. continue;
  1901. break;
  1902. }
  1903. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1904. tsc->getSCE(status)->val2 = 0;
  1905. status_change_end(bl,status);
  1906. n--;
  1907. }
  1908. //Remove bonus_script by Banishing Buster
  1909. if (dstsd)
  1910. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1911. }
  1912. break;
  1913. case RL_S_STORM:
  1914. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1915. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1916. break;
  1917. case RL_AM_BLAST:
  1918. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1919. break;
  1920. case SU_SCRATCH:
  1921. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case SU_SV_STEMSPEAR:
  1924. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1925. break;
  1926. case SU_CN_METEOR2:
  1927. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1928. break;
  1929. case SU_SCAROFTAROU:
  1930. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1931. break;
  1932. case SU_LUNATICCARROTBEAT2:
  1933. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1934. break;
  1935. case SJ_FULLMOONKICK:
  1936. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1937. break;
  1938. case SJ_STAREMPEROR:
  1939. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1940. break;
  1941. case SP_SHA:
  1942. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1943. break;
  1944. case DK_SERVANT_W_PHANTOM:
  1945. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1946. break;
  1947. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1948. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1949. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1950. break;
  1951. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1952. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1953. break;
  1954. case IQ_OLEUM_SANCTUM:
  1955. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1956. break;
  1957. case IQ_FIRST_BRAND:
  1958. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1959. break;
  1960. case IQ_SECOND_FLAME:
  1961. case IQ_SECOND_FAITH:
  1962. case IQ_SECOND_JUDGEMENT:
  1963. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1964. break;
  1965. case IQ_THIRD_PUNISH:
  1966. case IQ_THIRD_FLAME_BOMB:
  1967. case IQ_THIRD_CONSECRATION:
  1968. status_change_end(bl, SC_SECOND_BRAND);
  1969. break;
  1970. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1971. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1972. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1973. break;
  1974. case SHC_FATAL_SHADOW_CROW:
  1975. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1976. break;
  1977. case ABC_UNLUCKY_RUSH:
  1978. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1979. break;
  1980. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1981. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1982. [[fallthrough]];
  1983. case WM_METALICSOUND:
  1984. case WM_REVERBERATION:
  1985. status_change_end(bl, SC_SOUNDBLEND);
  1986. break;
  1987. case EM_DIAMOND_STORM:
  1988. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. case EM_LIGHTNING_LAND:
  1991. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1992. break;
  1993. case EM_VENOM_SWAMP:
  1994. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1995. break;
  1996. case EM_CONFLAGRATION:
  1997. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1998. break;
  1999. case EM_TERRA_DRIVE:
  2000. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  2001. break;
  2002. case MT_RUSH_QUAKE:
  2003. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  2004. break;
  2005. case HN_SHIELD_CHAIN_RUSH:
  2006. case HN_JACK_FROST_NOVA:
  2007. case HN_GROUND_GRAVITATION:
  2008. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  2009. break;
  2010. case SH_HOWLING_OF_CHUL_HO:
  2011. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2012. break;
  2013. case SS_KAGEGARI:
  2014. case SS_FUUMASHOUAKU:
  2015. case SS_KUNAIWAIKYOKU:
  2016. case SS_ANTENPOU:
  2017. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2018. break;
  2019. case SS_KAGEAKUMU:
  2020. case SS_HITOUAKUMU:
  2021. case SS_ANKOKURYUUAKUMU:
  2022. status_change_end(bl, SC_NIGHTMARE);
  2023. break;
  2024. } //end switch skill_id
  2025. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  2026. { //Pass heritage to Master for status causing effects. [Skotlex]
  2027. sd = map_id2sd(md->master_id);
  2028. src = sd?&sd->bl:src;
  2029. }
  2030. if( attack_type&BF_WEAPON )
  2031. { // Breaking Equipment
  2032. if( sd && battle_config.equip_self_break_rate )
  2033. { // Self weapon breaking
  2034. int32 rate = battle_config.equip_natural_break_rate;
  2035. #ifndef RENEWAL
  2036. if( sc )
  2037. {
  2038. if(sc->getSCE(SC_OVERTHRUST))
  2039. rate += 10;
  2040. if(sc->getSCE(SC_MAXOVERTHRUST))
  2041. rate += 10;
  2042. }
  2043. #endif
  2044. if( rate )
  2045. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2046. }
  2047. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2048. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2049. // Target weapon breaking
  2050. int32 rate = 0;
  2051. if( sd )
  2052. rate += sd->bonus.break_weapon_rate;
  2053. if (sc) {
  2054. if (sc->getSCE(SC_MELTDOWN))
  2055. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2056. if (sc->getSCE(SC_WEAPONBREAKER))
  2057. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2058. }
  2059. if( rate )
  2060. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2061. // Target armor breaking
  2062. rate = 0;
  2063. if( sd )
  2064. rate += sd->bonus.break_armor_rate;
  2065. if( sc && sc->getSCE(SC_MELTDOWN) )
  2066. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2067. if( rate )
  2068. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2069. }
  2070. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2071. if (sd->def_set_race[tstatus->race].rate)
  2072. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2073. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2074. if (sd->mdef_set_race[tstatus->race].rate)
  2075. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2076. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2077. if (sd->norecover_state_race[tstatus->race].rate)
  2078. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2079. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2080. }
  2081. }
  2082. if( sd && sd->ed && sc && !status_isdead(*bl) && !skill_id ) {
  2083. struct unit_data *ud = unit_bl2ud(src);
  2084. int32 skill;
  2085. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2086. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2087. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2088. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2089. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2090. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2091. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2092. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2093. else
  2094. skill = 0;
  2095. if ( rnd()%100 < 25 && skill ){
  2096. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2097. if (ud) {
  2098. int32 delay = skill_delayfix(src, skill, skill_lv);
  2099. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2100. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2101. if ( battle_config.display_status_timers )
  2102. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2103. }
  2104. }
  2105. }
  2106. }
  2107. // Autospell when attacking
  2108. if( sd && !status_isdead(*bl) && !sd->autospell.empty() )
  2109. {
  2110. for (const auto &it : sd->autospell) {
  2111. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2112. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2113. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2114. continue; // one or more trigger conditions were not fulfilled
  2115. int32 skill = it.id;
  2116. sd->state.autocast = 1;
  2117. if ( skill_isNotOk(skill, *sd) ) {
  2118. sd->state.autocast = 0;
  2119. continue;
  2120. }
  2121. sd->state.autocast = 0;
  2122. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2123. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2124. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2125. int32 rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2126. if (rnd()%1000 >= rate)
  2127. continue;
  2128. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2129. e_cast_type type = skill_get_casttype(skill);
  2130. if (type == CAST_GROUND) {
  2131. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2132. continue;
  2133. }
  2134. if (battle_config.autospell_check_range &&
  2135. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2136. continue;
  2137. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2138. type = CAST_GROUND;
  2139. #ifndef RENEWAL
  2140. else if( skill == AS_SONICBLOW ){
  2141. // Special case, Sonic Blow autospell should stop the player attacking.
  2142. unit_stop_attack( &sd->bl );
  2143. }
  2144. #endif
  2145. sd->state.autocast = 1;
  2146. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2147. #ifndef RENEWAL
  2148. skill_toggle_magicpower(src, skill);
  2149. #endif
  2150. switch (type) {
  2151. case CAST_GROUND:
  2152. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2153. break;
  2154. case CAST_NODAMAGE:
  2155. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2156. break;
  2157. case CAST_DAMAGE:
  2158. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2159. break;
  2160. }
  2161. sd->state.autocast = 0;
  2162. //Set canact delay. [Skotlex]
  2163. unit_data *ud = unit_bl2ud(src);
  2164. if (ud) {
  2165. int32 delay = skill_delayfix(src, skill, autospl_skill_lv);
  2166. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2167. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2168. if ( battle_config.display_status_timers && sd )
  2169. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2170. }
  2171. }
  2172. }
  2173. }
  2174. // Check for player and pet autobonuses when attacking
  2175. if (sd != nullptr) {
  2176. // Player
  2177. if (!sd->autobonus.empty()) {
  2178. for (auto &it : sd->autobonus) {
  2179. if (it == nullptr)
  2180. continue;
  2181. if (rnd_value(0, 1000) >= it->rate)
  2182. continue;
  2183. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2184. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2185. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2186. continue; // one or more trigger conditions were not fulfilled
  2187. pc_exeautobonus(*sd, &sd->autobonus, it);
  2188. }
  2189. }
  2190. // Pet
  2191. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2192. for (auto &it : sd->pd->autobonus) {
  2193. if (it == nullptr)
  2194. continue;
  2195. if (rnd_value(0, 1000) >= it->rate)
  2196. continue;
  2197. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2198. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2199. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2200. continue; // one or more trigger conditions were not fulfilled
  2201. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2202. }
  2203. }
  2204. }
  2205. //Polymorph
  2206. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2207. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2208. (rnd()%10000 < sd->bonus.classchange))
  2209. {
  2210. int32 class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2211. if (class_ != 0 && mobdb_checkid(class_))
  2212. mob_class_change(dstmd,class_);
  2213. }
  2214. return 0;
  2215. }
  2216. int32 skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2217. if( sd == nullptr || !skill_id )
  2218. return 0;
  2219. for (auto &it : sd->autospell3) {
  2220. if (it.trigger_skill != skill_id)
  2221. continue;
  2222. if (it.lock)
  2223. continue; // autospell already being executed
  2224. uint16 skill = it.id;
  2225. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2226. if( skill_isNotOk(skill, *sd) ) {
  2227. sd->state.autocast = 0;
  2228. continue;
  2229. }
  2230. sd->state.autocast = 0;
  2231. // DANGER DANGER: here force target actually means use yourself as target!
  2232. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2233. if( tbl == nullptr ){
  2234. continue; // No target
  2235. }
  2236. if( rnd()%1000 >= it.rate )
  2237. continue;
  2238. uint16 skill_lv = it.lv ? it.lv : 1;
  2239. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2240. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2241. e_cast_type type = skill_get_casttype(skill);
  2242. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2243. continue;
  2244. if (battle_config.autospell_check_range &&
  2245. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2246. continue;
  2247. sd->state.autocast = 1;
  2248. it.lock = true;
  2249. skill_consume_requirement(sd,skill,skill_lv,1);
  2250. switch( type ) {
  2251. case CAST_GROUND:
  2252. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2253. break;
  2254. case CAST_NODAMAGE:
  2255. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2256. break;
  2257. case CAST_DAMAGE:
  2258. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2259. break;
  2260. }
  2261. it.lock = false;
  2262. sd->state.autocast = 0;
  2263. }
  2264. // Check for player and pet autobonuses when being attacked by skill_id
  2265. if (sd != nullptr) {
  2266. // Player
  2267. if (!sd->autobonus3.empty()) {
  2268. for (auto &it : sd->autobonus3) {
  2269. if (it == nullptr)
  2270. continue;
  2271. if (rnd_value(0, 1000) >= it->rate)
  2272. continue;
  2273. if (it->atk_type != skill_id)
  2274. continue;
  2275. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2276. }
  2277. }
  2278. // Pet
  2279. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2280. for (auto &it : sd->pd->autobonus3) {
  2281. if (it == nullptr)
  2282. continue;
  2283. if (rnd_value(0, 1000) >= it->rate)
  2284. continue;
  2285. if (it->atk_type != skill_id)
  2286. continue;
  2287. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2288. }
  2289. }
  2290. }
  2291. return 1;
  2292. }
  2293. /* Splitted off from skill_additional_effect, which is never called when the
  2294. * attack skill kills the enemy. Place in this function counter status effects
  2295. * when using skills that will take effect on the source, not the target. [Skotlex]
  2296. */
  2297. int32 skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 attack_type, t_tick tick)
  2298. {
  2299. int32 rate;
  2300. map_session_data *sd=nullptr;
  2301. map_session_data *dstsd=nullptr;
  2302. nullpo_ret(src);
  2303. nullpo_ret(bl);
  2304. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2305. sd = BL_CAST(BL_PC, src);
  2306. dstsd = BL_CAST(BL_PC, bl);
  2307. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2308. for (const auto &it : dstsd->addeff_atked) {
  2309. rate = it.rate;
  2310. if (attack_type&BF_LONG)
  2311. rate += it.arrow_rate;
  2312. if (rate == 0)
  2313. continue;
  2314. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2315. // Trigger has attack type consideration.
  2316. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2317. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2318. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2319. ;
  2320. else
  2321. continue;
  2322. }
  2323. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2324. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2325. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2326. continue; //Range Failed.
  2327. }
  2328. if (it.flag&ATF_TARGET && src != bl)
  2329. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2330. if (it.flag&ATF_SELF && !status_isdead(*bl))
  2331. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2332. }
  2333. }
  2334. switch(skill_id) {
  2335. case GS_FULLBUSTER:
  2336. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2337. break;
  2338. case HFLI_SBR44: //[orn]
  2339. if(src->type == BL_HOM){
  2340. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2341. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2342. clif_send_homdata( hd, SP_INTIMATE );
  2343. }
  2344. break;
  2345. case CR_GRANDCROSS:
  2346. if (src == bl) {
  2347. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2348. attack_type |= BF_WEAPON;
  2349. attack_type &= ~BF_MAGIC;
  2350. }
  2351. break;
  2352. case LG_HESPERUSLIT:
  2353. {
  2354. status_change *sc = status_get_sc(src);
  2355. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2356. for(int32 i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2357. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2358. }
  2359. }
  2360. break;
  2361. case SP_SPA:
  2362. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2363. break;
  2364. case SP_SHA:
  2365. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2366. break;
  2367. case SP_SWHOO:
  2368. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2369. break;
  2370. }
  2371. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2372. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
  2373. // 0.005% chance per sg_miracle_skill_ratio
  2374. // Chance is further reduced if agi is above 46
  2375. if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int32)sd->battle_status.agi))
  2376. sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
  2377. }
  2378. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(*bl) &&
  2379. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2380. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2381. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2382. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2383. clif_skill_nodamage(src,*bl,HW_SOULDRAIN,rate);
  2384. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2385. }
  2386. if( sd && status_isdead(*bl) ) {
  2387. int32 sp = 0, hp = 0;
  2388. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2389. sp += sd->bonus.sp_gain_value;
  2390. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2391. hp += sd->bonus.hp_gain_value;
  2392. }
  2393. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2394. sp += sd->bonus.long_sp_gain_value;
  2395. hp += sd->bonus.long_hp_gain_value;
  2396. }
  2397. if( attack_type&BF_MAGIC ) {
  2398. sp += sd->bonus.magic_sp_gain_value;
  2399. hp += sd->bonus.magic_hp_gain_value;
  2400. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2401. status_change *sc = nullptr;
  2402. if( ( sc = status_get_sc(src) ) ) {
  2403. if(sc->getSCE(SC_SPIRIT) &&
  2404. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2405. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2406. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2407. }
  2408. }
  2409. }
  2410. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2411. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2412. }
  2413. }
  2414. if (dstsd && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2415. status_change *sc = status_get_sc(bl);
  2416. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2417. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2418. }
  2419. // Trigger counter-spells to retaliate against damage causing skills.
  2420. if(dstsd && !status_isdead(*bl) && !dstsd->autospell2.empty() &&
  2421. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2422. {
  2423. for (const auto &it : dstsd->autospell2) {
  2424. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2425. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2426. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2427. continue; // one or more trigger conditions were not fulfilled
  2428. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2429. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2430. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2431. int32 autospl_rate = it.rate;
  2432. //Physical range attacks only trigger autospells half of the time
  2433. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2434. autospl_rate /= 2;
  2435. dstsd->state.autocast = 1;
  2436. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2437. dstsd->state.autocast = 0;
  2438. continue;
  2439. }
  2440. dstsd->state.autocast = 0;
  2441. if (rnd()%1000 >= autospl_rate)
  2442. continue;
  2443. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2444. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2445. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2446. continue;
  2447. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2448. continue;
  2449. dstsd->state.autocast = 1;
  2450. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2451. switch (type) {
  2452. case CAST_GROUND:
  2453. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2454. break;
  2455. case CAST_NODAMAGE:
  2456. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2457. break;
  2458. case CAST_DAMAGE:
  2459. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2460. break;
  2461. }
  2462. dstsd->state.autocast = 0;
  2463. //Set canact delay. [Skotlex]
  2464. unit_data *ud = unit_bl2ud(bl);
  2465. if (ud) {
  2466. int32 delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2467. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2468. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2469. if ( battle_config.display_status_timers && dstsd )
  2470. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2471. }
  2472. }
  2473. }
  2474. }
  2475. // Check for player and pet autobonuses when attacked
  2476. if (dstsd != nullptr && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2477. // Player
  2478. if (!dstsd->autobonus2.empty()) {
  2479. for (auto &it : dstsd->autobonus2) {
  2480. if (it == nullptr)
  2481. continue;
  2482. if (rnd_value(0, 1000) >= it->rate)
  2483. continue;
  2484. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2485. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2486. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2487. continue; // one or more trigger conditions were not fulfilled
  2488. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2489. }
  2490. }
  2491. // Pet
  2492. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2493. for (auto &it : dstsd->pd->autobonus2) {
  2494. if (it == nullptr)
  2495. continue;
  2496. if (rnd_value(0, 1000) >= it->rate)
  2497. continue;
  2498. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2499. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2500. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2501. continue; // one or more trigger conditions were not fulfilled
  2502. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2503. }
  2504. }
  2505. }
  2506. return 0;
  2507. }
  2508. /*=========================================================================
  2509. Breaks equipment. On-non players causes the corresponding strip effect.
  2510. - rate goes from 0 to 10000 (100.00%)
  2511. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2512. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2513. --------------------------------------------------------------------------*/
  2514. int32 skill_break_equip(struct block_list *src, struct block_list *bl, uint16 where, int32 rate, int32 flag)
  2515. {
  2516. status_change *src_sc = status_get_sc(src);
  2517. // Grant player skills/items the ability to "break" non-player equipment.
  2518. // WS_MELTDOWN is exempt from this check.
  2519. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2520. return 0;
  2521. const int32 where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2522. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2523. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2524. status_change *sc = status_get_sc(bl);
  2525. int32 i;
  2526. TBL_PC *sd;
  2527. sd = BL_CAST(BL_PC, bl);
  2528. if (sc != nullptr && sc->empty())
  2529. sc = nullptr;
  2530. if (sd) {
  2531. if (sd->bonus.unbreakable_equip)
  2532. where &= ~sd->bonus.unbreakable_equip;
  2533. if (sd->bonus.unbreakable)
  2534. rate -= rate*sd->bonus.unbreakable/100;
  2535. if (where&EQP_WEAPON) {
  2536. switch (sd->status.weapon) {
  2537. case W_FIST: //Bare fists should not break :P
  2538. case W_1HAXE:
  2539. case W_2HAXE:
  2540. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2541. case W_2HMACE:
  2542. case W_STAFF:
  2543. case W_2HSTAFF:
  2544. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2545. case W_HUUMA:
  2546. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2547. case W_DOUBLE_DA:
  2548. case W_DOUBLE_SA:
  2549. where &= ~EQP_WEAPON;
  2550. }
  2551. }
  2552. }
  2553. if (flag&BCT_ENEMY) {
  2554. if (battle_config.equip_skill_break_rate != 100)
  2555. rate = rate*battle_config.equip_skill_break_rate/100;
  2556. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2557. if (battle_config.equip_self_break_rate != 100)
  2558. rate = rate*battle_config.equip_self_break_rate/100;
  2559. }
  2560. for (i = 0; i < 6; i++) {
  2561. if (where&where_list[i]) {
  2562. if (sc != nullptr && sc->getSCE(scdef[i]))
  2563. where&=~where_list[i];
  2564. else if (rnd()%10000 >= rate)
  2565. where&=~where_list[i];
  2566. else if (!sd) //Cause Strip effect.
  2567. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2568. }
  2569. }
  2570. if (!where) //Nothing to break.
  2571. return 0;
  2572. if (sd) {
  2573. for (i = 0; i < EQI_MAX; i++) {
  2574. int16 j = sd->equip_index[i];
  2575. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2576. continue;
  2577. switch(i) {
  2578. case EQI_HEAD_TOP: //Upper Head
  2579. flag = (where&EQP_HELM);
  2580. break;
  2581. case EQI_ARMOR: //Body
  2582. flag = (where&EQP_ARMOR);
  2583. break;
  2584. case EQI_HAND_R: //Left/Right hands
  2585. case EQI_HAND_L:
  2586. flag = (
  2587. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2588. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2589. break;
  2590. case EQI_SHOES:
  2591. flag = (where&EQP_SHOES);
  2592. break;
  2593. case EQI_GARMENT:
  2594. flag = (where&EQP_GARMENT);
  2595. break;
  2596. case EQI_ACC_L:
  2597. flag = (where&EQP_ACC_L);
  2598. break;
  2599. case EQI_ACC_R:
  2600. flag = (where&EQP_ACC_R);
  2601. break;
  2602. case EQI_SHADOW_ARMOR:
  2603. flag = (where&EQP_SHADOW_ARMOR);
  2604. break;
  2605. case EQI_SHADOW_WEAPON:
  2606. flag = (where&EQP_SHADOW_WEAPON);
  2607. break;
  2608. case EQI_SHADOW_SHIELD:
  2609. flag = (where&EQP_SHADOW_SHIELD);
  2610. break;
  2611. case EQI_SHADOW_SHOES:
  2612. flag = (where&EQP_SHADOW_SHOES);
  2613. break;
  2614. case EQI_SHADOW_ACC_R:
  2615. flag = (where&EQP_SHADOW_ACC_R);
  2616. break;
  2617. case EQI_SHADOW_ACC_L:
  2618. flag = (where&EQP_SHADOW_ACC_L);
  2619. break;
  2620. default:
  2621. continue;
  2622. }
  2623. if (flag) {
  2624. sd->inventory.u.items_inventory[j].attribute = 1;
  2625. pc_unequipitem(sd, j, 3);
  2626. }
  2627. }
  2628. clif_equiplist(sd);
  2629. }
  2630. return where; //Return list of pieces broken.
  2631. }
  2632. /**
  2633. * Strip equipment from a target
  2634. * @param src: Source of call
  2635. * @param target: Target to strip
  2636. * @param skill_id: Skill used
  2637. * @param skill_lv: Skill level used
  2638. * @return True on successful strip or false otherwise
  2639. */
  2640. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2641. {
  2642. nullpo_retr(false, src);
  2643. nullpo_retr(false, target);
  2644. status_change *tsc = status_get_sc(target);
  2645. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2646. return false;
  2647. const int32 pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2648. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2649. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2650. status_data* sstatus = status_get_status_data(*src);
  2651. status_data* tstatus = status_get_status_data(*target);
  2652. int32 rate, time, location, mod = 100;
  2653. switch (skill_id) { // Rate
  2654. case RG_STRIPWEAPON:
  2655. case RG_STRIPARMOR:
  2656. case RG_STRIPSHIELD:
  2657. case RG_STRIPHELM:
  2658. case GC_WEAPONCRUSH:
  2659. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2660. mod = 1000;
  2661. break;
  2662. case ST_FULLSTRIP: {
  2663. int32 min_rate = 50 + 20 * skill_lv;
  2664. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2665. rate = max(min_rate, rate);
  2666. mod = 1000;
  2667. break;
  2668. }
  2669. case GS_DISARM:
  2670. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2671. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2672. break;
  2673. case WL_EARTHSTRAIN: {
  2674. int32 job_lv = 0;
  2675. if (src->type == BL_PC)
  2676. job_lv = ((TBL_PC*)src)->status.job_level;
  2677. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2678. break;
  2679. }
  2680. case SC_STRIPACCESSARY:
  2681. rate = 12 + 2 * skill_lv;
  2682. break;
  2683. case ABC_STRIP_SHADOW:
  2684. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2685. mod = 1000;
  2686. break;
  2687. default:
  2688. return false;
  2689. }
  2690. if (rnd()%mod >= rate)
  2691. return false;
  2692. switch (skill_id) { // Duration
  2693. case SC_STRIPACCESSARY:
  2694. case GS_DISARM:
  2695. time = skill_get_time(skill_id, skill_lv);
  2696. break;
  2697. case WL_EARTHSTRAIN:
  2698. case RG_STRIPWEAPON:
  2699. case RG_STRIPARMOR:
  2700. case RG_STRIPSHIELD:
  2701. case RG_STRIPHELM:
  2702. case GC_WEAPONCRUSH:
  2703. case ST_FULLSTRIP:
  2704. case ABC_STRIP_SHADOW:
  2705. if (skill_id == WL_EARTHSTRAIN)
  2706. time = skill_get_time2(skill_id, skill_lv);
  2707. else
  2708. time = skill_get_time(skill_id, skill_lv);
  2709. if (target->type == BL_PC)
  2710. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2711. else {
  2712. time += 15000;
  2713. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2714. }
  2715. break;
  2716. }
  2717. switch (skill_id) { // Location
  2718. case GC_WEAPONCRUSH:
  2719. case RG_STRIPWEAPON:
  2720. case GS_DISARM:
  2721. location = EQP_WEAPON;
  2722. break;
  2723. case RG_STRIPARMOR:
  2724. location = EQP_ARMOR;
  2725. break;
  2726. case RG_STRIPSHIELD:
  2727. location = EQP_SHIELD;
  2728. break;
  2729. case RG_STRIPHELM:
  2730. location = EQP_HELM;
  2731. break;
  2732. case ST_FULLSTRIP:
  2733. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2734. break;
  2735. case SC_STRIPACCESSARY:
  2736. location = EQP_ACC;
  2737. break;
  2738. case ABC_STRIP_SHADOW:
  2739. location = EQP_SHADOW_GEAR;
  2740. break;
  2741. }
  2742. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2743. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2744. location &=~ pos[i];
  2745. }
  2746. if (!location)
  2747. return false;
  2748. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2749. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2750. location &=~ pos[i];
  2751. }
  2752. return location ? true : false;
  2753. }
  2754. /**
  2755. * Used to knock back players, monsters, traps, etc
  2756. * @param src Object that give knock back
  2757. * @param target Object that receive knock back
  2758. * @param count Number of knock back cell requested
  2759. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2760. * @param flag
  2761. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2762. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2763. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2764. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2765. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2766. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2767. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2768. * @return Number of knocked back cells done
  2769. */
  2770. int16 skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2771. {
  2772. int32 dx = 0, dy = 0;
  2773. uint8 checkflag = 0;
  2774. status_change *tsc = status_get_sc(target);
  2775. enum e_unit_blown reason = UB_KNOCKABLE;
  2776. nullpo_ret(src);
  2777. nullpo_ret(target);
  2778. if (!count)
  2779. return count; // Actual knockback distance is 0.
  2780. // Create flag needed in unit_blown_immune
  2781. if(src != target)
  2782. checkflag |= 0x1; // Offensive
  2783. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2784. checkflag |= 0x2; // Knockback type
  2785. if(status_get_class_(src) == CLASS_BOSS)
  2786. checkflag |= 0x4; // Boss attack
  2787. // Get reason and check for flags
  2788. reason = unit_blown_immune(target, checkflag);
  2789. switch(reason) {
  2790. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2791. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2792. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2793. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2794. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2795. }
  2796. if (dir == -1) // <optimized>: do the computation here instead of outside
  2797. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2798. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2799. dx = -dirx[dir];
  2800. dy = -diry[dir];
  2801. }
  2802. if (tsc) {
  2803. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2804. status_change_end(target, SC_SU_STOOP);
  2805. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2806. status_change_end(target, SC_ROLLINGCUTTER);
  2807. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2808. status_change_end(target, SC_CRESCIVEBOLT);
  2809. if( tsc->getSCE( SC_KI_SUL_RAMPAGE ) != nullptr )
  2810. status_change_end(target, SC_KI_SUL_RAMPAGE);
  2811. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2812. return 0;
  2813. }
  2814. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2815. }
  2816. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2817. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2818. // In case of success returns type of reflection, otherwise 0
  2819. // 1 - Regular reflection (Maya)
  2820. // 2 - SL_KAITE reflection
  2821. // 3 - NPC_MAGICMIRROR reflection
  2822. static int32 skill_magic_reflect(struct block_list* src, struct block_list* bl, int32 type)
  2823. {
  2824. status_change *sc = status_get_sc(bl);
  2825. map_session_data* sd = BL_CAST(BL_PC, bl);
  2826. // Deadly Projection null's all magic reflection.
  2827. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2828. return 0;
  2829. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2830. // Item-based reflection - Bypasses Boss check
  2831. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2832. return 1;
  2833. // Magic Mirror reflection - Bypasses Boss check
  2834. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2835. return 3;
  2836. }
  2837. if( status_get_class_(src) == CLASS_BOSS )
  2838. return 0;
  2839. // status-based reflection
  2840. if( sc == nullptr || sc->empty() )
  2841. return 0;
  2842. // Kaite reflection - Does not bypass Boss check
  2843. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2844. #ifdef RENEWAL
  2845. && type // Does not reflect AoE
  2846. #endif
  2847. ) {
  2848. // Kaite only works against non-players if they are low-level.
  2849. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2850. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2851. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2852. status_change_end(bl, SC_KAITE);
  2853. return 2;
  2854. }
  2855. return 0;
  2856. }
  2857. /**
  2858. * Checks whether a skill can be used in combos or not
  2859. * @param skill_id: Target skill
  2860. * @return 0: Skill is not a combo
  2861. * 1: Skill is a normal combo
  2862. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2863. * @author Panikon
  2864. */
  2865. int32 skill_is_combo(uint16 skill_id) {
  2866. switch(skill_id) {
  2867. case MO_CHAINCOMBO:
  2868. case MO_COMBOFINISH:
  2869. case CH_TIGERFIST:
  2870. case CH_CHAINCRUSH:
  2871. case MO_EXTREMITYFIST:
  2872. case TK_TURNKICK:
  2873. case TK_STORMKICK:
  2874. case TK_DOWNKICK:
  2875. case TK_COUNTER:
  2876. case TK_JUMPKICK:
  2877. case HT_POWER:
  2878. case SR_DRAGONCOMBO:
  2879. return 1;
  2880. case SR_FALLENEMPIRE:
  2881. case SR_TIGERCANNON:
  2882. case SR_GATEOFHELL:
  2883. return 2;
  2884. }
  2885. return 0;
  2886. }
  2887. /*
  2888. * Combo handler, start stop combo status
  2889. */
  2890. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int32 inf){
  2891. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2892. switch (skill_id) {
  2893. case MH_MIDNIGHT_FRENZY:
  2894. case MH_EQC:
  2895. {
  2896. int32 skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2897. int16 idx = hom_skill_get_index(skill_id2);
  2898. int32 flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2899. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2900. if (idx == -1)
  2901. break;
  2902. hd->homunculus.hskill[idx].flag= flag;
  2903. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2904. }
  2905. break;
  2906. case MO_COMBOFINISH:
  2907. case CH_TIGERFIST:
  2908. case CH_CHAINCRUSH:
  2909. if( sd != nullptr ){
  2910. clif_skillinfo( *sd, MO_EXTREMITYFIST );
  2911. }
  2912. break;
  2913. case TK_JUMPKICK:
  2914. if( sd != nullptr ){
  2915. clif_skillinfo( *sd, TK_JUMPKICK );
  2916. }
  2917. break;
  2918. case MO_TRIPLEATTACK:
  2919. if( sd != nullptr && pc_checkskill( sd, SR_DRAGONCOMBO) > 0 ){
  2920. clif_skillinfo( *sd, SR_DRAGONCOMBO );
  2921. }
  2922. break;
  2923. case SR_FALLENEMPIRE:
  2924. if (sd != nullptr){
  2925. clif_skillinfo( *sd, SR_GATEOFHELL );
  2926. clif_skillinfo( *sd, SR_TIGERCANNON );
  2927. }
  2928. break;
  2929. }
  2930. }
  2931. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2932. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2933. int32 nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2934. int32 target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2935. struct status_change_entry *sce;
  2936. TBL_PC *sd = BL_CAST(BL_PC,src);
  2937. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2938. status_change *sc = status_get_sc(src);
  2939. if(sc == nullptr) return;
  2940. //End previous combo state after skill is invoked
  2941. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2942. switch (skill_id) {
  2943. case TK_TURNKICK:
  2944. case TK_STORMKICK:
  2945. case TK_DOWNKICK:
  2946. case TK_COUNTER:
  2947. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2948. sce->val1 = skill_id; //Update combo-skill
  2949. sce->val3 = skill_id;
  2950. if( sce->timer != INVALID_TIMER )
  2951. delete_timer(sce->timer, status_change_timer);
  2952. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2953. break;
  2954. }
  2955. unit_cancel_combo(src); // Cancel combo wait
  2956. break;
  2957. default:
  2958. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2959. status_change_end(src, SC_COMBO);
  2960. }
  2961. }
  2962. //start new combo
  2963. if (sd) { //player only
  2964. switch (skill_id) {
  2965. case MO_TRIPLEATTACK:
  2966. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2967. duration = 1;
  2968. target_id = 0; // Will target current auto-target instead
  2969. }
  2970. break;
  2971. case MO_CHAINCOMBO:
  2972. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2973. duration = 1;
  2974. target_id = 0; // Will target current auto-target instead
  2975. }
  2976. break;
  2977. case MO_COMBOFINISH:
  2978. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2979. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2980. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2981. duration = 1;
  2982. target_id = 0; // Will target current auto-target instead
  2983. }
  2984. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2985. case CH_TIGERFIST:
  2986. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2987. duration = 1;
  2988. target_id = 0; // Will target current auto-target instead
  2989. }
  2990. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2991. case CH_CHAINCRUSH:
  2992. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2993. duration = 1;
  2994. target_id = 0; // Will target current auto-target instead
  2995. }
  2996. break;
  2997. case AC_DOUBLE:
  2998. if (pc_checkskill(sd, HT_POWER)) {
  2999. duration = 2000;
  3000. nodelay = 1; //Neither gives walk nor attack delay
  3001. target_id = 0; //Does not need to be used on previous target
  3002. }
  3003. break;
  3004. case SR_DRAGONCOMBO:
  3005. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  3006. duration = 1;
  3007. break;
  3008. case SR_FALLENEMPIRE:
  3009. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  3010. duration = 1;
  3011. break;
  3012. case SJ_PROMINENCEKICK:
  3013. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  3014. duration = 1;
  3015. break;
  3016. }
  3017. }
  3018. else { //other
  3019. switch(skill_id) {
  3020. case MH_TINDER_BREAKER:
  3021. case MH_CBC:
  3022. case MH_SONIC_CRAW:
  3023. case MH_SILVERVEIN_RUSH:
  3024. if(hd->homunculus.spiritball > 0) duration = 2000;
  3025. nodelay = 1;
  3026. break;
  3027. case MH_EQC:
  3028. case MH_MIDNIGHT_FRENZY:
  3029. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3030. nodelay = 1;
  3031. break;
  3032. }
  3033. }
  3034. if (duration) { //Possible to chain
  3035. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3036. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3037. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3038. clif_combo_delay( *src, duration );
  3039. }
  3040. }
  3041. /**
  3042. * Copy skill by Plagiarism or Reproduce
  3043. * @param src: The caster
  3044. * @param bl: The target
  3045. * @param skill_id: Skill that casted
  3046. * @param skill_lv: Skill level of the casted skill
  3047. */
  3048. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3049. {
  3050. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3051. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3052. return;
  3053. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3054. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3055. return;
  3056. else {
  3057. uint16 idx;
  3058. uint8 lv;
  3059. skill_id = skill_dummy2skill_id(skill_id);
  3060. //Use skill index, avoiding out-of-bound array [Cydh]
  3061. if (!(idx = skill_get_index(skill_id)))
  3062. return;
  3063. switch (skill_isCopyable(tsd,skill_id)) {
  3064. case 1: //Copied by Plagiarism
  3065. {
  3066. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3067. clif_deleteskill(*tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3068. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3069. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3070. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3071. }
  3072. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3073. tsd->cloneskill_idx = idx;
  3074. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3075. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3076. }
  3077. break;
  3078. case 2: //Copied by Reproduce
  3079. {
  3080. status_change *tsc = status_get_sc(bl);
  3081. //Already did SC check
  3082. //Skill level copied depends on Reproduce skill that used
  3083. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3084. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3085. clif_deleteskill(*tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3086. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3087. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3088. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3089. }
  3090. //Level dependent and limitation.
  3091. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3092. lv = min(lv,skill_get_max(skill_id));
  3093. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3094. lv = min(lv,skill_lv);
  3095. tsd->reproduceskill_idx = idx;
  3096. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3097. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3098. }
  3099. break;
  3100. default: return;
  3101. }
  3102. tsd->status.skill[idx].id = skill_id;
  3103. tsd->status.skill[idx].lv = lv;
  3104. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3105. clif_addskill(*tsd,skill_id);
  3106. }
  3107. }
  3108. /**
  3109. * Knockback the target on skill_attack
  3110. * @param src is the master behind the attack
  3111. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3112. * @param target is the target to be attacked.
  3113. * @param blewcount
  3114. * @param skill_id
  3115. * @param skill_lv
  3116. * @param damage
  3117. * @param tick
  3118. * @param flag can hold a bunch of information:
  3119. */
  3120. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int32 flag) {
  3121. int8 dir = -1; // Default direction
  3122. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3123. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3124. if (!blewcount || target == dsrc || status_isdead(*target))
  3125. return;
  3126. // Skill specific direction
  3127. switch (skill_id) {
  3128. case MG_FIREWALL:
  3129. case EL_FIRE_MANTLE:
  3130. dir = unit_getdir(target); // Backwards
  3131. break;
  3132. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3133. case NPC_STORMGUST2:
  3134. case WZ_STORMGUST:
  3135. if(!battle_config.stormgust_knockback)
  3136. dir = rnd()%8;
  3137. break;
  3138. case MC_CARTREVOLUTION:
  3139. if (battle_config.cart_revo_knockback)
  3140. dir = 6; // Official servers push target to the West
  3141. break;
  3142. case AC_SHOWER:
  3143. case WL_CRIMSONROCK:
  3144. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3145. dir = map_calc_dir(target, src->x, src->y);
  3146. else
  3147. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3148. break;
  3149. case HT_PHANTASMIC: // issue #1378
  3150. if (status_get_hp(target) - damage <= 0) return;
  3151. break;
  3152. }
  3153. // Blown-specific handling
  3154. switch( skill_id ) {
  3155. case SR_KNUCKLEARROW:
  3156. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3157. // Boss & Immune Knockback stay in place and don't get bonus damage
  3158. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3159. 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)
  3160. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3161. dir_ka = -1;
  3162. break;
  3163. case RL_R_TRIP:
  3164. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3165. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3166. break;
  3167. default:
  3168. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3169. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3170. TBL_SKILL *su = (TBL_SKILL*)target;
  3171. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3172. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3173. }
  3174. break;
  3175. }
  3176. clif_fixpos( *target );
  3177. }
  3178. /*
  3179. * =========================================================================
  3180. * Does a skill attack with the given properties.
  3181. * @param src is the master behind the attack (player/mob/pet)
  3182. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3183. * @param bl is the target to be attacked.
  3184. * @param flag can hold a bunch of information:
  3185. * flag&1
  3186. * flag&2 - Disable re-triggered by double casting
  3187. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3188. * flag&8 - SC_COMBO state used to deal bonus damage
  3189. *
  3190. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3191. * (usually holds number of targets, or just 1 for simple splash attacks)
  3192. *
  3193. * flag&0xF000 - Values from enum e_skill_display
  3194. * flag&0x3F0000 - Values from enum e_battle_check_target
  3195. *
  3196. * flag&0x1000000 - Return 0 if damage was reflected
  3197. *-------------------------------------------------------------------------*/
  3198. int64 skill_attack (int32 attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  3199. {
  3200. struct Damage dmg;
  3201. status_change *sc, *tsc;
  3202. map_session_data *sd, *tsd;
  3203. int64 damage;
  3204. bool rmdamage = false;//magic reflected
  3205. int32 type;
  3206. enum e_damage_type dmg_type;
  3207. bool shadow_flag = false;
  3208. bool additional_effects = true;
  3209. if(skill_id > 0 && !skill_lv)
  3210. return 0;
  3211. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3212. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3213. nullpo_ret(bl); //Target to be attacked.
  3214. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3215. return 0;
  3216. if (src != dsrc) {
  3217. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3218. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3219. return 0;
  3220. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3221. //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]
  3222. if (!status_check_skilluse(src, bl, skill_id, 2))
  3223. return 0;
  3224. }
  3225. sd = BL_CAST(BL_PC, src);
  3226. tsd = BL_CAST(BL_PC, bl);
  3227. status_data* sstatus = status_get_status_data(*src);
  3228. status_data* tstatus = status_get_status_data(*bl);
  3229. sc= status_get_sc(src);
  3230. tsc= status_get_sc(bl);
  3231. if (tsc != nullptr && tsc->empty())
  3232. tsc = nullptr; //Don't need it.
  3233. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3234. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3235. return 0;
  3236. #ifndef RENEWAL
  3237. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3238. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3239. return 0;
  3240. #endif
  3241. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3242. //If the damage source is a unit, the damage is not delayed
  3243. if (src != dsrc)
  3244. dmg.amotion = 0;
  3245. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3246. // Adjusted to the new system [Skotlex]
  3247. if( src->type == BL_PET ) { // [Valaris]
  3248. struct pet_data *pd = (TBL_PET*)src;
  3249. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3250. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3251. int32 element = skill_get_ele(skill_id, skill_lv);
  3252. /*if (skill_id == -1) Does it ever worked?
  3253. element = sstatus->rhw.ele;*/
  3254. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3255. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3256. else
  3257. dmg.damage = pd->a_skill->damage; // Fixed damage
  3258. }
  3259. else
  3260. dmg.damage = 1*pd->a_skill->div_;
  3261. dmg.damage2 = 0;
  3262. dmg.div_= pd->a_skill->div_;
  3263. }
  3264. }
  3265. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3266. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3267. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3268. { //Magic reflection, switch caster/target
  3269. struct block_list *tbl = bl;
  3270. rmdamage = true;
  3271. bl = src;
  3272. src = tbl;
  3273. dsrc = tbl;
  3274. sd = BL_CAST(BL_PC, src);
  3275. tsd = BL_CAST(BL_PC, bl);
  3276. tsc = status_get_sc(bl);
  3277. if (tsc != nullptr && tsc->empty())
  3278. tsc = nullptr; //Don't need it.
  3279. /* bugreport:2564 flag&2 disables double casting trigger */
  3280. flag |= 2;
  3281. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3282. flag |= 4;
  3283. //Spirit of Wizard blocks Kaite's reflection
  3284. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3285. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3286. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3287. if (type >= 0) {
  3288. if ( tsd )
  3289. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3290. dmg.damage = dmg.damage2 = 0;
  3291. dmg.dmg_lv = ATK_MISS;
  3292. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3293. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3294. }
  3295. }
  3296. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3297. #if MAGIC_REFLECTION_TYPE
  3298. #ifdef RENEWAL
  3299. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3300. #else
  3301. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3302. // regardless of caster's equipment (Aegis 11.1)
  3303. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3304. #endif
  3305. int16 s_ele = skill_get_ele(skill_id, skill_lv);
  3306. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3307. s_ele = sstatus->rhw.ele;
  3308. else if (s_ele == ELE_ENDOWED) //Use status element
  3309. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3310. else if( s_ele == ELE_RANDOM) //Use random element
  3311. s_ele = rnd()%ELE_ALL;
  3312. if(type == 3)
  3313. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3314. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3315. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3316. status_data* status = status_get_status_data(*bl);
  3317. int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3318. per /=20; //Uses 20% SP intervals.
  3319. //SP Cost: 1% + 0.5% per every 20% SP
  3320. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3321. status_change_end(bl, SC_ENERGYCOAT);
  3322. //Reduction: 6% + 6% every 20%
  3323. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3324. }
  3325. int64 reduce = 0;
  3326. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3327. reduce += tsd->bonus.reduce_damage_return;
  3328. }
  3329. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3330. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3331. }
  3332. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3333. reduce += 100;
  3334. if (dmg.damage > 0) {
  3335. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3336. dmg.damage = i64max(dmg.damage, dmg.div_);
  3337. }
  3338. }
  3339. #endif
  3340. }
  3341. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3342. int32 sp = skill_get_sp(skill_id,skill_lv);
  3343. #ifndef RENEWAL
  3344. clif_skill_nodamage(bl,*bl,SA_MAGICROD,skill_lv);
  3345. #endif
  3346. dmg.damage = dmg.damage2 = 0;
  3347. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3348. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3349. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3350. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3351. status_heal(bl, 0, sp, 2);
  3352. }
  3353. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3354. dmg.damage = dmg.damage2 = 0;
  3355. dmg.dmg_lv = ATK_MISS;
  3356. }
  3357. }
  3358. damage = dmg.damage + dmg.damage2;
  3359. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3360. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3361. sce->val3 = (int32)damage;
  3362. sce->val2 = 0;
  3363. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3364. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3365. }
  3366. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3367. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3368. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3369. damage = 1;
  3370. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3371. struct block_list *nbl;
  3372. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3373. if( nbl ){ // Only one target is chosen.
  3374. damage = damage / 2; // Deflect half of the damage to a target nearby
  3375. clif_skill_damage( *bl, *nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE );
  3376. }
  3377. }
  3378. //Skill hit type
  3379. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3380. switch( skill_id ) {
  3381. case SC_TRIANGLESHOT:
  3382. if( rnd()%100 > (1 + skill_lv) )
  3383. dmg.blewcount = 0;
  3384. break;
  3385. default:
  3386. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3387. dmg.blewcount = 0; //only pushback when it hit for other
  3388. break;
  3389. }
  3390. switch( skill_id ) {
  3391. case CR_GRANDCROSS:
  3392. case NPC_GRANDDARKNESS:
  3393. if( battle_config.gx_disptype)
  3394. dsrc = src;
  3395. if( src == bl)
  3396. dmg_type = DMG_ENDURE;
  3397. else
  3398. flag|= SD_ANIMATION;
  3399. break;
  3400. case NJ_TATAMIGAESHI: //For correct knockback.
  3401. dsrc = src;
  3402. flag|= SD_ANIMATION;
  3403. break;
  3404. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3405. int32 level;
  3406. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3407. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3408. }
  3409. break;
  3410. case SL_STIN:
  3411. case SL_STUN:
  3412. if (skill_lv >= 7) {
  3413. status_change *sc_cur = status_get_sc(src);
  3414. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3415. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3416. }
  3417. break;
  3418. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3419. pc_addservantball( *sd );
  3420. break;
  3421. case KN_PIERCE:
  3422. case LK_SPIRALPIERCE:
  3423. case RK_HUNDREDSPEAR:
  3424. case DK_MADNESS_CRUSHER:
  3425. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3426. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3427. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3428. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3429. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3430. clif_specialeffect(bl, 1767, AREA);
  3431. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3432. }
  3433. } else // No count status detected? Start charge count at 1.
  3434. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3435. }
  3436. break;
  3437. }
  3438. //combo handling
  3439. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3440. //Display damage.
  3441. switch( skill_id ) {
  3442. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3443. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH );
  3444. break;
  3445. //Skills that need be passed as a normal attack for the client to display correctly.
  3446. case NPC_SELFDESTRUCTION:
  3447. if(src->type == BL_PC)
  3448. dmg.blewcount = 10;
  3449. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3450. [[fallthrough]];
  3451. case HVAN_EXPLOSION:
  3452. case KN_AUTOCOUNTER:
  3453. case NPC_CRITICALSLASH:
  3454. case TF_DOUBLE:
  3455. case GS_CHAINACTION:
  3456. dmg.dmotion = clif_damage(*src,*bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3457. break;
  3458. case AS_SPLASHER:
  3459. if( flag&SD_ANIMATION ) // the surrounding targets
  3460. 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
  3461. else // the central target doesn't display an animation
  3462. 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
  3463. break;
  3464. case SR_EARTHSHAKER:
  3465. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, 1, skill_id, -2, DMG_SINGLE );
  3466. break;
  3467. case WL_SOULEXPANSION:
  3468. case WL_COMET:
  3469. case NPC_COMET:
  3470. case KO_MUCHANAGE:
  3471. #ifndef RENEWAL
  3472. case NJ_HUUMA:
  3473. #endif
  3474. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_MULTI_HIT );
  3475. break;
  3476. case WL_CHAINLIGHTNING_ATK:
  3477. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, 1, WL_CHAINLIGHTNING_ATK, -2, DMG_SINGLE );
  3478. break;
  3479. case WL_TETRAVORTEX_FIRE:
  3480. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH );
  3481. break;
  3482. case LG_SHIELDPRESS:
  3483. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE );
  3484. break;
  3485. case NPC_EARTHQUAKE:
  3486. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE );
  3487. break;
  3488. case NPC_DARKPIERCING:
  3489. case EL_FIRE_BOMB:
  3490. case EL_FIRE_BOMB_ATK:
  3491. case EL_FIRE_WAVE:
  3492. case EL_FIRE_WAVE_ATK:
  3493. case EL_FIRE_MANTLE:
  3494. case EL_CIRCLE_OF_FIRE:
  3495. case EL_FIRE_ARROW:
  3496. case EL_ICE_NEEDLE:
  3497. case EL_WATER_SCREW:
  3498. case EL_WATER_SCREW_ATK:
  3499. case EL_WIND_SLASH:
  3500. case EL_TIDAL_WEAPON:
  3501. case EL_ROCK_CRUSHER:
  3502. case EL_ROCK_CRUSHER_ATK:
  3503. case EL_HURRICANE:
  3504. case EL_HURRICANE_ATK:
  3505. case KO_BAKURETSU:
  3506. case GN_HELLS_PLANT_ATK:
  3507. case SU_SV_ROOTTWIST_ATK:
  3508. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3509. break;
  3510. case GN_FIRE_EXPANSION_ACID:
  3511. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT );
  3512. break;
  3513. case GN_SLINGITEM_RANGEMELEEATK:
  3514. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, GN_SLINGITEM, -2, DMG_SINGLE );
  3515. break;
  3516. case EL_STONE_RAIN:
  3517. 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 );
  3518. break;
  3519. case WM_SEVERE_RAINSTORM_MELEE:
  3520. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WM_SEVERE_RAINSTORM, -2, DMG_SPLASH );
  3521. break;
  3522. case HT_CLAYMORETRAP:
  3523. case HT_BLASTMINE:
  3524. case HT_FLASHER:
  3525. case HT_FREEZINGTRAP:
  3526. case RA_CLUSTERBOMB:
  3527. case RA_FIRINGTRAP:
  3528. case RA_ICEBOUNDTRAP:
  3529. 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 );
  3530. if( dsrc != src ) // avoid damage display redundancy
  3531. break;
  3532. [[fallthrough]];
  3533. case HT_LANDMINE:
  3534. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type );
  3535. break;
  3536. case WZ_SIGHTBLASTER:
  3537. //Sightblaster should never call clif_skill_damage twice
  3538. 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 );
  3539. break;
  3540. case RL_R_TRIP_PLUSATK:
  3541. case RL_S_STORM:
  3542. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3543. break;
  3544. case SU_LUNATICCARROTBEAT:
  3545. case SU_LUNATICCARROTBEAT2:
  3546. case SP_CURSEEXPLOSION:
  3547. case SP_SPA:
  3548. case SP_SHA:
  3549. if (dmg.div_ < 2)
  3550. type = DMG_SPLASH;
  3551. if (!(flag&SD_ANIMATION))
  3552. clif_skill_nodamage(dsrc, *bl, skill_id, skill_lv);
  3553. [[fallthrough]];
  3554. case WM_REVERBERATION:
  3555. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type );
  3556. break;
  3557. case SJ_FALLINGSTAR_ATK:
  3558. case SJ_FALLINGSTAR_ATK2:
  3559. dmg.dmotion = clif_skill_damage( *src, *bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT );
  3560. break;
  3561. case SJ_NOVAEXPLOSING:
  3562. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE );
  3563. break;
  3564. case DK_HACKANDSLASHER_ATK:
  3565. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type );
  3566. break;
  3567. case AG_STORM_CANNON:
  3568. case AG_CRIMSON_ARROW:
  3569. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH );
  3570. break;
  3571. case TR_ROSEBLOSSOM_ATK:
  3572. case ABC_FROM_THE_ABYSS_ATK:
  3573. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3574. break;
  3575. case TR_SOUNDBLEND:
  3576. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3577. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3578. else
  3579. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type );
  3580. break;
  3581. case AB_DUPLELIGHT_MELEE:
  3582. case AB_DUPLELIGHT_MAGIC:
  3583. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3584. [[fallthrough]];
  3585. default:
  3586. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3587. dmg_type = DMG_SPLASH;
  3588. if (src->type == BL_SKILL) {
  3589. TBL_SKILL *su = (TBL_SKILL*)src;
  3590. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3591. clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH );
  3592. break;
  3593. }
  3594. }
  3595. 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 );
  3596. break;
  3597. }
  3598. map_freeblock_lock();
  3599. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3600. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3601. skill_do_copy(src,bl,skill_id,skill_lv);
  3602. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3603. { //Skills with can't walk delay also stop normal attacking for that
  3604. //duration when the attack connects. [Skotlex]
  3605. struct unit_data *ud = unit_bl2ud(src);
  3606. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3607. ud->attackabletime = tick + type;
  3608. }
  3609. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3610. // Instant damage
  3611. if( !dmg.amotion ) {
  3612. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3613. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3614. #ifndef RENEWAL
  3615. || skill_id == HW_GRAVITATION
  3616. #endif
  3617. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3618. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3619. if( !status_isdead(*bl) && additional_effects )
  3620. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3621. if( damage > 0 ) //Counter status effects [Skotlex]
  3622. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3623. }
  3624. // Blow!
  3625. if (!(flag&4))
  3626. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3627. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3628. if( dmg.amotion ) {
  3629. if( shadow_flag ) {
  3630. if( !status_isdead(*bl) && additional_effects )
  3631. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3632. if( dmg.flag > ATK_BLOCK )
  3633. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3634. } else
  3635. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3636. } else {
  3637. // Trigger monster skill condition for damage skills with no amotion.
  3638. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3639. if (damage > 0)
  3640. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3641. if (skill_id > 0)
  3642. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3643. }
  3644. }
  3645. // Trigger monster skill condition for damage skills.
  3646. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3647. if (damage > 0)
  3648. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3649. if (skill_id > 0)
  3650. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3651. }
  3652. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3653. #ifndef RENEWAL
  3654. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3655. #endif
  3656. ) {
  3657. if (tsc->getSCE(SC_DEVOTION)) {
  3658. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3659. struct block_list *d_bl = map_id2bl(sce->val1);
  3660. if (d_bl && (
  3661. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3662. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3663. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3664. {
  3665. int64 devotion_damage = damage;
  3666. // Needed to check the devotion master for Rebound Shield status.
  3667. status_change *d_sc = status_get_sc(d_bl);
  3668. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3669. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3670. if (!rmdamage) {
  3671. clif_damage(*d_bl, *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3672. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3673. } else {
  3674. bool isDevotRdamage = false;
  3675. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3676. isDevotRdamage = true;
  3677. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3678. // This check is only for magical skill.
  3679. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3680. clif_damage(*bl, (!isDevotRdamage) ? *bl : *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3681. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3682. }
  3683. } else {
  3684. status_change_end(bl, SC_DEVOTION);
  3685. if (!dmg.amotion)
  3686. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3687. }
  3688. }
  3689. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3690. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3691. struct block_list *e_bl = map_id2bl(sce->val1);
  3692. if (e_bl) {
  3693. if (!rmdamage) {
  3694. clif_skill_damage( *e_bl, *e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id) );
  3695. battle_fix_damage(src, e_bl, damage, 0, 0);
  3696. } else {
  3697. clif_skill_damage( *bl, *bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id) );
  3698. battle_fix_damage(bl, bl, damage, 0, 0);
  3699. }
  3700. }
  3701. }
  3702. }
  3703. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3704. if( skill_id == RG_INTIMIDATE ) {
  3705. int32 rate = 50 + skill_lv * 5;
  3706. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3707. if(rnd()%100 < rate)
  3708. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3709. } else if( skill_id == NPC_FATALMENACE ) {
  3710. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3711. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3712. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3713. }
  3714. }
  3715. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3716. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3717. {
  3718. if (battle_config.left_cardfix_to_right)
  3719. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3720. else
  3721. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3722. }
  3723. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3724. status_heal(src, 0, 0, 1, 0);
  3725. if( damage > 0 ) { // Post-damage effects
  3726. switch( skill_id ) {
  3727. case GC_VENOMPRESSURE: {
  3728. status_change *ssc = status_get_sc(src);
  3729. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3730. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3731. status_change_end(src,SC_POISONINGWEAPON);
  3732. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  3733. }
  3734. }
  3735. break;
  3736. }
  3737. if( sd )
  3738. skill_onskillusage(sd, bl, skill_id, tick);
  3739. }
  3740. if (!(flag&2)) {
  3741. switch (skill_id) {
  3742. case MG_COLDBOLT:
  3743. case MG_FIREBOLT:
  3744. case MG_LIGHTNINGBOLT:
  3745. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3746. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3747. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3748. break;
  3749. case SU_BITE:
  3750. case SU_SCRATCH:
  3751. case SU_SV_STEMSPEAR:
  3752. case SU_SCAROFTAROU:
  3753. case SU_PICKYPECK:
  3754. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3755. 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);
  3756. break;
  3757. }
  3758. }
  3759. map_freeblock_unlock();
  3760. if ((flag&0x1000000) && rmdamage)
  3761. return 0; //Should return 0 when damage was reflected
  3762. return damage;
  3763. }
  3764. /*==========================================
  3765. * Sub function for recursive skill call.
  3766. * Checking bl battle flag and display damage
  3767. * then call func with source,target,skill_id,skill_lv,tick,flag
  3768. *------------------------------------------*/
  3769. typedef int32 (*SkillFunc)(struct block_list *, struct block_list *, int32, int32, t_tick, int32);
  3770. int32 skill_area_sub(struct block_list *bl, va_list ap)
  3771. {
  3772. struct block_list *src;
  3773. uint16 skill_id,skill_lv;
  3774. int32 flag;
  3775. t_tick tick;
  3776. SkillFunc func;
  3777. nullpo_ret(bl);
  3778. src = va_arg(ap,struct block_list *);
  3779. skill_id = va_arg(ap,int32);
  3780. skill_lv = va_arg(ap,int32);
  3781. tick = va_arg(ap,t_tick);
  3782. flag = va_arg(ap,int32);
  3783. func = va_arg(ap,SkillFunc);
  3784. if(battle_check_target(src,bl,flag) > 0) {
  3785. // several splash skills need this initial dummy packet to display correctly
  3786. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3787. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  3788. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3789. skill_area_temp[2]++;
  3790. return func(src,bl,skill_id,skill_lv,tick,flag);
  3791. }
  3792. return 0;
  3793. }
  3794. static int32 skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3795. {
  3796. struct skill_unit *unit;
  3797. uint16 skill_id,g_skill_id;
  3798. unit = (struct skill_unit *)bl;
  3799. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3800. return 0;
  3801. if(!unit->alive)
  3802. return 0;
  3803. skill_id = va_arg(ap,int32);
  3804. g_skill_id = unit->group->skill_id;
  3805. switch (skill_id) {
  3806. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3807. if(g_skill_id == SA_LANDPROTECTOR)
  3808. break;
  3809. [[fallthrough]];
  3810. case MH_STEINWAND:
  3811. case MG_SAFETYWALL:
  3812. case SC_MAELSTROM:
  3813. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3814. return 0;
  3815. break;
  3816. case AL_WARP:
  3817. case HT_SKIDTRAP:
  3818. case MA_SKIDTRAP:
  3819. case HT_LANDMINE:
  3820. case MA_LANDMINE:
  3821. case HT_ANKLESNARE:
  3822. case HT_SHOCKWAVE:
  3823. case HT_SANDMAN:
  3824. case MA_SANDMAN:
  3825. case HT_FLASHER:
  3826. case HT_FREEZINGTRAP:
  3827. case MA_FREEZINGTRAP:
  3828. case HT_BLASTMINE:
  3829. case HT_CLAYMORETRAP:
  3830. case HT_TALKIEBOX:
  3831. #ifndef RENEWAL
  3832. case HP_BASILICA:
  3833. #endif
  3834. case RA_ELECTRICSHOCKER:
  3835. case RA_CLUSTERBOMB:
  3836. case RA_MAGENTATRAP:
  3837. case RA_COBALTTRAP:
  3838. case RA_MAIZETRAP:
  3839. case RA_VERDURETRAP:
  3840. case RA_FIRINGTRAP:
  3841. case RA_ICEBOUNDTRAP:
  3842. case SC_DIMENSIONDOOR:
  3843. case SC_BLOODYLUST:
  3844. case NPC_REVERBERATION:
  3845. case GN_THORNS_TRAP:
  3846. case RL_B_TRAP:
  3847. case SC_ESCAPE:
  3848. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3849. 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)
  3850. return 0;
  3851. break;
  3852. default: //Avoid stacking with same kind of trap. [Skotlex]
  3853. if (g_skill_id != skill_id)
  3854. return 0;
  3855. break;
  3856. }
  3857. return 1;
  3858. }
  3859. static int32 skill_check_unit_range (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv)
  3860. {
  3861. //Non players do not check for the skill's splash-trigger area.
  3862. int32 range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3863. int32 layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3864. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3865. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3866. return 0;
  3867. }
  3868. range += layout_type;
  3869. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3870. }
  3871. static int32 skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3872. {
  3873. uint16 skill_id;
  3874. if(bl->prev == nullptr)
  3875. return 0;
  3876. skill_id = va_arg(ap,int32);
  3877. if( status_isdead(*bl) && skill_id != AL_WARP )
  3878. return 0;
  3879. #ifndef RENEWAL
  3880. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3881. return 0;
  3882. #endif
  3883. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3884. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3885. return 1;
  3886. }
  3887. /**
  3888. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3889. * @param bl Object that casted skill
  3890. * @param x Position x of the target
  3891. * @param y Position y of the target
  3892. * @param skill_id The casted skill
  3893. * @param skill_lv The skill Lv
  3894. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3895. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3896. */
  3897. static int32 skill_check_unit_range2 (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3898. {
  3899. int32 range = 0, type;
  3900. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3901. if (isNearNPC)
  3902. range = skill_get_splash(skill_id,skill_lv);
  3903. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3904. if (!isNearNPC || !range) {
  3905. switch (skill_id) { // to be expanded later
  3906. case WZ_ICEWALL:
  3907. range = 2;
  3908. break;
  3909. case SC_MANHOLE:
  3910. range = 0;
  3911. break;
  3912. default: {
  3913. int32 layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3914. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3915. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3916. return 0;
  3917. }
  3918. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3919. }
  3920. break;
  3921. }
  3922. }
  3923. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3924. //Check the additional range [Cydh]
  3925. if (isNearNPC && skill_npc_range > 0)
  3926. range += skill_npc_range;
  3927. if (!isNearNPC) { //Doesn't check the NPC range
  3928. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3929. if (bl->type&battle_config.skill_nofootset)
  3930. type = BL_CHAR;
  3931. else if(bl->type == BL_MOB)
  3932. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3933. else
  3934. return 0; //Don't check
  3935. } else
  3936. type = BL_NPC;
  3937. return (!isNearNPC) ?
  3938. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3939. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3940. //isNearNPC is used to check range from NPC
  3941. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3942. }
  3943. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3944. * @param bl Object from which HP/SP/AP are consumed
  3945. * @param skill_id ID of used skill
  3946. * @param hp Original HP requirement to use skill
  3947. * @param sp Original SP requirement to use skill
  3948. * @param ap Original AP requirement to use skill
  3949. */
  3950. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int32 hp, int32 sp, int32 ap)
  3951. {
  3952. nullpo_retv(bl);
  3953. switch (skill_id) {
  3954. //Skills that require HP but do not consume them
  3955. case SM_MAGNUM:
  3956. case MS_MAGNUM:
  3957. hp = 0;
  3958. break;
  3959. }
  3960. status_zap(bl, hp, sp, ap);
  3961. }
  3962. /*==========================================
  3963. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3964. * Flag:
  3965. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3966. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3967. *------------------------------------------*/
  3968. static int32 skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 type)
  3969. {
  3970. map_session_data *sd = nullptr;
  3971. int32 i, hp, sp, hp_rate, sp_rate, state, mhp;
  3972. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3973. int32 amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3974. nullpo_retr(0, bl);
  3975. switch( bl->type )
  3976. {
  3977. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3978. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3979. }
  3980. if( sd == nullptr ){
  3981. return 0;
  3982. }
  3983. status_data* status = status_get_status_data(*bl);
  3984. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3985. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3986. if (skill == nullptr)
  3987. return 0;
  3988. // Requirements
  3989. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3990. {
  3991. itemid[i] = skill->require.itemid[i];
  3992. amount[i] = skill->require.amount[i];
  3993. }
  3994. hp = skill->require.hp[skill_lv - 1];
  3995. sp = skill->require.sp[skill_lv - 1];
  3996. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3997. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3998. state = skill->require.state;
  3999. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  4000. hp += (status->max_hp * mhp) / 100;
  4001. if( hp_rate > 0 )
  4002. hp += (status->hp * hp_rate) / 100;
  4003. else
  4004. hp += (status->max_hp * (-hp_rate)) / 100;
  4005. if( sp_rate > 0 )
  4006. sp += (status->sp * sp_rate) / 100;
  4007. else
  4008. sp += (status->max_sp * (-sp_rate)) / 100;
  4009. if( !(type&2) )
  4010. {
  4011. if( hp > 0 && status->hp <= (uint32)hp )
  4012. {
  4013. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  4014. return 0;
  4015. }
  4016. if( sp > 0 && status->sp <= (uint32)sp )
  4017. {
  4018. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  4019. return 0;
  4020. }
  4021. }
  4022. if( !type )
  4023. switch( state )
  4024. {
  4025. case ST_MOVE_ENABLE:
  4026. if( !unit_can_move(bl) )
  4027. {
  4028. clif_skill_fail( *sd, skill_id );
  4029. return 0;
  4030. }
  4031. break;
  4032. }
  4033. if( !(type&1) )
  4034. return 1;
  4035. // Check item existences
  4036. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4037. {
  4038. index[i] = -1;
  4039. if( itemid[i] == 0 ) continue; // No item
  4040. index[i] = pc_search_inventory(sd, itemid[i]);
  4041. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4042. {
  4043. clif_skill_fail( *sd, skill_id );
  4044. return 0;
  4045. }
  4046. }
  4047. // Consume items
  4048. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4049. {
  4050. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4051. }
  4052. if( type&2 )
  4053. return 1;
  4054. if( sp || hp )
  4055. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4056. return 1;
  4057. }
  4058. /*==========================================
  4059. *
  4060. *------------------------------------------*/
  4061. int32 skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  4062. {
  4063. switch (skill_id) {
  4064. case RL_QD_SHOT:
  4065. {
  4066. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4067. struct unit_data *ud = unit_bl2ud(src);
  4068. if (ud && ud->target == target->id)
  4069. return 1;
  4070. }
  4071. }
  4072. }
  4073. return 1;
  4074. }
  4075. /*==========================================
  4076. *
  4077. *------------------------------------------*/
  4078. static TIMER_FUNC(skill_timerskill){
  4079. struct block_list *src = map_id2bl(id),*target;
  4080. struct unit_data *ud = unit_bl2ud(src);
  4081. struct skill_timerskill *skl;
  4082. struct skill_unit *unit = nullptr;
  4083. int32 range;
  4084. nullpo_ret(src);
  4085. nullpo_ret(ud);
  4086. skl = ud->skilltimerskill[data];
  4087. nullpo_ret(skl);
  4088. ud->skilltimerskill[data] = nullptr;
  4089. do {
  4090. if(src->prev == nullptr)
  4091. break; // Source not on Map
  4092. if(skl->target_id) {
  4093. target = map_id2bl(skl->target_id);
  4094. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4095. target = src; //Required since it has to warp.
  4096. if (skl->skill_id == SR_SKYNETBLOW) {
  4097. skill_area_temp[1] = 0;
  4098. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SINGLE );
  4099. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4100. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4101. break;
  4102. }
  4103. if(target == nullptr)
  4104. break; // Target offline?
  4105. if(target->prev == nullptr)
  4106. break; // Target not on Map
  4107. if(src->m != target->m)
  4108. break; // Different Maps
  4109. if(status_isdead(*src)) {
  4110. switch(skl->skill_id) {
  4111. case WL_CHAINLIGHTNING_ATK:
  4112. case WL_TETRAVORTEX_FIRE:
  4113. case WL_TETRAVORTEX_WATER:
  4114. case WL_TETRAVORTEX_WIND:
  4115. case WL_TETRAVORTEX_GROUND:
  4116. // For SR_FLASHCOMBO
  4117. case SR_DRAGONCOMBO:
  4118. case SR_FALLENEMPIRE:
  4119. case SR_TIGERCANNON:
  4120. case NPC_DANCINGBLADE_ATK:
  4121. if (src->type != BL_PC)
  4122. continue;
  4123. break; // Exceptions
  4124. default:
  4125. continue; // Caster is Dead
  4126. }
  4127. }
  4128. if(status_isdead(*target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4129. break;
  4130. switch(skl->skill_id) {
  4131. case KN_AUTOCOUNTER:
  4132. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4133. break;
  4134. case RG_INTIMIDATE:
  4135. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4136. int16 x,y;
  4137. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4138. if (target != src && !status_isdead(*target))
  4139. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4140. }
  4141. break;
  4142. case BA_FROSTJOKER:
  4143. case DC_SCREAM:
  4144. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4145. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4146. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4147. break;
  4148. case PR_LEXDIVINA:
  4149. if (src->type == BL_MOB) {
  4150. // Monsters use the default duration when casting Lex Divina
  4151. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4152. break;
  4153. }
  4154. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4155. break;
  4156. case PR_STRECOVERY:
  4157. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4158. break;
  4159. case BS_HAMMERFALL:
  4160. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4161. break;
  4162. case MER_LEXDIVINA:
  4163. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4164. break;
  4165. case WZ_WATERBALL:
  4166. {
  4167. //Get the next waterball cell to consume
  4168. struct s_skill_unit_layout *layout;
  4169. int32 i;
  4170. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4171. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4172. int32 ux = skl->x + layout->dx[i];
  4173. int32 uy = skl->y + layout->dy[i];
  4174. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4175. if (unit)
  4176. break;
  4177. }
  4178. }
  4179. [[fallthrough]];
  4180. case WZ_JUPITEL:
  4181. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4182. if (skl->type > 0 && !status_isdead(*target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4183. // Apply canact delay here to prevent hacks (unlimited casting)
  4184. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4185. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4186. }
  4187. if (unit && !status_isdead(*target) && !status_isdead(*src)) {
  4188. skill_delunit(unit); // Consume unit for next waterball
  4189. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4190. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4191. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4192. } else {
  4193. status_change *sc = status_get_sc(src);
  4194. if(sc) {
  4195. if(sc->getSCE(SC_SPIRIT) &&
  4196. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4197. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4198. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4199. }
  4200. }
  4201. break;
  4202. case NPC_DANCINGBLADE_ATK:
  4203. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4204. if (skl->type < 4) {
  4205. struct block_list *nbl = nullptr;
  4206. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4207. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4208. }
  4209. break;
  4210. case WL_CHAINLIGHTNING_ATK: {
  4211. #ifndef RENEWAL
  4212. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4213. #endif
  4214. skl->type++;
  4215. // Hit a Lightning on the current Target (start with mflag = 9 - skl->type = 8)
  4216. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, 9 - skl->type);
  4217. if (skl->type < (4 + skl->skill_lv)) { // Remaining Chains Hit
  4218. block_list *nbl = nullptr; // Next Target of Chain
  4219. // After 1 hit, search for other targets in 7x7 range around current target.
  4220. nbl = battle_getenemyarea(src, target->x, target->y, 3,
  4221. splash_target(src), target->id);
  4222. // The skill hits at least 4 times. Before 4 hits the skill can bounce on the last target again and again.
  4223. // After 4 hits, the next hit must bounce to a new target. If no new target is within the skill range the skill ends.
  4224. if (nbl == nullptr && skl->type > 3)
  4225. break;
  4226. skill_addtimerskill(src, tick + 650, (nbl != nullptr ? nbl : target)->id, 0, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type, 0);
  4227. }
  4228. }
  4229. break;
  4230. case WL_TETRAVORTEX_FIRE:
  4231. case WL_TETRAVORTEX_WATER:
  4232. case WL_TETRAVORTEX_WIND:
  4233. case WL_TETRAVORTEX_GROUND:
  4234. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4235. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4236. if (skl->type >= 3) { // Final Hit
  4237. if (!status_isdead(*target)) { // Final Status Effect
  4238. int32 effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4239. applyeffects[4] = { 0, 0, 0, 0 },
  4240. i, j = 0, k = 0;
  4241. for(i = 1; i <= 8; i = i + i) {
  4242. if (skl->x&i) {
  4243. applyeffects[j] = effects[k];
  4244. j++;
  4245. }
  4246. k++;
  4247. }
  4248. if (j) {
  4249. i = applyeffects[rnd()%j];
  4250. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4251. }
  4252. }
  4253. }
  4254. break;
  4255. case NPC_REVERBERATION_ATK:
  4256. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4257. break;
  4258. case NPC_FATALMENACE:
  4259. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4260. break;
  4261. case SR_WINDMILL:
  4262. if( target->type == BL_PC ) {
  4263. map_session_data *tsd = nullptr;
  4264. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4265. pc_setsit(tsd);
  4266. skill_sit(tsd, true);
  4267. clif_sitting(tsd->bl);
  4268. }
  4269. }
  4270. break;
  4271. case SR_KNUCKLEARROW:
  4272. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4273. break;
  4274. case CH_PALMSTRIKE:
  4275. {
  4276. status_change* tsc = status_get_sc(target);
  4277. status_change* sc = status_get_sc(src);
  4278. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4279. ( sc && sc->option&OPTION_HIDE ) ){
  4280. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4281. break;
  4282. }
  4283. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4284. break;
  4285. }
  4286. // For SR_FLASHCOMBO
  4287. case SR_DRAGONCOMBO:
  4288. case SR_FALLENEMPIRE:
  4289. case SR_TIGERCANNON:
  4290. if( src->type == BL_PC ) {
  4291. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4292. break;
  4293. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4294. }
  4295. break;
  4296. case SU_SV_ROOTTWIST_ATK: {
  4297. status_change *tsc = status_get_sc(target);
  4298. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4299. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4300. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4301. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4302. }
  4303. }
  4304. break;
  4305. case NPC_PULSESTRIKE2:
  4306. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4307. break;
  4308. case ABC_DEFT_STAB:
  4309. case ABC_FRENZY_SHOT:
  4310. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4311. break;
  4312. case HVAN_EXPLOSION:
  4313. status_kill(src);
  4314. break;
  4315. default:
  4316. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4317. break;
  4318. }
  4319. }
  4320. else {
  4321. if(src->m != skl->map)
  4322. break;
  4323. switch( skl->skill_id )
  4324. {
  4325. case GN_CRAZYWEED_ATK:
  4326. {
  4327. int32 dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4328. 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);
  4329. }
  4330. [[fallthrough]];
  4331. case WL_EARTHSTRAIN:
  4332. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4333. break;
  4334. case RL_FIRE_RAIN: {
  4335. int32 dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4336. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4337. 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);
  4338. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4339. }
  4340. break;
  4341. case NPC_MAGMA_ERUPTION:
  4342. case NC_MAGMA_ERUPTION:
  4343. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4344. break;
  4345. case HN_METEOR_STORM_BUSTER: {
  4346. int16 area = 4;
  4347. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4348. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4349. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4350. return 0;
  4351. }
  4352. int32 splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4353. clif_skill_poseffect( *src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick );
  4354. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4355. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4356. }
  4357. break;
  4358. case NW_HASTY_FIRE_IN_THE_HOLE:
  4359. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4360. break;
  4361. case NW_GRENADES_DROPPING: {
  4362. int32 area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4363. int16 tmpx = 0, tmpy = 0;
  4364. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4365. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4366. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4367. }
  4368. break;
  4369. case NW_MISSION_BOMBARD: {
  4370. int32 area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4371. int32 range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4372. int16 tmpx = 0, tmpy = 0;
  4373. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4374. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4375. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4376. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4377. }
  4378. break;
  4379. case SKE_TWINKLING_GALAXY:{
  4380. int32 area = skill_get_unit_range( skl->skill_id, skl->skill_lv );
  4381. int32 splash = skill_get_splash( skl->skill_id, skl->skill_lv );
  4382. int16 tmpx = skl->x - area + rnd() % ( area * 2 + 1 );
  4383. int16 tmpy = skl->y - area + rnd() % ( area * 2 + 1 );
  4384. map_foreachinarea( skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  4385. } break;
  4386. case SKE_STAR_CANNON: {
  4387. int32 area = skill_get_unit_range( skl->skill_id, skl->skill_lv );
  4388. int32 splash = skill_get_splash( skl->skill_id, skl->skill_lv );
  4389. for( int32 i = 0, stars = ( skl->skill_lv / 4 ) + 1; i < stars; i++) {
  4390. int16 tmpx = skl->x - area + rnd() % ( area * 2 + 1 );
  4391. int16 tmpy = skl->y - area + rnd() % ( area * 2 + 1 );
  4392. map_foreachinarea( skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  4393. }
  4394. } break;
  4395. }
  4396. }
  4397. } while (0);
  4398. //Free skl now that it is no longer needed.
  4399. ers_free(skill_timer_ers, skl);
  4400. return 0;
  4401. }
  4402. /*==========================================
  4403. *
  4404. *------------------------------------------*/
  4405. int32 skill_addtimerskill (struct block_list *src, t_tick tick, int32 target, int32 x,int32 y, uint16 skill_id, uint16 skill_lv, int32 type, int32 flag)
  4406. {
  4407. int32 i;
  4408. struct unit_data *ud;
  4409. nullpo_retr(1, src);
  4410. if (src->prev == nullptr)
  4411. return 0;
  4412. ud = unit_bl2ud(src);
  4413. nullpo_retr(1, ud);
  4414. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4415. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4416. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4417. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4418. ud->skilltimerskill[i]->src_id = src->id;
  4419. ud->skilltimerskill[i]->target_id = target;
  4420. ud->skilltimerskill[i]->skill_id = skill_id;
  4421. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4422. ud->skilltimerskill[i]->map = src->m;
  4423. ud->skilltimerskill[i]->x = x;
  4424. ud->skilltimerskill[i]->y = y;
  4425. ud->skilltimerskill[i]->type = type;
  4426. ud->skilltimerskill[i]->flag = flag;
  4427. return 0;
  4428. }
  4429. /*==========================================
  4430. *
  4431. *------------------------------------------*/
  4432. int32 skill_cleartimerskill (struct block_list *src)
  4433. {
  4434. int32 i;
  4435. struct unit_data *ud;
  4436. nullpo_ret(src);
  4437. ud = unit_bl2ud(src);
  4438. nullpo_ret(ud);
  4439. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4440. if(ud->skilltimerskill[i]) {
  4441. switch(ud->skilltimerskill[i]->skill_id) {
  4442. case WL_TETRAVORTEX_FIRE:
  4443. case WL_TETRAVORTEX_WATER:
  4444. case WL_TETRAVORTEX_WIND:
  4445. case WL_TETRAVORTEX_GROUND:
  4446. // For SR_FLASHCOMBO
  4447. case SR_DRAGONCOMBO:
  4448. case SR_FALLENEMPIRE:
  4449. case SR_TIGERCANNON:
  4450. if (src->type != BL_PC)
  4451. break;
  4452. continue;
  4453. }
  4454. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4455. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4456. ud->skilltimerskill[i]=nullptr;
  4457. }
  4458. }
  4459. return 1;
  4460. }
  4461. static int32 skill_active_reverberation(struct block_list *bl, va_list ap) {
  4462. skill_unit *su = (skill_unit*)bl;
  4463. nullpo_ret(su);
  4464. if (bl->type != BL_SKILL)
  4465. return 0;
  4466. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4467. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4468. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4469. su->limit = DIFF_TICK(gettick(), sg->tick);
  4470. sg->unit_id = UNT_USED_TRAPS;
  4471. }
  4472. return 1;
  4473. }
  4474. /**
  4475. * Reveal hidden trap
  4476. **/
  4477. static int32 skill_reveal_trap(struct block_list *bl, va_list ap)
  4478. {
  4479. TBL_SKILL *su = (TBL_SKILL*)bl;
  4480. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4481. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4482. //clif_changetraplook(bl, su->group->unit_id);
  4483. su->hidden = false;
  4484. skill_getareachar_skillunit_visibilty(su, AREA);
  4485. return 1;
  4486. }
  4487. return 0;
  4488. }
  4489. /**
  4490. * Attempt to reveal trap in area
  4491. * @param src Skill caster
  4492. * @param range Affected range
  4493. * @param x
  4494. * @param y
  4495. * TODO: Remove hardcode usages for this function
  4496. **/
  4497. void skill_reveal_trap_inarea(struct block_list *src, int32 range, int32 x, int32 y) {
  4498. if (!battle_config.traps_setting)
  4499. return;
  4500. nullpo_retv(src);
  4501. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4502. }
  4503. /*========================================== [Playtester]
  4504. * Process tarot card's effects
  4505. * @param src: Source of the tarot card effect
  4506. * @param target: Target of the tartor card effect
  4507. * @param skill_id: ID of the skill used
  4508. * @param skill_lv: Level of the skill used
  4509. * @param tick: Processing tick time
  4510. * @return Card number
  4511. *------------------------------------------*/
  4512. static int32 skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4513. {
  4514. int32 card = 0;
  4515. if (battle_config.tarotcard_equal_chance) {
  4516. //eAthena equal chances
  4517. card = rnd() % 14 + 1;
  4518. }
  4519. else {
  4520. //Official chances
  4521. int32 rate = rnd() % 100;
  4522. if (rate < 10) card = 1; // THE FOOL
  4523. else if (rate < 20) card = 2; // THE MAGICIAN
  4524. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4525. else if (rate < 37) card = 4; // THE CHARIOT
  4526. else if (rate < 47) card = 5; // STRENGTH
  4527. else if (rate < 62) card = 6; // THE LOVERS
  4528. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4529. else if (rate < 69) card = 8; // THE HANGED MAN
  4530. else if (rate < 74) card = 9; // DEATH
  4531. else if (rate < 82) card = 10; // TEMPERANCE
  4532. else if (rate < 83) card = 11; // THE DEVIL
  4533. else if (rate < 85) card = 12; // THE TOWER
  4534. else if (rate < 90) card = 13; // THE STAR
  4535. else card = 14; // THE SUN
  4536. }
  4537. switch (card) {
  4538. case 1: // THE FOOL - heals SP to 0
  4539. {
  4540. status_percent_damage(src, target, 0, 100, false);
  4541. break;
  4542. }
  4543. case 2: // THE MAGICIAN - matk halved
  4544. {
  4545. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4546. break;
  4547. }
  4548. case 3: // THE HIGH PRIESTESS - all buffs removed
  4549. {
  4550. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4551. break;
  4552. }
  4553. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4554. {
  4555. battle_fix_damage(src, target, 1000, 0, skill_id);
  4556. clif_damage(*src, *target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4557. if (!status_isdead(*target))
  4558. {
  4559. uint16 where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4560. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4561. }
  4562. break;
  4563. }
  4564. case 5: // STRENGTH - atk halved
  4565. {
  4566. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4567. break;
  4568. }
  4569. case 6: // THE LOVERS - 2000HP heal, random teleported
  4570. {
  4571. status_heal(target, 2000, 0, 0);
  4572. if (!map_flag_vs(target->m))
  4573. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4574. break;
  4575. }
  4576. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4577. {
  4578. // Recursive call
  4579. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4580. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4581. break;
  4582. }
  4583. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4584. {
  4585. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4586. uint8 rand_eff = rnd() % 3;
  4587. int32 time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4588. if (sc[rand_eff] == SC_STONEWAIT)
  4589. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4590. else
  4591. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4592. break;
  4593. }
  4594. case 9: // DEATH - curse, coma and poison
  4595. {
  4596. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4597. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4598. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4599. break;
  4600. }
  4601. case 10: // TEMPERANCE - confusion
  4602. {
  4603. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4604. break;
  4605. }
  4606. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4607. {
  4608. battle_fix_damage(src, target, 6666, 0, skill_id);
  4609. clif_damage(*src, *target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4610. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4611. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4612. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4613. break;
  4614. }
  4615. case 12: // THE TOWER - 4444 damage
  4616. {
  4617. battle_fix_damage(src, target, 4444, 0, skill_id);
  4618. clif_damage(*src, *target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4619. break;
  4620. }
  4621. case 13: // THE STAR - stun
  4622. {
  4623. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4624. break;
  4625. }
  4626. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4627. {
  4628. #ifdef RENEWAL
  4629. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4630. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4631. #endif
  4632. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4633. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4634. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4635. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4636. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4637. return 14; //To make sure a valid number is returned
  4638. }
  4639. }
  4640. return card;
  4641. }
  4642. bool skill_mirage_cast( block_list& src, block_list* bl, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, t_tick tick, int32 flag ){
  4643. unit_data* ud = unit_bl2ud( &src );
  4644. if( ud == nullptr || src.type != BL_PC || (flag&1) ){
  4645. return false;
  4646. }
  4647. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  4648. if( sug->skill_id != SS_SHINKIROU ){
  4649. continue;
  4650. }
  4651. skill_unit* su = sug->unit;
  4652. if( su == nullptr ){
  4653. continue;
  4654. }
  4655. switch( skill_id ){
  4656. case SS_KUNAIWAIKYOKU: {
  4657. if( distance_xy( x, y, su->bl.x, su->bl.y ) > skill_get_range( skill_id, skill_lv ) ){
  4658. continue;
  4659. }
  4660. clif_skill_poseffect( su->bl, skill_id, skill_lv, x, y, tick );
  4661. int32 range = skill_get_splash( skill_id, skill_lv );
  4662. map_foreachinallarea( skill_area_sub, src.m, x - range, y - range, x + range, y + range, BL_CHAR, &src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id );
  4663. } break;
  4664. case SS_KAGENOMAI://nodamage splash
  4665. case SS_ANTENPOU://nodamage splash
  4666. clif_skill_nodamage( &su->bl, su->bl, skill_id, skill_lv, tick );
  4667. map_foreachinrange( skill_area_sub, &su->bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, &src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SD_ANIMATION | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id );
  4668. break;
  4669. case SS_KAGEGISSEN://damage splash
  4670. x = bl->x;
  4671. y = bl->y;
  4672. skill_area_temp[1] = 0;
  4673. clif_skill_nodamage( &su->bl, *bl, skill_id, skill_lv, tick );
  4674. if (battle_config.skill_eightpath_algorithm) {
  4675. //Use official AoE algorithm
  4676. map_foreachindir( skill_attack_area, su->bl.m, su->bl.x, su->bl.y, x, y, skill_get_splash( skill_id, skill_lv ), skill_get_maxcount( skill_id, skill_lv ), 0, splash_target( &src ), skill_get_type( skill_id ), &src, &src, skill_id, skill_lv, tick, SKILL_ALTDMG_FLAG, BCT_ENEMY );
  4677. } else {
  4678. map_foreachinpath( skill_attack_area, su->bl.m, su->bl.x, su->bl.y, x, y, skill_get_splash( skill_id, skill_lv ), skill_get_maxcount( skill_id, skill_lv ), splash_target( &src ), skill_get_type( skill_id ), &src, &src, skill_id, skill_lv, tick, SKILL_ALTDMG_FLAG, BCT_ENEMY );
  4679. }
  4680. break;
  4681. }
  4682. }
  4683. return true;
  4684. }
  4685. int32 skill_shimiru_check_cell( block_list* target, va_list ap ){
  4686. if( target != nullptr && target->type == BL_SKILL ){
  4687. skill_unit* su = reinterpret_cast<skill_unit*>( target );
  4688. if( su->group != nullptr && su->group->skill_id == SS_SHINKIROU ){
  4689. return 1;
  4690. }
  4691. return 0;
  4692. }
  4693. return 1;
  4694. }
  4695. /*==========================================
  4696. *
  4697. *
  4698. *------------------------------------------*/
  4699. int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  4700. {
  4701. map_session_data *sd = nullptr;
  4702. status_change *sc, *tsc;
  4703. if (skill_id > 0 && !skill_lv) return 0;
  4704. nullpo_retr(1, src);
  4705. nullpo_retr(1, bl);
  4706. if (src->m != bl->m)
  4707. return 1;
  4708. if (bl->prev == nullptr)
  4709. return 1;
  4710. sd = BL_CAST(BL_PC, src);
  4711. if (status_isdead(*bl))
  4712. return 1;
  4713. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4714. { //GTB makes all targetted magic display miss with a single bolt.
  4715. sc_type sct = skill_get_sc(skill_id);
  4716. if(sct != SC_NONE)
  4717. status_change_end(bl, sct);
  4718. 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));
  4719. return 1;
  4720. }
  4721. sc = status_get_sc(src);
  4722. tsc = status_get_sc(bl);
  4723. if (sc != nullptr && sc->empty())
  4724. sc = nullptr; //Unneeded
  4725. if (tsc != nullptr && tsc->empty())
  4726. tsc = nullptr;
  4727. status_data* tstatus = status_get_status_data(*bl);
  4728. map_freeblock_lock();
  4729. switch(skill_id) {
  4730. case MER_CRASH:
  4731. case SM_BASH:
  4732. case MS_BASH:
  4733. case MC_MAMMONITE:
  4734. case TF_DOUBLE:
  4735. case AC_DOUBLE:
  4736. case MA_DOUBLE:
  4737. case AS_SONICBLOW:
  4738. case KN_PIERCE:
  4739. case ML_PIERCE:
  4740. case KN_SPEARBOOMERANG:
  4741. case TF_POISON:
  4742. case TF_SPRINKLESAND:
  4743. case AC_CHARGEARROW:
  4744. case MA_CHARGEARROW:
  4745. case RG_INTIMIDATE:
  4746. case AM_ACIDTERROR:
  4747. case BA_MUSICALSTRIKE:
  4748. case DC_THROWARROW:
  4749. case BA_DISSONANCE:
  4750. case CR_HOLYCROSS:
  4751. case NPC_DARKCROSS:
  4752. case CR_SHIELDCHARGE:
  4753. case CR_SHIELDBOOMERANG:
  4754. case NPC_PIERCINGATT:
  4755. case NPC_MENTALBREAKER:
  4756. case NPC_RANGEATTACK:
  4757. case NPC_CRITICALSLASH:
  4758. case NPC_COMBOATTACK:
  4759. case NPC_GUIDEDATTACK:
  4760. case NPC_POISON:
  4761. case NPC_RANDOMATTACK:
  4762. case NPC_WATERATTACK:
  4763. case NPC_GROUNDATTACK:
  4764. case NPC_FIREATTACK:
  4765. case NPC_WINDATTACK:
  4766. case NPC_POISONATTACK:
  4767. case NPC_HOLYATTACK:
  4768. case NPC_DARKNESSATTACK:
  4769. case NPC_TELEKINESISATTACK:
  4770. case NPC_UNDEADATTACK:
  4771. case NPC_CHANGEUNDEAD:
  4772. case NPC_ARMORBRAKE:
  4773. case NPC_HELMBRAKE:
  4774. case NPC_SHIELDBRAKE:
  4775. case NPC_BLINDATTACK:
  4776. case NPC_SILENCEATTACK:
  4777. case NPC_STUNATTACK:
  4778. case NPC_PETRIFYATTACK:
  4779. case NPC_CURSEATTACK:
  4780. case NPC_SLEEPATTACK:
  4781. #ifdef RENEWAL
  4782. case CR_ACIDDEMONSTRATION:
  4783. #endif
  4784. case LK_AURABLADE:
  4785. case LK_SPIRALPIERCE:
  4786. case ML_SPIRALPIERCE:
  4787. case CG_ARROWVULCAN:
  4788. case HW_MAGICCRASHER:
  4789. case ITM_TOMAHAWK:
  4790. case CH_CHAINCRUSH:
  4791. case CH_TIGERFIST:
  4792. case PA_SHIELDCHAIN: // Shield Chain
  4793. case PA_SACRIFICE:
  4794. case WS_CARTTERMINATION: // Cart Termination
  4795. case AS_VENOMKNIFE:
  4796. case HT_PHANTASMIC:
  4797. case TK_DOWNKICK:
  4798. case TK_COUNTER:
  4799. case GS_CHAINACTION:
  4800. case GS_TRIPLEACTION:
  4801. #ifndef RENEWAL
  4802. case GS_MAGICALBULLET:
  4803. #endif
  4804. case GS_TRACKING:
  4805. case GS_PIERCINGSHOT:
  4806. case GS_RAPIDSHOWER:
  4807. case GS_DUST:
  4808. case GS_DISARM: // Added disarm. [Reddozen]
  4809. case GS_FULLBUSTER:
  4810. case NJ_SYURIKEN:
  4811. case NJ_KUNAI:
  4812. case ASC_BREAKER:
  4813. case HFLI_MOON: //[orn]
  4814. case HFLI_SBR44: //[orn]
  4815. case NPC_BLEEDING:
  4816. case NPC_BLEEDING2:
  4817. case NPC_CRITICALWOUND:
  4818. case NPC_HELLPOWER:
  4819. case RK_SONICWAVE:
  4820. case AB_DUPLELIGHT_MELEE:
  4821. case RA_AIMEDBOLT:
  4822. case NC_BOOSTKNUCKLE:
  4823. case NC_PILEBUNKER:
  4824. case NC_AXEBOOMERANG:
  4825. case NC_POWERSWING:
  4826. case NPC_MAGMA_ERUPTION:
  4827. case NC_MAGMA_ERUPTION:
  4828. case GC_WEAPONCRUSH:
  4829. case GC_VENOMPRESSURE:
  4830. case SC_TRIANGLESHOT:
  4831. case SC_FEINTBOMB:
  4832. case LG_BANISHINGPOINT:
  4833. case LG_SHIELDPRESS:
  4834. case LG_RAGEBURST:
  4835. case LG_HESPERUSLIT:
  4836. case SR_DRAGONCOMBO:
  4837. case SR_FALLENEMPIRE:
  4838. case SR_CRESCENTELBOW_AUTOSPELL:
  4839. case SR_GATEOFHELL:
  4840. case SR_GENTLETOUCH_QUIET:
  4841. case WM_SEVERE_RAINSTORM_MELEE:
  4842. case WM_GREAT_ECHO:
  4843. case GN_SLINGITEM_RANGEMELEEATK:
  4844. case KO_SETSUDAN:
  4845. case RL_MASS_SPIRAL:
  4846. case RL_BANISHING_BUSTER:
  4847. case RL_SLUGSHOT:
  4848. case RL_AM_BLAST:
  4849. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4850. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4851. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4852. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4853. case ABC_CHAIN_REACTION_SHOT_ATK:
  4854. case ABR_BATTLE_BUSTER:
  4855. case ABR_DUAL_CANNON_FIRE:
  4856. case ABR_INFINITY_BUSTER:
  4857. case MT_TRIPLE_LASER:
  4858. case NW_MISSION_BOMBARD:
  4859. case NW_HASTY_FIRE_IN_THE_HOLE:
  4860. case NW_BASIC_GRENADE:
  4861. case NW_WILD_FIRE:
  4862. case SKE_MIDNIGHT_KICK:
  4863. case SKE_DAWN_BREAK:
  4864. case SKE_RISING_MOON:
  4865. case SS_FUUMAKOUCHIKU:
  4866. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4867. break;
  4868. case DK_DRAGONIC_AURA:
  4869. case WH_WILD_WALK:
  4870. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4871. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4872. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4873. break;
  4874. case DK_STORMSLASH:
  4875. case IG_IMPERIAL_CROSS:
  4876. case CD_EFFLIGO:
  4877. case ABC_FRENZY_SHOT:
  4878. case WH_HAWKRUSH:
  4879. case WH_HAWKBOOMERANG:
  4880. case TR_ROSEBLOSSOM:
  4881. case TR_RHYTHMSHOOTING:
  4882. case HN_MEGA_SONIC_BLOW:
  4883. case HN_SPIRAL_PIERCE_MAX:
  4884. case SH_CHUL_HO_SONIC_CLAW:
  4885. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4886. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4887. break;
  4888. case SHC_ETERNAL_SLASH:
  4889. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4890. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4891. else
  4892. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4893. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4894. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4895. break;
  4896. case SHC_SHADOW_STAB:
  4897. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4898. flag |= SKILL_ALTDMG_FLAG;
  4899. status_change_end(src, SC_CLOAKING);
  4900. status_change_end(src, SC_CLOAKINGEXCEED);
  4901. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4902. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4903. break;
  4904. case WH_CRESCIVE_BOLT:
  4905. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4906. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4907. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4908. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4909. else
  4910. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4911. break;
  4912. case ABC_UNLUCKY_RUSH:
  4913. // Jump to the target before attacking.
  4914. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4915. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4916. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4917. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4918. break;
  4919. case MO_TRIPLEATTACK:
  4920. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4921. break;
  4922. case LK_HEADCRUSH:
  4923. if (status_get_class_(bl) == CLASS_BOSS) {
  4924. if (sd)
  4925. clif_skill_fail( *sd, skill_id );
  4926. break;
  4927. }
  4928. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4929. break;
  4930. case LK_JOINTBEAT:
  4931. flag = 1 << rnd() % 6;
  4932. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4933. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4934. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4935. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4936. break;
  4937. case MO_COMBOFINISH:
  4938. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4939. { //Becomes a splash attack when Soul Linked.
  4940. map_foreachinshootrange(skill_area_sub, bl,
  4941. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4942. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4943. skill_castend_damage_id);
  4944. } else
  4945. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4946. break;
  4947. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4948. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  4949. skill_area_temp[1] = 0;
  4950. map_foreachinshootrange(skill_attack_area, src,
  4951. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4952. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4953. break;
  4954. case KN_CHARGEATK:
  4955. {
  4956. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4957. #ifdef RENEWAL
  4958. int32 dist = skill_get_blewcount(skill_id, skill_lv);
  4959. #else
  4960. uint32 dist = distance_bl(src, bl);
  4961. #endif
  4962. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4963. // teleport to target (if not on WoE grounds)
  4964. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4965. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4966. // cause damage and knockback if the path to target was a straight one
  4967. if (path) {
  4968. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4969. #ifdef RENEWAL
  4970. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4971. dist += 2; // Knockback is 4 on PvP maps
  4972. #endif
  4973. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4974. }
  4975. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4976. // make the caster look in the direction of the target
  4977. unit_setdir(src, (dir+4)%8);
  4978. }
  4979. }
  4980. break;
  4981. case SS_KAGEGISSEN:
  4982. skill_mirage_cast(*src, bl, skill_id, skill_lv, 0, 0, tick, flag);
  4983. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4984. [[fallthrough]];
  4985. case NC_FLAMELAUNCHER:
  4986. skill_area_temp[1] = bl->id;
  4987. if (battle_config.skill_eightpath_algorithm) {
  4988. //Use official AoE algorithm
  4989. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4990. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4991. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4992. } else {
  4993. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4994. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4995. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4996. }
  4997. break;
  4998. #ifndef RENEWAL
  4999. case SN_SHARPSHOOTING:
  5000. flag |= 2; // Flag for specific mob damage formula
  5001. [[fallthrough]];
  5002. #endif
  5003. case MA_SHARPSHOOTING:
  5004. case NJ_KAMAITACHI:
  5005. case NPC_DARKPIERCING:
  5006. case NPC_ACIDBREATH:
  5007. case NPC_DARKNESSBREATH:
  5008. case NPC_FIREBREATH:
  5009. case NPC_ICEBREATH:
  5010. case NPC_ICEBREATH2:
  5011. case NPC_THUNDERBREATH:
  5012. case AG_STORM_CANNON:
  5013. case AG_CRIMSON_ARROW:
  5014. skill_area_temp[1] = bl->id;
  5015. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  5016. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5017. if (battle_config.skill_eightpath_algorithm) {
  5018. //Use official AoE algorithm
  5019. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5020. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  5021. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  5022. #ifndef RENEWAL
  5023. if (skill_id == SN_SHARPSHOOTING)
  5024. flag &= ~2; // Only targets in the splash area are affected
  5025. #endif
  5026. //These skills hit at least the target if the AoE doesn't hit
  5027. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5028. }
  5029. } else {
  5030. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5031. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5032. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5033. }
  5034. if (skill_id == AG_CRIMSON_ARROW)
  5035. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  5036. break;
  5037. case MO_INVESTIGATE:
  5038. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5039. status_change_end(src, SC_BLADESTOP);
  5040. break;
  5041. case RG_BACKSTAP:
  5042. {
  5043. if (!check_distance_bl(src, bl, 0)) {
  5044. #ifdef RENEWAL
  5045. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  5046. int16 x, y;
  5047. if (dir > 0 && dir < 4)
  5048. x = -1;
  5049. else if (dir > 4)
  5050. x = 1;
  5051. else
  5052. x = 0;
  5053. if (dir > 2 && dir < 6)
  5054. y = -1;
  5055. else if (dir == 7 || dir < 2)
  5056. y = 1;
  5057. else
  5058. y = 0;
  5059. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  5060. #else
  5061. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  5062. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  5063. #endif
  5064. status_change_end(src, SC_HIDING);
  5065. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  5066. unit_setdir(bl,dir);
  5067. #ifdef RENEWAL
  5068. clif_blown(src);
  5069. #endif
  5070. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5071. }
  5072. else if (sd)
  5073. clif_skill_fail( *sd, skill_id );
  5074. }
  5075. }
  5076. break;
  5077. case MO_FINGEROFFENSIVE:
  5078. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5079. if (battle_config.finger_offensive_type && sd) {
  5080. for (int32 i = 1; i < sd->spiritball_old; i++)
  5081. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5082. }
  5083. status_change_end(src, SC_BLADESTOP);
  5084. break;
  5085. case MO_CHAINCOMBO:
  5086. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5087. status_change_end(src, SC_BLADESTOP);
  5088. break;
  5089. #ifndef RENEWAL
  5090. case NJ_ISSEN:
  5091. #endif
  5092. case MO_EXTREMITYFIST:
  5093. {
  5094. struct block_list *mbl = bl; // For NJ_ISSEN
  5095. int16 x, y, i = 2; // Move 2 cells (From target)
  5096. int16 dir = map_calc_dir(src,bl->x,bl->y);
  5097. #ifdef RENEWAL
  5098. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  5099. flag |= 1; // Give +100% damage increase
  5100. #endif
  5101. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5102. if (skill_id == MO_EXTREMITYFIST) {
  5103. status_set_sp(src, 0, 0);
  5104. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5105. status_change_end(src, SC_EXPLOSIONSPIRITS);
  5106. status_change_end(src, SC_BLADESTOP);
  5107. } else {
  5108. status_set_hp(src, 1, 0);
  5109. status_change_end(src, SC_NEN);
  5110. status_change_end(src, SC_HIDING);
  5111. }
  5112. if (skill_id == MO_EXTREMITYFIST) {
  5113. mbl = src; // For MO_EXTREMITYFIST
  5114. i = 3; // Move 3 cells (From caster)
  5115. }
  5116. if (dir > 0 && dir < 4)
  5117. x = -i;
  5118. else if (dir > 4)
  5119. x = i;
  5120. else
  5121. x = 0;
  5122. if (dir > 2 && dir < 6)
  5123. y = -i;
  5124. else if (dir == 7 || dir < 2)
  5125. y = i;
  5126. else
  5127. y = 0;
  5128. // Ashura Strike still has slide effect in GVG
  5129. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5130. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5131. clif_blown(src);
  5132. clif_spiritball(src);
  5133. }
  5134. }
  5135. break;
  5136. case HT_POWER:
  5137. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5138. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5139. break;
  5140. case SU_PICKYPECK:
  5141. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5142. [[fallthrough]];
  5143. case SU_BITE:
  5144. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5145. break;
  5146. case SU_SVG_SPIRIT:
  5147. skill_area_temp[1] = bl->id;
  5148. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5149. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5150. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5151. break;
  5152. //Splash attack skills.
  5153. case AS_GRIMTOOTH:
  5154. case MC_CARTREVOLUTION:
  5155. case NPC_SPLASHATTACK:
  5156. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5157. [[fallthrough]];
  5158. case AS_SPLASHER:
  5159. case HT_BLITZBEAT:
  5160. case AC_SHOWER:
  5161. case MA_SHOWER:
  5162. case MG_NAPALMBEAT:
  5163. case MG_FIREBALL:
  5164. case RG_RAID:
  5165. #ifdef RENEWAL
  5166. case SN_SHARPSHOOTING:
  5167. #endif
  5168. case HW_NAPALMVULCAN:
  5169. case NJ_HUUMA:
  5170. case ASC_METEORASSAULT:
  5171. case GS_SPREADATTACK:
  5172. case NPC_PULSESTRIKE:
  5173. case NPC_PULSESTRIKE2:
  5174. case NPC_HELLJUDGEMENT:
  5175. case NPC_HELLJUDGEMENT2:
  5176. case NPC_VAMPIRE_GIFT:
  5177. case NPC_MAXPAIN_ATK:
  5178. case NPC_JACKFROST:
  5179. case NPC_REVERBERATION_ATK:
  5180. case NPC_ARROWSTORM:
  5181. case NPC_KILLING_AURA:
  5182. case NPC_IGNITIONBREAK:
  5183. case RK_IGNITIONBREAK:
  5184. case RK_HUNDREDSPEAR:
  5185. case AB_JUDEX:
  5186. case AB_ADORAMUS:
  5187. case WL_SOULEXPANSION:
  5188. case WL_CRIMSONROCK:
  5189. case WL_JACKFROST:
  5190. case RA_ARROWSTORM:
  5191. case RA_WUGDASH:
  5192. case NC_VULCANARM:
  5193. case NC_COLDSLOWER:
  5194. case NC_SELFDESTRUCTION:
  5195. case NC_AXETORNADO:
  5196. case GC_ROLLINGCUTTER:
  5197. case GC_COUNTERSLASH:
  5198. case LG_CANNONSPEAR:
  5199. case LG_OVERBRAND:
  5200. case LG_MOONSLASHER:
  5201. case LG_RAYOFGENESIS:
  5202. case NPC_RAYOFGENESIS:
  5203. case LG_EARTHDRIVE:
  5204. case SR_RAMPAGEBLASTER:
  5205. case SR_SKYNETBLOW:
  5206. case SR_WINDMILL:
  5207. case SR_RIDEINLIGHTNING:
  5208. case SO_VARETYR_SPEAR:
  5209. case SO_POISON_BUSTER:
  5210. case GN_CART_TORNADO:
  5211. case GN_CARTCANNON:
  5212. case GN_SPORE_EXPLOSION:
  5213. case GN_DEMONIC_FIRE:
  5214. case GN_FIRE_EXPANSION_ACID:
  5215. case GN_HELLS_PLANT_ATK:
  5216. case KO_HAPPOKUNAI:
  5217. case KO_HUUMARANKA:
  5218. case KO_MUCHANAGE:
  5219. case KO_BAKURETSU:
  5220. case GN_ILLUSIONDOPING:
  5221. case RL_FIREDANCE:
  5222. case RL_S_STORM:
  5223. case RL_R_TRIP:
  5224. case MH_XENO_SLASHER:
  5225. case MH_HEILIGE_PFERD:
  5226. case MH_THE_ONE_FIGHTER_RISES:
  5227. case NC_ARMSCANNON:
  5228. case SU_SCRATCH:
  5229. case SU_LUNATICCARROTBEAT:
  5230. case SU_LUNATICCARROTBEAT2:
  5231. case SJ_FULLMOONKICK:
  5232. case SJ_NEWMOONKICK:
  5233. case SJ_SOLARBURST:
  5234. case SJ_PROMINENCEKICK:
  5235. case SJ_STAREMPEROR:
  5236. case SJ_FALLINGSTAR_ATK2:
  5237. case SP_CURSEEXPLOSION:
  5238. case SP_SHA:
  5239. case SP_SWHOO:
  5240. case DK_SERVANTWEAPON_ATK:
  5241. case DK_SERVANT_W_PHANTOM:
  5242. case DK_SERVANT_W_DEMOL:
  5243. case DK_MADNESS_CRUSHER:
  5244. case DK_HACKANDSLASHER:
  5245. case DK_DRAGONIC_BREATH:
  5246. case AG_CRIMSON_ARROW_ATK:
  5247. case AG_DESTRUCTIVE_HURRICANE:
  5248. case AG_SOUL_VC_STRIKE:
  5249. case AG_CRYSTAL_IMPACT:
  5250. case AG_CRYSTAL_IMPACT_ATK:
  5251. case AG_ROCK_DOWN:
  5252. case AG_FROZEN_SLASH:
  5253. case IQ_OLEUM_SANCTUM:
  5254. case IQ_MASSIVE_F_BLASTER:
  5255. case IQ_EXPOSION_BLASTER:
  5256. case IQ_FIRST_BRAND:
  5257. case IQ_SECOND_FLAME:
  5258. case IQ_SECOND_FAITH:
  5259. case IQ_SECOND_JUDGEMENT:
  5260. case IQ_THIRD_PUNISH:
  5261. case IQ_THIRD_FLAME_BOMB:
  5262. case IQ_THIRD_CONSECRATION:
  5263. case IG_OVERSLASH:
  5264. case IG_RADIANT_SPEAR:
  5265. case CD_ARBITRIUM_ATK:
  5266. case CD_PETITIO:
  5267. case CD_FRAMEN:
  5268. case SHC_DANCING_KNIFE:
  5269. case SHC_SAVAGE_IMPACT:
  5270. case SHC_IMPACT_CRATER:
  5271. case SHC_FATAL_SHADOW_CROW:
  5272. case SHC_CROSS_SLASH:
  5273. case MT_AXE_STOMP:
  5274. case MT_MIGHTY_SMASH:
  5275. case MT_RUSH_QUAKE:
  5276. case MT_A_MACHINE:
  5277. case MT_SPARK_BLASTER:
  5278. case MT_RUSH_STRIKE:
  5279. case MT_POWERFUL_SWING:
  5280. case MT_ENERGY_CANNONADE:
  5281. case ABC_ABYSS_DAGGER:
  5282. case ABC_CHAIN_REACTION_SHOT:
  5283. case ABC_DEFT_STAB:
  5284. case WH_GALESTORM:
  5285. case BO_ACIDIFIED_ZONE_WATER:
  5286. case BO_ACIDIFIED_ZONE_GROUND:
  5287. case BO_ACIDIFIED_ZONE_WIND:
  5288. case BO_ACIDIFIED_ZONE_FIRE:
  5289. case TR_ROSEBLOSSOM_ATK:
  5290. case ABC_FROM_THE_ABYSS_ATK:
  5291. case EM_ELEMENTAL_BUSTER_FIRE:
  5292. case EM_ELEMENTAL_BUSTER_WATER:
  5293. case EM_ELEMENTAL_BUSTER_WIND:
  5294. case EM_ELEMENTAL_BUSTER_GROUND:
  5295. case EM_ELEMENTAL_BUSTER_POISON:
  5296. case EM_EL_FLAMEROCK:
  5297. case EM_EL_AGE_OF_ICE:
  5298. case EM_EL_STORM_WIND:
  5299. case EM_EL_AVALANCHE:
  5300. case EM_EL_DEADLY_POISON:
  5301. case BO_EXPLOSIVE_POWDER:
  5302. case BO_MAYHEMIC_THORNS:
  5303. case BO_MYSTERY_POWDER:
  5304. case BO_DUST_EXPLOSION:
  5305. case NPC_WIDECRITICALWOUND:
  5306. case IG_SHIELD_SHOOTING:
  5307. case TR_METALIC_FURY:
  5308. case IG_GRAND_JUDGEMENT:
  5309. case HN_JUPITEL_THUNDER_STORM:
  5310. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  5311. case SOA_TALISMAN_OF_WHITE_TIGER:
  5312. case SOA_TALISMAN_OF_RED_PHOENIX:
  5313. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  5314. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  5315. case SKE_SUNSET_BLAST:
  5316. case SKE_NOON_BLAST:
  5317. case SS_KINRYUUHOU:
  5318. if( flag&1 ) {//Recursive invocation
  5319. int32 sflag = skill_area_temp[0] & 0xFFF;
  5320. int32 heal = 0;
  5321. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5322. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5323. break; // Under Hovering characters are immune to select trap and ground target skills.
  5324. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5325. break; // No damage should happen if the target is on Land Protector
  5326. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5327. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5328. break;
  5329. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5330. if (skill_id == ABC_DEFT_STAB && flag&2)
  5331. sflag |= 2;
  5332. if( flag&SD_LEVEL )
  5333. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5334. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5335. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5336. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5337. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5338. break;
  5339. heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5340. switch (skill_id) {
  5341. case NPC_VAMPIRE_GIFT:
  5342. if (heal > 0) {
  5343. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5344. status_heal(src, heal, 0, 0);
  5345. }
  5346. break;
  5347. #ifdef RENEWAL
  5348. case SN_SHARPSHOOTING:
  5349. status_change_end(src, SC_CAMOUFLAGE);
  5350. break;
  5351. #endif
  5352. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5353. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5354. break;
  5355. }
  5356. } else {
  5357. int32 starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5358. skill_area_temp[0] = 0;
  5359. skill_area_temp[1] = bl->id;
  5360. skill_area_temp[2] = 0;
  5361. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5362. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5363. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5364. break;
  5365. }
  5366. if (skill_id == SP_SWHOO)
  5367. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5368. switch ( skill_id ) {
  5369. case LG_EARTHDRIVE:
  5370. case GN_CARTCANNON:
  5371. case SU_SCRATCH:
  5372. case BO_MAYHEMIC_THORNS:
  5373. case DK_DRAGONIC_BREATH:
  5374. case DK_HACKANDSLASHER:
  5375. case MT_SPARK_BLASTER:
  5376. case HN_JUPITEL_THUNDER_STORM:
  5377. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  5378. case SKE_SUNSET_BLAST:
  5379. case SKE_NOON_BLAST:
  5380. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5381. break;
  5382. #ifdef RENEWAL
  5383. case NJ_HUUMA:
  5384. #endif
  5385. case LG_MOONSLASHER:
  5386. case MH_XENO_SLASHER:
  5387. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  5388. break;
  5389. case NPC_REVERBERATION_ATK:
  5390. case NC_ARMSCANNON:
  5391. skill_area_temp[1] = 0;
  5392. starget = splash_target(src);
  5393. break;
  5394. case WL_CRIMSONROCK:
  5395. skill_area_temp[4] = bl->x;
  5396. skill_area_temp[5] = bl->y;
  5397. break;
  5398. case SU_LUNATICCARROTBEAT:
  5399. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5400. skill_id = SU_LUNATICCARROTBEAT2;
  5401. break;
  5402. case DK_SERVANT_W_PHANTOM:
  5403. // Jump to the target before attacking.
  5404. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5405. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5406. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation on servants.
  5407. break;
  5408. case SHC_SAVAGE_IMPACT: {
  5409. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5410. skill_area_temp[0] = 2;
  5411. status_change_end( src, SC_CLOAKINGEXCEED );
  5412. }
  5413. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5414. if (bl->x != src->x || bl->y != src->y)
  5415. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5416. // Move the player 1 cell near the target, between the target and the player
  5417. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5418. clif_blown(src);
  5419. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5420. break;
  5421. }
  5422. case SHC_FATAL_SHADOW_CROW: {
  5423. uint8 dir = DIR_NORTHEAST;
  5424. if (bl->x != src->x || bl->y != src->y)
  5425. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5426. // Move the player 1 cell near the target, between the target and the player
  5427. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5428. clif_blown(src);
  5429. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation
  5430. break;
  5431. }
  5432. case AG_CRYSTAL_IMPACT_ATK:
  5433. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5434. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5435. break;
  5436. case AG_ROCK_DOWN:
  5437. case IQ_FIRST_BRAND:
  5438. case IQ_SECOND_FLAME:
  5439. case IQ_SECOND_FAITH:
  5440. case IQ_SECOND_JUDGEMENT:
  5441. case IG_RADIANT_SPEAR:
  5442. case CD_PETITIO:
  5443. case CD_FRAMEN:
  5444. case MT_POWERFUL_SWING:
  5445. case MT_ENERGY_CANNONADE:
  5446. case BO_DUST_EXPLOSION:
  5447. case ABC_DEFT_STAB:
  5448. case EM_EL_FLAMEROCK:
  5449. case EM_EL_AGE_OF_ICE:
  5450. case EM_EL_STORM_WIND:
  5451. case EM_EL_AVALANCHE:
  5452. case EM_EL_DEADLY_POISON:
  5453. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5454. break;
  5455. case ABC_CHAIN_REACTION_SHOT:
  5456. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5457. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5458. break;
  5459. case IQ_THIRD_PUNISH:
  5460. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5461. if (sd) {
  5462. uint8 limit = 5;
  5463. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5464. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5465. for (uint8 i = 0; i < limit; i++)
  5466. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5467. }
  5468. break;
  5469. case IQ_THIRD_FLAME_BOMB:
  5470. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5471. if (sd && sd->spiritball / 5 > 1)
  5472. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5473. break;
  5474. case IQ_THIRD_CONSECRATION:
  5475. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5476. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5477. break;
  5478. case IG_OVERSLASH:
  5479. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5480. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5481. break;
  5482. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5483. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5484. status_heal(src, 0, 0, 10, 0);
  5485. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5486. break;
  5487. case BO_ACIDIFIED_ZONE_WATER:
  5488. case BO_ACIDIFIED_ZONE_GROUND:
  5489. case BO_ACIDIFIED_ZONE_WIND:
  5490. case BO_ACIDIFIED_ZONE_FIRE:
  5491. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5492. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5493. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5494. break;
  5495. case MT_RUSH_STRIKE:
  5496. case MT_RUSH_QUAKE:
  5497. // Jump to the target before attacking.
  5498. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5499. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5500. }
  5501. clif_skill_nodamage( src, *bl, skill_id, skill_lv); // Trigger animation
  5502. clif_blown( src );
  5503. if (skill_id == MT_RUSH_QUAKE){
  5504. // TODO: does this buff start before or after dealing damage? [Muh]
  5505. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5506. }
  5507. break;
  5508. case BO_MYSTERY_POWDER:
  5509. case IG_SHIELD_SHOOTING:
  5510. case IG_GRAND_JUDGEMENT:
  5511. case SHC_CROSS_SLASH:
  5512. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5513. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5514. break;
  5515. case SOA_TALISMAN_OF_RED_PHOENIX:
  5516. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5517. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5518. if (sc != nullptr && sc->getSCE(SC_T_SECOND_GOD) != nullptr){
  5519. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5520. }
  5521. break;
  5522. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  5523. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5524. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5525. sc_start(src,src,skill_get_sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  5526. break;
  5527. case SS_KINRYUUHOU:
  5528. skill_mirage_cast(*src, nullptr, SS_ANTENPOU, skill_lv, 0, 0, tick, flag | BCT_WOS);
  5529. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5530. break;
  5531. }
  5532. // if skill damage should be split among targets, count them
  5533. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5534. //special case: Venom Splasher uses a different range for searching than for splashing
  5535. if (flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT)) {
  5536. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5537. // If there are no characters in the area, then it always counts as if there was one target
  5538. // This happens when targetting skill units such as icewall
  5539. skill_area_temp[0] = std::max(1, skill_area_temp[0]);
  5540. }
  5541. // recursive invocation of skill_castend_damage_id() with flag|1
  5542. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5543. if (skill_id == RA_ARROWSTORM)
  5544. status_change_end(src, SC_CAMOUFLAGE);
  5545. if( skill_id == AS_SPLASHER ) {
  5546. map_freeblock_unlock(); // Don't consume a second gemstone.
  5547. return 0;
  5548. }
  5549. }
  5550. break;
  5551. case NW_THE_VIGILANTE_AT_NIGHT:
  5552. if (flag & 1)
  5553. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5554. break;
  5555. case NW_SPIRAL_SHOOTING:
  5556. if (flag & 1) {
  5557. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5558. } else {
  5559. int32 splash = skill_get_splash(skill_id, skill_lv);
  5560. if (sd && sd->weapontype1 == W_GRENADE)
  5561. splash += 2;
  5562. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5563. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5564. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5565. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5566. }
  5567. break;
  5568. case SH_HOWLING_OF_CHUL_HO:
  5569. if (flag & 1)
  5570. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5571. break;
  5572. case SH_HOGOGONG_STRIKE:
  5573. if( flag&1 && tsc != nullptr && tsc->getSCE( SC_HOGOGONG ) != nullptr ){
  5574. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5575. }
  5576. break;
  5577. case SKE_RISING_SUN:
  5578. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5579. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5580. if ( sc == nullptr || ( sc->getSCE( SC_RISING_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SUNSET_SUN ) == nullptr ) ){
  5581. sc_start(src, src, SC_RISING_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5582. }else if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SUNSET_SUN ) == nullptr ){
  5583. sc_start(src, src, SC_NOON_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5584. }else if( sc->getSCE( SC_SUNSET_SUN ) == nullptr ){
  5585. sc_start(src, src, SC_SUNSET_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5586. }
  5587. break;
  5588. case SKE_TWINKLING_GALAXY:
  5589. case SKE_STAR_CANNON:
  5590. if (flag & 1)
  5591. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5592. break;
  5593. case SKE_STAR_BURST:
  5594. if (flag & 1) {
  5595. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5596. } else {
  5597. unit_data* ud = unit_bl2ud( src );
  5598. if( ud != nullptr ){
  5599. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  5600. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  5601. continue;
  5602. }
  5603. skill_unit* su = sug->unit;
  5604. // Check if it is too far away
  5605. if( distance_xy( bl->x, bl->y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  5606. continue;
  5607. }
  5608. std::shared_ptr<s_skill_unit_group> sg = su->group;
  5609. for( int32 i = 0; i < MAX_SKILLTIMERSKILL; i++ ){
  5610. if( ud->skilltimerskill[i] == nullptr ){
  5611. continue;
  5612. }
  5613. if( ud->skilltimerskill[i]->skill_id != sug->skill_id ){
  5614. continue;
  5615. }
  5616. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  5617. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  5618. ud->skilltimerskill[i] = nullptr;
  5619. }
  5620. skill_delunitgroup(sg);
  5621. sc_start2(src, bl, skill_get_sc(skill_id), 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  5622. return skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5623. }
  5624. }
  5625. if( sd != nullptr ){
  5626. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_LEVEL);
  5627. }
  5628. return 1;
  5629. }
  5630. break;
  5631. case SKE_ALL_IN_THE_SKY:
  5632. if (bl->type == BL_PC)
  5633. status_zap(bl, 0, 0, status_get_ap(bl));
  5634. if( unit_movepos( src, bl->x, bl->y, 2, true ) ){
  5635. clif_snap(src, src->x, src->y);
  5636. }
  5637. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5638. break;
  5639. case SS_KAGEGARI:
  5640. case SS_TOKEDASU:
  5641. case SS_KAGEAKUMU:
  5642. case SS_HITOUAKUMU:
  5643. case SS_KAGENOMAI:
  5644. case SS_ANTENPOU:
  5645. case SS_REIKETSUHOU:
  5646. case SS_KUNAIWAIKYOKU:
  5647. if (flag & 1)
  5648. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5649. break;
  5650. case SS_ANKOKURYUUAKUMU:
  5651. if (flag & 1) {
  5652. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5653. if( tsc != nullptr && tsc->getSCE( SC_NIGHTMARE ) != nullptr ){
  5654. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag | SKILL_ALTDMG_FLAG);
  5655. }
  5656. }
  5657. break;
  5658. case SS_SHIMIRU: {
  5659. struct unit_data *ud = unit_bl2ud(src);
  5660. if (!check_distance_bl(src, bl, 0)) {
  5661. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  5662. int16 x, y;
  5663. if (dir > DIR_NORTH && dir < DIR_SOUTH)
  5664. x = -1;
  5665. else if (dir > DIR_SOUTH)
  5666. x = 1;
  5667. else
  5668. x = 0;
  5669. if (dir > DIR_WEST && dir < DIR_EAST)
  5670. y = -1;
  5671. else if (dir == DIR_NORTHEAST || dir < DIR_WEST)
  5672. y = 1;
  5673. else
  5674. y = 0;
  5675. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) {// Display movement + animation.
  5676. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  5677. unit_setdir(bl,dir);
  5678. clif_blown(src);
  5679. } else if (sd) {
  5680. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TARGET_SHADOW_SPACE );
  5681. break;
  5682. }
  5683. }
  5684. if (ud == nullptr)
  5685. break;
  5686. for (const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits) {
  5687. skill_unit* su = sug->unit;
  5688. std::shared_ptr<s_skill_unit_group> sg = su->group;
  5689. int16 dx = src->x - su->bl.x;
  5690. int16 dy = src->y - su->bl.y;
  5691. for( size_t count = 0; count < 1000; count++ ){
  5692. if (map_foreachincell(skill_shimiru_check_cell, src->m, su->bl.x + dx, su->bl.y + dy, BL_CHAR|BL_SKILL) == 0)
  5693. break;
  5694. dx += rnd() % 3 - 1;
  5695. dy += rnd() % 3 - 1;
  5696. }
  5697. if (sug->skill_id == SS_SHINKIROU)
  5698. skill_unit_move_unit_group(sg, src->m, dx,dy);
  5699. }
  5700. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5701. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5702. break;
  5703. }
  5704. //Place units around target
  5705. case NJ_BAKUENRYU:
  5706. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5707. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5708. break;
  5709. case SM_MAGNUM:
  5710. case MS_MAGNUM:
  5711. if( flag&1 ) {
  5712. // For players, damage depends on distance, so add it to flag if it is > 1
  5713. // Cannot hit hidden targets
  5714. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5715. }
  5716. break;
  5717. #ifdef RENEWAL
  5718. case KN_BRANDISHSPEAR:
  5719. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5720. break;
  5721. #else
  5722. case KN_BRANDISHSPEAR:
  5723. #endif
  5724. case ML_BRANDISH:
  5725. //Coded apart for it needs the flag passed to the damage calculation.
  5726. if (skill_area_temp[1] != bl->id)
  5727. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5728. else
  5729. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5730. break;
  5731. #ifdef RENEWAL
  5732. case KN_BOWLINGBASH:
  5733. if (flag & 1) {
  5734. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5735. } else {
  5736. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5737. 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);
  5738. }
  5739. break;
  5740. #else
  5741. case KN_BOWLINGBASH:
  5742. #endif
  5743. case MS_BOWLINGBASH:
  5744. {
  5745. int32 min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5746. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5747. c = (skill_lv-(flag&0xFFF)+1)/2;
  5748. // Determine the Bowling Bash area depending on configuration
  5749. if (battle_config.bowling_bash_area == 0) {
  5750. // Gutter line system
  5751. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5752. if(min_x < 0) min_x = 0;
  5753. max_x = min_x + 39;
  5754. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5755. if(min_y < 0) min_y = 0;
  5756. max_y = min_y + 39;
  5757. } else if (battle_config.bowling_bash_area == 1) {
  5758. // Gutter line system without demi gutter bug
  5759. min_x = src->x - (src->x)%40;
  5760. max_x = min_x + 39;
  5761. min_y = src->y - (src->y)%40;
  5762. max_y = min_y + 39;
  5763. } else {
  5764. // Area around caster
  5765. min_x = src->x - battle_config.bowling_bash_area;
  5766. max_x = src->x + battle_config.bowling_bash_area;
  5767. min_y = src->y - battle_config.bowling_bash_area;
  5768. max_y = src->y + battle_config.bowling_bash_area;
  5769. }
  5770. // Initialization, break checks, direction
  5771. if((flag&0xFFF) > 0) {
  5772. // Ignore monsters outside area
  5773. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5774. break;
  5775. // Ignore monsters already in list
  5776. if(idb_exists(bowling_db, bl->id))
  5777. break;
  5778. // Random direction
  5779. dir = rnd()%8;
  5780. } else {
  5781. // Create an empty list of already hit targets
  5782. db_clear(bowling_db);
  5783. // Direction is walkpath
  5784. dir = (unit_getdir(src)+4)%8;
  5785. }
  5786. // Add current target to the list of already hit targets
  5787. idb_put(bowling_db, bl->id, bl);
  5788. // Keep moving target in direction square by square
  5789. tx = bl->x;
  5790. ty = bl->y;
  5791. for(i=0;i<c;i++) {
  5792. // Target coordinates (get changed even if knockback fails)
  5793. tx -= dirx[dir];
  5794. ty -= diry[dir];
  5795. // If target cell is a wall then break
  5796. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5797. break;
  5798. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5799. int32 count;
  5800. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5801. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5802. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5803. (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))) {
  5804. // Recursive call
  5805. 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);
  5806. // Self-collision
  5807. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5808. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5809. break;
  5810. }
  5811. }
  5812. // Original hit or chain hit depending on flag
  5813. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5814. }
  5815. break;
  5816. case KN_SPEARSTAB:
  5817. if(flag&1) {
  5818. if (bl->id==skill_area_temp[1])
  5819. break;
  5820. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5821. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5822. } else {
  5823. int32 x=bl->x,y=bl->y,i,dir;
  5824. dir = map_calc_dir(bl,src->x,src->y);
  5825. skill_area_temp[1] = bl->id;
  5826. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5827. // all the enemies between the caster and the target are hit, as well as the target
  5828. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5829. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5830. for (i=0;i<4;i++) {
  5831. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5832. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5833. x += dirx[dir];
  5834. y += diry[dir];
  5835. }
  5836. }
  5837. break;
  5838. case TK_TURNKICK:
  5839. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5840. {
  5841. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5842. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5843. map_foreachinallrange(skill_area_sub,bl,
  5844. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5845. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5846. skill_castend_nodamage_id);
  5847. }
  5848. break;
  5849. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5850. // clif_skill_nodamage(src,*bl,skill_id,skill_lv,false); //Can't make this one display the correct attack animation delay :/
  5851. clif_damage(*src,*bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5852. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5853. break;
  5854. case PR_TURNUNDEAD:
  5855. case ALL_RESURRECTION:
  5856. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5857. break;
  5858. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5859. break;
  5860. case AL_HOLYLIGHT:
  5861. status_change_end(bl, SC_P_ALTER);
  5862. [[fallthrough]];
  5863. case MG_SOULSTRIKE:
  5864. case NPC_DARKSTRIKE:
  5865. case MG_COLDBOLT:
  5866. case MG_FIREBOLT:
  5867. case MG_LIGHTNINGBOLT:
  5868. case WZ_EARTHSPIKE:
  5869. case AL_HEAL:
  5870. case NPC_DARKTHUNDER:
  5871. case NPC_FIRESTORM:
  5872. case PR_ASPERSIO:
  5873. case MG_FROSTDIVER:
  5874. case WZ_SIGHTBLASTER:
  5875. case WZ_SIGHTRASHER:
  5876. #ifdef RENEWAL
  5877. case PA_PRESSURE:
  5878. #endif
  5879. case NJ_KOUENKA:
  5880. case NJ_HYOUSENSOU:
  5881. case NJ_HUUJIN:
  5882. case AB_HIGHNESSHEAL:
  5883. case AB_DUPLELIGHT_MAGIC:
  5884. case WM_METALICSOUND:
  5885. case KO_KAIHOU:
  5886. case MH_ERASER_CUTTER:
  5887. case AG_ASTRAL_STRIKE:
  5888. case AG_ASTRAL_STRIKE_ATK:
  5889. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5890. case CD_ARBITRIUM:
  5891. case HN_METEOR_STORM_BUSTER:
  5892. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5893. break;
  5894. case IG_JUDGEMENT_CROSS:
  5895. case TR_SOUNDBLEND:
  5896. case SH_HYUN_ROK_CANNON:
  5897. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5898. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5899. break;
  5900. case AG_DEADLY_PROJECTION:
  5901. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5902. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5903. break;
  5904. case NPC_MAGICALATTACK:
  5905. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5906. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5907. break;
  5908. case HVAN_CAPRICE:
  5909. {
  5910. static const std::array<e_skill, 4> subskills = { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE };
  5911. e_skill subskill_id = subskills.at(rnd() % subskills.size());
  5912. skill_attack(skill_get_type(subskill_id), src, src, bl, subskill_id, skill_lv, tick, flag);
  5913. }
  5914. break;
  5915. case WZ_WATERBALL:
  5916. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5917. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5918. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5919. break;
  5920. case WZ_JUPITEL:
  5921. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5922. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5923. break;
  5924. case PR_BENEDICTIO:
  5925. //Should attack undead and demons. [Skotlex]
  5926. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5927. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5928. break;
  5929. case SJ_NOVAEXPLOSING:
  5930. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5931. // We can end Dimension here since the cooldown code is processed before this point.
  5932. if (sc && sc->getSCE(SC_DIMENSION))
  5933. status_change_end(src, SC_DIMENSION);
  5934. else // Dimension not active? Activate the 2 second skill block penalty.
  5935. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5936. break;
  5937. case SP_SOULEXPLOSION:
  5938. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5939. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5940. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5941. if (sd)
  5942. clif_skill_fail( *sd, skill_id );
  5943. break;
  5944. }
  5945. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5946. break;
  5947. case SL_SMA:
  5948. status_change_end(src, SC_SMA);
  5949. [[fallthrough]];
  5950. case SL_STIN:
  5951. case SL_STUN:
  5952. case SP_SPA:
  5953. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5954. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5955. clif_skill_fail( *sd, skill_id );
  5956. break;
  5957. }
  5958. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5959. break;
  5960. case NPC_DARKBREATH:
  5961. clif_emotion( *src, ET_ANGER );
  5962. if (rnd() % 2 == 0)
  5963. break; // 50% chance
  5964. [[fallthrough]];
  5965. case SN_FALCONASSAULT:
  5966. #ifndef RENEWAL
  5967. case PA_PRESSURE:
  5968. case CR_ACIDDEMONSTRATION:
  5969. #endif
  5970. case TF_THROWSTONE:
  5971. case NPC_SMOKING:
  5972. case GS_FLING:
  5973. case NJ_ZENYNAGE:
  5974. case GN_THORNS_TRAP:
  5975. case RL_B_TRAP:
  5976. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5977. break;
  5978. #ifdef RENEWAL
  5979. case NJ_ISSEN: {
  5980. int16 x, y;
  5981. int16 dir = map_calc_dir(src, bl->x, bl->y);
  5982. // Move 2 cells (From target)
  5983. if (dir > 0 && dir < 4)
  5984. x = -2;
  5985. else if (dir > 4)
  5986. x = 2;
  5987. else
  5988. x = 0;
  5989. if (dir > 2 && dir < 6)
  5990. y = -2;
  5991. else if (dir == 7 || dir < 2)
  5992. y = 2;
  5993. else
  5994. y = 0;
  5995. // Doesn't have slide effect in GVG
  5996. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5997. clif_blown(src);
  5998. clif_spiritball(src);
  5999. }
  6000. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  6001. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  6002. status_change_end(src, SC_NEN);
  6003. status_change_end(src, SC_HIDING);
  6004. }
  6005. break;
  6006. #endif
  6007. case RK_DRAGONBREATH_WATER:
  6008. case RK_DRAGONBREATH:
  6009. case NPC_DRAGONBREATH:
  6010. if( tsc && tsc->getSCE(SC_HIDING) )
  6011. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6012. else {
  6013. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6014. }
  6015. break;
  6016. case NPC_SELFDESTRUCTION:
  6017. if( tsc && tsc->getSCE(SC_HIDING) )
  6018. break;
  6019. [[fallthrough]];
  6020. case HVAN_EXPLOSION:
  6021. if (src != bl)
  6022. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6023. break;
  6024. // Celest
  6025. case PF_SOULBURN:
  6026. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  6027. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6028. if (skill_lv == 5)
  6029. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6030. status_percent_damage(src, bl, 0, 100, false);
  6031. } else {
  6032. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6033. if (skill_lv == 5)
  6034. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  6035. status_percent_damage(src, src, 0, 100, false);
  6036. }
  6037. break;
  6038. case NPC_BLOODDRAIN:
  6039. case NPC_ENERGYDRAIN:
  6040. {
  6041. int32 heal = (int32)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  6042. src, src, bl, skill_id, skill_lv, tick, flag);
  6043. if (heal > 0){
  6044. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  6045. status_heal(src, heal, 0, 0);
  6046. }
  6047. }
  6048. break;
  6049. case GS_BULLSEYE:
  6050. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6051. break;
  6052. case NJ_KASUMIKIRI:
  6053. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  6054. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6055. break;
  6056. case NJ_KIRIKAGE:
  6057. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  6058. { //You don't move on GVG grounds.
  6059. int16 x, y;
  6060. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  6061. if (unit_movepos(src, x, y, 0, 0)) {
  6062. clif_blown(src);
  6063. }
  6064. }
  6065. status_change_end(src, SC_HIDING);
  6066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6067. break;
  6068. case RK_PHANTOMTHRUST:
  6069. case NPC_PHANTOMTHRUST:
  6070. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  6071. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6072. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  6073. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  6074. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6075. break;
  6076. case RK_WINDCUTTER:
  6077. case RK_STORMBLAST:
  6078. if( flag&1 )
  6079. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6080. else {
  6081. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6082. 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);
  6083. }
  6084. break;
  6085. case GC_DARKILLUSION:
  6086. {
  6087. int16 x, y;
  6088. int16 dir = map_calc_dir(src,bl->x,bl->y);
  6089. if( dir > 0 && dir < 4) x = 2;
  6090. else if( dir > 4 ) x = -2;
  6091. else x = 0;
  6092. if( dir > 2 && dir < 6 ) y = 2;
  6093. else if( dir == 7 || dir < 2 ) y = -2;
  6094. else y = 0;
  6095. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  6096. clif_blown(src);
  6097. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6098. if( rnd()%100 < 4 * skill_lv )
  6099. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  6100. }
  6101. }
  6102. break;
  6103. case GC_CROSSRIPPERSLASHER:
  6104. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  6105. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  6106. else
  6107. {
  6108. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6109. }
  6110. break;
  6111. case GC_CROSSIMPACT: {
  6112. uint8 dir = DIR_NORTHEAST;
  6113. if (bl->x != src->x || bl->y != src->y)
  6114. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  6115. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  6116. clif_blown(src);
  6117. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6118. } else {
  6119. if (sd)
  6120. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6121. }
  6122. break;
  6123. }
  6124. case GC_PHANTOMMENACE:
  6125. if (flag&1) { // Only Hits Invisible Targets
  6126. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6127. status_change_end(bl, SC_CLOAKINGEXCEED);
  6128. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6129. }
  6130. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6131. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6132. }
  6133. break;
  6134. case GC_DARKCROW:
  6135. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6136. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  6137. break;
  6138. case WL_DRAINLIFE:
  6139. {
  6140. int32 heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6141. int32 rate = 70 + 5 * skill_lv;
  6142. heal = heal * (5 + 5 * skill_lv) / 100;
  6143. if( bl->type == BL_SKILL )
  6144. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  6145. if( heal && rnd()%100 < rate )
  6146. {
  6147. status_heal(src, heal, 0, 0);
  6148. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  6149. }
  6150. }
  6151. break;
  6152. case WL_TETRAVORTEX_FIRE:
  6153. case WL_TETRAVORTEX_WATER:
  6154. case WL_TETRAVORTEX_WIND:
  6155. case WL_TETRAVORTEX_GROUND:
  6156. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  6157. break;
  6158. case WL_TETRAVORTEX:
  6159. if (sd == nullptr) { // Monster usage
  6160. uint8 i = 0;
  6161. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  6162. { WL_TETRAVORTEX_WIND, 4 },
  6163. { WL_TETRAVORTEX_WATER, 2 },
  6164. { WL_TETRAVORTEX_GROUND, 8 } };
  6165. for (const auto &skill : tetra_skills) {
  6166. if (skill_lv > 5) {
  6167. skill_area_temp[0] = i;
  6168. skill_area_temp[1] = skill[1];
  6169. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  6170. } else
  6171. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  6172. i++;
  6173. }
  6174. } else if (sc) { // No SC? No spheres
  6175. int32 i, k = 0;
  6176. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  6177. status_change_end(src, SC_SPHERE_1);
  6178. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  6179. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  6180. continue;
  6181. uint16 subskill = 0;
  6182. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  6183. case WLS_FIRE:
  6184. subskill = WL_TETRAVORTEX_FIRE;
  6185. k |= 1;
  6186. break;
  6187. case WLS_WIND:
  6188. subskill = WL_TETRAVORTEX_WIND;
  6189. k |= 4;
  6190. break;
  6191. case WLS_WATER:
  6192. subskill = WL_TETRAVORTEX_WATER;
  6193. k |= 2;
  6194. break;
  6195. case WLS_STONE:
  6196. subskill = WL_TETRAVORTEX_GROUND;
  6197. k |= 8;
  6198. break;
  6199. }
  6200. if (skill_lv > 5) {
  6201. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  6202. skill_area_temp[1] = k;
  6203. 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);
  6204. } else
  6205. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  6206. status_change_end(src, static_cast<sc_type>(i));
  6207. }
  6208. }
  6209. break;
  6210. case WL_RELEASE:
  6211. if (sc == nullptr)
  6212. break;
  6213. if (sd) {
  6214. int32 i;
  6215. #ifndef RENEWAL
  6216. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  6217. #endif
  6218. if (skill_lv == 1) { // SpellBook
  6219. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  6220. break;
  6221. bool found_spell = false;
  6222. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  6223. if (sc->getSCE(i) != nullptr) {
  6224. found_spell = true;
  6225. break;
  6226. }
  6227. }
  6228. if (!found_spell)
  6229. break;
  6230. // Now extract the data from the preserved spell
  6231. uint16 pres_skill_id = sc->getSCE(i)->val1;
  6232. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  6233. uint16 point = sc->getSCE(i)->val3;
  6234. status_change_end(src, static_cast<sc_type>(i));
  6235. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  6236. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  6237. else // Last spell to be released
  6238. status_change_end(src, SC_FREEZE_SP);
  6239. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  6240. break;
  6241. // Get the requirement for the preserved skill
  6242. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  6243. switch( skill_get_casttype(pres_skill_id) )
  6244. {
  6245. case CAST_GROUND:
  6246. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  6247. break;
  6248. case CAST_NODAMAGE:
  6249. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  6250. break;
  6251. case CAST_DAMAGE:
  6252. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  6253. break;
  6254. }
  6255. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  6256. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  6257. int32 cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  6258. if( cooldown > 0 )
  6259. skill_blockpc_start(*sd, pres_skill_id, cooldown);
  6260. } else { // Summoned Balls
  6261. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  6262. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  6263. continue;
  6264. int32 skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  6265. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  6266. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  6267. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  6268. }
  6269. clif_skill_nodamage(src, *bl, skill_id, 0);
  6270. }
  6271. }
  6272. break;
  6273. case WL_FROSTMISTY:
  6274. // Causes Freezing status through walls.
  6275. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6276. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6277. // Doesn't deal damage through non-shootable walls.
  6278. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  6279. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  6280. break;
  6281. case WL_HELLINFERNO:
  6282. if (flag & 1) {
  6283. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  6284. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  6285. } else {
  6286. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6287. 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);
  6288. }
  6289. break;
  6290. case RA_WUGSTRIKE:
  6291. if( sd && pc_isridingwug(sd) ){
  6292. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6293. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6294. clif_blown(src);
  6295. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6296. }
  6297. break;
  6298. }
  6299. [[fallthrough]];
  6300. case RA_WUGBITE:
  6301. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6302. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6303. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6304. clif_skill_fail( *sd, skill_id );
  6305. break;
  6306. case RA_SENSITIVEKEEN:
  6307. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6308. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6309. status_change_end(bl, SC_CLOAKINGEXCEED);
  6310. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6311. }
  6312. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6313. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6314. } else {
  6315. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6316. std::shared_ptr<s_skill_unit_group> sg;
  6317. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6318. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6319. {
  6320. struct item item_tmp;
  6321. memset(&item_tmp,0,sizeof(item_tmp));
  6322. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6323. item_tmp.identify = 1;
  6324. if( item_tmp.nameid )
  6325. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6326. }
  6327. skill_delunit(su);
  6328. }
  6329. }
  6330. break;
  6331. case NC_INFRAREDSCAN:
  6332. if( flag&1 ) {
  6333. status_change_end(bl, SC_HIDING);
  6334. status_change_end(bl, SC_CLOAKING);
  6335. status_change_end(bl, SC_CLOAKINGEXCEED);
  6336. status_change_end(bl, SC_CAMOUFLAGE);
  6337. status_change_end(bl, SC_NEWMOON);
  6338. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6339. status_change_end(bl, SC__SHADOWFORM);
  6340. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6341. } else {
  6342. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6343. 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);
  6344. }
  6345. break;
  6346. case SC_FATALMENACE:
  6347. if( flag&1 )
  6348. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6349. else {
  6350. 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);
  6351. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6352. }
  6353. break;
  6354. case NPC_FATALMENACE: // todo should it teleport the target ?
  6355. if( flag&1 )
  6356. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6357. else {
  6358. int16 x, y;
  6359. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6360. // Destination area
  6361. skill_area_temp[4] = x;
  6362. skill_area_temp[5] = y;
  6363. 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);
  6364. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6365. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6366. }
  6367. break;
  6368. case LG_PINPOINTATTACK:
  6369. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6370. clif_blown(src);
  6371. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6372. break;
  6373. case SR_KNUCKLEARROW:
  6374. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6375. dir_ka = map_calc_dir(bl, src->x, src->y);
  6376. // Has slide effect
  6377. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6378. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6379. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6380. break;
  6381. case SR_HOWLINGOFLION:
  6382. status_change_end(bl, SC_SWINGDANCE);
  6383. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6384. status_change_end(bl, SC_MOONLITSERENADE);
  6385. status_change_end(bl, SC_RUSHWINDMILL);
  6386. status_change_end(bl, SC_ECHOSONG);
  6387. status_change_end(bl, SC_HARMONIZE);
  6388. status_change_end(bl, SC_NETHERWORLD);
  6389. status_change_end(bl, SC_VOICEOFSIREN);
  6390. status_change_end(bl, SC_DEEPSLEEP);
  6391. status_change_end(bl, SC_SIRCLEOFNATURE);
  6392. status_change_end(bl, SC_GLOOMYDAY);
  6393. status_change_end(bl, SC_GLOOMYDAY_SK);
  6394. status_change_end(bl, SC_SONGOFMANA);
  6395. status_change_end(bl, SC_DANCEWITHWUG);
  6396. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6397. status_change_end(bl, SC_LERADSDEW);
  6398. status_change_end(bl, SC_MELODYOFSINK);
  6399. status_change_end(bl, SC_BEYONDOFWARCRY);
  6400. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6401. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6402. break;
  6403. case SR_EARTHSHAKER:
  6404. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6405. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6406. status_change_end(bl, SC_CLOAKINGEXCEED);
  6407. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6408. status_change_end(bl, SC__SHADOWFORM);
  6409. } else {
  6410. 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);
  6411. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6412. }
  6413. break;
  6414. case SR_TIGERCANNON:
  6415. if (flag & 1) {
  6416. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6417. } else if (sd) {
  6418. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6419. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6420. 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);
  6421. }
  6422. break;
  6423. case WM_REVERBERATION:
  6424. if (flag & 1)
  6425. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6426. else {
  6427. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6428. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6429. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6430. }
  6431. break;
  6432. case NPC_POISON_BUSTER:
  6433. if( tsc && tsc->getSCE(SC_POISON) ) {
  6434. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6435. status_change_end(bl, SC_POISON);
  6436. }
  6437. else if( sd )
  6438. clif_skill_fail( *sd, skill_id );
  6439. break;
  6440. case KO_JYUMONJIKIRI: {
  6441. int16 x, y;
  6442. int16 dir = map_calc_dir(src,bl->x,bl->y);
  6443. if (dir > 0 && dir < 4)
  6444. x = 2;
  6445. else if (dir > 4)
  6446. x = -2;
  6447. else
  6448. x = 0;
  6449. if (dir > 2 && dir < 6)
  6450. y = 2;
  6451. else if (dir == 7 || dir < 2)
  6452. y = -2;
  6453. else
  6454. y = 0;
  6455. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6456. clif_blown(src);
  6457. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6458. }
  6459. }
  6460. break;
  6461. case EL_FIRE_BOMB:
  6462. case EL_FIRE_WAVE:
  6463. case EL_WATER_SCREW:
  6464. case EL_HURRICANE:
  6465. case EL_TYPOON_MIS:
  6466. if( flag&1 )
  6467. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6468. else {
  6469. int32 i = skill_get_splash(skill_id,skill_lv);
  6470. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6471. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6472. if( rnd()%100 < 30 )
  6473. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6474. else
  6475. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6476. }
  6477. break;
  6478. case EL_ROCK_CRUSHER:
  6479. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6480. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6481. if( rnd()%100 < 50 )
  6482. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6483. else
  6484. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6485. break;
  6486. case EL_STONE_RAIN:
  6487. if( flag&1 )
  6488. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6489. else {
  6490. int32 i = skill_get_splash(skill_id,skill_lv);
  6491. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6492. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6493. if( rnd()%100 < 30 )
  6494. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6495. else
  6496. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6497. }
  6498. break;
  6499. case EL_FIRE_ARROW:
  6500. case EL_ICE_NEEDLE:
  6501. case EL_WIND_SLASH:
  6502. case EL_STONE_HAMMER:
  6503. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6504. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6505. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6506. break;
  6507. case EL_TIDAL_WEAPON:
  6508. if( src->type == BL_ELEM ) {
  6509. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6510. status_change *tsc_ele = status_get_sc(&ele->bl);
  6511. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6512. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6513. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6514. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6515. status_change_end(battle_get_master(src),type);
  6516. status_change_end(src,type2);
  6517. }
  6518. if( rnd()%100 < 50 )
  6519. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6520. else {
  6521. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6522. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6523. }
  6524. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6525. }
  6526. break;
  6527. //recursive homon skill
  6528. case MH_ABSOLUTE_ZEPHYR:
  6529. case MH_TOXIN_OF_MANDARA:
  6530. case MH_BLAZING_AND_FURIOUS:
  6531. case MH_MAGMA_FLOW:
  6532. case MH_HEILIGE_STANGE:
  6533. if(flag&1){
  6534. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6535. break;//chance to not trigger atk for magma
  6536. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6537. }
  6538. else
  6539. 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);
  6540. break;
  6541. case MH_TWISTER_CUTTER:
  6542. case MH_GLANZEN_SPIES:
  6543. case MH_STAHL_HORN:
  6544. case MH_NEEDLE_OF_PARALYZE:
  6545. case MH_NEEDLE_STINGER:
  6546. case MH_SONIC_CRAW:
  6547. case MH_MIDNIGHT_FRENZY:
  6548. case MH_SILVERVEIN_RUSH:
  6549. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6550. break;
  6551. case MH_TINDER_BREAKER:
  6552. case MH_CBC:
  6553. case MH_EQC:
  6554. {
  6555. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6556. int32 duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6557. sc_type type;
  6558. if( skill_id == MH_TINDER_BREAKER ){
  6559. type = SC_TINDER_BREAKER2;
  6560. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6561. clif_blown(src);
  6562. clif_skill_poseffect( *src, skill_id, skill_lv, bl->x, bl->y, tick );
  6563. }
  6564. }else if( skill_id == MH_CBC ){
  6565. type = SC_CBC;
  6566. }else if( skill_id == MH_EQC ){
  6567. type = SC_EQC;
  6568. }
  6569. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6570. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6571. }
  6572. break;
  6573. case RL_H_MINE:
  6574. if (!(flag&1)) {
  6575. // Direct attack
  6576. if (!sd || !sd->flicker) {
  6577. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6578. 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);
  6579. break;
  6580. }
  6581. // Triggered by RL_FLICKER
  6582. if (sd && sd->flicker) {
  6583. // Splash damage around it!
  6584. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6585. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6586. flag |= 1; // Don't consume requirement
  6587. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6588. status_change_end(bl, SC_H_MINE);
  6589. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6590. }
  6591. }
  6592. }
  6593. else
  6594. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6595. if (sd && sd->flicker)
  6596. flag |= 1; // Don't consume requirement
  6597. break;
  6598. case RL_QD_SHOT:
  6599. if (skill_area_temp[1] == bl->id)
  6600. break;
  6601. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6602. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6603. break;
  6604. case RL_D_TAIL:
  6605. case RL_HAMMER_OF_GOD:
  6606. if (flag&1)
  6607. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6608. else {
  6609. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6610. int32 i;
  6611. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6612. if (i < MAX_SKILL_CRIMSON_MARKER)
  6613. flag |= 8;
  6614. }
  6615. if (skill_id == RL_HAMMER_OF_GOD)
  6616. clif_skill_poseffect( *src, skill_id, 1, bl->x, bl->y, gettick() );
  6617. else
  6618. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6619. 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);
  6620. }
  6621. break;
  6622. case SU_SCAROFTAROU:
  6623. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6624. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6625. break;
  6626. case SU_SV_STEMSPEAR:
  6627. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6628. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6629. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6630. break;
  6631. case 0:/* no skill - basic/normal attack */
  6632. if(sd) {
  6633. if (flag & 3){
  6634. if (bl->id != skill_area_temp[1])
  6635. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6636. } else {
  6637. skill_area_temp[1] = bl->id;
  6638. map_foreachinallrange(skill_area_sub, bl,
  6639. sd->bonus.splash_range, BL_CHAR,
  6640. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6641. skill_castend_damage_id);
  6642. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6643. }
  6644. }
  6645. break;
  6646. case SJ_FALLINGSTAR_ATK:
  6647. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6648. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6649. int8 i = 0;
  6650. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6651. if (i < MAX_STELLAR_MARKS) {
  6652. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6653. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6654. }
  6655. }
  6656. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6657. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6658. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6659. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6660. }
  6661. break;
  6662. case SJ_FLASHKICK: {
  6663. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6664. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6665. // Only players and monsters can be tagged....I think??? [Rytech]
  6666. // Lets only allow players and monsters to use this skill for safety reasons.
  6667. if ((!tsd && !tmd) || !sd && !md) {
  6668. if (sd)
  6669. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6670. break;
  6671. }
  6672. // Check if the target is already tagged by another source.
  6673. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6674. // Can't tag a player that was already tagged from another source.
  6675. if (sd)
  6676. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6677. map_freeblock_unlock();
  6678. return 1;
  6679. }
  6680. if (sd) { // Tagging the target.
  6681. int32 i;
  6682. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6683. if (i == MAX_STELLAR_MARKS) {
  6684. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6685. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6686. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6687. map_freeblock_unlock();
  6688. return 1;
  6689. }
  6690. }
  6691. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6692. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6693. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6694. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6695. sd->stellar_mark[i] = bl->id;
  6696. // Val4 flags if the status was applied by a player or a monster.
  6697. // This will be important for other skills that work together with this one.
  6698. // 1 = Player, 2 = Monster.
  6699. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6700. // apply the status here. We can't pass this data to skill_additional_effect.
  6701. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6702. }
  6703. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6704. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6705. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6706. }
  6707. }
  6708. break;
  6709. case NPC_VENOMIMPRESS:
  6710. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6711. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6712. break;
  6713. case HN_DOUBLEBOWLINGBASH:
  6714. if (flag & 1) {
  6715. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6716. } else {
  6717. int32 splash = skill_get_splash(skill_id, skill_lv);
  6718. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6719. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6720. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6721. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6722. }
  6723. break;
  6724. case HN_SHIELD_CHAIN_RUSH:
  6725. if (flag & 1) {
  6726. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6727. } else {
  6728. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6729. 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);
  6730. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6731. }
  6732. break;
  6733. case HN_JACK_FROST_NOVA:
  6734. case HN_HELLS_DRIVE:
  6735. case HN_GROUND_GRAVITATION:
  6736. if (flag & 1)
  6737. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6738. break;
  6739. case HN_NAPALM_VULCAN_STRIKE:
  6740. if (flag & 1) {
  6741. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6742. } else {
  6743. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6744. 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);
  6745. }
  6746. break;
  6747. case NW_MAGAZINE_FOR_ONE:
  6748. case NW_ONLY_ONE_BULLET:
  6749. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6750. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6751. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6752. break;
  6753. case SOA_TALISMAN_OF_BLUE_DRAGON:
  6754. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6755. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6756. sc_start(src,src,skill_get_sc(skill_id), 100, 1, skill_get_time(skill_id, skill_lv));
  6757. break;
  6758. case SOA_TALISMAN_OF_SOUL_STEALING:
  6759. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6760. if( bl->type != BL_SKILL ){
  6761. int32 sp = (100 + status_get_lv(src) / 50) * skill_lv;
  6762. status_heal(src, 0, sp, 0, 0);
  6763. clif_skill_nodamage( src, *src, skill_id, sp );
  6764. }
  6765. break;
  6766. default:
  6767. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6768. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), tstatus->dmotion,
  6769. 0, abs(skill_get_num(skill_id, skill_lv)),
  6770. skill_id, skill_lv, skill_get_hit(skill_id) );
  6771. map_freeblock_unlock();
  6772. return 1;
  6773. }
  6774. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6775. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6776. map_freeblock_unlock();
  6777. if( sd && !(flag&1) )
  6778. {// ensure that the skill last-cast tick is recorded
  6779. sd->canskill_tick = gettick();
  6780. if( sd->state.arrow_atk )
  6781. {// consume arrow on last invocation to this skill.
  6782. battle_consume_ammo(sd, skill_id, skill_lv);
  6783. }
  6784. // perform skill requirement consumption
  6785. if (!(flag&SKILL_NOCONSUME_REQ))
  6786. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6787. }
  6788. return 0;
  6789. }
  6790. /**
  6791. * Give a song's buff/debuff or damage to all targets around
  6792. * @param target: Target
  6793. * @param ap: Argument list
  6794. * @return 1 on success or 0 otherwise
  6795. */
  6796. static int32 skill_apply_songs(struct block_list* target, va_list ap)
  6797. {
  6798. int32 flag = va_arg(ap, int32);
  6799. struct block_list* src = va_arg(ap, struct block_list*);
  6800. uint16 skill_id = static_cast<uint16>(va_arg(ap, int32));
  6801. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int32));
  6802. t_tick tick = va_arg(ap, t_tick);
  6803. if (battle_check_target(src, target, flag) > 0) {
  6804. switch (skill_id) {
  6805. // Attack type songs
  6806. case BA_DISSONANCE:
  6807. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6808. return 1;
  6809. case DC_UGLYDANCE:
  6810. case BD_LULLABY:
  6811. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6812. default: // Buff/Debuff type songs
  6813. if (skill_id == CG_HERMODE && src->id != target->id)
  6814. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6815. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6816. }
  6817. }
  6818. return 0;
  6819. }
  6820. /**
  6821. * Calculate a song's bonus values
  6822. * @param src: Caster
  6823. * @param skill_id: Song skill ID
  6824. * @param skill_lv: Song skill level
  6825. * @param tick: Timer tick
  6826. * @return Number of targets or 0 otherwise
  6827. */
  6828. static int32 skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6829. {
  6830. nullpo_ret(src);
  6831. if (src->type != BL_PC) {
  6832. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6833. return 0;
  6834. }
  6835. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6836. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6837. return 0;
  6838. }
  6839. map_session_data* sd = BL_CAST(BL_PC, src);
  6840. int32 flag = BCT_PARTY;
  6841. switch (skill_id) {
  6842. case BD_ROKISWEIL:
  6843. flag = BCT_ENEMY | BCT_WOS;
  6844. break;
  6845. case BD_LULLABY:
  6846. case BD_ETERNALCHAOS:
  6847. case BA_DISSONANCE:
  6848. case DC_UGLYDANCE:
  6849. case DC_DONTFORGETME:
  6850. flag = BCT_ENEMY;
  6851. break;
  6852. case CG_HERMODE:
  6853. flag |= BCT_GUILD;
  6854. break;
  6855. }
  6856. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  6857. sd->skill_id_dance = skill_id;
  6858. sd->skill_lv_dance = skill_lv;
  6859. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6860. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6861. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6862. }
  6863. /**
  6864. * Use no-damage skill from 'src' to 'bl
  6865. * @param src Caster
  6866. * @param bl Target of the skill, bl maybe same with src for self skill
  6867. * @param skill_id
  6868. * @param skill_lv
  6869. * @param tick
  6870. * @param flag Various value, &1: Recursive effect
  6871. **/
  6872. int32 skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  6873. {
  6874. map_session_data *sd, *dstsd;
  6875. struct mob_data *md, *dstmd;
  6876. struct homun_data *hd;
  6877. s_mercenary_data *mer;
  6878. status_change *tsc;
  6879. struct status_change_entry *tsce;
  6880. int32 i = 0;
  6881. enum sc_type type;
  6882. if(skill_id > 0 && !skill_lv) return 0; // celest
  6883. nullpo_retr(1, src);
  6884. nullpo_retr(1, bl);
  6885. if (src->m != bl->m)
  6886. return 1;
  6887. sd = BL_CAST(BL_PC, src);
  6888. hd = BL_CAST(BL_HOM, src);
  6889. md = BL_CAST(BL_MOB, src);
  6890. mer = BL_CAST(BL_MER, src);
  6891. dstsd = BL_CAST(BL_PC, bl);
  6892. dstmd = BL_CAST(BL_MOB, bl);
  6893. if(bl->prev == nullptr)
  6894. return 1;
  6895. if(status_isdead(*src))
  6896. return 1;
  6897. if( src != bl && status_isdead(*bl) ) {
  6898. switch( skill_id ) { // Skills that may be cast on dead targets
  6899. case NPC_WIDESOULDRAIN:
  6900. case PR_REDEMPTIO:
  6901. case ALL_RESURRECTION:
  6902. case WM_DEADHILLHERE:
  6903. case WE_ONEFOREVER:
  6904. break;
  6905. default:
  6906. return 1;
  6907. }
  6908. }
  6909. status_data* tstatus = status_get_status_data(*bl);
  6910. status_data* sstatus = status_get_status_data(*src);
  6911. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6912. switch (skill_id) {
  6913. case AL_HEAL:
  6914. case ALL_RESURRECTION:
  6915. case PR_ASPERSIO:
  6916. case AB_HIGHNESSHEAL:
  6917. //Apparently only player casted skills can be offensive like this.
  6918. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6919. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6920. //Offensive heal does not works on non-enemies. [Skotlex]
  6921. clif_skill_fail( *sd, skill_id );
  6922. return 0;
  6923. }
  6924. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6925. }
  6926. break;
  6927. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6928. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6929. case MH_STEINWAND: {
  6930. struct block_list *s_src = battle_get_master(src);
  6931. int16 ret = 0;
  6932. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6933. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6934. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6935. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6936. return ret;
  6937. }
  6938. break;
  6939. default:
  6940. //Skill is actually ground placed.
  6941. if (src == bl && skill_get_unit_id(skill_id))
  6942. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6943. }
  6944. type = skill_get_sc(skill_id);
  6945. tsc = status_get_sc(bl);
  6946. status_change* sc = status_get_sc(src);
  6947. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6948. if (src!=bl && type > SC_NONE &&
  6949. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6950. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6951. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6952. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6953. map_freeblock_lock();
  6954. switch(skill_id)
  6955. {
  6956. case HLIF_HEAL: //[orn]
  6957. case AL_HEAL:
  6958. case AB_HIGHNESSHEAL:
  6959. {
  6960. int32 heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6961. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6962. heal = 0;
  6963. if( tsc != nullptr && !tsc->empty() ) {
  6964. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6965. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6966. status_change_end(bl, SC_KAITE);
  6967. if (src == bl)
  6968. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6969. else {
  6970. bl = src;
  6971. dstsd = sd;
  6972. }
  6973. }
  6974. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6975. heal = 0; //Needed so that it actually displays 0 when healing.
  6976. }
  6977. if (skill_id == AL_HEAL)
  6978. status_change_end(bl, SC_BITESCAR);
  6979. clif_skill_nodamage(src, *bl, skill_id, heal);
  6980. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6981. heal = ~heal + 1;
  6982. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6983. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6984. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6985. if (heal_get_jobexp <= 0)
  6986. heal_get_jobexp = 1;
  6987. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6988. }
  6989. }
  6990. break;
  6991. case CD_REPARATIO: {
  6992. if (bl->type != BL_PC) { // Only works on players.
  6993. if (sd)
  6994. clif_skill_fail( *sd, skill_id );
  6995. break;
  6996. }
  6997. int32 heal_amount = 0;
  6998. if (!status_isimmune(bl))
  6999. heal_amount = tstatus->max_hp;
  7000. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7001. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  7002. status_heal(bl, heal_amount, 0, 0);
  7003. }
  7004. break;
  7005. case PR_REDEMPTIO:
  7006. if (sd && !(flag&1)) {
  7007. if (sd->status.party_id == 0) {
  7008. clif_skill_fail( *sd, skill_id );
  7009. break;
  7010. }
  7011. skill_area_temp[0] = 0;
  7012. party_foreachsamemap(skill_area_sub,
  7013. sd,skill_get_splash(skill_id, skill_lv),
  7014. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7015. skill_castend_nodamage_id);
  7016. if (skill_area_temp[0] == 0) {
  7017. clif_skill_fail( *sd, skill_id );
  7018. break;
  7019. }
  7020. #ifndef RENEWAL
  7021. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  7022. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  7023. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  7024. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  7025. }
  7026. status_set_sp(src, 0, 0);
  7027. #endif
  7028. status_set_hp(src, 1, 0);
  7029. break;
  7030. } else if (!(status_isdead(*bl) && flag&1)) {
  7031. //Invalid target, skip resurrection.
  7032. break;
  7033. }
  7034. //Revive
  7035. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  7036. skill_lv = 3; //Resurrection level 3 is used
  7037. [[fallthrough]];
  7038. case ALL_RESURRECTION:
  7039. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  7040. { //No reviving in WoE grounds!
  7041. clif_skill_fail( *sd, skill_id );
  7042. break;
  7043. }
  7044. if (!status_isdead(*bl))
  7045. break;
  7046. {
  7047. int32 per = 0, sper = 0;
  7048. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  7049. clif_skill_nodamage(src, *bl, ALL_RESURRECTION, skill_lv);
  7050. break;
  7051. }
  7052. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  7053. break;
  7054. switch(skill_lv){
  7055. case 1: per=10; break;
  7056. case 2: per=30; break;
  7057. case 3: per=50; break;
  7058. case 4: per=80; break;
  7059. }
  7060. if(dstsd && dstsd->special_state.restart_full_recover)
  7061. per = sper = 100;
  7062. if (status_revive(bl, per, sper))
  7063. {
  7064. clif_skill_nodamage(src,*bl,ALL_RESURRECTION,skill_lv); //Both Redemptio and Res show this skill-animation.
  7065. if(sd && dstsd && battle_config.resurrection_exp > 0)
  7066. {
  7067. t_exp exp = 0,jexp = 0;
  7068. int32 lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  7069. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  7070. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  7071. if (exp < 1) exp = 1;
  7072. }
  7073. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  7074. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  7075. if (jexp < 1) jexp = 1;
  7076. }
  7077. if(exp > 0 || jexp > 0)
  7078. pc_gainexp (sd, bl, exp, jexp, 0);
  7079. }
  7080. }
  7081. }
  7082. break;
  7083. case AL_DECAGI:
  7084. case MER_DECAGI:
  7085. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7086. 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)));
  7087. break;
  7088. case AL_CRUCIS:
  7089. if (flag&1)
  7090. 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));
  7091. else {
  7092. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7093. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7094. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7095. }
  7096. break;
  7097. case SP_SOULCURSE:
  7098. if (flag&1)
  7099. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7100. else {
  7101. 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);
  7102. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7103. }
  7104. break;
  7105. case PR_LEXDIVINA:
  7106. case MER_LEXDIVINA:
  7107. if (tsce)
  7108. status_change_end(bl, type);
  7109. else
  7110. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7111. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7112. break;
  7113. case SA_ABRACADABRA:
  7114. if (abra_db.empty()) {
  7115. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7116. break;
  7117. }
  7118. else {
  7119. int32 abra_skill_id = 0, abra_skill_lv;
  7120. size_t checked = 0, checked_max = abra_db.size() * 3;
  7121. do {
  7122. auto abra_spell = abra_db.random();
  7123. abra_skill_id = abra_spell->skill_id;
  7124. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  7125. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  7126. break;
  7127. }
  7128. } while (checked++ < checked_max);
  7129. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7130. if( sd )
  7131. {// player-casted
  7132. sd->state.abra_flag = 1;
  7133. sd->skillitem = abra_skill_id;
  7134. sd->skillitemlv = abra_skill_lv;
  7135. sd->skillitem_keep_requirement = false;
  7136. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  7137. }
  7138. else
  7139. {// mob-casted
  7140. struct unit_data *ud = unit_bl2ud(src);
  7141. int32 inf = skill_get_inf(abra_skill_id);
  7142. if (!ud) break;
  7143. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7144. if (src->type == BL_PET)
  7145. bl = (struct block_list*)((TBL_PET*)src)->master;
  7146. if (!bl) bl = src;
  7147. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  7148. } else { //Assume offensive skills
  7149. int32 target_id = 0;
  7150. if (ud->target)
  7151. target_id = ud->target;
  7152. else switch (src->type) {
  7153. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7154. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7155. }
  7156. if (!target_id)
  7157. break;
  7158. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  7159. bl = map_id2bl(target_id);
  7160. if (!bl) bl = src;
  7161. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  7162. } else
  7163. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  7164. }
  7165. }
  7166. }
  7167. break;
  7168. case SA_COMA:
  7169. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7170. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7171. break;
  7172. case SA_FULLRECOVERY:
  7173. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7174. if (status_isimmune(bl))
  7175. break;
  7176. status_percent_heal(bl, 100, 100);
  7177. break;
  7178. case NPC_ALLHEAL:
  7179. {
  7180. int32 heal;
  7181. if( status_isimmune(bl) )
  7182. break;
  7183. heal = status_percent_heal(bl, 100, 0);
  7184. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  7185. if( dstmd )
  7186. { // Reset Damage Logs
  7187. dstmd->dmglog.clear();
  7188. }
  7189. }
  7190. break;
  7191. case SA_SUMMONMONSTER:
  7192. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7193. if (sd)
  7194. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  7195. break;
  7196. case SA_LEVELUP:
  7197. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7198. if (sd && pc_nextbaseexp(sd))
  7199. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  7200. break;
  7201. case SA_INSTANTDEATH:
  7202. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7203. status_kill(src);
  7204. break;
  7205. case SA_QUESTION:
  7206. clif_emotion( *src, ET_QUESTION );
  7207. [[fallthrough]];
  7208. case SA_GRAVITY:
  7209. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7210. break;
  7211. case SA_CLASSCHANGE:
  7212. case SA_MONOCELL:
  7213. if (dstmd)
  7214. {
  7215. int32 class_;
  7216. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7217. clif_skill_fail( *sd, skill_id );
  7218. break;
  7219. }
  7220. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  7221. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7222. mob_class_change(dstmd,class_);
  7223. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7224. 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 };
  7225. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  7226. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  7227. for (i = 0; i < ARRAYLENGTH(scs); i++)
  7228. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  7229. }
  7230. }
  7231. break;
  7232. case SA_DEATH:
  7233. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7234. clif_skill_fail( *sd, skill_id );
  7235. break;
  7236. }
  7237. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7238. status_kill(bl);
  7239. break;
  7240. case SA_REVERSEORCISH:
  7241. case ALL_REVERSEORCISH:
  7242. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7243. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  7244. break;
  7245. case SA_FORTUNE:
  7246. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7247. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  7248. break;
  7249. case SA_TAMINGMONSTER:
  7250. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7251. if (sd != nullptr && dstmd != nullptr) {
  7252. pet_catch_process_start( *sd, 0, PET_CATCH_UNIVERSAL_ALL );
  7253. }
  7254. break;
  7255. case CR_PROVIDENCE:
  7256. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  7257. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  7258. clif_skill_fail( *sd, skill_id );
  7259. map_freeblock_unlock();
  7260. return 1;
  7261. }
  7262. }
  7263. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7264. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7265. break;
  7266. case CG_MARIONETTE:
  7267. {
  7268. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  7269. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  7270. clif_skill_fail( *sd, skill_id );
  7271. map_freeblock_unlock();
  7272. return 1;
  7273. }
  7274. if( sc && tsc )
  7275. {
  7276. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  7277. {
  7278. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  7279. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  7280. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7281. }
  7282. else
  7283. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  7284. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  7285. {
  7286. status_change_end(src, SC_MARIONETTE);
  7287. status_change_end(bl, SC_MARIONETTE2);
  7288. }
  7289. else
  7290. {
  7291. if( sd )
  7292. clif_skill_fail( *sd, skill_id );
  7293. map_freeblock_unlock();
  7294. return 1;
  7295. }
  7296. }
  7297. }
  7298. break;
  7299. case RG_CLOSECONFINE:
  7300. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7301. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7302. break;
  7303. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7304. case SA_FROSTWEAPON:
  7305. case SA_LIGHTNINGLOADER:
  7306. case SA_SEISMICWEAPON:
  7307. if (dstsd && dstsd->status.weapon == W_FIST) {
  7308. if (sd)
  7309. clif_skill_fail( *sd, skill_id );
  7310. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7311. break;
  7312. }
  7313. #ifdef RENEWAL
  7314. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7315. #else
  7316. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7317. 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)))) {
  7318. if (dstsd){
  7319. int16 index = dstsd->equip_index[EQI_HAND_R];
  7320. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7321. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7322. }
  7323. if (sd)
  7324. clif_skill_fail( *sd, skill_id );
  7325. }
  7326. #endif
  7327. break;
  7328. case PR_ASPERSIO:
  7329. if (sd && dstmd) {
  7330. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7331. break;
  7332. }
  7333. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7334. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7335. break;
  7336. case ITEM_ENCHANTARMS:
  7337. 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)));
  7338. break;
  7339. case TK_SEVENWIND:
  7340. switch(skill_get_ele(skill_id,skill_lv)) {
  7341. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7342. case ELE_WIND : type = SC_WINDWEAPON; break;
  7343. case ELE_WATER : type = SC_WATERWEAPON; break;
  7344. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7345. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7346. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7347. case ELE_HOLY : type = SC_ASPERSIO; break;
  7348. }
  7349. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7350. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7351. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7352. break;
  7353. case NPC_MOVE_COORDINATE:
  7354. {
  7355. int16 px = bl->x, py = bl->y;
  7356. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7357. return 0;
  7358. }
  7359. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7360. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  7361. clif_blown(bl);
  7362. // If caster is not a boss, switch coordinates with the target
  7363. if (status_get_class_(src) != CLASS_BOSS) {
  7364. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7365. return 0;
  7366. }
  7367. clif_blown(src);
  7368. }
  7369. }
  7370. break;
  7371. case NPC_IMMUNE_PROPERTY:
  7372. switch (skill_lv) {
  7373. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7374. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7375. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7376. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7377. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7378. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7379. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7380. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7381. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7382. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7383. }
  7384. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7385. break;
  7386. case PR_KYRIE:
  7387. case MER_KYRIE:
  7388. case SU_TUNAPARTY:
  7389. case SU_GROOMING:
  7390. case SU_CHATTERING:
  7391. case ALL_RAY_OF_PROTECTION:
  7392. clif_skill_nodamage(bl,*bl,skill_id,skill_lv,
  7393. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7394. break;
  7395. //Passive Magnum, should had been casted on yourself.
  7396. case SM_MAGNUM:
  7397. case MS_MAGNUM:
  7398. skill_area_temp[1] = 0;
  7399. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7400. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7401. clif_skill_nodamage(src, *src,skill_id,skill_lv);
  7402. // Initiate 20% of your damage becomes fire element.
  7403. #ifdef RENEWAL
  7404. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7405. #else
  7406. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7407. #endif
  7408. break;
  7409. case MH_BLAZING_AND_FURIOUS:
  7410. case TK_JUMPKICK:
  7411. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7412. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7413. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7414. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7415. clif_blown(src);
  7416. }
  7417. }else if( sd ){
  7418. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7419. }
  7420. break;
  7421. case PR_BENEDICTIO:
  7422. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7423. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7424. break;
  7425. case AL_INCAGI:
  7426. case AL_BLESSING:
  7427. case MER_INCAGI:
  7428. case MER_BLESSING:
  7429. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7430. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7431. if (tstatus->hp > 1)
  7432. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7433. break;
  7434. }
  7435. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7436. break;
  7437. case CR_REFLECTSHIELD:
  7438. case MS_REFLECTSHIELD:
  7439. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7440. if (sd)
  7441. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7442. break;
  7443. }
  7444. [[fallthrough]];
  7445. case PR_SLOWPOISON:
  7446. case PR_LEXAETERNA:
  7447. #ifndef RENEWAL
  7448. case PR_IMPOSITIO:
  7449. case PR_SUFFRAGIUM:
  7450. #endif
  7451. case LK_BERSERK:
  7452. case MS_BERSERK:
  7453. case KN_TWOHANDQUICKEN:
  7454. case KN_ONEHAND:
  7455. case MER_QUICKEN:
  7456. case CR_SPEARQUICKEN:
  7457. case AS_POISONREACT:
  7458. #ifndef RENEWAL
  7459. case MC_LOUD:
  7460. #endif
  7461. case MG_ENERGYCOAT:
  7462. case MO_EXPLOSIONSPIRITS:
  7463. case MO_STEELBODY:
  7464. case MO_BLADESTOP:
  7465. case LK_AURABLADE:
  7466. case LK_PARRYING:
  7467. case MS_PARRYING:
  7468. case LK_CONCENTRATION:
  7469. #ifdef RENEWAL
  7470. case HP_BASILICA:
  7471. #endif
  7472. case WS_CARTBOOST:
  7473. case SN_SIGHT:
  7474. case WS_MELTDOWN:
  7475. case WS_OVERTHRUSTMAX:
  7476. case ST_REJECTSWORD:
  7477. case HW_MAGICPOWER:
  7478. case PF_MEMORIZE:
  7479. case PA_SACRIFICE:
  7480. case PF_DOUBLECASTING:
  7481. case SG_SUN_COMFORT:
  7482. case SG_MOON_COMFORT:
  7483. case SG_STAR_COMFORT:
  7484. case GS_MADNESSCANCEL:
  7485. case GS_ADJUSTMENT:
  7486. case GS_INCREASING:
  7487. #ifdef RENEWAL
  7488. case GS_MAGICALBULLET:
  7489. #endif
  7490. case NJ_KASUMIKIRI:
  7491. case NJ_UTSUSEMI:
  7492. case NJ_NEN:
  7493. case NPC_DEFENDER:
  7494. case NPC_MAGICMIRROR:
  7495. case ST_PRESERVE:
  7496. case NPC_KEEPING:
  7497. case NPC_WEAPONBRAKER:
  7498. case NPC_BARRIER:
  7499. case NPC_INVINCIBLE:
  7500. case RK_DEATHBOUND:
  7501. case AB_EXPIATIO:
  7502. case AB_DUPLELIGHT:
  7503. case AB_SECRAMENT:
  7504. case AB_OFFERTORIUM:
  7505. case NC_ACCELERATION:
  7506. case NC_HOVERING:
  7507. case NC_SHAPESHIFT:
  7508. case WL_MARSHOFABYSS:
  7509. case WL_RECOGNIZEDSPELL:
  7510. case GC_VENOMIMPRESS:
  7511. case SC_DEADLYINFECT:
  7512. case LG_EXEEDBREAK:
  7513. case LG_PRESTIGE:
  7514. case LG_INSPIRATION:
  7515. case SR_CRESCENTELBOW:
  7516. case SR_LIGHTNINGWALK:
  7517. case GN_CARTBOOST:
  7518. case GN_BLOOD_SUCKER:
  7519. case GN_HELLS_PLANT:
  7520. case KO_MEIKYOUSISUI:
  7521. case ALL_ODINS_POWER:
  7522. case ALL_FULL_THROTTLE:
  7523. case RA_UNLIMIT:
  7524. case WL_TELEKINESIS_INTENSE:
  7525. case RL_HEAT_BARREL:
  7526. case RL_P_ALTER:
  7527. case RL_E_CHAIN:
  7528. case SU_FRESHSHRIMP:
  7529. case SU_ARCLOUSEDASH:
  7530. case NPC_MAXPAIN:
  7531. case NPC_KILLING_AURA:
  7532. case SP_SOULREAPER:
  7533. case SJ_LIGHTOFMOON:
  7534. case SJ_LIGHTOFSTAR:
  7535. case SJ_FALLINGSTAR:
  7536. case SJ_LIGHTOFSUN:
  7537. case SJ_BOOKOFDIMENSION:
  7538. case NPC_HALLUCINATIONWALK:
  7539. case DK_CHARGINGPIERCE:
  7540. case DK_VIGOR:
  7541. case AG_CLIMAX:
  7542. case IQ_POWERFUL_FAITH:
  7543. case IQ_FIRM_FAITH:
  7544. case IQ_SINCERE_FAITH:
  7545. case IQ_FIRST_FAITH_POWER:
  7546. case IQ_JUDGE:
  7547. case IQ_THIRD_EXOR_FLAME:
  7548. case IG_REBOUND_SHIELD:
  7549. case IG_HOLY_SHIELD:
  7550. case CD_ARGUTUS_VITA:
  7551. case CD_ARGUTUS_TELUM:
  7552. case CD_PRESENS_ACIES:
  7553. case CD_RELIGIO:
  7554. case CD_BENEDICTUM:
  7555. case SHC_SHADOW_EXCEED:
  7556. case SHC_POTENT_VENOM:
  7557. case SHC_ENCHANTING_SHADOW:
  7558. case MT_D_MACHINE:
  7559. case ABC_ABYSS_SLAYER:
  7560. case WH_WIND_SIGN:
  7561. case WH_CALAMITYGALE:
  7562. case BO_RESEARCHREPORT:
  7563. case TR_MYSTIC_SYMPHONY:
  7564. case TR_KVASIR_SONATA:
  7565. case EM_SPELL_ENCHANTING:
  7566. case NPC_DAMAGE_HEAL:
  7567. case NPC_RELIEVE_ON:
  7568. case NPC_RELIEVE_OFF:
  7569. case HN_BREAKINGLIMIT:
  7570. case HN_RULEBREAK:
  7571. case SH_TEMPORARY_COMMUNION:
  7572. case SKE_ENCHANTING_SKY:
  7573. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7574. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7575. break;
  7576. case NPC_GRADUAL_GRAVITY:
  7577. case NPC_DEADLYCURSE:
  7578. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7579. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7580. break;
  7581. case NPC_ALL_STAT_DOWN:
  7582. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7583. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7584. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  7585. break;
  7586. // EDP also give +25% WATK poison pseudo element to user.
  7587. case ASC_EDP:
  7588. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7589. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7590. #ifdef RENEWAL
  7591. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7592. #else
  7593. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7594. #endif
  7595. break;
  7596. case LG_SHIELDSPELL:
  7597. if (skill_lv == 1)
  7598. type = SC_SHIELDSPELL_HP;
  7599. else if (skill_lv == 2)
  7600. type = SC_SHIELDSPELL_SP;
  7601. else
  7602. type = SC_SHIELDSPELL_ATK;
  7603. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7604. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7605. break;
  7606. case DK_SERVANTWEAPON:
  7607. case ABC_FROM_THE_ABYSS:
  7608. case SOA_TALISMAN_OF_PROTECTION:
  7609. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7610. break;
  7611. case TR_SOUNDBLEND:
  7612. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7613. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7614. break;
  7615. case AG_VIOLENT_QUAKE:
  7616. case AG_ALL_BLOOM:
  7617. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7618. break;
  7619. case AG_DESTRUCTIVE_HURRICANE:
  7620. case AG_CRYSTAL_IMPACT:
  7621. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7622. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7623. } else {
  7624. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7625. if (sc && sc->getSCE(SC_CLIMAX))
  7626. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7627. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7628. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7629. splash_size = 9; // 19x19
  7630. else if(skill_id == AG_CRYSTAL_IMPACT)
  7631. splash_size = 7; // 15x15
  7632. }
  7633. skill_area_temp[1] = 0;
  7634. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7635. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7636. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7637. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7638. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7639. else {
  7640. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7641. clif_skill_nodamage(src, *bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv);
  7642. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7643. }
  7644. }
  7645. break;
  7646. case CD_MEDIALE_VOTUM:
  7647. case CD_DILECTIO_HEAL:
  7648. if (flag & 1) {
  7649. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7650. int32 heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7651. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  7652. status_heal(bl, heal_amount, 0, 0);
  7653. } else if (sd)
  7654. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7655. } else {
  7656. if (skill_id == CD_MEDIALE_VOTUM)
  7657. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7658. else { // Dilectio Heal
  7659. clif_skill_nodamage(src, *bl, skill_id, skill_lv); // Placed here to display animation on target only.
  7660. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7661. }
  7662. }
  7663. break;
  7664. case CD_COMPETENTIA:
  7665. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7666. int32 hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7667. int32 sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7668. clif_skill_nodamage(nullptr, *bl, AL_HEAL, hp_amount);
  7669. status_heal(bl, hp_amount, 0, 0);
  7670. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, sp_amount);
  7671. status_heal(bl, 0, sp_amount, 0);
  7672. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7673. } else if (sd)
  7674. 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);
  7675. break;
  7676. case BO_ADVANCE_PROTECTION:
  7677. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7678. clif_skill_fail( *sd, skill_id );
  7679. map_freeblock_unlock(); // Don't consume item requirements
  7680. return 0;
  7681. }
  7682. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7683. break;
  7684. case EM_ACTIVITY_BURN:
  7685. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7686. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7687. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7688. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7689. } else if (sd)
  7690. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7691. break;
  7692. case EM_INCREASING_ACTIVITY:
  7693. if (bl->type == BL_PC) {
  7694. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7695. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7696. } else if (sd)
  7697. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7698. break;
  7699. case SJ_GRAVITYCONTROL: {
  7700. int32 fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7701. if (bl->type == BL_PC)
  7702. fall_damage += dstsd->weight / 10 - tstatus->def;
  7703. else // Monster's don't have weight. Put something in its place.
  7704. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7705. fall_damage = max(1, fall_damage);
  7706. 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)));
  7707. }
  7708. break;
  7709. case NPC_HALLUCINATION:
  7710. case NPC_HELLPOWER:
  7711. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7712. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7713. break;
  7714. case KN_AUTOCOUNTER:
  7715. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7716. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7717. break;
  7718. case SO_STRIKING:
  7719. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7720. int32 bonus = 0;
  7721. if (dstsd) {
  7722. int16 index = dstsd->equip_index[EQI_HAND_R];
  7723. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7724. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7725. }
  7726. 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)));
  7727. } else if (sd)
  7728. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7729. break;
  7730. case NPC_STOP:
  7731. if( clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7732. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7733. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7734. break;
  7735. case HP_ASSUMPTIO:
  7736. if( sd && dstmd )
  7737. clif_skill_fail( *sd, skill_id );
  7738. else
  7739. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7740. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7741. break;
  7742. case MG_SIGHT:
  7743. case MER_SIGHT:
  7744. case AL_RUWACH:
  7745. case WZ_SIGHTBLASTER:
  7746. case NPC_WIDESIGHT:
  7747. case NPC_STONESKIN:
  7748. case NPC_ANTIMAGIC:
  7749. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7750. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7751. break;
  7752. case HLIF_AVOID:
  7753. case HAMI_DEFENCE:
  7754. // Master
  7755. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7756. // Homunculus
  7757. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7758. break;
  7759. case NJ_BUNSINJYUTSU:
  7760. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7761. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7762. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7763. status_change_end(bl, SC_NEN);
  7764. break;
  7765. /* Was modified to only affect targetted char. [Skotlex]
  7766. case HP_ASSUMPTIO:
  7767. if (flag&1)
  7768. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7769. else
  7770. {
  7771. map_foreachinallrange(skill_area_sub, bl,
  7772. skill_get_splash(skill_id, skill_lv), BL_PC,
  7773. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7774. skill_castend_nodamage_id);
  7775. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7776. }
  7777. break;
  7778. */
  7779. case SM_ENDURE:
  7780. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7781. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7782. break;
  7783. case AS_ENCHANTPOISON:
  7784. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7785. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7786. }else{
  7787. clif_skill_nodamage(src, *bl, skill_id, skill_lv, false );
  7788. if( sd != nullptr ){
  7789. clif_skill_fail( *sd, skill_id );
  7790. }
  7791. }
  7792. break;
  7793. case LK_TENSIONRELAX:
  7794. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7795. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7796. skill_get_time(skill_id,skill_lv)));
  7797. break;
  7798. case MC_CHANGECART:
  7799. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7800. break;
  7801. case MC_CARTDECORATE:
  7802. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7803. if( sd ) {
  7804. clif_SelectCart(sd);
  7805. }
  7806. break;
  7807. case TK_MISSION:
  7808. if (sd) {
  7809. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7810. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7811. clif_skill_fail( *sd, skill_id );
  7812. break;
  7813. }
  7814. int32 id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7815. if (!id) {
  7816. clif_skill_fail( *sd, skill_id );
  7817. break;
  7818. }
  7819. sd->mission_mobid = id;
  7820. sd->mission_count = 0;
  7821. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7822. clif_mission_info(sd, id, 0);
  7823. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7824. }
  7825. break;
  7826. case AC_CONCENTRATION:
  7827. {
  7828. int32 splash = skill_get_splash(skill_id, skill_lv);
  7829. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7830. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7831. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7832. map_foreachinallrange( status_change_timer_sub, src,
  7833. splash, BL_CHAR, src, nullptr, type, tick);
  7834. }
  7835. break;
  7836. case SM_PROVOKE:
  7837. case SM_SELFPROVOKE:
  7838. case MER_PROVOKE:
  7839. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7840. map_freeblock_unlock();
  7841. return 1;
  7842. }
  7843. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7844. 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))))
  7845. {
  7846. if( sd )
  7847. clif_skill_fail( *sd, skill_id );
  7848. map_freeblock_unlock();
  7849. return 0;
  7850. }
  7851. clif_skill_nodamage(src, *bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i != 0);
  7852. unit_skillcastcancel(bl, 2);
  7853. if( dstmd )
  7854. {
  7855. dstmd->state.provoke_flag = src->id;
  7856. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7857. }
  7858. // Provoke can cause Coma even though it's a nodamage skill
  7859. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7860. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7861. break;
  7862. case ML_DEVOTION:
  7863. case CR_DEVOTION:
  7864. {
  7865. int32 count, lv;
  7866. if( !dstsd || (!sd && !mer) )
  7867. { // Only players can be devoted
  7868. if( sd )
  7869. clif_skill_fail( *sd, skill_id );
  7870. break;
  7871. }
  7872. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7873. lv = -lv;
  7874. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7875. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7876. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7877. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7878. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7879. {
  7880. if( sd )
  7881. clif_skill_fail( *sd, skill_id );
  7882. map_freeblock_unlock();
  7883. return 1;
  7884. }
  7885. i = 0;
  7886. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7887. if( sd )
  7888. { // Player Devoting Player
  7889. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7890. if( i == count )
  7891. {
  7892. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7893. if( i == count )
  7894. { // No free slots, skill Fail
  7895. clif_skill_fail( *sd, skill_id );
  7896. map_freeblock_unlock();
  7897. return 1;
  7898. }
  7899. }
  7900. sd->devotion[i] = bl->id;
  7901. }
  7902. else
  7903. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7904. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7905. 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)));
  7906. clif_devotion(src, nullptr);
  7907. }
  7908. break;
  7909. case SP_SOULUNITY: {
  7910. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7911. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7912. if (!dstsd || !sd) { // Only put player's souls in unity.
  7913. if (sd)
  7914. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7915. break;
  7916. }
  7917. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7918. if (sd)
  7919. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7920. map_freeblock_unlock();
  7921. return 1;
  7922. }
  7923. if (sd) { // Unite player's soul with caster's soul.
  7924. i = 0;
  7925. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7926. if (i == count) {
  7927. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7928. if(i == count) { // No more free slots? Fail the skill.
  7929. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7930. map_freeblock_unlock();
  7931. return 1;
  7932. }
  7933. }
  7934. sd->united_soul[i] = bl->id;
  7935. }
  7936. 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)));
  7937. } else if (sd)
  7938. 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);
  7939. }
  7940. break;
  7941. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7942. // Only players and monsters can be marked....I think??? [Rytech]
  7943. // Lets only allow players and monsters to use this skill for safety reasons.
  7944. if ((!dstsd && !dstmd) || !sd && !md) {
  7945. if (sd)
  7946. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7947. break;
  7948. }
  7949. // Check if the target is already marked by another source.
  7950. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7951. if (sd)
  7952. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7953. map_freeblock_unlock();
  7954. return 1;
  7955. }
  7956. // Mark the target.
  7957. if( sd ){
  7958. int8 count = MAX_SERVANT_SIGN;
  7959. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7960. if (i == count) {
  7961. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7962. if (i == count) { // Max number of targets marked. Fail the skill.
  7963. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7964. map_freeblock_unlock();
  7965. return 1;
  7966. }
  7967. // Add the ID of the marked target to the player's sign list.
  7968. sd->servant_sign[i] = bl->id;
  7969. }
  7970. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7971. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7972. } else if (md) // Monster's cant track with this skill. Just give the status.
  7973. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7974. break;
  7975. case MO_CALLSPIRITS:
  7976. if(sd) {
  7977. int32 limit = skill_lv;
  7978. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7979. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7980. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7981. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7982. }
  7983. break;
  7984. case CH_SOULCOLLECT:
  7985. if(sd) {
  7986. int32 limit = 5;
  7987. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7988. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7989. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7990. for (i = 0; i < limit; i++)
  7991. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7992. }
  7993. break;
  7994. case MO_KITRANSLATION:
  7995. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7996. //Require will define how many spiritballs will be transferred
  7997. struct s_skill_condition require;
  7998. require = skill_get_requirement(sd,skill_id,skill_lv);
  7999. pc_delspiritball(sd,require.spiritball,0);
  8000. for (i = 0; i < require.spiritball; i++)
  8001. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  8002. } else {
  8003. if(sd)
  8004. clif_skill_fail( *sd, skill_id );
  8005. map_freeblock_unlock();
  8006. return 0;
  8007. }
  8008. break;
  8009. case TK_TURNKICK:
  8010. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  8011. if (skill_area_temp[1] != bl->id) {
  8012. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  8013. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  8014. }
  8015. break;
  8016. case MO_ABSORBSPIRITS:
  8017. i = 0;
  8018. 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
  8019. ((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]
  8020. if (dstsd->spiritball > 0) {
  8021. i = dstsd->spiritball * 7;
  8022. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8023. }
  8024. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8025. i += dstsd->spiritcharm * 7;
  8026. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8027. }
  8028. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  8029. i = 2 * dstmd->level;
  8030. mob_target(dstmd,src,0);
  8031. } else {
  8032. if (sd)
  8033. clif_skill_fail( *sd, skill_id );
  8034. break;
  8035. }
  8036. if (i) status_heal(src, 0, i, 3);
  8037. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i != 0);
  8038. break;
  8039. case AC_MAKINGARROW:
  8040. if( sd != nullptr ){
  8041. clif_arrow_create_list( *sd );
  8042. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8043. }
  8044. break;
  8045. case AM_PHARMACY:
  8046. if(sd) {
  8047. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  8048. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8049. }
  8050. break;
  8051. case SA_CREATECON:
  8052. if( sd != nullptr ){
  8053. clif_elementalconverter_list( *sd );
  8054. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8055. }
  8056. break;
  8057. case BS_HAMMERFALL:
  8058. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  8059. break;
  8060. case RG_RAID:
  8061. skill_area_temp[1] = 0;
  8062. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8063. map_foreachinrange(skill_area_sub, bl,
  8064. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  8065. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  8066. skill_castend_damage_id);
  8067. status_change_end(src, SC_HIDING);
  8068. break;
  8069. //List of self skills that give damage around caster
  8070. case ASC_METEORASSAULT:
  8071. case GS_SPREADATTACK:
  8072. case RK_WINDCUTTER:
  8073. case RK_STORMBLAST:
  8074. case NC_AXETORNADO:
  8075. case GC_COUNTERSLASH:
  8076. case SR_SKYNETBLOW:
  8077. case SR_RAMPAGEBLASTER:
  8078. case SR_HOWLINGOFLION:
  8079. case LG_CANNONSPEAR:
  8080. case LG_OVERBRAND:
  8081. case NPC_RAYOFGENESIS:
  8082. case LG_RAYOFGENESIS:
  8083. case MH_THE_ONE_FIGHTER_RISES:
  8084. case MH_HEILIGE_PFERD:
  8085. case KO_HAPPOKUNAI:
  8086. case RL_FIREDANCE:
  8087. case RL_R_TRIP:
  8088. case SJ_FULLMOONKICK:
  8089. case SJ_NEWMOONKICK:
  8090. case SJ_SOLARBURST:
  8091. case SJ_STAREMPEROR:
  8092. case SJ_FALLINGSTAR_ATK:
  8093. case DK_SERVANT_W_DEMOL:
  8094. case AG_FROZEN_SLASH:
  8095. case IQ_OLEUM_SANCTUM:
  8096. case IQ_MASSIVE_F_BLASTER:
  8097. case IQ_EXPOSION_BLASTER:
  8098. case SHC_IMPACT_CRATER:
  8099. case MT_AXE_STOMP:
  8100. case MT_MIGHTY_SMASH:
  8101. case ABC_ABYSS_DAGGER:
  8102. case BO_EXPLOSIVE_POWDER:
  8103. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  8104. case SOA_TALISMAN_OF_WHITE_TIGER:
  8105. case SKE_DAWN_BREAK:
  8106. case SKE_RISING_MOON:
  8107. case SKE_MIDNIGHT_KICK:
  8108. {
  8109. int32 starget = BL_CHAR|BL_SKILL;
  8110. if (skill_id == SR_HOWLINGOFLION)
  8111. starget = splash_target(src);
  8112. if (skill_id == SJ_NEWMOONKICK) {
  8113. if (tsce) {
  8114. status_change_end(bl, type);
  8115. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8116. break;
  8117. } else
  8118. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8119. }
  8120. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  8121. if (sd) {
  8122. // Remove old shields if any exist.
  8123. pc_delspiritball(sd, sd->spiritball, 0);
  8124. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  8125. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  8126. }
  8127. status_change_end(src, SC_DIMENSION);
  8128. }
  8129. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  8130. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8131. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  8132. hom_addspiritball(hd, MAX_SPIRITBALL);
  8133. }
  8134. // TODO: refactor the ifs above into the switch below
  8135. switch( skill_id ){
  8136. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  8137. if( sd != nullptr ){
  8138. // Remove old souls if any exist.
  8139. sd->soulball_old = sd->soulball;
  8140. pc_delsoulball( *sd, sd->soulball, 0 );
  8141. }
  8142. break;
  8143. case SOA_TALISMAN_OF_WHITE_TIGER:
  8144. if (sc != nullptr && sc->getSCE(SC_T_FIRST_GOD) != nullptr) {
  8145. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8146. }
  8147. break;
  8148. case SKE_RISING_MOON:
  8149. if( sc == nullptr || ( sc->getSCE( SC_RISING_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_DAWN_MOON ) == nullptr ) ){
  8150. sc_start(src, src, SC_RISING_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8151. }else if( sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_DAWN_MOON ) == nullptr ){
  8152. sc_start(src, src, SC_MIDNIGHT_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8153. }else if( sc->getSCE( SC_DAWN_MOON ) == nullptr ){
  8154. sc_start(src, src, SC_DAWN_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8155. }else if( sc->getSCE( SC_RISING_SUN ) != nullptr ){
  8156. status_change_end(bl, SC_DAWN_MOON);
  8157. }
  8158. break;
  8159. }
  8160. skill_area_temp[1] = 0;
  8161. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8162. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  8163. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8164. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  8165. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  8166. }
  8167. break;
  8168. case SHC_DANCING_KNIFE:
  8169. if (flag & 1) {
  8170. skill_area_temp[1] = 0;
  8171. // Note: doesn't force player to stand before attacking
  8172. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  8173. } else {
  8174. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8175. }
  8176. break;
  8177. case MT_A_MACHINE:
  8178. if (flag & 1) {
  8179. skill_area_temp[1] = 0;
  8180. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  8181. pc_setstand(sd, true);
  8182. skill_sit(sd, false);
  8183. }
  8184. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  8185. } else {
  8186. if (dstsd) {
  8187. int32 lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  8188. if (lv > battle_config.attack_machine_level_difference) {
  8189. if (sd)
  8190. clif_skill_fail( *sd, skill_id );
  8191. map_freeblock_unlock();
  8192. return 0;
  8193. }
  8194. }
  8195. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8196. }
  8197. break;
  8198. case EM_ELEMENTAL_BUSTER: {
  8199. if (sd == nullptr)
  8200. break;
  8201. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  8202. clif_skill_fail( *sd, skill_id );
  8203. map_freeblock_unlock();
  8204. return 0;
  8205. }
  8206. uint16 buster_element;
  8207. switch (sd->ed->elemental.class_) {
  8208. case ELEMENTALID_ARDOR:
  8209. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  8210. break;
  8211. case ELEMENTALID_DILUVIO:
  8212. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  8213. break;
  8214. case ELEMENTALID_PROCELLA:
  8215. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  8216. break;
  8217. case ELEMENTALID_TERREMOTUS:
  8218. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  8219. break;
  8220. case ELEMENTALID_SERPENS:
  8221. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  8222. break;
  8223. }
  8224. skill_area_temp[1] = 0;
  8225. clif_skill_nodamage(src, *bl, buster_element, skill_lv);// Animation for the triggered blaster element.
  8226. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Triggered after blaster animation to make correct skill name scream appear.
  8227. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  8228. }
  8229. break;
  8230. case NPC_IGNITIONBREAK:
  8231. case RK_IGNITIONBREAK:
  8232. skill_area_temp[1] = 0;
  8233. #if PACKETVER >= 20180207
  8234. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8235. #else
  8236. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  8237. #endif
  8238. 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);
  8239. break;
  8240. case SR_TIGERCANNON:
  8241. case SR_WINDMILL:
  8242. case GN_CART_TORNADO:
  8243. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8244. [[fallthrough]];
  8245. case SR_EARTHSHAKER:
  8246. case NC_INFRAREDSCAN:
  8247. case NPC_VAMPIRE_GIFT:
  8248. case NPC_HELLJUDGEMENT:
  8249. case NPC_HELLJUDGEMENT2:
  8250. case NPC_PULSESTRIKE:
  8251. case LG_MOONSLASHER:
  8252. case NPC_WIDECRITICALWOUND:
  8253. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8254. break;
  8255. #ifdef RENEWAL
  8256. case KN_BRANDISHSPEAR:
  8257. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8258. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  8259. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  8260. skill_castend_damage_id);
  8261. break;
  8262. #else
  8263. case KN_BRANDISHSPEAR:
  8264. #endif
  8265. case ML_BRANDISH:
  8266. skill_area_temp[1] = bl->id;
  8267. if(skill_lv >= 10)
  8268. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8269. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  8270. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  8271. skill_castend_damage_id);
  8272. if(skill_lv >= 7)
  8273. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8274. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  8275. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  8276. skill_castend_damage_id);
  8277. if(skill_lv >= 4)
  8278. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8279. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  8280. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  8281. skill_castend_damage_id);
  8282. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8283. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  8284. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  8285. skill_castend_damage_id);
  8286. break;
  8287. case WZ_SIGHTRASHER:
  8288. //Passive side of the attack.
  8289. status_change_end(src, SC_SIGHT);
  8290. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8291. map_foreachinshootrange(skill_area_sub,src,
  8292. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  8293. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  8294. skill_castend_damage_id);
  8295. break;
  8296. case WZ_FROSTNOVA:
  8297. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8298. skill_area_temp[1] = 0;
  8299. map_foreachinshootrange(skill_attack_area, src,
  8300. skill_get_splash(skill_id, skill_lv), splash_target(src),
  8301. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  8302. break;
  8303. case NPC_SELFDESTRUCTION:
  8304. //Self Destruction hits everyone in range (allies+enemies)
  8305. //Except for Summoned Marine spheres on non-versus maps, where it's just enemies and your own slaves.
  8306. if ((md == nullptr || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m)) {
  8307. // Enable Marine Spheres to damage own Homunculus and summons outside PVP
  8308. if (battle_config.alchemist_summon_setting&8)
  8309. i = BCT_ENEMY|BCT_SLAVE;
  8310. else
  8311. i = BCT_ENEMY;
  8312. } else {
  8313. i = BCT_ALL;
  8314. }
  8315. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  8316. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  8317. map_foreachinshootrange(skill_area_sub, bl,
  8318. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  8319. src, skill_id, skill_lv, tick, flag|i,
  8320. skill_castend_damage_id);
  8321. if(map_addblock(src)) {
  8322. map_freeblock_unlock();
  8323. return 1;
  8324. }
  8325. // Won't display the damage, but drop items and give exp
  8326. status_zap(src, sstatus->hp, 0, 0);
  8327. break;
  8328. case AL_ANGELUS:
  8329. #ifdef RENEWAL
  8330. case PR_SUFFRAGIUM:
  8331. case PR_IMPOSITIO:
  8332. #endif
  8333. case PR_MAGNIFICAT:
  8334. case PR_GLORIA:
  8335. case SOA_SOUL_OF_HEAVEN_AND_EARTH:
  8336. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8337. // Animations don't play when outside visible range
  8338. if (check_distance_bl(src, bl, AREA_SIZE))
  8339. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  8340. if( skill_id == SOA_SOUL_OF_HEAVEN_AND_EARTH ){
  8341. status_percent_heal(bl, 0, 100);
  8342. if( src != bl && sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr ){
  8343. status_heal(bl, 0, 0, 3 * skill_lv, 0);
  8344. }
  8345. }
  8346. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8347. }
  8348. else if (sd)
  8349. 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);
  8350. break;
  8351. #ifdef RENEWAL
  8352. case MC_LOUD:
  8353. #endif
  8354. case SN_WINDWALK:
  8355. case CASH_BLESSING:
  8356. case CASH_INCAGI:
  8357. case CASH_ASSUMPTIO:
  8358. case WM_FRIGG_SONG:
  8359. case NV_HELPANGEL:
  8360. case IG_GUARDIAN_SHIELD:
  8361. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8362. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8363. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8364. else if (sd)
  8365. {
  8366. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8367. status_set_hp(src, 1, 0);
  8368. 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);
  8369. }
  8370. break;
  8371. case MER_MAGNIFICAT:
  8372. if( mer != nullptr )
  8373. {
  8374. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8375. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8376. 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);
  8377. else if( mer->master && !(flag&1) )
  8378. 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)));
  8379. }
  8380. break;
  8381. case BS_ADRENALINE:
  8382. case BS_ADRENALINE2:
  8383. case BS_WEAPONPERFECT:
  8384. case BS_OVERTHRUST:
  8385. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8386. int32 weapontype = skill_get_weapontype(skill_id);
  8387. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8388. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  8389. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8390. }
  8391. } else if (sd) {
  8392. party_foreachsamemap(skill_area_sub,
  8393. sd,skill_get_splash(skill_id, skill_lv),
  8394. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8395. skill_castend_nodamage_id);
  8396. }
  8397. break;
  8398. case BS_MAXIMIZE:
  8399. case NV_TRICKDEAD:
  8400. case CR_DEFENDER:
  8401. case ML_DEFENDER:
  8402. case CR_AUTOGUARD:
  8403. case ML_AUTOGUARD:
  8404. case TK_READYSTORM:
  8405. case TK_READYDOWN:
  8406. case TK_READYTURN:
  8407. case TK_READYCOUNTER:
  8408. case TK_DODGE:
  8409. case CR_SHRINK:
  8410. case SG_FUSION:
  8411. case GS_GATLINGFEVER:
  8412. case SJ_LUNARSTANCE:
  8413. case SJ_STARSTANCE:
  8414. case SJ_UNIVERSESTANCE:
  8415. case SJ_SUNSTANCE:
  8416. case SP_SOULCOLLECT:
  8417. case IG_GUARD_STANCE:
  8418. case IG_ATTACK_STANCE:
  8419. if( tsce )
  8420. {
  8421. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8422. map_freeblock_unlock();
  8423. return 0;
  8424. }
  8425. if( skill_id == SP_SOULCOLLECT ){
  8426. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8427. }else{
  8428. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8429. }
  8430. break;
  8431. case SL_KAITE:
  8432. case SL_KAAHI:
  8433. case SL_KAIZEL:
  8434. case SL_KAUPE:
  8435. case SP_KAUTE:
  8436. if (sd) {
  8437. if (!dstsd || !(
  8438. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8439. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8440. dstsd->status.char_id == sd->status.char_id ||
  8441. dstsd->status.char_id == sd->status.partner_id ||
  8442. dstsd->status.char_id == sd->status.child ||
  8443. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8444. )) {
  8445. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8446. clif_skill_fail( *sd, skill_id );
  8447. break;
  8448. }
  8449. }
  8450. if (skill_id == SP_KAUTE) {
  8451. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8452. if (sd)
  8453. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8454. break;
  8455. }
  8456. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8457. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8458. } else
  8459. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8460. break;
  8461. case SM_AUTOBERSERK:
  8462. case MER_AUTOBERSERK:
  8463. if( tsce )
  8464. i = status_change_end(bl, type);
  8465. else
  8466. i = sc_start(src,bl,type,100,skill_lv,60000);
  8467. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8468. break;
  8469. case TF_HIDING:
  8470. case ST_CHASEWALK:
  8471. case KO_YAMIKUMO:
  8472. if (tsce)
  8473. {
  8474. clif_skill_nodamage(src,*bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8475. map_freeblock_unlock();
  8476. return 0;
  8477. }
  8478. clif_skill_nodamage(src,*bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8479. break;
  8480. case TK_RUN:
  8481. if (tsce)
  8482. {
  8483. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8484. map_freeblock_unlock();
  8485. return 0;
  8486. }
  8487. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8488. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8489. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8490. break;
  8491. case AS_CLOAKING:
  8492. case GC_CLOAKINGEXCEED:
  8493. case LG_FORCEOFVANGUARD:
  8494. case SC_REPRODUCE:
  8495. case SC_INVISIBILITY:
  8496. case RA_CAMOUFLAGE:
  8497. if (tsce) {
  8498. i = status_change_end(bl, type);
  8499. if( i )
  8500. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8501. else if( sd )
  8502. clif_skill_fail( *sd, skill_id );
  8503. map_freeblock_unlock();
  8504. return 0;
  8505. }
  8506. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8507. if( i )
  8508. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8509. else if( sd )
  8510. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8511. break;
  8512. case CG_SPECIALSINGER:
  8513. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8514. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8515. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8516. }
  8517. break;
  8518. case BD_ADAPTATION:
  8519. #ifdef RENEWAL
  8520. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8521. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8522. #else
  8523. if(tsc && tsc->getSCE(SC_DANCING)){
  8524. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8525. status_change_end(bl, SC_DANCING);
  8526. }
  8527. #endif
  8528. break;
  8529. case BA_FROSTJOKER:
  8530. case DC_SCREAM:
  8531. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8532. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8533. if (md) {
  8534. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8535. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8536. char temp[70];
  8537. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8538. clif_disp_overhead(&md->bl,temp);
  8539. }
  8540. break;
  8541. case BA_PANGVOICE:
  8542. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8543. #ifdef RENEWAL
  8544. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8545. #endif
  8546. break;
  8547. case DC_WINKCHARM:
  8548. if( dstsd ) {
  8549. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8550. #ifdef RENEWAL
  8551. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8552. #endif
  8553. } else
  8554. if( dstmd )
  8555. {
  8556. if( status_get_lv(src) > status_get_lv(bl)
  8557. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8558. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8559. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8560. else
  8561. {
  8562. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8563. if(sd) clif_skill_fail( *sd, skill_id );
  8564. }
  8565. }
  8566. break;
  8567. #ifdef RENEWAL
  8568. case BD_LULLABY:
  8569. case BD_RICHMANKIM:
  8570. case BD_ETERNALCHAOS:
  8571. case BD_DRUMBATTLEFIELD:
  8572. case BD_RINGNIBELUNGEN:
  8573. case BD_ROKISWEIL:
  8574. case BD_INTOABYSS:
  8575. case BD_SIEGFRIED:
  8576. case BA_DISSONANCE:
  8577. case BA_POEMBRAGI:
  8578. case BA_WHISTLE:
  8579. case BA_ASSASSINCROSS:
  8580. case BA_APPLEIDUN:
  8581. case DC_UGLYDANCE:
  8582. case DC_HUMMING:
  8583. case DC_DONTFORGETME:
  8584. case DC_FORTUNEKISS:
  8585. case DC_SERVICEFORYOU:
  8586. skill_castend_song(src, skill_id, skill_lv, tick);
  8587. break;
  8588. #endif
  8589. case TF_STEAL:
  8590. if(sd) {
  8591. if(pc_steal_item(sd,bl,skill_lv))
  8592. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8593. else
  8594. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8595. }
  8596. break;
  8597. case RG_STEALCOIN:
  8598. if(sd) {
  8599. if(pc_steal_coin(sd,bl))
  8600. {
  8601. dstmd->state.provoke_flag = src->id;
  8602. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8603. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8604. }
  8605. else
  8606. clif_skill_fail( *sd, skill_id );
  8607. }
  8608. break;
  8609. case MG_STONECURSE:
  8610. {
  8611. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8612. if (sd)
  8613. clif_skill_fail( *sd, skill_id );
  8614. break;
  8615. }
  8616. if(status_isimmune(bl) || !tsc)
  8617. break;
  8618. int32 brate = 0;
  8619. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8620. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8621. // Except for players, the skill animation shows even if the status change doesn't start
  8622. // Players get a skill has failed message instead
  8623. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)) || sd == nullptr)
  8624. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8625. else {
  8626. clif_skill_fail( *sd, skill_id );
  8627. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8628. if (skill_lv > 5)
  8629. { // not to consume items
  8630. map_freeblock_unlock();
  8631. return 0;
  8632. }
  8633. }
  8634. }
  8635. break;
  8636. case NV_FIRSTAID:
  8637. clif_skill_nodamage(src,*bl,skill_id,5);
  8638. status_heal(bl,5,0,0);
  8639. break;
  8640. case AL_CURE:
  8641. if(status_isimmune(bl)) {
  8642. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8643. break;
  8644. }
  8645. status_change_end(bl, SC_SILENCE);
  8646. status_change_end(bl, SC_BLIND);
  8647. status_change_end(bl, SC_CONFUSION);
  8648. status_change_end(bl, SC_BITESCAR);
  8649. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8650. break;
  8651. case TF_DETOXIFY:
  8652. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8653. status_change_end(bl, SC_POISON);
  8654. status_change_end(bl, SC_DPOISON);
  8655. break;
  8656. case PR_STRECOVERY:
  8657. if(status_isimmune(bl)) {
  8658. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8659. break;
  8660. }
  8661. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8662. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8663. else {
  8664. // Bodystate is reset to "normal" for non-undead
  8665. if (tsc) {
  8666. // The following are bodystate status changes
  8667. status_change_end(bl, SC_STONE);
  8668. status_change_end(bl, SC_FREEZE);
  8669. status_change_end(bl, SC_STUN);
  8670. status_change_end(bl, SC_SLEEP);
  8671. status_change_end(bl, SC_STONEWAIT);
  8672. status_change_end(bl, SC_BURNING);
  8673. status_change_end(bl, SC_WHITEIMPRISON);
  8674. }
  8675. // Resetting bodystate to normal always also resets the monster AI to idle
  8676. if (dstmd)
  8677. mob_unlocktarget(dstmd, tick);
  8678. }
  8679. if (tsc) {
  8680. // Ends SC_NETHERWORLD and SC_NORECOVER_STATE (even on undead)
  8681. status_change_end(bl, SC_NETHERWORLD);
  8682. status_change_end(bl, SC_NORECOVER_STATE);
  8683. }
  8684. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8685. break;
  8686. // Mercenary Supportive Skills
  8687. case MER_BENEDICTION:
  8688. status_change_end(bl, SC_CURSE);
  8689. status_change_end(bl, SC_BLIND);
  8690. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8691. break;
  8692. case MER_COMPRESS:
  8693. status_change_end(bl, SC_BLEEDING);
  8694. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8695. break;
  8696. case MER_MENTALCURE:
  8697. status_change_end(bl, SC_CONFUSION);
  8698. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8699. break;
  8700. case MER_RECUPERATE:
  8701. status_change_end(bl, SC_POISON);
  8702. status_change_end(bl, SC_DPOISON);
  8703. status_change_end(bl, SC_SILENCE);
  8704. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8705. break;
  8706. case MER_REGAIN:
  8707. status_change_end(bl, SC_SLEEP);
  8708. status_change_end(bl, SC_STUN);
  8709. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8710. break;
  8711. case MER_TENDER:
  8712. status_change_end(bl, SC_FREEZE);
  8713. status_change_end(bl, SC_STONE);
  8714. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8715. break;
  8716. case MER_SCAPEGOAT:
  8717. if( mer && mer->master )
  8718. {
  8719. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8720. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8721. }
  8722. break;
  8723. case MER_ESTIMATION:
  8724. if( !mer )
  8725. break;
  8726. sd = mer->master;
  8727. [[fallthrough]];
  8728. case WZ_ESTIMATION:
  8729. if( sd == nullptr )
  8730. break;
  8731. if( dstsd )
  8732. { // Fail on Players
  8733. clif_skill_fail( *sd, skill_id );
  8734. break;
  8735. }
  8736. if (dstmd != nullptr)
  8737. clif_skill_estimation( *sd, *dstmd );
  8738. if( skill_id == MER_ESTIMATION )
  8739. sd = nullptr;
  8740. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8741. break;
  8742. case BS_REPAIRWEAPON:
  8743. if(sd && dstsd)
  8744. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8745. break;
  8746. case MC_IDENTIFY:
  8747. if(sd) {
  8748. clif_item_identify_list(sd);
  8749. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8750. map_freeblock_unlock();
  8751. return 1;
  8752. }
  8753. else { // consume sp only if succeeded
  8754. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8755. status_zap(src,0,req.sp);
  8756. }
  8757. }
  8758. break;
  8759. // Weapon Refining [Celest]
  8760. case WS_WEAPONREFINE:
  8761. if( sd != nullptr ){
  8762. clif_item_refine_list( *sd );
  8763. }
  8764. break;
  8765. case MC_VENDING:
  8766. if(sd)
  8767. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8768. if ( !pc_can_give_items(sd) )
  8769. clif_skill_fail( *sd, skill_id );
  8770. else {
  8771. sd->state.prevend = 1;
  8772. sd->state.workinprogress = WIP_DISABLE_ALL;
  8773. sd->vend_skill_lv = skill_lv;
  8774. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8775. if (i < MAX_CART) {
  8776. // Save the cart before opening the vending UI
  8777. sd->state.pending_vending_ui = true;
  8778. intif_storage_save(sd, &sd->cart);
  8779. }
  8780. else{
  8781. // Instantly open the vending UI
  8782. sd->state.pending_vending_ui = false;
  8783. clif_openvendingreq( *sd, 2+skill_lv );
  8784. }
  8785. }
  8786. }
  8787. break;
  8788. case AL_TELEPORT:
  8789. case ALL_ODINS_RECALL:
  8790. if(sd != nullptr)
  8791. {
  8792. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8793. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8794. break;
  8795. }
  8796. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8797. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8798. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8799. break;
  8800. }
  8801. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8802. {
  8803. if( skill_lv == 1 )
  8804. pc_randomwarp(sd,CLR_TELEPORT);
  8805. else
  8806. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8807. break;
  8808. }
  8809. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8810. std::vector<std::string> maps = {
  8811. "Random"
  8812. };
  8813. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL ){
  8814. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8815. }else{
  8816. maps.push_back( sd->status.save_point.map );
  8817. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8818. }
  8819. } else
  8820. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8821. break;
  8822. case NPC_EXPULSION:
  8823. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8824. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8825. break;
  8826. case AL_HOLYWATER:
  8827. if(sd) {
  8828. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8829. struct skill_unit* su;
  8830. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8831. skill_delunit(su);
  8832. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8833. }
  8834. else
  8835. clif_skill_fail( *sd, skill_id );
  8836. }
  8837. break;
  8838. case TF_PICKSTONE:
  8839. if(sd) {
  8840. unsigned char eflag;
  8841. struct item item_tmp;
  8842. struct block_list tbl;
  8843. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8844. memset(&item_tmp,0,sizeof(item_tmp));
  8845. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8846. item_tmp.nameid = ITEMID_STONE;
  8847. item_tmp.identify = 1;
  8848. tbl.id = 0;
  8849. // Commented because of duplicate animation [Lemongrass]
  8850. // At the moment this displays the pickup animation a second time
  8851. // If this is required in older clients, we need to add a version check here
  8852. //clif_takeitem(sd->bl,tbl);
  8853. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8854. if(eflag) {
  8855. clif_additem(sd,0,0,eflag);
  8856. if (battle_config.skill_drop_items_full)
  8857. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8858. }
  8859. }
  8860. break;
  8861. case ASC_CDP:
  8862. if(sd) {
  8863. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8864. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8865. else
  8866. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8867. }
  8868. break;
  8869. case RG_STRIPWEAPON:
  8870. case RG_STRIPSHIELD:
  8871. case RG_STRIPARMOR:
  8872. case RG_STRIPHELM:
  8873. case ST_FULLSTRIP:
  8874. case GC_WEAPONCRUSH:
  8875. case SC_STRIPACCESSARY:
  8876. case ABC_STRIP_SHADOW: {
  8877. bool i;
  8878. //Special message when trying to use strip on FCP [Jobbie]
  8879. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8880. {
  8881. clif_gospel_info( *sd, 0x28 );
  8882. break;
  8883. }
  8884. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8885. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8886. //Nothing stripped.
  8887. if( sd && !i )
  8888. clif_skill_fail( *sd, skill_id );
  8889. break;
  8890. }
  8891. case AM_BERSERKPITCHER:
  8892. case AM_POTIONPITCHER:
  8893. {
  8894. int32 j,hp = 0,sp = 0;
  8895. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8896. map_freeblock_unlock();
  8897. return 1;
  8898. }
  8899. if( sd ) {
  8900. int32 x,bonus=100;
  8901. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8902. x = skill_lv%11 - 1;
  8903. j = pc_search_inventory(sd, require.itemid[x]);
  8904. if (j < 0 || require.itemid[x] <= 0) {
  8905. clif_skill_fail( *sd, skill_id );
  8906. map_freeblock_unlock();
  8907. return 1;
  8908. }
  8909. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8910. clif_skill_fail( *sd, skill_id );
  8911. map_freeblock_unlock();
  8912. return 1;
  8913. }
  8914. if( skill_id == AM_BERSERKPITCHER ) {
  8915. if( dstsd && dstsd->status.base_level < (uint32)sd->inventory_data[j]->elv ) {
  8916. clif_skill_fail( *sd, skill_id );
  8917. map_freeblock_unlock();
  8918. return 1;
  8919. }
  8920. }
  8921. potion_flag = 1;
  8922. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8923. potion_target = bl->id;
  8924. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8925. potion_flag = potion_target = 0;
  8926. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8927. bonus += sd->status.base_level;
  8928. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8929. hp = tstatus->max_hp * potion_per_hp / 100;
  8930. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8931. if( dstsd ) {
  8932. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8933. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8934. }
  8935. } else {
  8936. if( potion_hp > 0 ) {
  8937. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8938. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8939. if( dstsd )
  8940. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8941. }
  8942. if( potion_sp > 0 ) {
  8943. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8944. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8945. if( dstsd )
  8946. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8947. }
  8948. }
  8949. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8950. hp += hp * bonus / 100;
  8951. }
  8952. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8953. sp += sp * bonus / 100;
  8954. }
  8955. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8956. hp += hp * j / 100;
  8957. sp += sp * j / 100;
  8958. }
  8959. } else {
  8960. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8961. switch (skill_lv) {
  8962. case 1: hp = 45; break;
  8963. case 2: hp = 105; break;
  8964. case 3: hp = 175; break;
  8965. default: hp = 325; break;
  8966. }
  8967. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8968. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8969. if( dstsd )
  8970. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8971. }
  8972. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8973. hp += hp * j / 100;
  8974. sp += sp * j / 100;
  8975. }
  8976. // Final heal increased by HPlus.
  8977. // Is this the right place for this??? [Rytech]
  8978. // Can HPlus also affect SP recovery???
  8979. if (sd && sstatus->hplus > 0) {
  8980. hp += hp * sstatus->hplus / 100;
  8981. sp += sp * sstatus->hplus / 100;
  8982. }
  8983. if (tsc != nullptr && !tsc->empty()) {
  8984. uint8 penalty = 0;
  8985. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8986. hp += hp / 10;
  8987. sp += sp / 10;
  8988. }
  8989. if (tsc->getSCE(SC_CRITICALWOUND))
  8990. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8991. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8992. penalty += 20;
  8993. if (tsc->getSCE(SC_NORECOVER_STATE))
  8994. penalty = 100;
  8995. if (penalty > 0) {
  8996. hp -= hp * penalty / 100;
  8997. sp -= sp * penalty / 100;
  8998. }
  8999. }
  9000. #ifdef RENEWAL
  9001. if (bl->type == BL_HOM)
  9002. hp *= 3; // Heal effectiveness is 3x for Homunculus
  9003. #endif
  9004. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9005. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  9006. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp,1);
  9007. if( sp > 0 )
  9008. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  9009. if (tsc) {
  9010. #ifdef RENEWAL
  9011. if (tsc->getSCE(SC_EXTREMITYFIST))
  9012. sp = 0;
  9013. #endif
  9014. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  9015. hp = 0;
  9016. sp = 0;
  9017. }
  9018. }
  9019. status_heal(bl,hp,sp,0);
  9020. }
  9021. break;
  9022. case AM_CP_WEAPON:
  9023. case AM_CP_SHIELD:
  9024. case AM_CP_ARMOR:
  9025. case AM_CP_HELM:
  9026. {
  9027. uint32 equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9028. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  9029. clif_skill_fail( *sd, skill_id );
  9030. map_freeblock_unlock(); // Don't consume item requirements
  9031. return 0;
  9032. }
  9033. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9034. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9035. }
  9036. break;
  9037. case AM_TWILIGHT1:
  9038. if (sd) {
  9039. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9040. //Prepare 200 White Potions.
  9041. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  9042. clif_skill_fail( *sd, skill_id );
  9043. }
  9044. break;
  9045. case AM_TWILIGHT2:
  9046. if (sd) {
  9047. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9048. //Prepare 200 Slim White Potions.
  9049. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  9050. clif_skill_fail( *sd, skill_id );
  9051. }
  9052. break;
  9053. case AM_TWILIGHT3:
  9054. if (sd) {
  9055. int32 ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  9056. int16 alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  9057. if( ebottle >= 0 )
  9058. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  9059. //check if you can produce all three, if not, then fail:
  9060. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  9061. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  9062. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  9063. || ebottle < 200 //200 empty bottle are required at total.
  9064. ) {
  9065. clif_skill_fail( *sd, skill_id );
  9066. break;
  9067. }
  9068. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9069. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  9070. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  9071. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  9072. }
  9073. break;
  9074. case SA_DISPELL:
  9075. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  9076. 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))
  9077. break; // Outside PvP it should only affect party members and no skill fail message
  9078. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9079. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9080. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt32 dispel.
  9081. || rnd()%100 >= 50+10*skill_lv)
  9082. {
  9083. if (sd)
  9084. clif_skill_fail( *sd, skill_id );
  9085. break;
  9086. }
  9087. if(status_isimmune(bl))
  9088. break;
  9089. //Remove bonus_script by Dispell
  9090. if (dstsd)
  9091. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  9092. // Monsters will unlock their target instead
  9093. else if (dstmd)
  9094. mob_unlocktarget(dstmd, tick);
  9095. if(tsc == nullptr || tsc->empty())
  9096. break;
  9097. //Statuses that can't be Dispelled
  9098. for (const auto &it : status_db) {
  9099. sc_type status = static_cast<sc_type>(it.first);
  9100. if (!tsc->getSCE(status))
  9101. continue;
  9102. if (it.second->flag[SCF_NODISPELL])
  9103. continue;
  9104. switch (status) {
  9105. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  9106. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9107. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9108. case SC_FORTUNE: case SC_SERVICE4U:
  9109. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9110. continue; //If in song area don't end it, even if config enabled
  9111. break;
  9112. case SC_ASSUMPTIO:
  9113. if( bl->type == BL_MOB )
  9114. continue;
  9115. break;
  9116. }
  9117. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9118. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9119. status_change_end(bl, status);
  9120. }
  9121. break;
  9122. }
  9123. //Affect all targets on splash area.
  9124. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  9125. src, skill_id, skill_lv, tick, flag|1,
  9126. skill_castend_damage_id);
  9127. break;
  9128. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  9129. {
  9130. int16 blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  9131. #ifdef RENEWAL
  9132. |BLOWN_DONT_SEND_PACKET
  9133. #endif
  9134. ));
  9135. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9136. #ifdef RENEWAL
  9137. if(blew_count > 0)
  9138. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  9139. #else
  9140. clif_slide(*bl, bl->x, bl->y); //Show the casting animation on pre-re
  9141. #endif
  9142. }
  9143. break;
  9144. case TK_HIGHJUMP:
  9145. {
  9146. int32 x,y, dir = unit_getdir(src);
  9147. struct map_data *mapdata = &map[src->m];
  9148. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  9149. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  9150. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  9151. ) {
  9152. clif_skill_nodamage(src, *bl, TK_HIGHJUMP, skill_lv);
  9153. break;
  9154. } else if(dir%2) {
  9155. //Diagonal
  9156. x = src->x + dirx[dir]*(skill_lv*4)/3;
  9157. y = src->y + diry[dir]*(skill_lv*4)/3;
  9158. } else {
  9159. x = src->x + dirx[dir]*skill_lv*2;
  9160. y = src->y + diry[dir]*skill_lv*2;
  9161. }
  9162. int32 x1 = x + dirx[dir];
  9163. int32 y1 = y + diry[dir];
  9164. clif_skill_nodamage(src,*bl,TK_HIGHJUMP,skill_lv);
  9165. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  9166. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  9167. unit_movepos(src, x, y, 1, 0))
  9168. clif_blown(src);
  9169. }
  9170. break;
  9171. case SA_CASTCANCEL:
  9172. case SO_SPELLFIST:
  9173. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9174. unit_skillcastcancel(src,1);
  9175. if(sd) {
  9176. int32 sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  9177. if( skill_id == SO_SPELLFIST ){
  9178. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  9179. sd->skill_id_old = sd->skill_lv_old = 0;
  9180. break;
  9181. }
  9182. sp = sp * (90 - (skill_lv-1)*20) / 100;
  9183. if(sp < 0) sp = 0;
  9184. status_zap(src, 0, sp);
  9185. }
  9186. break;
  9187. case SA_SPELLBREAKER:
  9188. {
  9189. int32 sp;
  9190. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  9191. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  9192. sp = status_percent_damage(bl, src, 0, -20, false);
  9193. status_heal(bl, 0, sp, 2);
  9194. }
  9195. else {
  9196. struct unit_data* ud = unit_bl2ud(bl);
  9197. if (!ud || ud->skilltimer == INVALID_TIMER)
  9198. break; //Nothing to cancel.
  9199. int32 hp = 0;
  9200. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  9201. if (rnd_chance(90, 100))
  9202. {
  9203. if (sd) clif_skill_fail( *sd, skill_id );
  9204. break;
  9205. }
  9206. }
  9207. #ifdef RENEWAL
  9208. else // HP damage does not work on bosses in renewal
  9209. #endif
  9210. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  9211. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  9212. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9213. unit_skillcastcancel(bl, 0);
  9214. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  9215. status_zap(bl, 0, sp);
  9216. // Recover some of the SP used
  9217. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  9218. // If damage would be lethal, it does not deal damage
  9219. if (hp && hp < tstatus->hp) {
  9220. clif_damage(*src, *bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  9221. status_zap(bl, hp, 0);
  9222. // Recover 50% of damage dealt
  9223. status_heal(src, hp / 2, 0, 2);
  9224. }
  9225. }
  9226. }
  9227. break;
  9228. case SA_MAGICROD:
  9229. #ifdef RENEWAL
  9230. clif_skill_nodamage(src,*src,SA_MAGICROD,skill_lv);
  9231. #endif
  9232. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9233. break;
  9234. case SA_AUTOSPELL:
  9235. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9236. if (sd) {
  9237. sd->state.workinprogress = WIP_DISABLE_ALL;
  9238. clif_autospell( *sd, skill_lv );
  9239. } else {
  9240. int32 maxlv=1,spellid=0;
  9241. static const int32 spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  9242. if(skill_lv >= 10) {
  9243. spellid = MG_FROSTDIVER;
  9244. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  9245. // maxlv = 10;
  9246. // else
  9247. maxlv = skill_lv - 9;
  9248. }
  9249. else if(skill_lv >=8) {
  9250. spellid = MG_FIREBALL;
  9251. maxlv = skill_lv - 7;
  9252. }
  9253. else if(skill_lv >=5) {
  9254. spellid = MG_SOULSTRIKE;
  9255. maxlv = skill_lv - 4;
  9256. }
  9257. else if(skill_lv >=2) {
  9258. int32 i_rnd = rnd()%3;
  9259. spellid = spellarray[i_rnd];
  9260. maxlv = skill_lv - 1;
  9261. }
  9262. else if(skill_lv > 0) {
  9263. spellid = MG_NAPALMBEAT;
  9264. maxlv = 3;
  9265. }
  9266. if(spellid > 0)
  9267. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  9268. skill_get_time(SA_AUTOSPELL,skill_lv));
  9269. }
  9270. break;
  9271. case BS_GREED:
  9272. if(sd){
  9273. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9274. map_foreachinallrange(skill_greed,bl,
  9275. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  9276. }
  9277. break;
  9278. case SA_ELEMENTWATER:
  9279. case SA_ELEMENTFIRE:
  9280. case SA_ELEMENTGROUND:
  9281. case SA_ELEMENTWIND:
  9282. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  9283. break;
  9284. [[fallthrough]];
  9285. case NPC_ATTRICHANGE:
  9286. case NPC_CHANGEWATER:
  9287. case NPC_CHANGEGROUND:
  9288. case NPC_CHANGEFIRE:
  9289. case NPC_CHANGEWIND:
  9290. case NPC_CHANGEPOISON:
  9291. case NPC_CHANGEHOLY:
  9292. case NPC_CHANGEDARKNESS:
  9293. case NPC_CHANGETELEKINESIS:
  9294. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9295. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  9296. skill_get_time(skill_id, skill_lv)));
  9297. break;
  9298. case NPC_PROVOCATION:
  9299. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9300. if (md) mob_unlocktarget(md, tick);
  9301. break;
  9302. case NPC_REBIRTH:
  9303. if( md && md->state.rebirth )
  9304. break; // only works once
  9305. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  9306. break;
  9307. case NPC_DARKBLESSING:
  9308. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9309. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9310. break;
  9311. case NPC_LICK:
  9312. status_zap(bl, 0, 100);
  9313. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9314. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  9315. break;
  9316. case NPC_SUICIDE:
  9317. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9318. status_kill(src); //When suiciding, neither exp nor drops is given.
  9319. break;
  9320. case NPC_SUMMONSLAVE:
  9321. case NPC_SUMMONMONSTER:
  9322. case NPC_DEATHSUMMON:
  9323. if(md && md->skill_idx >= 0)
  9324. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  9325. break;
  9326. case NPC_CALLSLAVE:
  9327. mob_warpslave(src,MOB_SLAVEDISTANCE);
  9328. break;
  9329. case NPC_RANDOMMOVE:
  9330. if (md != nullptr) {
  9331. // This skill creates fake casting state where a monster moves while showing a cast bar
  9332. int32 tricktime = MOB_SKILL_INTERVAL * 3;
  9333. md->trickcasting = tick + tricktime;
  9334. clif_skillcasting(src, src->id, src->id, 0, 0, skill_id, skill_lv, ELE_FIRE, tricktime + MOB_SKILL_INTERVAL / 2);
  9335. // Monster cannot be stopped while moving
  9336. md->state.can_escape = 1;
  9337. // Move up to 8 cells
  9338. unit_escape(&md->bl, bl, 8, 3);
  9339. }
  9340. break;
  9341. case NPC_SPEEDUP:
  9342. if (md != nullptr) {
  9343. // Officially, trickcasting continues as long as there are more than 700ms left
  9344. int32 trickstop = (MOB_SKILL_INTERVAL * 7) / 10;
  9345. if (DIFF_TICK(md->trickcasting, tick) >= trickstop) {
  9346. // This skill directly modifies a monster's base speed value
  9347. md->base_status->speed = std::max(md->base_status->speed - 250, MIN_WALK_SPEED);
  9348. // Need to recalc speed based on new base value
  9349. status_calc_bl(&md->bl, { SCB_SPEED });
  9350. // We use skills only on each full cell, to fix the inaccuracy we do this on last move interval
  9351. if (DIFF_TICK(md->trickcasting, tick) < trickstop + MOB_SKILL_INTERVAL)
  9352. md->last_skillcheck = tick + 100;
  9353. }
  9354. else {
  9355. // Synchronize skill usage
  9356. md->last_skillcheck = md->trickcasting;
  9357. // Causes monster to stop and get ready for next alchemist skill
  9358. md->trickcasting = 0;
  9359. md->state.can_escape = 0;
  9360. }
  9361. }
  9362. break;
  9363. case NPC_REVENGE:
  9364. // not really needed... but adding here anyway ^^
  9365. if (md && md->master_id > 0) {
  9366. struct block_list *mbl, *tbl;
  9367. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  9368. (tbl = battle_gettargeted(mbl)) == nullptr)
  9369. break;
  9370. md->state.provoke_flag = tbl->id;
  9371. mob_target(md, tbl, sstatus->rhw.range);
  9372. }
  9373. break;
  9374. case NPC_RUN:
  9375. if (md) {
  9376. block_list* tbl = map_id2bl(md->target_id);
  9377. if (tbl) {
  9378. md->state.can_escape = 1;
  9379. mob_unlocktarget(md, tick);
  9380. // Official distance is 7, if level > 1, distance = level
  9381. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 3);
  9382. if (time) {
  9383. // Need to set state here as it's not set otherwise
  9384. mob_setstate(*md, MSS_WALK);
  9385. // Set AI to inactive for the duration of this movement
  9386. md->next_thinktime = tick + time;
  9387. }
  9388. }
  9389. }
  9390. break;
  9391. case NPC_TRANSFORMATION:
  9392. case NPC_METAMORPHOSIS:
  9393. if(md && md->skill_idx >= 0) {
  9394. int32 class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9395. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9396. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9397. if (class_) mob_class_change(md, class_);
  9398. }
  9399. break;
  9400. case NPC_EMOTION_ON:
  9401. case NPC_EMOTION:
  9402. //val[0] is the emotion to use.
  9403. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9404. //val[1] 'sets' the mode
  9405. //val[2] adds to the current mode
  9406. //val[3] removes from the current mode
  9407. //val[4] if set, asks to delete the previous mode change.
  9408. if(md && md->skill_idx >= 0 && tsc)
  9409. {
  9410. clif_emotion( *bl, static_cast<emotion_type>( md->db->skill[md->skill_idx]->val[0] ) );
  9411. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9412. status_change_end(bl, type);
  9413. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9414. if (!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION
  9415. && md->state.skillstate != MSS_IDLE && md->state.skillstate != MSS_WALK
  9416. && md->db->skill[md->skill_idx]->val[1])
  9417. mob_unlocktarget(md, tick);
  9418. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9419. sc_start4(src,src, type, 100, skill_lv,
  9420. md->db->skill[md->skill_idx]->val[1],
  9421. md->db->skill[md->skill_idx]->val[2],
  9422. md->db->skill[md->skill_idx]->val[3],
  9423. skill_get_time(skill_id, skill_lv));
  9424. //Reset aggressive state depending on resulting mode
  9425. if (!battle_config.npc_emotion_behavior)
  9426. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9427. }
  9428. break;
  9429. case NPC_POWERUP:
  9430. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9431. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9432. break;
  9433. case NPC_AGIUP:
  9434. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9435. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9436. break;
  9437. case NPC_INVISIBLE:
  9438. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9439. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9440. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9441. break;
  9442. case NPC_SIEGEMODE:
  9443. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9444. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9445. break;
  9446. case NPC_INVINCIBLEOFF:
  9447. case MER_INVINCIBLEOFF2:
  9448. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9449. status_change_end(bl, SC_INVINCIBLE);
  9450. break;
  9451. case WE_MALE: {
  9452. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9453. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9454. int32 gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9455. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, gain_hp, 0, 0));
  9456. }
  9457. }
  9458. break;
  9459. case WE_FEMALE: {
  9460. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9461. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9462. int32 gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9463. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, 0, gain_sp, 0));
  9464. }
  9465. }
  9466. break;
  9467. // parent-baby skills
  9468. case WE_BABY:
  9469. if(sd){
  9470. map_session_data *f_sd = pc_get_father(sd);
  9471. map_session_data *m_sd = pc_get_mother(sd);
  9472. if( (!f_sd && !m_sd) // if neither was found
  9473. || (sd->status.party_id != 0 && //not in same party
  9474. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9475. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9476. ))
  9477. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9478. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9479. ) {
  9480. clif_skill_fail( *sd, skill_id );
  9481. map_freeblock_unlock();
  9482. return 0;
  9483. }
  9484. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9485. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9486. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9487. }
  9488. break;
  9489. case WE_CALLALLFAMILY:
  9490. if (sd) {
  9491. map_session_data *p_sd = pc_get_partner(sd);
  9492. map_session_data *c_sd = pc_get_child(sd);
  9493. if (!p_sd && !c_sd) { // Fail if no family members are found
  9494. clif_skill_fail( *sd, skill_id );
  9495. map_freeblock_unlock();
  9496. return 1;
  9497. }
  9498. // Partner must be on the same map and in same party
  9499. if (p_sd && !status_isdead(p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9500. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9501. // Child must be on the same map and in same party as the parent casting
  9502. if (c_sd && !status_isdead(c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9503. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9504. }
  9505. break;
  9506. case WE_ONEFOREVER:
  9507. if (sd) {
  9508. map_session_data *p_sd = pc_get_partner(sd);
  9509. map_session_data *c_sd = pc_get_child(sd);
  9510. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9511. clif_skill_fail( *sd, skill_id );
  9512. map_freeblock_unlock();
  9513. return 1;
  9514. }
  9515. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9516. clif_skill_fail( *sd, skill_id );
  9517. break;
  9518. }
  9519. if (status_isdead(*bl)) {
  9520. int32 per = 30, sper = 0;
  9521. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9522. break;
  9523. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9524. break;
  9525. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9526. break;
  9527. if (dstsd->special_state.restart_full_recover)
  9528. per = sper = 100;
  9529. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9530. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9531. }
  9532. }
  9533. break;
  9534. case WE_CHEERUP:
  9535. if (sd) {
  9536. map_session_data *f_sd = pc_get_father(sd);
  9537. map_session_data *m_sd = pc_get_mother(sd);
  9538. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9539. clif_skill_fail( *sd, skill_id );
  9540. map_freeblock_unlock();
  9541. return 1;
  9542. }
  9543. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9544. if (dstsd == f_sd || dstsd == m_sd)
  9545. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9546. } else
  9547. 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);
  9548. }
  9549. break;
  9550. case PF_HPCONVERSION:
  9551. {
  9552. int32 hp, sp;
  9553. hp = sstatus->max_hp/10;
  9554. sp = hp * 10 * skill_lv / 100;
  9555. if (!status_charge(src,hp,0)) {
  9556. if (sd) clif_skill_fail( *sd, skill_id );
  9557. break;
  9558. }
  9559. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9560. status_heal(bl,0,sp,2);
  9561. }
  9562. break;
  9563. case MA_REMOVETRAP:
  9564. case HT_REMOVETRAP:
  9565. {
  9566. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9567. std::shared_ptr<s_skill_unit_group> sg;
  9568. std::shared_ptr<s_skill_db> skill_group;
  9569. // Mercenaries can remove any trap
  9570. // Players can only remove their own traps or traps on Vs maps.
  9571. 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] )
  9572. {
  9573. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9574. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9575. { // prevent picking up expired traps
  9576. if( battle_config.skill_removetrap_type )
  9577. { // get back all items used to deploy the trap
  9578. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9579. {
  9580. if( skill_group->require.itemid[i] > 0 )
  9581. {
  9582. int32 flag2;
  9583. struct item item_tmp;
  9584. memset(&item_tmp,0,sizeof(item_tmp));
  9585. item_tmp.nameid = skill_group->require.itemid[i];
  9586. item_tmp.identify = 1;
  9587. item_tmp.amount = skill_group->require.amount[i];
  9588. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9589. clif_additem(sd,0,0,flag2);
  9590. if (battle_config.skill_drop_items_full)
  9591. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9592. }
  9593. }
  9594. }
  9595. }
  9596. else
  9597. { // get back 1 trap
  9598. struct item item_tmp;
  9599. memset(&item_tmp,0,sizeof(item_tmp));
  9600. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9601. item_tmp.identify = 1;
  9602. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9603. {
  9604. clif_additem(sd,0,0,flag);
  9605. if (battle_config.skill_drop_items_full)
  9606. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9607. }
  9608. }
  9609. }
  9610. skill_delunit(su);
  9611. }else if(sd)
  9612. clif_skill_fail( *sd, skill_id );
  9613. }
  9614. break;
  9615. case HT_SPRINGTRAP:
  9616. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9617. {
  9618. struct skill_unit *su=nullptr;
  9619. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9620. switch(su->group->unit_id){
  9621. case UNT_ANKLESNARE: // ankle snare
  9622. if (su->group->val2 != 0)
  9623. // if it is already trapping something don't spring it,
  9624. // remove trap should be used instead
  9625. break;
  9626. [[fallthrough]];
  9627. case UNT_BLASTMINE:
  9628. case UNT_SKIDTRAP:
  9629. case UNT_LANDMINE:
  9630. case UNT_SHOCKWAVE:
  9631. case UNT_SANDMAN:
  9632. case UNT_FLASHER:
  9633. case UNT_FREEZINGTRAP:
  9634. case UNT_CLAYMORETRAP:
  9635. case UNT_TALKIEBOX:
  9636. su->group->unit_id = UNT_USED_TRAPS;
  9637. clif_changetraplook(bl, UNT_USED_TRAPS);
  9638. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9639. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9640. }
  9641. }
  9642. }
  9643. break;
  9644. case BD_ENCORE:
  9645. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9646. if(sd)
  9647. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9648. break;
  9649. case TR_RETROSPECTION:
  9650. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9651. if (sd)
  9652. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9653. break;
  9654. case AS_SPLASHER:
  9655. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9656. // Renewal dropped the 3/4 hp requirement
  9657. #ifndef RENEWAL
  9658. || tstatus-> hp > tstatus->max_hp*3/4
  9659. #endif
  9660. ) {
  9661. if (sd) clif_skill_fail( *sd, skill_id );
  9662. map_freeblock_unlock();
  9663. return 1;
  9664. }
  9665. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9666. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9667. break;
  9668. case PF_MINDBREAKER:
  9669. {
  9670. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9671. map_freeblock_unlock();
  9672. return 1;
  9673. }
  9674. if (tsce)
  9675. { //HelloKitty2 (?) explained that this silently fails when target is
  9676. //already inflicted. [Skotlex]
  9677. map_freeblock_unlock();
  9678. return 1;
  9679. }
  9680. //Has a 55% + skill_lv*5% success chance.
  9681. if (!clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9682. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9683. {
  9684. if (sd) clif_skill_fail( *sd, skill_id );
  9685. map_freeblock_unlock();
  9686. return 0;
  9687. }
  9688. unit_skillcastcancel(bl,0);
  9689. if (dstmd)
  9690. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9691. }
  9692. break;
  9693. case PF_SOULCHANGE:
  9694. {
  9695. uint32 sp1 = 0, sp2 = 0;
  9696. if (dstmd) {
  9697. if (dstmd->state.soul_change_flag) {
  9698. if(sd) clif_skill_fail( *sd, skill_id );
  9699. break;
  9700. }
  9701. dstmd->state.soul_change_flag = 1;
  9702. sp2 = sstatus->max_sp * 3 /100;
  9703. status_heal(src, 0, sp2, 2);
  9704. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9705. break;
  9706. }
  9707. sp1 = sstatus->sp;
  9708. sp2 = tstatus->sp;
  9709. #ifdef RENEWAL
  9710. sp1 = sp1 / 2;
  9711. sp2 = sp2 / 2;
  9712. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9713. sp1 = tstatus->sp;
  9714. #endif
  9715. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9716. sp1 = tstatus->sp;
  9717. status_set_sp(src, sp2, 3);
  9718. status_set_sp(bl, sp1, 3);
  9719. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9720. }
  9721. break;
  9722. // Slim Pitcher
  9723. case CR_SLIMPITCHER:
  9724. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9725. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9726. break;
  9727. if (potion_hp || potion_sp) {
  9728. int32 hp = potion_hp, sp = potion_sp;
  9729. hp = hp * (100 + (tstatus->vit * 2))/100;
  9730. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9731. if (dstsd) {
  9732. if (hp)
  9733. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9734. if (sp)
  9735. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9736. }
  9737. if (tsc != nullptr && !tsc->empty()) {
  9738. uint8 penalty = 0;
  9739. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9740. hp += hp / 10;
  9741. sp += sp / 10;
  9742. }
  9743. if (tsc->getSCE(SC_CRITICALWOUND))
  9744. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9745. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9746. penalty += 20;
  9747. if (tsc->getSCE(SC_NORECOVER_STATE))
  9748. penalty = 100;
  9749. if (penalty > 0) {
  9750. hp -= hp * penalty / 100;
  9751. sp -= sp * penalty / 100;
  9752. }
  9753. }
  9754. if(hp > 0)
  9755. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp);
  9756. if(sp > 0)
  9757. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  9758. status_heal(bl,hp,sp,0);
  9759. }
  9760. break;
  9761. // Full Chemical Protection
  9762. case CR_FULLPROTECTION:
  9763. {
  9764. uint32 equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9765. int32 i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9766. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9767. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9768. continue;
  9769. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9770. s++;
  9771. }
  9772. if( sd && !s ){
  9773. clif_skill_fail( *sd, skill_id );
  9774. map_freeblock_unlock(); // Don't consume item requirements
  9775. return 0;
  9776. }
  9777. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9778. }
  9779. break;
  9780. case RG_CLEANER: //AppleGirl
  9781. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9782. break;
  9783. #ifndef RENEWAL
  9784. case CG_LONGINGFREEDOM:
  9785. {
  9786. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9787. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9788. {
  9789. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9790. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9791. }
  9792. }
  9793. break;
  9794. #endif
  9795. case CG_TAROTCARD:
  9796. {
  9797. int32 card = -1;
  9798. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9799. //Target currently has the SUN tarot card effect and is immune to any other effect
  9800. map_freeblock_unlock();
  9801. return 0;
  9802. }
  9803. if( rnd() % 100 > skill_lv * 8 ||
  9804. #ifndef RENEWAL
  9805. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9806. #endif
  9807. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9808. if( sd )
  9809. clif_skill_fail( *sd, skill_id );
  9810. map_freeblock_unlock();
  9811. return 0;
  9812. }
  9813. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9814. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9815. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9816. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9817. }
  9818. break;
  9819. case SL_ALCHEMIST:
  9820. case SL_ASSASIN:
  9821. case SL_BARDDANCER:
  9822. case SL_BLACKSMITH:
  9823. case SL_CRUSADER:
  9824. case SL_HUNTER:
  9825. case SL_KNIGHT:
  9826. case SL_MONK:
  9827. case SL_PRIEST:
  9828. case SL_ROGUE:
  9829. case SL_SAGE:
  9830. case SL_SOULLINKER:
  9831. case SL_STAR:
  9832. case SL_SUPERNOVICE:
  9833. case SL_WIZARD:
  9834. case SL_HIGH:
  9835. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9836. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9837. // 1% chance to erase death count on successful cast
  9838. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9839. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9840. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9841. status_calc_pc( dstsd, SCO_NONE );
  9842. }
  9843. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9844. }else{
  9845. if( sd ){
  9846. clif_skill_fail( *sd, skill_id );
  9847. }
  9848. }
  9849. break;
  9850. case SP_SOULGOLEM:
  9851. case SP_SOULSHADOW:
  9852. case SP_SOULFALCON:
  9853. case SP_SOULFAIRY:
  9854. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9855. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9856. }else{
  9857. if( sd ){
  9858. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9859. }
  9860. }
  9861. break;
  9862. case SP_SOULREVOLVE:
  9863. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9864. if (sd)
  9865. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9866. break;
  9867. }
  9868. status_heal(bl, 0, 50*skill_lv, 2);
  9869. status_change_end(bl, SC_SPIRIT);
  9870. status_change_end(bl, SC_SOULGOLEM);
  9871. status_change_end(bl, SC_SOULSHADOW);
  9872. status_change_end(bl, SC_SOULFALCON);
  9873. status_change_end(bl, SC_SOULFAIRY);
  9874. break;
  9875. case SL_SWOO:
  9876. if (tsce) {
  9877. if(sd)
  9878. clif_skill_fail( *sd, skill_id );
  9879. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9880. status_change_end(bl, SC_SWOO);
  9881. break;
  9882. }
  9883. [[fallthrough]];
  9884. case SL_SKA: // [marquis007]
  9885. case SL_SKE:
  9886. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9887. clif_skill_fail( *sd, skill_id );
  9888. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9889. break;
  9890. }
  9891. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9892. if (skill_id == SL_SKE)
  9893. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9894. break;
  9895. case AG_ENERGY_CONVERSION:
  9896. if (status_get_sp(src) == status_get_max_sp(src)) {
  9897. if( sd != nullptr ){
  9898. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9899. }
  9900. break;
  9901. }
  9902. // Apply the SP gain to the caster
  9903. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9904. status_heal(bl, 0, (skill_lv * (skill_lv + 1) / 2) * 40, 1);
  9905. break;
  9906. // New guild skills [Celest]
  9907. case GD_BATTLEORDER:
  9908. case GD_REGENERATION:
  9909. case GD_RESTORE:
  9910. case GD_EMERGENCY_MOVE:
  9911. if(flag&1) {
  9912. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9913. if( skill_id == GD_RESTORE )
  9914. clif_skill_nodamage(src,*bl,AL_HEAL,status_percent_heal(bl,90,90));
  9915. else
  9916. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9917. }
  9918. } else if (status_get_guild_id(src)) {
  9919. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9920. map_foreachinallrange(skill_area_sub, src,
  9921. skill_get_splash(skill_id, skill_lv), BL_PC,
  9922. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9923. skill_castend_nodamage_id);
  9924. if (sd)
  9925. #ifdef RENEWAL
  9926. skill_blockpc_start(*sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9927. #else
  9928. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9929. #endif
  9930. }
  9931. break;
  9932. case GD_EMERGENCYCALL:
  9933. case GD_ITEMEMERGENCYCALL:
  9934. {
  9935. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9936. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9937. uint8 j = 0, calls = 0, called = 0;
  9938. // i don't know if it actually summons in a circle, but oh well. ;P
  9939. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9940. if (!g)
  9941. break;
  9942. if (skill_id == GD_ITEMEMERGENCYCALL)
  9943. switch (skill_lv) {
  9944. case 1: calls = 7; break;
  9945. case 2: calls = 12; break;
  9946. case 3: calls = 20; break;
  9947. default: calls = 0; break;
  9948. }
  9949. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9950. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9951. if (j > 8)
  9952. j = 0;
  9953. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9954. if (dstsd->status.disable_call)
  9955. continue;
  9956. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9957. continue;
  9958. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9959. continue;
  9960. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9961. dx[j] = dy[j] = 0;
  9962. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9963. called++;
  9964. }
  9965. }
  9966. if (sd)
  9967. #ifdef RENEWAL
  9968. skill_blockpc_start(*sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9969. #else
  9970. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9971. #endif
  9972. }
  9973. break;
  9974. case GD_CHARGESHOUT_FLAG:
  9975. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9976. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9977. if (md) {
  9978. sd->guild->chargeshout_flag_id = md->bl.id;
  9979. md->master_id = src->id;
  9980. if (md->deletetimer != INVALID_TIMER)
  9981. delete_timer(md->deletetimer, mob_timer_delete);
  9982. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9983. mob_spawn(md);
  9984. }
  9985. }
  9986. break;
  9987. case GD_CHARGESHOUT_BEATING:
  9988. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9989. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9990. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9991. clif_skill_fail( *sd, skill_id );
  9992. else
  9993. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9994. } else if (sd)
  9995. clif_skill_fail( *sd, skill_id );
  9996. break;
  9997. case SG_FEEL:
  9998. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9999. if (sd) {
  10000. if(!sd->feel_map[skill_lv-1].index)
  10001. clif_feel_req(sd->fd,sd, skill_lv);
  10002. else
  10003. clif_feel_info(sd, skill_lv-1, 1);
  10004. }
  10005. break;
  10006. case SG_HATE:
  10007. if (sd) {
  10008. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10009. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  10010. clif_skill_fail( *sd, skill_id );
  10011. }
  10012. break;
  10013. case SJ_DOCUMENT:
  10014. if (sd) {
  10015. switch (skill_lv) {
  10016. case 1:
  10017. pc_resetfeel(sd);
  10018. break;
  10019. case 2:
  10020. pc_resethate(sd);
  10021. break;
  10022. case 3:
  10023. pc_resetfeel(sd);
  10024. pc_resethate(sd);
  10025. break;
  10026. }
  10027. }
  10028. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10029. break;
  10030. case GS_GLITTERING:
  10031. if(sd) {
  10032. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10033. if(rnd()%100 < (20+10*skill_lv))
  10034. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10035. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  10036. pc_delspiritball(sd,1,0);
  10037. }
  10038. break;
  10039. case GS_CRACKER:
  10040. /* per official standards, this skill works on players and mobs. */
  10041. if (sd && (dstsd || dstmd))
  10042. {
  10043. i =65 -5*distance_bl(src,bl); //Base rate
  10044. if (i < 30) i = 30;
  10045. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10046. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  10047. }
  10048. break;
  10049. case AM_CALLHOMUN: //[orn]
  10050. if (sd && !hom_call(sd))
  10051. clif_skill_fail( *sd, skill_id );
  10052. #ifdef RENEWAL
  10053. else if (sd && hom_is_active(sd->hd))
  10054. skill_area_temp[0] = 1; // Already passed pre-cast checks
  10055. #endif
  10056. break;
  10057. case AM_REST:
  10058. if (sd) {
  10059. if (hom_vaporize(sd,HOM_ST_REST))
  10060. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10061. else
  10062. clif_skill_fail( *sd, skill_id );
  10063. }
  10064. break;
  10065. case HAMI_CASTLE: //[orn]
  10066. if (src != bl && rnd_chance(20 * skill_lv, 100)) {
  10067. // Get one of the monsters targeting the player and set the homunculus as its new target
  10068. if (block_list* tbl = battle_gettargeted(bl); tbl != nullptr && tbl->type == BL_MOB) {
  10069. if (unit_data* ud = unit_bl2ud(tbl); ud != nullptr)
  10070. unit_changetarget_sub(*ud, *src);
  10071. }
  10072. int16 x = src->x, y = src->y;
  10073. // Move homunculus
  10074. if (unit_movepos(src, bl->x, bl->y, 0, false)) {
  10075. clif_blown(src);
  10076. // Move player
  10077. if (unit_movepos(bl, x, y, 0, false))
  10078. clif_blown(bl);
  10079. // Show the animation on the homunculus only
  10080. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  10081. }
  10082. }
  10083. else if (hd != nullptr && hd->master != nullptr)
  10084. clif_skill_fail( *hd->master, skill_id );
  10085. else if (sd != nullptr)
  10086. clif_skill_fail( *sd, skill_id );
  10087. break;
  10088. case HVAN_CHAOTIC:
  10089. {
  10090. // Chance per skill level
  10091. static const std::array<uint8, 5> chance_homunculus = {
  10092. 20,
  10093. 50,
  10094. 25,
  10095. 50,
  10096. 34
  10097. };
  10098. static const std::array<uint8, 5> chance_master = {
  10099. static_cast<uint8>(chance_homunculus[0] + 30),
  10100. static_cast<uint8>(chance_homunculus[1] + 10),
  10101. static_cast<uint8>(chance_homunculus[2] + 50),
  10102. static_cast<uint8>(chance_homunculus[3] + 4),
  10103. static_cast<uint8>(chance_homunculus[4] + 33)
  10104. };
  10105. uint8 chance = rnd_value(1, 100);
  10106. // Homunculus
  10107. if (chance <= chance_homunculus[skill_lv - 1])
  10108. bl = src;
  10109. // Master
  10110. else if (chance <= chance_master[skill_lv - 1])
  10111. bl = battle_get_master(src);
  10112. // Enemy (A random enemy targeting the master)
  10113. else
  10114. bl = battle_gettargeted(battle_get_master(src));
  10115. // If there's no enemy the chance reverts to the homunculus
  10116. if (bl == nullptr)
  10117. bl = src;
  10118. int32 heal = skill_calc_heal(src, bl, skill_id, rnd_value<uint16>(1, skill_lv), true);
  10119. // Official servers send the Heal skill packet with the healed amount, and then the skill packet with 1 as healed amount
  10120. clif_skill_nodamage(src, *bl, AL_HEAL, heal);
  10121. clif_skill_nodamage(src, *bl, skill_id, 1);
  10122. status_heal(bl, heal, 0, 0);
  10123. } break;
  10124. case HVAN_EXPLOSION:
  10125. if( hd != nullptr ){
  10126. clif_skill_nodamage(src, *src, skill_id, skill_lv, 1);
  10127. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  10128. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  10129. clif_send_homdata(*hd, SP_INTIMATE);
  10130. // There's a delay between the explosion and the homunculus death
  10131. skill_addtimerskill(src, tick + skill_get_time(skill_id, skill_lv), src->id, 0, 0, skill_id, skill_lv, 0, flag);
  10132. } break;
  10133. // Homun single-target support skills [orn]
  10134. case HLIF_CHANGE:
  10135. #ifndef RENEWAL
  10136. status_percent_heal(bl, 100, 100);
  10137. [[fallthrough]];
  10138. #endif
  10139. case HAMI_BLOODLUST:
  10140. case HFLI_FLEET:
  10141. case HFLI_SPEED:
  10142. case MH_ANGRIFFS_MODUS:
  10143. case MH_GOLDENE_FERSE:
  10144. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10145. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10146. break;
  10147. case NPC_DRAGONFEAR:
  10148. if (flag&1) {
  10149. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  10150. int32 j;
  10151. j = i = rnd()%ARRAYLENGTH(sc);
  10152. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  10153. i++;
  10154. if ( i == ARRAYLENGTH(sc) )
  10155. i = 0;
  10156. if (i == j)
  10157. break;
  10158. }
  10159. break;
  10160. }
  10161. [[fallthrough]];
  10162. case NPC_WIDEBLEEDING:
  10163. case NPC_WIDEBLEEDING2:
  10164. case NPC_WIDECONFUSE:
  10165. case NPC_WIDECONFUSE2:
  10166. case NPC_WIDECURSE:
  10167. case NPC_WIDECURSE2:
  10168. case NPC_WIDEFREEZE:
  10169. case NPC_WIDEFREEZE2:
  10170. case NPC_WIDESLEEP:
  10171. case NPC_WIDESLEEP2:
  10172. case NPC_WIDESILENCE:
  10173. case NPC_WIDESILENCE2:
  10174. case NPC_WIDESTONE:
  10175. case NPC_WIDESTONE2:
  10176. case NPC_WIDESTUN:
  10177. case NPC_WIDESTUN2:
  10178. case NPC_SLOWCAST:
  10179. case NPC_WIDEHELLDIGNITY:
  10180. case NPC_WIDEHEALTHFEAR:
  10181. case NPC_WIDEBODYBURNNING:
  10182. case NPC_WIDEFROSTMISTY:
  10183. case NPC_WIDECOLD:
  10184. case NPC_WIDE_DEEP_SLEEP:
  10185. case NPC_WIDESIREN:
  10186. case NPC_WIDEWEB:
  10187. case NPC_DEADLYCURSE2:
  10188. if (flag&1){
  10189. switch ( type ) {
  10190. case SC_BURNING:
  10191. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  10192. break;
  10193. case SC_STONEWAIT:
  10194. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  10195. break;
  10196. default:
  10197. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  10198. }
  10199. }
  10200. else {
  10201. skill_area_temp[2] = 0; //For SD_PREAMBLE
  10202. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10203. map_foreachinallrange(skill_area_sub, bl,
  10204. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  10205. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  10206. skill_castend_nodamage_id);
  10207. }
  10208. break;
  10209. case NPC_WIDESOULDRAIN:
  10210. if (flag&1)
  10211. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  10212. else {
  10213. skill_area_temp[2] = 0; //For SD_PREAMBLE
  10214. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10215. map_foreachinallrange(skill_area_sub, bl,
  10216. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  10217. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  10218. skill_castend_nodamage_id);
  10219. }
  10220. break;
  10221. case NPC_FIRESTORM: {
  10222. int32 sflag = flag;
  10223. if( skill_lv > 1 )
  10224. sflag |= 4;
  10225. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10226. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  10227. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10228. }
  10229. break;
  10230. case ALL_PARTYFLEE:
  10231. if( sd && !(flag&1) ) {
  10232. if( !sd->status.party_id ) {
  10233. clif_skill_fail( *sd, skill_id );
  10234. break;
  10235. }
  10236. 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);
  10237. } else
  10238. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10239. break;
  10240. case NPC_TALK:
  10241. case ALL_WEWISH:
  10242. case ALL_CATCRY:
  10243. case ALL_DREAM_SUMMERNIGHT:
  10244. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10245. break;
  10246. case ALL_BUYING_STORE:
  10247. if( sd )
  10248. {// players only, skill allows 5 buying slots
  10249. clif_skill_nodamage(src, *bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) == 0);
  10250. }
  10251. break;
  10252. case RK_ENCHANTBLADE:
  10253. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10254. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  10255. break;
  10256. case RK_DRAGONHOWLING:
  10257. if( flag&1)
  10258. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10259. else
  10260. {
  10261. skill_area_temp[2] = 0;
  10262. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10263. map_foreachinallrange(skill_area_sub, src,
  10264. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  10265. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  10266. skill_castend_nodamage_id);
  10267. }
  10268. break;
  10269. case LG_EARTHDRIVE: {
  10270. int32 dummy = 1;
  10271. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10272. i = skill_get_splash(skill_id,skill_lv);
  10273. 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);
  10274. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10275. }
  10276. break;
  10277. case RK_LUXANIMA:
  10278. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  10279. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10280. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10281. break;
  10282. case RK_GIANTGROWTH:
  10283. case RK_STONEHARDSKIN:
  10284. case RK_VITALITYACTIVATION:
  10285. case RK_ABUNDANCE:
  10286. case RK_CRUSHSTRIKE:
  10287. case RK_REFRESH:
  10288. case RK_MILLENNIUMSHIELD:
  10289. if (sd) {
  10290. uint8 rune_level = 1; // RK_GIANTGROWTH
  10291. if (skill_id == RK_VITALITYACTIVATION)
  10292. rune_level = 2;
  10293. else if (skill_id == RK_STONEHARDSKIN)
  10294. rune_level = 4;
  10295. else if (skill_id == RK_ABUNDANCE)
  10296. rune_level = 6;
  10297. else if (skill_id == RK_CRUSHSTRIKE)
  10298. rune_level = 7;
  10299. else if (skill_id == RK_REFRESH)
  10300. rune_level = 8;
  10301. else if (skill_id == RK_MILLENNIUMSHIELD)
  10302. rune_level = 9;
  10303. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  10304. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  10305. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10306. else if (skill_id == RK_STONEHARDSKIN)
  10307. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10308. } else
  10309. clif_skill_fail( *sd, skill_id );
  10310. }
  10311. break;
  10312. case NPC_MILLENNIUMSHIELD:
  10313. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  10314. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10315. break;
  10316. case RK_FIGHTINGSPIRIT: {
  10317. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  10318. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  10319. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  10320. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  10321. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10322. break;
  10323. }
  10324. case GC_ROLLINGCUTTER:
  10325. {
  10326. int16 count = 1;
  10327. skill_area_temp[2] = 0;
  10328. 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);
  10329. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  10330. { // Every time the skill is casted the status change is reseted adding a counter.
  10331. count += (int16)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  10332. if( count > 10 )
  10333. count = 10; // Max coounter
  10334. status_change_end(bl, SC_ROLLINGCUTTER);
  10335. }
  10336. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  10337. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  10338. }
  10339. break;
  10340. case GC_WEAPONBLOCKING:
  10341. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  10342. status_change_end(bl, SC_WEAPONBLOCKING);
  10343. else
  10344. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10345. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10346. break;
  10347. case GC_CREATENEWPOISON:
  10348. if( sd )
  10349. {
  10350. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  10351. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10352. }
  10353. break;
  10354. case GC_POISONINGWEAPON:
  10355. if( sd ) {
  10356. clif_poison_list( *sd, skill_lv );
  10357. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10358. }
  10359. break;
  10360. case GC_ANTIDOTE:
  10361. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10362. if( tsc )
  10363. {
  10364. status_change_end(bl, SC_PARALYSE);
  10365. status_change_end(bl, SC_PYREXIA);
  10366. status_change_end(bl, SC_DEATHHURT);
  10367. status_change_end(bl, SC_LEECHESEND);
  10368. status_change_end(bl, SC_VENOMBLEED);
  10369. status_change_end(bl, SC_MAGICMUSHROOM);
  10370. status_change_end(bl, SC_TOXIN);
  10371. status_change_end(bl, SC_OBLIVIONCURSE);
  10372. }
  10373. break;
  10374. case GC_PHANTOMMENACE:
  10375. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10376. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10377. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  10378. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10379. break;
  10380. case GC_HALLUCINATIONWALK:
  10381. {
  10382. int32 heal = status_get_max_hp(bl) / 10;
  10383. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  10384. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10385. break;
  10386. }
  10387. if( !status_charge(bl,heal,0) )
  10388. {
  10389. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10390. break;
  10391. }
  10392. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10393. }
  10394. break;
  10395. case AB_ANCILLA:
  10396. if( sd ) {
  10397. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10398. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  10399. }
  10400. break;
  10401. case AB_CLEMENTIA:
  10402. case AB_CANTO:
  10403. {
  10404. int32 bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  10405. int32 agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  10406. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  10407. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  10408. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  10409. else if( sd )
  10410. 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);
  10411. }
  10412. break;
  10413. case AB_PRAEFATIO:
  10414. case AB_RENOVATIO:
  10415. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10416. if (skill_id == AB_PRAEFATIO)
  10417. 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)));
  10418. else
  10419. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10420. } else if( sd )
  10421. 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);
  10422. break;
  10423. case AB_CHEAL:
  10424. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10425. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10426. int32 partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10427. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10428. if( partycount > 1 )
  10429. i += (i / 100) * (partycount * 10) / 4;
  10430. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10431. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10432. clif_skill_nodamage(src, *bl, skill_id, i);
  10433. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10434. i = ~i + 1;
  10435. status_heal(bl, i, 0, 0);
  10436. }
  10437. } else if( sd )
  10438. 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);
  10439. break;
  10440. case NPC_CHEAL:
  10441. if( flag&1 ) {
  10442. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10443. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10444. if (status_isimmune(bl))
  10445. i = 0;
  10446. clif_skill_nodamage(src, *bl, skill_id, i);
  10447. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10448. i = ~i + 1;
  10449. status_heal(bl, i, 0, 0);
  10450. }
  10451. }
  10452. else {
  10453. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10454. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10455. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10456. }
  10457. break;
  10458. case AB_ORATIO:
  10459. if( flag&1 )
  10460. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10461. else {
  10462. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10463. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10464. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10465. }
  10466. break;
  10467. case AB_LAUDAAGNUS:
  10468. if( flag&1 || !sd || !sd->status.party_id ) {
  10469. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10470. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10471. // Success Chance: (60 + 10 * Skill Level) %
  10472. if( rnd()%100 > 60+10*skill_lv ) break;
  10473. status_change_end(bl, SC_FREEZE);
  10474. status_change_end(bl, SC_STONE);
  10475. status_change_end(bl, SC_BLIND);
  10476. status_change_end(bl, SC_BURNING);
  10477. status_change_end(bl, SC_FREEZING);
  10478. status_change_end(bl, SC_CRYSTALIZE);
  10479. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10480. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10481. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10482. } else if( sd )
  10483. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10484. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10485. break;
  10486. case AB_LAUDARAMUS:
  10487. if( flag&1 || !sd || !sd->status.party_id ) {
  10488. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10489. // Success Chance: (60 + 10 * Skill Level) %
  10490. if( rnd()%100 > 60+10*skill_lv ) break;
  10491. status_change_end(bl, SC_SLEEP);
  10492. status_change_end(bl, SC_STUN);
  10493. status_change_end(bl, SC_MANDRAGORA);
  10494. status_change_end(bl, SC_SILENCE);
  10495. status_change_end(bl, SC_DEEPSLEEP);
  10496. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10497. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10498. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10499. } else if( sd )
  10500. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10501. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10502. break;
  10503. case AB_CLEARANCE:
  10504. 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]
  10505. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10506. break;
  10507. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10508. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10509. if (sd)
  10510. clif_skill_fail( *sd, skill_id );
  10511. break;
  10512. }
  10513. if(status_isimmune(bl))
  10514. break;
  10515. //Remove bonus_script by Clearance
  10516. if (dstsd)
  10517. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10518. if(tsc == nullptr || tsc->empty())
  10519. break;
  10520. //Statuses change that can't be removed by Cleareance
  10521. for (const auto &it : status_db) {
  10522. sc_type status = static_cast<sc_type>(it.first);
  10523. if (!tsc->getSCE(status))
  10524. continue;
  10525. if (it.second->flag[SCF_NOCLEARANCE])
  10526. continue;
  10527. switch (status) {
  10528. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10529. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10530. case SC_FORTUNE: case SC_SERVICE4U:
  10531. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10532. continue; //If in song area don't end it, even if config enabled
  10533. break;
  10534. case SC_ASSUMPTIO:
  10535. if (bl->type == BL_MOB)
  10536. continue;
  10537. break;
  10538. }
  10539. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10540. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10541. status_change_end(bl,status);
  10542. }
  10543. break;
  10544. }
  10545. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10546. break;
  10547. case AB_SILENTIUM:
  10548. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10549. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10550. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10551. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10552. break;
  10553. case WL_STASIS:
  10554. if (flag&1)
  10555. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10556. else {
  10557. struct map_data *mapdata = map_getmapdata(src->m);
  10558. 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);
  10559. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10560. }
  10561. break;
  10562. case NPC_DANCINGBLADE:
  10563. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10564. break;
  10565. case WL_CHAINLIGHTNING:
  10566. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10567. break;
  10568. case WL_WHITEIMPRISON:
  10569. 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.
  10570. {
  10571. int32 rate = ( sd? sd->status.job_level : 50 ) / 4;
  10572. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10573. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10574. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10575. if( sd )
  10576. skill_blockpc_start(*sd,skill_id,4000);
  10577. if( !(tsc && tsc->getSCE(type)) ){
  10578. 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));
  10579. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  10580. if( sd && !i )
  10581. clif_skill_fail( *sd, skill_id );
  10582. }
  10583. }else
  10584. if( sd )
  10585. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10586. break;
  10587. case NPC_JACKFROST:
  10588. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10589. 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);
  10590. break;
  10591. case WL_SIENNAEXECRATE:
  10592. if( status_isimmune(bl) || !tsc )
  10593. break;
  10594. if( flag&1 ) {
  10595. if( bl->id == skill_area_temp[1] )
  10596. break; // Already work on this target
  10597. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10598. } else {
  10599. int32 rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10600. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10601. if( rnd()%100 < rate ) { // Success on First Target
  10602. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10603. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10604. skill_area_temp[1] = bl->id;
  10605. 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);
  10606. }
  10607. // Doesn't send failure packet if it fails on defense.
  10608. }
  10609. else if( sd ) // Failure on Rate
  10610. clif_skill_fail( *sd, skill_id );
  10611. }
  10612. break;
  10613. case WL_SUMMONFB:
  10614. case WL_SUMMONBL:
  10615. case WL_SUMMONWB:
  10616. case WL_SUMMONSTONE:
  10617. {
  10618. if (sc == nullptr)
  10619. break;
  10620. e_wl_spheres element;
  10621. switch (skill_id) { // Set val2. The SC element for this ball
  10622. case WL_SUMMONFB:
  10623. element = WLS_FIRE;
  10624. break;
  10625. case WL_SUMMONBL:
  10626. element = WLS_WIND;
  10627. break;
  10628. case WL_SUMMONWB:
  10629. element = WLS_WATER;
  10630. break;
  10631. case WL_SUMMONSTONE:
  10632. element = WLS_STONE;
  10633. break;
  10634. }
  10635. if (skill_lv == 1) {
  10636. sc_type sphere = SC_NONE;
  10637. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10638. if (sc->getSCE(i) == nullptr) {
  10639. sphere = static_cast<sc_type>(i); // Take the free SC
  10640. break;
  10641. }
  10642. }
  10643. if (sphere == SC_NONE) {
  10644. if (sd) // No free slots to put SC
  10645. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10646. break;
  10647. }
  10648. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10649. } else {
  10650. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10651. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10652. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10653. }
  10654. }
  10655. clif_skill_nodamage(src, *bl, skill_id, 0, false);
  10656. }
  10657. break;
  10658. case WL_READING_SB_READING:
  10659. if (sd) {
  10660. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10661. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10662. break;
  10663. }
  10664. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10665. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10666. }
  10667. break;
  10668. case RA_FEARBREEZE:
  10669. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10670. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10671. break;
  10672. case RA_WUGMASTERY:
  10673. if( sd ) {
  10674. if( !pc_iswug(sd) )
  10675. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10676. else
  10677. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10678. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10679. }
  10680. break;
  10681. case RA_WUGRIDER:
  10682. if( sd ) {
  10683. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10684. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10685. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10686. } else if( pc_isridingwug(sd) ) {
  10687. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10688. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10689. }
  10690. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10691. }
  10692. break;
  10693. case RA_WUGDASH:
  10694. if( tsce ) {
  10695. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  10696. map_freeblock_unlock();
  10697. return 0;
  10698. }
  10699. if( sd && pc_isridingwug(sd) ) {
  10700. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10701. clif_walkok(*sd);
  10702. }
  10703. break;
  10704. case RA_SENSITIVEKEEN:
  10705. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10706. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10707. 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);
  10708. break;
  10709. case NC_F_SIDESLIDE:
  10710. case NC_B_SIDESLIDE:
  10711. {
  10712. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10713. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10714. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10715. }
  10716. break;
  10717. case NC_SELFDESTRUCTION:
  10718. if( sd ) {
  10719. if( pc_ismadogear(sd) )
  10720. pc_setmadogear(sd, false);
  10721. skill_area_temp[1] = 0;
  10722. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10723. 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);
  10724. status_set_sp(src, 0, 0);
  10725. skill_clear_unitgroup(src);
  10726. }
  10727. break;
  10728. case NC_EMERGENCYCOOL:
  10729. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10730. if (sd) {
  10731. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10732. int16 limit[] = { -45, -75, -105 };
  10733. i = 0;
  10734. for (const auto &reqItem : req.eqItem) {
  10735. if (pc_search_inventory(sd, reqItem) != -1)
  10736. break;
  10737. i++;
  10738. }
  10739. pc_overheat(*sd, limit[min(i, 2)]);
  10740. }
  10741. break;
  10742. case NC_ANALYZE:
  10743. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10744. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10745. break;
  10746. case NC_MAGNETICFIELD:
  10747. if (flag & 1) {
  10748. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10749. } else {
  10750. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10751. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10752. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10753. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10754. }
  10755. break;
  10756. case NC_REPAIR:
  10757. if( sd ) {
  10758. int32 heal, hp = 0;
  10759. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10760. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10761. break;
  10762. }
  10763. switch(skill_lv) {
  10764. case 1: hp = 4; break;
  10765. case 2: hp = 7; break;
  10766. case 3: hp = 13; break;
  10767. case 4: hp = 17; break;
  10768. case 5: default: hp = 23; break;
  10769. }
  10770. heal = dstsd->status.max_hp * hp / 100;
  10771. status_heal(bl,heal,0,2);
  10772. clif_skill_nodamage(src, *bl, skill_id, skill_lv, heal != 0);
  10773. }
  10774. break;
  10775. case NC_DISJOINT:
  10776. {
  10777. if( bl->type != BL_MOB ) break;
  10778. md = map_id2md(bl->id);
  10779. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10780. status_kill(bl);
  10781. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10782. }
  10783. break;
  10784. case SC_AUTOSHADOWSPELL:
  10785. if( sd ) {
  10786. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10787. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10788. {
  10789. 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]
  10790. clif_autoshadowspell_list( *sd );
  10791. clif_skill_nodamage(src,*bl,skill_id,1);
  10792. }
  10793. else
  10794. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10795. }
  10796. break;
  10797. case SC_SHADOWFORM:
  10798. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10799. 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))) )
  10800. dstsd->shadowform_id = src->id;
  10801. }
  10802. else if( sd )
  10803. clif_skill_fail( *sd, skill_id );
  10804. break;
  10805. case SC_BODYPAINT:
  10806. if( flag&1 ) {
  10807. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10808. status_change_end(bl,SC_HIDING);
  10809. status_change_end(bl,SC_CLOAKING);
  10810. status_change_end(bl,SC_CLOAKINGEXCEED);
  10811. status_change_end(bl,SC_CAMOUFLAGE);
  10812. status_change_end(bl,SC_NEWMOON);
  10813. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10814. status_change_end(bl, SC__SHADOWFORM);
  10815. }
  10816. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10817. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10818. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10819. } else {
  10820. clif_skill_nodamage(src, *bl, skill_id, 0);
  10821. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10822. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10823. }
  10824. break;
  10825. case SC_ENERVATION:
  10826. case SC_GROOMY:
  10827. case SC_LAZINESS:
  10828. case SC_UNLUCKY:
  10829. case SC_WEAKNESS:
  10830. if( !(tsc && tsc->getSCE(type)) ) {
  10831. int32 rate;
  10832. if (status_get_class_(bl) == CLASS_BOSS)
  10833. break;
  10834. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10835. - (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));
  10836. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10837. clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10838. } else if( sd )
  10839. clif_skill_fail( *sd, skill_id );
  10840. break;
  10841. case SC_IGNORANCE:
  10842. if( !(tsc && tsc->getSCE(type)) ) {
  10843. int32 rate;
  10844. if (status_get_class_(bl) == CLASS_BOSS)
  10845. break;
  10846. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10847. - (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));
  10848. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10849. if (clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10850. int32 sp = 100 * skill_lv;
  10851. if( dstmd )
  10852. sp = dstmd->level;
  10853. if( !dstmd )
  10854. status_zap(bl, 0, sp);
  10855. status_heal(src, 0, sp / 2, 3);
  10856. } else if( sd )
  10857. clif_skill_fail( *sd, skill_id );
  10858. } else if( sd )
  10859. clif_skill_fail( *sd, skill_id );
  10860. break;
  10861. case LG_TRAMPLE:
  10862. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10863. if (rnd()%100 < (25 + 25 * skill_lv))
  10864. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10865. status_change_end(bl, SC_SV_ROOTTWIST);
  10866. break;
  10867. case LG_REFLECTDAMAGE:
  10868. if( tsc && tsc->getSCE(type) )
  10869. status_change_end(bl,type);
  10870. else
  10871. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10872. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10873. break;
  10874. case LG_PIETY:
  10875. if( flag&1 )
  10876. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10877. else {
  10878. skill_area_temp[2] = 0;
  10879. 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);
  10880. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10881. }
  10882. break;
  10883. case SR_CURSEDCIRCLE:
  10884. if( flag&1 ) {
  10885. if( status_get_class_(bl) == CLASS_BOSS )
  10886. break;
  10887. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10888. if( bl->type == BL_MOB )
  10889. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10890. clif_bladestop( *src, bl->id, true );
  10891. map_freeblock_unlock();
  10892. return 1;
  10893. }
  10894. } else {
  10895. int32 count = 0;
  10896. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10897. 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
  10898. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10899. if( sd ) pc_delspiritball(sd, count, 0);
  10900. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10901. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10902. }
  10903. break;
  10904. case NPC_SR_CURSEDCIRCLE:
  10905. if( flag&1 ) {
  10906. if( status_get_class_(bl) == CLASS_BOSS )
  10907. break;
  10908. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10909. if( bl->type == BL_MOB )
  10910. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10911. clif_bladestop( *src, bl->id, true );
  10912. map_freeblock_unlock();
  10913. return 1;
  10914. }
  10915. } else {
  10916. int32 count = 0;
  10917. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10918. 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
  10919. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10920. if( sd ) pc_delspiritball(sd, count, 0);
  10921. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10922. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10923. }
  10924. break;
  10925. case SR_RAISINGDRAGON:
  10926. if( sd ) {
  10927. int16 max = 5 + skill_lv;
  10928. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10929. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10930. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10931. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10932. }
  10933. break;
  10934. case SR_ASSIMILATEPOWER:
  10935. if (flag&1) {
  10936. i = 0;
  10937. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10938. if (dstsd->spiritball > 0) {
  10939. i = dstsd->spiritball;
  10940. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10941. }
  10942. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10943. i += dstsd->spiritcharm;
  10944. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10945. }
  10946. }
  10947. if (i)
  10948. status_percent_heal(src, 0, i);
  10949. clif_skill_nodamage(src, *bl, skill_id, skill_lv, i != 0);
  10950. } else {
  10951. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10952. 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);
  10953. }
  10954. break;
  10955. case SR_POWERVELOCITY:
  10956. if( !dstsd )
  10957. break;
  10958. if( sd && dstsd->spiritball <= 5 ) {
  10959. for(i = 0; i <= 5; i++) {
  10960. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10961. pc_delspiritball(sd, sd->spiritball, 0);
  10962. }
  10963. }
  10964. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10965. break;
  10966. case SR_GENTLETOUCH_CURE:
  10967. {
  10968. uint32 heal;
  10969. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10970. heal = 0;
  10971. else {
  10972. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10973. status_heal(bl, heal, 0, 0);
  10974. }
  10975. if( tsc != nullptr && !tsc->empty() && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10976. status_change_end(bl, SC_STONE);
  10977. status_change_end(bl, SC_FREEZE);
  10978. status_change_end(bl, SC_STUN);
  10979. status_change_end(bl, SC_POISON);
  10980. status_change_end(bl, SC_SILENCE);
  10981. status_change_end(bl, SC_BLIND);
  10982. status_change_end(bl, SC_HALLUCINATION);
  10983. }
  10984. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10985. }
  10986. break;
  10987. case SR_GENTLETOUCH_ENERGYGAIN:
  10988. case SR_GENTLETOUCH_CHANGE:
  10989. case SR_GENTLETOUCH_REVITALIZE:
  10990. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10991. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10992. break;
  10993. case SR_FLASHCOMBO: {
  10994. const int32 combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10995. const int32 delay[] = { 0, 750, 1250 };
  10996. if (sd) // Disable attacking/acting/moving for skill's duration.
  10997. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10998. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10999. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11000. for (i = 0; i < ARRAYLENGTH(combo); i++)
  11001. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  11002. }
  11003. break;
  11004. case WA_SWING_DANCE:
  11005. case WA_MOONLIT_SERENADE:
  11006. case WA_SYMPHONY_OF_LOVER:
  11007. case MI_RUSH_WINDMILL:
  11008. case MI_ECHOSONG:
  11009. if( !sd || !sd->status.party_id || (flag & 1) ) {
  11010. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11011. 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));
  11012. } else if( sd ) {
  11013. 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);
  11014. 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));
  11015. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11016. }
  11017. break;
  11018. case MI_HARMONIZE:
  11019. if( src != bl )
  11020. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  11021. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  11022. break;
  11023. case WM_DEADHILLHERE:
  11024. if( bl->type == BL_PC ) {
  11025. if( !status_isdead(*bl) )
  11026. break;
  11027. tstatus->hp = max(tstatus->sp, 1);
  11028. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  11029. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11030. pc_revive(reinterpret_cast<map_session_data*>(bl),true,true);
  11031. clif_resurrection( *bl );
  11032. }
  11033. break;
  11034. case WM_VOICEOFSIREN:
  11035. if (flag&1)
  11036. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  11037. else {
  11038. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  11039. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  11040. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  11041. 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);
  11042. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11043. }
  11044. break;
  11045. case WM_GLOOMYDAY:
  11046. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11047. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  11048. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  11049. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  11050. { // !TODO: Which skills aren't boosted anymore?
  11051. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11052. break;
  11053. }
  11054. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11055. break;
  11056. case WM_SATURDAY_NIGHT_FEVER:
  11057. if( flag&1 ) {
  11058. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11059. } else if (sd) {
  11060. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  11061. 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);
  11062. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11063. }
  11064. }
  11065. break;
  11066. case WM_SIRCLEOFNATURE:
  11067. case WM_SONG_OF_MANA:
  11068. case WM_DANCE_WITH_WUG:
  11069. case WM_LERADS_DEW:
  11070. case WM_UNLIMITED_HUMMING_VOICE:
  11071. if( flag&1 ) { // These affect to to all party members near the caster.
  11072. if( sc && sc->getSCE(type) ) {
  11073. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  11074. }
  11075. } else if( sd ) {
  11076. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  11077. 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);
  11078. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11079. }
  11080. break;
  11081. case WM_MELODYOFSINK:
  11082. if( flag&1 ) {
  11083. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11084. } else { // These affect to all targets around the caster.
  11085. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  11086. 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);
  11087. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11088. }
  11089. }
  11090. break;
  11091. case WM_BEYOND_OF_WARCRY:
  11092. if( flag&1 ) {
  11093. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11094. } else { // These affect to all targets around the caster.
  11095. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  11096. 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);
  11097. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11098. }
  11099. }
  11100. break;
  11101. case WM_SOUND_OF_DESTRUCTION:
  11102. if (flag&1) {
  11103. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  11104. } else {
  11105. 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);
  11106. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11107. }
  11108. break;
  11109. case WM_RANDOMIZESPELL:
  11110. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  11111. status_change_end(bl, SC_SONGOFMANA);
  11112. status_change_end(bl, SC_DANCEWITHWUG);
  11113. status_change_end(bl, SC_LERADSDEW);
  11114. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  11115. status_change_end(bl, SC_BEYONDOFWARCRY);
  11116. status_change_end(bl, SC_MELODYOFSINK);
  11117. status_change_end(bl, SC_BEYONDOFWARCRY);
  11118. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  11119. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11120. }
  11121. break;
  11122. case RETURN_TO_ELDICASTES:
  11123. case ALL_GUARDIAN_RECALL:
  11124. case ECLAGE_RECALL:
  11125. case ALL_NIFLHEIM_RECALL:
  11126. case ALL_PRONTERA_RECALL:
  11127. case ALL_GLASTHEIM_RECALL:
  11128. case ALL_THANATOS_RECALL:
  11129. case ALL_LIGHTHALZEN_RECALL:
  11130. if( sd != nullptr ){
  11131. // Destination position.
  11132. uint16 x;
  11133. uint16 y;
  11134. uint16 mapindex;
  11135. switch(skill_id){
  11136. case RETURN_TO_ELDICASTES:
  11137. x = 198;
  11138. y = 187;
  11139. mapindex = mapindex_name2id(MAP_DICASTES);
  11140. break;
  11141. case ALL_GUARDIAN_RECALL:
  11142. x = 44;
  11143. y = 151;
  11144. mapindex = mapindex_name2id(MAP_MORA);
  11145. break;
  11146. case ECLAGE_RECALL:
  11147. x = 47;
  11148. y = 31;
  11149. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  11150. break;
  11151. case ALL_NIFLHEIM_RECALL:
  11152. x = 193;
  11153. y = 186;
  11154. mapindex = mapindex_name2id( MAP_NIFLHEIM );
  11155. break;
  11156. case ALL_PRONTERA_RECALL:
  11157. if(skill_lv == 1) {
  11158. x = 115;
  11159. y = 72;
  11160. }
  11161. else if(skill_lv == 2) {
  11162. x = 159;
  11163. y = 192;
  11164. }
  11165. mapindex = mapindex_name2id(MAP_PRONTERA);
  11166. break;
  11167. case ALL_GLASTHEIM_RECALL:
  11168. x = 200;
  11169. y = 268;
  11170. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  11171. break;
  11172. case ALL_THANATOS_RECALL:
  11173. x = 139;
  11174. y = 156;
  11175. mapindex = mapindex_name2id(MAP_THANATOS);
  11176. break;
  11177. case ALL_LIGHTHALZEN_RECALL:
  11178. x = 307;
  11179. y = 307;
  11180. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  11181. break;
  11182. }
  11183. sc_start( src, bl, type, 100, skill_lv, skill_get_cooldown( skill_id, skill_lv ) );
  11184. if(!mapindex)
  11185. { //Given map not found?
  11186. clif_skill_fail( *sd, skill_id );
  11187. map_freeblock_unlock();
  11188. return 0;
  11189. }
  11190. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  11191. }
  11192. break;
  11193. case ECL_SNOWFLIP:
  11194. case ECL_PEONYMAMY:
  11195. case ECL_SADAGUI:
  11196. case ECL_SEQUOIADUST:
  11197. switch(skill_id){
  11198. case ECL_SNOWFLIP:
  11199. status_change_end(bl, SC_SLEEP);
  11200. status_change_end(bl, SC_BLEEDING);
  11201. status_change_end(bl, SC_BURNING);
  11202. status_change_end(bl, SC_DEEPSLEEP);
  11203. break;
  11204. case ECL_PEONYMAMY:
  11205. status_change_end(bl, SC_FREEZE);
  11206. status_change_end(bl, SC_FREEZING);
  11207. status_change_end(bl, SC_CRYSTALIZE);
  11208. break;
  11209. case ECL_SADAGUI:
  11210. status_change_end(bl, SC_STUN);
  11211. status_change_end(bl, SC_CONFUSION);
  11212. status_change_end(bl, SC_HALLUCINATION);
  11213. status_change_end(bl, SC_FEAR);
  11214. break;
  11215. case ECL_SEQUOIADUST:
  11216. status_change_end(bl, SC_STONE);
  11217. status_change_end(bl, SC_POISON);
  11218. status_change_end(bl, SC_CURSE);
  11219. status_change_end(bl, SC_BLIND);
  11220. status_change_end(bl, SC_ORCISH);
  11221. status_change_end(bl, SC_DECREASEAGI);
  11222. break;
  11223. }
  11224. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE );
  11225. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11226. break;
  11227. case GM_SANDMAN:
  11228. if( tsc ) {
  11229. if( tsc->opt1 == OPT1_SLEEP )
  11230. tsc->opt1 = 0;
  11231. else
  11232. tsc->opt1 = OPT1_SLEEP;
  11233. clif_changeoption(bl);
  11234. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11235. }
  11236. break;
  11237. case SO_ARRULLO:
  11238. {
  11239. int32 rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  11240. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11241. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  11242. }
  11243. break;
  11244. case WM_LULLABY_DEEPSLEEP:
  11245. if (flag&1) {
  11246. int32 rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  11247. int32 duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  11248. sc_start(src, bl, type, rate, skill_lv, duration);
  11249. } else {
  11250. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11251. 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);
  11252. }
  11253. break;
  11254. case SO_SUMMON_AGNI:
  11255. case SO_SUMMON_AQUA:
  11256. case SO_SUMMON_VENTUS:
  11257. case SO_SUMMON_TERA:
  11258. if( sd ) {
  11259. int32 elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  11260. // Remove previous elemental first.
  11261. if( sd->ed )
  11262. elemental_delete(sd->ed);
  11263. // Summoning the new one.
  11264. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  11265. clif_skill_fail( *sd, skill_id );
  11266. break;
  11267. }
  11268. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11269. }
  11270. break;
  11271. case SO_EL_CONTROL:
  11272. if( sd ) {
  11273. int32 mode;
  11274. if( !sd->ed ) break;
  11275. if( skill_lv == 4 ) {// At level 4 delete elementals.
  11276. elemental_delete(sd->ed);
  11277. break;
  11278. }
  11279. switch( skill_lv ) {// Select mode bassed on skill level used.
  11280. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  11281. case 2: mode = EL_MODE_ASSIST; break;
  11282. case 3: mode = EL_MODE_AGGRESSIVE; break;
  11283. }
  11284. if( !elemental_change_mode(sd->ed,mode) ) {
  11285. clif_skill_fail( *sd, skill_id );
  11286. break;
  11287. }
  11288. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11289. }
  11290. break;
  11291. case SO_EL_ACTION:
  11292. if( sd ) {
  11293. int32 duration = 3000;
  11294. if( !sd->ed )
  11295. break;
  11296. switch(sd->ed->db->class_) {
  11297. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  11298. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  11299. duration = 6000;
  11300. break;
  11301. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  11302. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  11303. duration = 9000;
  11304. break;
  11305. }
  11306. sd->skill_id_old = skill_id;
  11307. elemental_action(sd->ed, bl, tick);
  11308. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11309. skill_blockpc_start(*sd, skill_id, duration);
  11310. }
  11311. break;
  11312. case SO_EL_CURE:
  11313. if( sd ) {
  11314. s_elemental_data *ed = sd->ed;
  11315. int32 s_hp, s_sp;
  11316. if( !ed )
  11317. break;
  11318. s_hp = sd->battle_status.hp * 10 / 100;
  11319. s_sp = sd->battle_status.sp * 10 / 100;
  11320. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  11321. clif_skill_fail( *sd, skill_id );
  11322. break;
  11323. }
  11324. status_heal(&ed->bl,s_hp,s_sp,3);
  11325. clif_skill_nodamage(src,ed->bl,skill_id,skill_lv);
  11326. }
  11327. break;
  11328. case GN_CHANGEMATERIAL:
  11329. case SO_EL_ANALYSIS:
  11330. if( sd ) {
  11331. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11332. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  11333. }
  11334. break;
  11335. case NPC_MANDRAGORA:
  11336. case GN_MANDRAGORA:
  11337. if( flag&1 ) {
  11338. int32 rate;
  11339. if (skill_id == NPC_MANDRAGORA)
  11340. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  11341. else
  11342. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  11343. if (rate < 10)
  11344. rate = 10;
  11345. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  11346. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  11347. if (rnd()%100 < rate) {
  11348. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11349. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  11350. }
  11351. } else {
  11352. 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);
  11353. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11354. }
  11355. break;
  11356. case GN_SLINGITEM:
  11357. if( sd ) {
  11358. i = sd->equip_index[EQI_AMMO];
  11359. if( i < 0 )
  11360. break; // No ammo.
  11361. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  11362. if( ammo_id == 0 )
  11363. break;
  11364. sd->itemid = ammo_id;
  11365. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  11366. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  11367. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  11368. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11369. else
  11370. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  11371. } else //Otherwise, it fails, shows animation and removes items.
  11372. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  11373. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  11374. switch (ammo_id) {
  11375. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  11376. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  11377. status_percent_heal(bl, 1, 0);
  11378. break;
  11379. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  11380. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  11381. status_percent_heal(bl, 2, 0);
  11382. break;
  11383. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  11384. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  11385. status_percent_heal(bl, 5, 0);
  11386. break;
  11387. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  11388. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  11389. status_percent_heal(bl, 0, 2);
  11390. break;
  11391. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  11392. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  11393. status_percent_heal(bl, 0, 4);
  11394. break;
  11395. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  11396. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  11397. status_percent_heal(bl, 0, 8);
  11398. break;
  11399. default:
  11400. if (dstsd)
  11401. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  11402. break;
  11403. }
  11404. }
  11405. }
  11406. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11407. clif_skill_nodamage(src,*bl,skill_id,skill_lv);// This packet is received twice actually, I think it is to show the animation.
  11408. break;
  11409. case GN_MIX_COOKING:
  11410. case GN_MAKEBOMB:
  11411. case GN_S_PHARMACY:
  11412. if( sd ) {
  11413. int32 qty = 1;
  11414. sd->skill_id_old = skill_id;
  11415. sd->skill_lv_old = skill_lv;
  11416. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  11417. qty = 10;
  11418. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  11419. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11420. }
  11421. break;
  11422. case EL_CIRCLE_OF_FIRE:
  11423. case EL_PYROTECHNIC:
  11424. case EL_HEATER:
  11425. case EL_TROPIC:
  11426. case EL_AQUAPLAY:
  11427. case EL_COOLER:
  11428. case EL_CHILLY_AIR:
  11429. case EL_GUST:
  11430. case EL_BLAST:
  11431. case EL_WILD_STORM:
  11432. case EL_PETROLOGY:
  11433. case EL_CURSED_SOIL:
  11434. case EL_UPHEAVAL:
  11435. case EL_FIRE_CLOAK:
  11436. case EL_WATER_DROP:
  11437. case EL_WIND_CURTAIN:
  11438. case EL_SOLID_SKIN:
  11439. case EL_STONE_SHIELD:
  11440. case EL_WIND_STEP:
  11441. case EM_EL_FLAMETECHNIC:
  11442. case EM_EL_FLAMEARMOR:
  11443. case EM_EL_COLD_FORCE:
  11444. case EM_EL_CRYSTAL_ARMOR:
  11445. case EM_EL_GRACE_BREEZE:
  11446. case EM_EL_EYES_OF_STORM:
  11447. case EM_EL_EARTH_CARE:
  11448. case EM_EL_STRONG_PROTECTION:
  11449. case EM_EL_DEEP_POISONING:
  11450. case EM_EL_POISON_SHIELD:
  11451. {
  11452. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11453. if( ele ) {
  11454. sc_type type2 = (sc_type)(type-1);
  11455. status_change *esc = status_get_sc(&ele->bl);
  11456. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11457. status_change_end(src,type);
  11458. status_change_end(bl,type2);
  11459. } else {
  11460. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11461. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11462. 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 );
  11463. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11464. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11465. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11466. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11467. }
  11468. }
  11469. }
  11470. break;
  11471. case EL_FIRE_MANTLE:
  11472. case EL_WATER_BARRIER:
  11473. case EL_ZEPHYR:
  11474. case EL_POWER_OF_GAIA:
  11475. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11476. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11477. break;
  11478. case EL_WATER_SCREEN: {
  11479. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11480. if( ele ) {
  11481. status_change *esc = status_get_sc(&ele->bl);
  11482. sc_type type2 = (sc_type)(type-1);
  11483. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11484. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11485. status_change_end(bl,type);
  11486. status_change_end(src,type2);
  11487. } else {
  11488. // This not heals at the end.
  11489. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11490. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11491. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11492. }
  11493. }
  11494. }
  11495. break;
  11496. case KO_KAHU_ENTEN:
  11497. case KO_HYOUHU_HUBUKI:
  11498. case KO_KAZEHU_SEIRAN:
  11499. case KO_DOHU_KOUKAI:
  11500. if (sd) {
  11501. int32 ele_type = skill_get_ele(skill_id,skill_lv);
  11502. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11503. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11504. }
  11505. break;
  11506. case KO_ZANZOU:
  11507. if(sd){
  11508. struct mob_data *md2;
  11509. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(*src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11510. if( md2 )
  11511. {
  11512. md2->master_id = src->id;
  11513. md2->special_state.ai = AI_ZANZOU;
  11514. if( md2->deletetimer != INVALID_TIMER )
  11515. delete_timer(md2->deletetimer, mob_timer_delete);
  11516. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11517. mob_spawn( md2 );
  11518. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11519. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11520. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11521. }
  11522. }
  11523. break;
  11524. case KO_KYOUGAKU:
  11525. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11526. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11527. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11528. }else if( sd )
  11529. clif_skill_fail( *sd, skill_id );
  11530. break;
  11531. case KO_JYUSATSU:
  11532. if( dstsd && tsc && !tsc->getSCE(type) &&
  11533. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int32 / 2)]%.
  11534. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11535. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11536. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11537. if( status_get_lv(bl) <= status_get_lv(src) )
  11538. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11539. }else if( sd )
  11540. clif_skill_fail( *sd, skill_id );
  11541. break;
  11542. case KO_GENWAKU:
  11543. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11544. int32 x = src->x, y = src->y;
  11545. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11546. clif_skill_fail( *sd, skill_id );
  11547. break;
  11548. }
  11549. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11550. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11551. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11552. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11553. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11554. clif_blown(src);
  11555. if (!unit_blown_immune(bl, 0x1)) {
  11556. unit_movepos(bl,x,y,0,0);
  11557. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11558. clif_sitting(*bl); //Avoid sitting sync problem
  11559. clif_blown(bl);
  11560. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11561. }
  11562. }
  11563. }
  11564. break;
  11565. case OB_AKAITSUKI:
  11566. case OB_OBOROGENSOU:
  11567. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11568. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11569. clif_skill_fail( *sd, skill_id );
  11570. break;
  11571. }
  11572. [[fallthrough]];
  11573. case KO_IZAYOI:
  11574. case OB_ZANGETSU:
  11575. case KG_KYOMU:
  11576. case KG_KAGEMUSYA:
  11577. case SP_SOULDIVISION:
  11578. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11579. if (bl->type != BL_PC) {
  11580. if (sd)
  11581. clif_skill_fail( *sd, skill_id );
  11582. break;
  11583. }
  11584. }
  11585. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11586. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11587. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11588. break;
  11589. case KG_KAGEHUMI:
  11590. if( flag&1 ){
  11591. if (bl->type != BL_PC)
  11592. break;
  11593. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11594. status_change_end(bl, SC_HIDING);
  11595. status_change_end(bl, SC_CLOAKING);
  11596. status_change_end(bl, SC_CLOAKINGEXCEED);
  11597. status_change_end(bl, SC_CAMOUFLAGE);
  11598. status_change_end(bl, SC_NEWMOON);
  11599. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11600. status_change_end(bl, SC__SHADOWFORM);
  11601. status_change_end(bl, SC_MARIONETTE);
  11602. status_change_end(bl, SC_HARMONIZE);
  11603. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11604. }
  11605. }else{
  11606. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11607. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11608. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11609. }
  11610. break;
  11611. case MH_SILENT_BREEZE:
  11612. {
  11613. int32 heal = 5 * status_get_lv(&hd->bl) +
  11614. #ifdef RENEWAL
  11615. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11616. #else
  11617. status_base_matk_min(&hd->battle_status);
  11618. #endif
  11619. //Silences the homunculus and target
  11620. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11621. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11622. //Recover the target's HP
  11623. status_heal(bl,heal,0,3);
  11624. //Removes these SC from target
  11625. if (tsc) {
  11626. const enum sc_type scs[] = {
  11627. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11628. };
  11629. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11630. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11631. }
  11632. }
  11633. break;
  11634. case MH_OVERED_BOOST:
  11635. if (hd && battle_get_master(src)) {
  11636. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11637. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11638. }
  11639. break;
  11640. case MH_GRANITIC_ARMOR:
  11641. case MH_PYROCLASTIC:
  11642. if(hd) {
  11643. struct block_list *s_bl = battle_get_master(src);
  11644. 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
  11645. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11646. }
  11647. break;
  11648. case MH_LIGHT_OF_REGENE: //self
  11649. if(hd) {
  11650. struct block_list *s_bl = battle_get_master(src);
  11651. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11652. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11653. }
  11654. break;
  11655. case MH_STYLE_CHANGE:
  11656. if(hd){
  11657. struct status_change_entry *sce;
  11658. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11659. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11660. else sce->val1 = MH_MD_FIGHTING;
  11661. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11662. // char output[128];
  11663. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11664. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11665. //}
  11666. }
  11667. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11668. }
  11669. break;
  11670. case MH_GOLDENE_TONE:
  11671. case MH_TEMPERING: {
  11672. block_list* master_bl = battle_get_master(src);
  11673. if (master_bl != nullptr){
  11674. clif_skill_nodamage(src,*master_bl,skill_id,skill_lv);
  11675. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11676. }
  11677. } break;
  11678. case MH_PAIN_KILLER:
  11679. bl = battle_get_master(src);
  11680. if (bl != nullptr)
  11681. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11682. break;
  11683. case MH_MAGMA_FLOW:
  11684. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11685. break;
  11686. case MH_SUMMON_LEGION: {
  11687. int32 summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11688. int32 qty[5] = {3 , 3 , 4 , 4 , 5};
  11689. struct mob_data *sum_md;
  11690. int32 i_slave,c=0;
  11691. int32 maxcount = qty[skill_lv-1];
  11692. 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);
  11693. if(c >= maxcount) {
  11694. map_freeblock_unlock();
  11695. return 0; //max qty already spawned
  11696. }
  11697. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11698. 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);
  11699. if (sum_md) {
  11700. sum_md->master_id = src->id;
  11701. sum_md->special_state.ai = AI_LEGION;
  11702. if (sum_md->deletetimer != INVALID_TIMER)
  11703. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11704. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11705. mob_spawn(sum_md); //Now it is ready for spawning.
  11706. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11707. }
  11708. }
  11709. }
  11710. break;
  11711. case RL_RICHS_COIN:
  11712. if (sd) {
  11713. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11714. for (i = 0; i < 10; i++)
  11715. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11716. }
  11717. break;
  11718. case RL_C_MARKER:
  11719. if (sd) {
  11720. // If marked by someone else remove it
  11721. if (tsce && tsce->val2 != src->id)
  11722. status_change_end(bl, type);
  11723. // Check if marked before
  11724. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11725. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11726. // Find empty slot
  11727. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11728. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11729. clif_skill_fail( *sd, skill_id );
  11730. break;
  11731. }
  11732. }
  11733. sd->c_marker[i] = bl->id;
  11734. 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);
  11735. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11736. }
  11737. // If mob casts this, at least SC_C_MARKER as debuff
  11738. else {
  11739. 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);
  11740. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11741. }
  11742. break;
  11743. case RL_QD_SHOT:
  11744. if (sd) {
  11745. skill_area_temp[1] = bl->id;
  11746. // Check surrounding
  11747. 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);
  11748. if (skill_area_temp[0])
  11749. 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);
  11750. // Main target always receives damage
  11751. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11752. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11753. } else {
  11754. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11755. 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);
  11756. }
  11757. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11758. skill_area_temp[0] = 0;
  11759. skill_area_temp[1] = 0;
  11760. break;
  11761. case RL_FLICKER:
  11762. if (sd) {
  11763. sd->flicker = true;
  11764. skill_area_temp[1] = 0;
  11765. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11766. // Detonate RL_B_TRAP
  11767. if (pc_checkskill(sd, RL_B_TRAP))
  11768. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11769. // Detonate RL_H_MINE
  11770. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11771. 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);
  11772. sd->flicker = false;
  11773. }
  11774. break;
  11775. case SO_ELEMENTAL_SHIELD:
  11776. if (!sd || sd->status.party_id == 0 || flag&1) {
  11777. if (sd && sd->status.party_id == 0) {
  11778. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11779. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11780. elemental_delete(sd->ed);
  11781. }
  11782. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11783. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11784. }
  11785. else {
  11786. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11787. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11788. elemental_delete(sd->ed);
  11789. 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);
  11790. }
  11791. break;
  11792. case SU_HIDE:
  11793. if (tsce) {
  11794. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11795. status_change_end(bl, type);
  11796. map_freeblock_unlock();
  11797. return 0;
  11798. }
  11799. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11800. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11801. break;
  11802. case SU_STOOP:
  11803. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11804. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11805. break;
  11806. case SU_SV_ROOTTWIST:
  11807. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11808. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11809. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11810. break;
  11811. }
  11812. if (tsc != nullptr && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11813. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11814. else {
  11815. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11816. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11817. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11818. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11819. }
  11820. break;
  11821. case SU_TUNABELLY:
  11822. {
  11823. uint32 heal = 0;
  11824. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11825. heal = 0;
  11826. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11827. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11828. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11829. status_heal(bl, heal, 0, 0);
  11830. }
  11831. break;
  11832. case SU_BUNCHOFSHRIMP:
  11833. case SU_HISS:
  11834. case SU_PURRING:
  11835. case SU_MEOWMEOW:
  11836. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11837. int32 duration = skill_get_time(skill_id, skill_lv);
  11838. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11839. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11840. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11841. } else if (sd) {
  11842. 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);
  11843. }
  11844. break;
  11845. case SU_SHRIMPARTY:
  11846. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11847. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11848. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11849. clif_skill_nodamage(bl, *bl, SU_FRESHSHRIMP, i, 1);
  11850. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11851. }
  11852. } else if (sd)
  11853. 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);
  11854. break;
  11855. case SU_POWEROFFLOCK:
  11856. if (flag&1) {
  11857. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11858. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11859. } else {
  11860. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11861. if (battle_config.skill_wall_check)
  11862. 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);
  11863. else
  11864. 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);
  11865. }
  11866. break;
  11867. case ALL_EQSWITCH:
  11868. if( sd ){
  11869. clif_equipswitch_reply( sd, false );
  11870. for( int32 i = 0, position = 0; i < EQI_MAX; i++ ){
  11871. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11872. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11873. }
  11874. }
  11875. }
  11876. break;
  11877. case AB_VITUPERATUM:
  11878. if (flag&1)
  11879. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11880. else {
  11881. 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);
  11882. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11883. }
  11884. break;
  11885. case AB_CONVENIO:
  11886. if (sd) {
  11887. party_data *p = party_search(sd->status.party_id);
  11888. int32 i = 0, count = 0;
  11889. // Only usable in party
  11890. if (p == nullptr) {
  11891. clif_skill_fail( *sd, skill_id );
  11892. break;
  11893. }
  11894. // Only usable as party leader.
  11895. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11896. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11897. clif_skill_fail( *sd, skill_id );
  11898. break;
  11899. }
  11900. // Do the teleport part
  11901. for (i = 0; i < MAX_PARTY; ++i) {
  11902. map_session_data *pl_sd = p->data[i].sd;
  11903. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11904. sd->bl.m != pl_sd->bl.m)
  11905. continue;
  11906. // Respect /call configuration
  11907. if( pl_sd->status.disable_call ){
  11908. continue;
  11909. }
  11910. 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))) {
  11911. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11912. count++;
  11913. }
  11914. }
  11915. if (!count)
  11916. clif_skill_fail( *sd, skill_id );
  11917. }
  11918. break;
  11919. case NPC_PULSESTRIKE2:
  11920. for (int32 i = 0; i < 3; i++)
  11921. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11922. break;
  11923. case BO_THE_WHOLE_PROTECTION:
  11924. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11925. uint32 equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11926. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11927. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11928. continue;
  11929. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11930. }
  11931. } else if (sd) {
  11932. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11933. 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);
  11934. }
  11935. break;
  11936. case TR_MUSICAL_INTERLUDE:
  11937. case TR_JAWAII_SERENADE:
  11938. case TR_PRON_MARCH:
  11939. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11940. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11941. else if (sd) {
  11942. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11943. sd->skill_id_song = skill_id;
  11944. sd->skill_lv_song = skill_lv;
  11945. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11946. flag |= 2;
  11947. 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);
  11948. }
  11949. break;
  11950. case TR_GEF_NOCTURN:
  11951. case TR_AIN_RHAPSODY:
  11952. if (flag & 1)
  11953. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11954. else if (sd) {
  11955. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11956. sd->skill_id_song = skill_id;
  11957. sd->skill_lv_song = skill_lv;
  11958. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11959. flag |= 2;
  11960. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11961. }
  11962. break;
  11963. case TR_ROKI_CAPRICCIO:
  11964. case TR_NIPELHEIM_REQUIEM:
  11965. if (flag & 1) { // Need official success chances.
  11966. uint16 success_chance = 5 * skill_lv;
  11967. if (flag & 2)
  11968. success_chance *= 2;
  11969. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11970. if (skill_id == TR_ROKI_CAPRICCIO) {
  11971. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11972. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11973. } else { // TR_NIPELHEIM_REQUIEM
  11974. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11975. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11976. }
  11977. } else if (sd) {
  11978. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11979. sd->skill_id_song = skill_id;
  11980. sd->skill_lv_song = skill_lv;
  11981. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11982. flag |= 2;
  11983. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11984. }
  11985. break;
  11986. case ABR_NET_REPAIR:
  11987. case ABR_NET_SUPPORT:
  11988. if (flag & 1) {
  11989. int32 heal_amount;
  11990. if (skill_id == ABR_NET_REPAIR) {
  11991. heal_amount = tstatus->max_hp * 10 / 100;
  11992. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  11993. status_heal(bl, heal_amount, 0, 0);
  11994. } else { // ABR_NET_SUPPORT
  11995. heal_amount = tstatus->max_sp * 3 / 100;
  11996. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, heal_amount);
  11997. status_heal(bl, 0, heal_amount, 0);
  11998. }
  11999. } else {
  12000. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12001. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  12002. }
  12003. break;
  12004. case WH_HAWK_M:
  12005. if (sd) {
  12006. if (!pc_isfalcon(sd))
  12007. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  12008. else
  12009. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  12010. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12011. }
  12012. break;
  12013. case EM_SUMMON_ELEMENTAL_ARDOR:
  12014. case EM_SUMMON_ELEMENTAL_DILUVIO:
  12015. case EM_SUMMON_ELEMENTAL_PROCELLA:
  12016. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  12017. case EM_SUMMON_ELEMENTAL_SERPENS: {
  12018. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12019. if (sd == nullptr)
  12020. break;
  12021. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  12022. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  12023. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  12024. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  12025. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  12026. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  12027. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  12028. // Remove the old elemental before summoning the super one.
  12029. elemental_delete(sd->ed);
  12030. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  12031. clif_skill_fail( *sd, skill_id );
  12032. break;
  12033. } else // Elemental summoned. Buff the player with the bonus.
  12034. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12035. } else {
  12036. clif_skill_fail( *sd, skill_id );
  12037. break;
  12038. }
  12039. }
  12040. break;
  12041. case EM_ELEMENTAL_VEIL:
  12042. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12043. if (sd == nullptr)
  12044. break;
  12045. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  12046. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12047. else
  12048. clif_skill_fail( *sd, skill_id );
  12049. break;
  12050. case MT_M_MACHINE:
  12051. case BO_BIONIC_PHARMACY:
  12052. if (sd) {
  12053. sd->skill_id_old = skill_id;
  12054. sd->skill_lv_old = skill_lv;
  12055. if (skill_id == MT_M_MACHINE)
  12056. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  12057. else // BO_BIONIC_PHARMACY
  12058. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  12059. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12060. }
  12061. break;
  12062. case MT_SUMMON_ABR_BATTLE_WARIOR:
  12063. case MT_SUMMON_ABR_DUAL_CANNON:
  12064. case MT_SUMMON_ABR_MOTHER_NET:
  12065. case MT_SUMMON_ABR_INFINITY: {
  12066. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  12067. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12068. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12069. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  12070. if (md) {
  12071. md->master_id = src->id;
  12072. md->special_state.ai = AI_ABR;
  12073. if (md->deletetimer != INVALID_TIMER)
  12074. delete_timer(md->deletetimer, mob_timer_delete);
  12075. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12076. mob_spawn(md);
  12077. }
  12078. }
  12079. break;
  12080. case BO_WOODENWARRIOR:
  12081. case BO_WOODEN_FAIRY:
  12082. case BO_CREEPER:
  12083. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  12084. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  12085. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12086. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12087. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  12088. if (md) {
  12089. md->master_id = src->id;
  12090. md->special_state.ai = AI_BIONIC;
  12091. if (md->deletetimer != INVALID_TIMER)
  12092. delete_timer(md->deletetimer, mob_timer_delete);
  12093. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12094. mob_spawn(md);
  12095. }
  12096. }
  12097. break;
  12098. #ifdef RENEWAL
  12099. case CG_HERMODE:
  12100. skill_castend_song(src, skill_id, skill_lv, tick);
  12101. break;
  12102. #endif
  12103. case NPC_LEASH:
  12104. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12105. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  12106. return 0;
  12107. }
  12108. clif_blown( bl );
  12109. break;
  12110. case NPC_WIDELEASH:
  12111. if( flag & 1 ){
  12112. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  12113. return 0;
  12114. }
  12115. clif_blown( bl );
  12116. }else{
  12117. skill_area_temp[2] = 0; // For SD_PREAMBLE
  12118. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12119. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  12120. }
  12121. break;
  12122. case HN_HELLS_DRIVE:
  12123. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12124. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12125. break;
  12126. case NW_THE_VIGILANTE_AT_NIGHT:
  12127. i = skill_get_splash(skill_id, skill_lv);
  12128. skill_area_temp[0] = 0;
  12129. skill_area_temp[1] = bl->id;
  12130. skill_area_temp[2] = 0;
  12131. if (sd && sd->weapontype1 == W_GATLING) {
  12132. i = 5; // 11x11
  12133. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv);
  12134. } else
  12135. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv);
  12136. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  12137. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  12138. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  12139. break;
  12140. case NW_INTENSIVE_AIM:
  12141. if (tsc && tsc->getSCE(type)) {
  12142. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  12143. status_change_end(bl, type);
  12144. } else {
  12145. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  12146. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12147. }
  12148. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12149. break;
  12150. case NW_HIDDEN_CARD:
  12151. case NW_AUTO_FIRING_LAUNCHER:
  12152. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12153. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12154. break;
  12155. case NW_GRENADE_FRAGMENT:
  12156. status_change_end(src, type);
  12157. if (skill_lv < 7)
  12158. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12159. else if (skill_lv == 7) {
  12160. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  12161. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  12162. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  12163. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  12164. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  12165. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  12166. }
  12167. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12168. break;
  12169. case ALL_EVENT_20TH_ANNIVERSARY:
  12170. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12171. break;
  12172. case SOA_SOUL_GATHERING:
  12173. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12174. if( sd != nullptr ){
  12175. int32 limit = 5 + pc_checkskill(sd, SP_SOULENERGY) * 3;
  12176. for (i = 0; i < limit; i++)
  12177. pc_addsoulball(*sd,limit);
  12178. }
  12179. break;
  12180. case SOA_TALISMAN_OF_WARRIOR:
  12181. case SOA_TALISMAN_OF_MAGICIAN:
  12182. case SOA_TALISMAN_OF_FIVE_ELEMENTS:
  12183. if( dstsd != nullptr ){
  12184. int16 index = dstsd->equip_index[EQI_HAND_R];
  12185. if (index >= 0 && dstsd->inventory_data[index] != nullptr && dstsd->inventory_data[index]->type == IT_WEAPON) {
  12186. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  12187. break;
  12188. }
  12189. }
  12190. if( sd != nullptr ){
  12191. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_NEED_WEAPON );
  12192. }
  12193. break;
  12194. case SH_HOWLING_OF_CHUL_HO: {
  12195. int32 range = skill_get_splash(skill_id, skill_lv);
  12196. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12197. range += 1;
  12198. }
  12199. skill_area_temp[0] = 0;
  12200. skill_area_temp[1] = bl->id;
  12201. skill_area_temp[2] = 0;
  12202. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12203. map_foreachinrange(skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12204. } break;
  12205. case SH_HOGOGONG_STRIKE:
  12206. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12207. status_heal(src, 0, 0, 1, 0);
  12208. skill_area_temp[0] = 0;
  12209. skill_area_temp[1] = bl->id;
  12210. skill_area_temp[2] = 0;
  12211. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12212. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12213. break;
  12214. case SH_KI_SUL_WATER_SPRAYING:
  12215. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  12216. // TODO: verify on official server, if this should be moved into skill_calc_heal
  12217. int32 heal = 500 * skill_lv + status_get_int(src) * 5;
  12218. heal += pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY) * 100;
  12219. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12220. heal += 250 * skill_lv;
  12221. heal += pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY) * 50;
  12222. }
  12223. heal = heal * (100 + status_get_crt(src)) * status_get_lv(src) / 10000;
  12224. status_heal(bl, heal, 0, 0, 0);
  12225. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  12226. }
  12227. else {
  12228. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12229. int32 range = skill_get_splash(skill_id, skill_lv);
  12230. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12231. range += 2;
  12232. party_foreachsamemap(skill_area_sub, sd, range, src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  12233. }
  12234. break;
  12235. case SH_MARINE_FESTIVAL_OF_KI_SUL:
  12236. case SH_SANDY_FESTIVAL_OF_KI_SUL:
  12237. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  12238. int32 time = skill_get_time(skill_id, skill_lv);
  12239. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12240. time *= 2;
  12241. sc_start(src, bl, type, 100, skill_lv, time);
  12242. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12243. }
  12244. else {
  12245. int32 range = skill_get_splash(skill_id, skill_lv);
  12246. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12247. range += 2;
  12248. party_foreachsamemap(skill_area_sub, sd, range, src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  12249. }
  12250. break;
  12251. case SH_KI_SUL_RAMPAGE:
  12252. if( flag&2 ){
  12253. if( src == bl ){
  12254. break;
  12255. }
  12256. int64 ap = 2;
  12257. if( flag&4 ){
  12258. ap += 4;
  12259. }
  12260. status_heal( bl, 0, 0, ap, 0 );
  12261. }else if( flag&1 ){
  12262. int32 range = skill_get_splash( skill_id, skill_lv );
  12263. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12264. range += 2;
  12265. // Set a flag for AP increase
  12266. flag |= 4;
  12267. }
  12268. clif_skill_nodamage( src, *bl, skill_id, 0 );
  12269. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, bl, skill_id, skill_lv, tick, flag|BCT_PARTY|2, skill_castend_nodamage_id );
  12270. }else{
  12271. // No party check required
  12272. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12273. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12274. }
  12275. break;
  12276. case SH_COLORS_OF_HYUN_ROK:
  12277. if (skill_lv == 7) {
  12278. status_change_end(src, SC_COLORS_OF_HYUN_ROK_1);
  12279. status_change_end(src, SC_COLORS_OF_HYUN_ROK_2);
  12280. status_change_end(src, SC_COLORS_OF_HYUN_ROK_3);
  12281. status_change_end(src, SC_COLORS_OF_HYUN_ROK_4);
  12282. status_change_end(src, SC_COLORS_OF_HYUN_ROK_5);
  12283. status_change_end(src, SC_COLORS_OF_HYUN_ROK_6);
  12284. // The skill also ends the buff that increases Catnip Meteor damage
  12285. status_change_end(src, SC_COLORS_OF_HYUN_ROK_BUFF);
  12286. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12287. }
  12288. else {
  12289. // Buff to increase Catnip Meteor damage
  12290. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12291. sc_start(src, bl, SC_COLORS_OF_HYUN_ROK_BUFF, 100, 1, skill_get_time(skill_id, skill_lv));
  12292. // Endows elemental property to Catnip Meteor, Hyunrok Breeze and Hyunrok Cannon skills
  12293. switch (skill_lv) {
  12294. case 1:
  12295. type = SC_COLORS_OF_HYUN_ROK_1;
  12296. break;
  12297. case 2:
  12298. type = SC_COLORS_OF_HYUN_ROK_2;
  12299. break;
  12300. case 3:
  12301. type = SC_COLORS_OF_HYUN_ROK_3;
  12302. break;
  12303. case 4:
  12304. type = SC_COLORS_OF_HYUN_ROK_4;
  12305. break;
  12306. case 5:
  12307. type = SC_COLORS_OF_HYUN_ROK_5;
  12308. break;
  12309. case 6:
  12310. type = SC_COLORS_OF_HYUN_ROK_6;
  12311. break;
  12312. }
  12313. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  12314. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12315. }
  12316. break;
  12317. case SH_BLESSING_OF_MYSTICAL_CREATURES:
  12318. status_heal(bl, 0, 0, 200-status_get_ap(bl), 0);
  12319. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12320. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12321. break;
  12322. case SS_ANTENPOU:
  12323. case SS_KAGENOMAI:
  12324. skill_mirage_cast(*src, nullptr,skill_id, skill_lv, 0, 0, tick, flag | BCT_WOS);
  12325. [[fallthrough]];
  12326. case SS_KAGEAKUMU:
  12327. case SS_ANKOKURYUUAKUMU:
  12328. case SS_HITOUAKUMU: {
  12329. int32 range = skill_get_splash( skill_id, skill_lv );
  12330. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12331. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  12332. } break;
  12333. case SS_AKUMUKESU:
  12334. if (flag & 1) {
  12335. status_change_end(bl, SC_NIGHTMARE);
  12336. } else {
  12337. int32 range = skill_get_splash( skill_id, skill_lv );
  12338. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12339. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id );
  12340. }
  12341. break;
  12342. default: {
  12343. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12344. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  12345. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  12346. map_freeblock_unlock();
  12347. return 1;
  12348. }
  12349. }
  12350. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  12351. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  12352. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12353. }
  12354. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  12355. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  12356. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  12357. }
  12358. if( sd && !(flag&1) )
  12359. {// ensure that the skill last-cast tick is recorded
  12360. sd->canskill_tick = gettick();
  12361. if( sd->state.arrow_atk )
  12362. {// consume arrow on last invocation to this skill.
  12363. battle_consume_ammo(sd, skill_id, skill_lv);
  12364. }
  12365. skill_onskillusage(sd, bl, skill_id, tick);
  12366. // perform skill requirement consumption
  12367. if (!(flag&SKILL_NOCONSUME_REQ))
  12368. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12369. }
  12370. map_freeblock_unlock();
  12371. return 0;
  12372. }
  12373. /**
  12374. * Checking that causing skill failed
  12375. * @param src Caster
  12376. * @param target Target
  12377. * @param skill_id
  12378. * @param skill_lv
  12379. * @return -1 success, others are failed @see enum useskill_fail_cause.
  12380. **/
  12381. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  12382. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12383. int32 inf = skill->inf;
  12384. status_change *tsc = status_get_sc(target);
  12385. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  12386. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  12387. switch (skill_id) {
  12388. case AL_HEAL:
  12389. case AL_INCAGI:
  12390. case AL_DECAGI:
  12391. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  12392. case AB_RENOVATIO:
  12393. case AB_HIGHNESSHEAL:
  12394. if (tsc && tsc->option&OPTION_MADOGEAR)
  12395. return USESKILL_FAIL_TOTARGET;
  12396. break;
  12397. case RG_BACKSTAP:
  12398. {
  12399. #ifndef RENEWAL
  12400. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  12401. if (map_check_dir(dir, t_dir))
  12402. return USESKILL_FAIL_MAX;
  12403. #endif
  12404. if (check_distance_bl(src, target, 0))
  12405. return USESKILL_FAIL_MAX;
  12406. }
  12407. break;
  12408. case PR_TURNUNDEAD:
  12409. {
  12410. status_data* tstatus = status_get_status_data(*target);
  12411. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  12412. return USESKILL_FAIL_MAX;
  12413. }
  12414. break;
  12415. case PR_LEXDIVINA:
  12416. case MER_LEXDIVINA:
  12417. {
  12418. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  12419. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  12420. return USESKILL_FAIL_LEVEL;
  12421. else
  12422. return -1; //Works on silenced allies
  12423. }
  12424. break;
  12425. case RA_WUGSTRIKE:
  12426. // Check if path can be reached
  12427. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  12428. return USESKILL_FAIL_MAX;
  12429. break;
  12430. case MG_NAPALMBEAT:
  12431. case MG_FIREBALL:
  12432. case HT_BLITZBEAT:
  12433. case AS_GRIMTOOTH:
  12434. case MO_COMBOFINISH:
  12435. case NC_VULCANARM:
  12436. case SR_TIGERCANNON:
  12437. // These can damage traps, but can't target traps directly
  12438. if (target->type == BL_SKILL) {
  12439. TBL_SKILL *su = (TBL_SKILL*)target;
  12440. if (!su || !su->group)
  12441. return USESKILL_FAIL_MAX;
  12442. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  12443. return USESKILL_FAIL_MAX;
  12444. }
  12445. break;
  12446. case IQ_SECOND_FLAME:
  12447. case IQ_SECOND_FAITH:
  12448. case IQ_SECOND_JUDGEMENT:
  12449. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  12450. return USESKILL_FAIL_LEVEL;
  12451. break;
  12452. case IQ_THIRD_PUNISH:
  12453. case IQ_THIRD_FLAME_BOMB:
  12454. case IQ_THIRD_CONSECRATION:
  12455. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  12456. return USESKILL_FAIL_LEVEL;
  12457. break;
  12458. case SH_BLESSING_OF_MYSTICAL_CREATURES:
  12459. if( src == target ){
  12460. return USESKILL_FAIL_TOTARGET;
  12461. }
  12462. if( battle_check_target( src, target, BCT_PARTY ) <= 0 ){
  12463. return USESKILL_FAIL_TOTARGET;
  12464. }
  12465. if( ( status_get_class_( target )&MAPID_BASEMASK ) == MAPID_SUMMONER ){
  12466. return USESKILL_FAIL_TOTARGET;
  12467. }
  12468. if( tsc != nullptr && tsc->getSCE( SC_BLESSING_OF_M_C_DEBUFF ) != nullptr ){
  12469. return USESKILL_FAIL_TOTARGET;
  12470. }
  12471. break;
  12472. case SKE_STAR_BURST:
  12473. case SKE_STAR_CANNON: {
  12474. unit_data* ud = unit_bl2ud( src );
  12475. if( ud == nullptr ){
  12476. return USESKILL_FAIL_NEED_TWINKLING_GALAXY;
  12477. }
  12478. bool ok = false;
  12479. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  12480. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  12481. continue;
  12482. }
  12483. skill_unit* su = sug->unit;
  12484. std::shared_ptr<s_skill_unit_group> sg = su->group;
  12485. if( distance_xy( src->x, src->y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  12486. continue;
  12487. }
  12488. ok = true;
  12489. break;
  12490. }
  12491. if( !ok ){
  12492. return USESKILL_FAIL_NEED_TWINKLING_GALAXY;
  12493. }
  12494. } break;
  12495. }
  12496. if (inf&INF_ATTACK_SKILL ||
  12497. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  12498. ) // Casted through combo.
  12499. inf = BCT_ENEMY; //Offensive skill.
  12500. else if (skill->inf2[INF2_NOTARGETENEMY])
  12501. inf = BCT_NOENEMY;
  12502. else
  12503. inf = 0;
  12504. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  12505. inf |=
  12506. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  12507. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  12508. //Remove neutral targets (but allow enemy if skill is designed to be so)
  12509. inf &= ~BCT_NEUTRAL;
  12510. }
  12511. switch (skill_id) {
  12512. // Cannot be casted to Emperium
  12513. case WZ_ESTIMATION:
  12514. case SL_SKE:
  12515. case SL_SKA:
  12516. case RK_PHANTOMTHRUST:
  12517. case NPC_PHANTOMTHRUST:
  12518. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  12519. return USESKILL_FAIL_MAX;
  12520. break;
  12521. }
  12522. if (inf && battle_check_target(src, target, inf) <= 0) {
  12523. switch(skill_id) {
  12524. case RK_PHANTOMTHRUST:
  12525. case NPC_PHANTOMTHRUST:
  12526. case AB_CLEARANCE:
  12527. return USESKILL_FAIL_TOTARGET;
  12528. default:
  12529. return USESKILL_FAIL_LEVEL;
  12530. }
  12531. }
  12532. // Fogwall makes all offensive-type targetted skills fail at 75%
  12533. // Jump Kick can still fail even though you can jump to friendly targets.
  12534. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  12535. return USESKILL_FAIL_LEVEL;
  12536. return -1;
  12537. }
  12538. TIMER_FUNC( skill_keep_using ){
  12539. map_session_data* sd = map_id2sd( id );
  12540. if( sd && sd->skill_keep_using.skill_id ){
  12541. sd->skill_keep_using.tid = INVALID_TIMER;
  12542. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  12543. }
  12544. return 0;
  12545. }
  12546. /**
  12547. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  12548. * @param tid
  12549. * @param tick
  12550. * @param data
  12551. **/
  12552. TIMER_FUNC(skill_castend_id){
  12553. struct block_list *target, *src;
  12554. map_session_data *sd;
  12555. struct mob_data *md;
  12556. struct unit_data *ud;
  12557. int32 flag = 0;
  12558. src = map_id2bl(id);
  12559. if( src == nullptr )
  12560. {
  12561. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  12562. return 0;// not found
  12563. }
  12564. ud = unit_bl2ud(src);
  12565. if( ud == nullptr )
  12566. {
  12567. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  12568. return 0;// ???
  12569. }
  12570. sd = BL_CAST(BL_PC, src);
  12571. md = BL_CAST(BL_MOB, src);
  12572. status_change *sc = status_get_sc(src);
  12573. if( src->prev == nullptr ) {
  12574. ud->skilltimer = INVALID_TIMER;
  12575. return 0;
  12576. }
  12577. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  12578. if( ud->skilltimer != tid ) {
  12579. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  12580. ud->skilltimer = INVALID_TIMER;
  12581. return 0;
  12582. }
  12583. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  12584. {// restore original walk speed
  12585. ud->skilltimer = INVALID_TIMER;
  12586. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12587. } else
  12588. ud->skilltimer = INVALID_TIMER;
  12589. }
  12590. if (ud->skilltarget == id)
  12591. target = src;
  12592. else
  12593. target = map_id2bl(ud->skilltarget);
  12594. // Use a do so that you can break out of it when the skill fails.
  12595. do {
  12596. bool fail = false;
  12597. int8 res = USESKILL_FAIL_LEVEL;
  12598. if (!target || target->prev == nullptr)
  12599. break;
  12600. if (src->m != target->m || status_isdead(*src))
  12601. break;
  12602. //These should become skill_castend_pos
  12603. switch (ud->skill_id) {
  12604. case WE_CALLPARTNER:
  12605. if (sd) {
  12606. map_session_data *p_sd = pc_get_partner(sd);
  12607. if (p_sd != nullptr && (p_sd->state.autotrade || p_sd->status.disable_call)) {
  12608. fail = true;
  12609. break;
  12610. } else
  12611. clif_callpartner(*sd);
  12612. }
  12613. break;
  12614. case WE_CALLPARENT:
  12615. if (sd) {
  12616. map_session_data *f_sd = pc_get_father(sd);
  12617. map_session_data *m_sd = pc_get_mother(sd);
  12618. if ((f_sd != nullptr && (f_sd->state.autotrade || f_sd->status.disable_call)) || (m_sd != nullptr && (m_sd->state.autotrade || m_sd->status.disable_call))) {
  12619. fail = true;
  12620. break;
  12621. }
  12622. }
  12623. break;
  12624. case WE_CALLBABY:
  12625. if (sd) {
  12626. map_session_data *c_sd = pc_get_child(sd);
  12627. if (c_sd != nullptr && (c_sd->state.autotrade || c_sd->status.disable_call)) {
  12628. fail = true;
  12629. break;
  12630. }
  12631. }
  12632. break;
  12633. case AM_RESURRECTHOMUN:
  12634. case PF_SPIDERWEB:
  12635. {
  12636. //Find a random spot to place the skill. [Skotlex]
  12637. int32 splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12638. ud->skillx = target->x + splash;
  12639. ud->skilly = target->y + splash;
  12640. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12641. ud->skillx = target->x;
  12642. ud->skilly = target->y;
  12643. }
  12644. ud->skilltimer = tid;
  12645. return skill_castend_pos(tid,tick,id,data);
  12646. }
  12647. case GN_WALLOFTHORN:
  12648. case SC_ESCAPE:
  12649. case WL_FROSTMISTY:
  12650. case SU_CN_POWDERING:
  12651. case AG_RAIN_OF_CRYSTAL:
  12652. ud->skillx = target->x;
  12653. ud->skilly = target->y;
  12654. ud->skilltimer = tid;
  12655. return skill_castend_pos(tid,tick,id,data);
  12656. }
  12657. // Failing
  12658. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12659. if (sd && res != USESKILL_FAIL_MAX)
  12660. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12661. break;
  12662. }
  12663. //Avoid doing double checks for instant-cast skills.
  12664. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12665. break;
  12666. if(md) {
  12667. // When a monster uses a skill, its AI will be inactive for its attack motion
  12668. // This is also the reason why it doesn't move during this time
  12669. md->next_thinktime = tick + status_get_amotion(src);
  12670. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12671. clif_emotion( *src, static_cast<emotion_type>( md->db->skill[md->skill_idx]->emotion ) );
  12672. }
  12673. if (src != target && battle_config.skill_add_range &&
  12674. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12675. {
  12676. if (sd) {
  12677. clif_skill_fail( *sd, ud->skill_id);
  12678. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12679. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12680. }
  12681. break;
  12682. }
  12683. #ifdef OFFICIAL_WALKPATH
  12684. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12685. {
  12686. if (sd) {
  12687. clif_skill_fail( *sd, ud->skill_id );
  12688. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12689. }
  12690. break;
  12691. }
  12692. #endif
  12693. if( sd )
  12694. {
  12695. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12696. break;
  12697. else {
  12698. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12699. int32 add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12700. // Give AP
  12701. if (add_ap > 0) {
  12702. switch (ud->skill_id) {
  12703. case TR_ROSEBLOSSOM:
  12704. case TR_RHYTHMSHOOTING:
  12705. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12706. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12707. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12708. break;
  12709. case TR_GEF_NOCTURN:
  12710. case TR_ROKI_CAPRICCIO:
  12711. case TR_AIN_RHAPSODY:
  12712. case TR_MUSICAL_INTERLUDE:
  12713. case TR_JAWAII_SERENADE:
  12714. case TR_NIPELHEIM_REQUIEM:
  12715. case TR_PRON_MARCH:
  12716. if (sd->skill_id_old == TR_RETROSPECTION) {
  12717. add_ap += add_ap * 50 / 100;
  12718. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12719. }
  12720. break;
  12721. case WH_CRESCIVE_BOLT:
  12722. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12723. add_ap += 2;
  12724. }
  12725. break;
  12726. case SH_HYUN_ROK_CANNON:
  12727. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12728. add_ap += 1;
  12729. break;
  12730. }
  12731. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12732. }
  12733. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12734. clif_skill_fail( *sd, ud->skill_id );
  12735. break; // Show a skill fail message (Damage type consumes requirements)
  12736. }
  12737. }
  12738. }
  12739. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12740. break;
  12741. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12742. ud->state.running = 0;
  12743. status_change_end(src, SC_RUN);
  12744. flag = 1;
  12745. }
  12746. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12747. unit_stop_walking( src, USW_FIXPOS );
  12748. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12749. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12750. // Cooldown application
  12751. switch (src->type) {
  12752. case BL_PC:
  12753. {
  12754. // Increases/Decreases cooldown of a skill by item/card bonuses.
  12755. int32 cooldown = pc_get_skillcooldown(sd, ud->skill_id, ud->skill_lv);
  12756. if (cooldown > 0)
  12757. skill_blockpc_start(*sd, ud->skill_id, cooldown);
  12758. }
  12759. break;
  12760. case BL_MOB:
  12761. // Sets cooldowns and attack delay
  12762. mobskill_end(*md, tick);
  12763. break;
  12764. case BL_HOM:
  12765. {
  12766. homun_data &hd = reinterpret_cast<homun_data &>(*src);
  12767. #ifdef RENEWAL
  12768. skill_blockhomun_start(hd, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12769. #else
  12770. skill_blockhomun_start(hd, ud->skill_id, skill_get_delay(ud->skill_id, ud->skill_lv));
  12771. #endif
  12772. }
  12773. break;
  12774. case BL_MER:
  12775. {
  12776. s_mercenary_data &mc = reinterpret_cast<s_mercenary_data &>(*src);
  12777. skill_blockmerc_start(mc, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12778. }
  12779. break;
  12780. }
  12781. if( battle_config.display_status_timers && sd )
  12782. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12783. if( sd )
  12784. {
  12785. switch( ud->skill_id )
  12786. {
  12787. case GS_DESPERADO:
  12788. case RL_FIREDANCE:
  12789. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12790. break;
  12791. case KN_BRANDISHSPEAR:
  12792. case CR_GRANDCROSS: {
  12793. sc_type type;
  12794. if (ud->skill_id == KN_BRANDISHSPEAR)
  12795. type = SC_STRIPWEAPON;
  12796. else
  12797. type = SC_STRIPSHIELD;
  12798. if (sc && sc->getSCE(type)) {
  12799. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12800. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12801. break;
  12802. }
  12803. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12804. // During Grand Cross you are in ankle state (cannot move or teleport)
  12805. if (ud->skill_id == CR_GRANDCROSS)
  12806. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12807. break;
  12808. }
  12809. }
  12810. }
  12811. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12812. // Monsters don't need a default walk delay as their AI is inactive after using a skill in general
  12813. if (src->type == BL_MOB)
  12814. unit_set_walkdelay(src, tick, skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12815. else
  12816. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12817. }
  12818. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12819. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12820. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12821. map_freeblock_lock();
  12822. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12823. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12824. else
  12825. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12826. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12827. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12828. }
  12829. if(sc != nullptr && !sc->empty()) {
  12830. if (ud->skill_id != RA_CAMOUFLAGE)
  12831. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12832. if(sc->getSCE(SC_SPIRIT) &&
  12833. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12834. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12835. ud->skill_id != WZ_WATERBALL)
  12836. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12837. #ifndef RENEWAL
  12838. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12839. skill_blockpc_start(*sd,BD_ADAPTATION,3000);
  12840. #endif
  12841. }
  12842. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12843. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12844. if (ud->skilltimer == INVALID_TIMER) {
  12845. if(md) md->skill_idx = -1;
  12846. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12847. ud->skill_lv = ud->skilltarget = 0;
  12848. }
  12849. map_freeblock_unlock();
  12850. return 1;
  12851. } while(0);
  12852. //Skill failed.
  12853. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12854. { //When Asura fails... (except when it fails from Wall of Fog)
  12855. //Consume SP/spheres
  12856. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12857. status_set_sp(src, 0, 0);
  12858. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12859. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12860. status_change_end(src, SC_BLADESTOP);
  12861. if( target && target->m == src->m ) { //Move character to target anyway.
  12862. int16 x, y;
  12863. int16 dir = map_calc_dir(src,target->x,target->y);
  12864. //Move 3 cells (From Caster)
  12865. if( dir > 0 && dir < 4 )
  12866. x = -3;
  12867. else if( dir > 4 )
  12868. x = 3;
  12869. else
  12870. x = 0;
  12871. if( dir > 2 && dir < 6 )
  12872. y = -3;
  12873. else if( dir == 7 || dir < 2 )
  12874. y = 3;
  12875. else
  12876. y = 0;
  12877. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12878. clif_blown(src);
  12879. clif_spiritball(src);
  12880. }
  12881. clif_skill_damage( *src, *target, tick, sd->battle_status.amotion, 0, 0, 1, ud->skill_id, ud->skill_lv, DMG_SPLASH );
  12882. }
  12883. }
  12884. ud->skill_id = ud->skilltarget = 0;
  12885. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12886. ud->canact_tick = tick;
  12887. //You can't place a skill failed packet here because it would be
  12888. //sent in ALL cases, even cases where skill_check_condition fails
  12889. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12890. if (sd) {
  12891. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12892. if (sd->skill_keep_using.skill_id > 0) {
  12893. sd->skill_keep_using.skill_id = 0;
  12894. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12895. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12896. sd->skill_keep_using.tid = INVALID_TIMER;
  12897. }
  12898. }
  12899. } else if (md)
  12900. md->skill_idx = -1;
  12901. return 0;
  12902. }
  12903. /*==========================================
  12904. *
  12905. *------------------------------------------*/
  12906. TIMER_FUNC(skill_castend_pos){
  12907. struct block_list* src = map_id2bl(id);
  12908. map_session_data *sd;
  12909. struct unit_data *ud = unit_bl2ud(src);
  12910. struct mob_data *md;
  12911. nullpo_ret(ud);
  12912. sd = BL_CAST(BL_PC , src);
  12913. md = BL_CAST(BL_MOB, src);
  12914. if( src->prev == nullptr ) {
  12915. ud->skilltimer = INVALID_TIMER;
  12916. return 0;
  12917. }
  12918. if( ud->skilltimer != tid )
  12919. {
  12920. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12921. ud->skilltimer = INVALID_TIMER;
  12922. return 0;
  12923. }
  12924. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12925. {// restore original walk speed
  12926. ud->skilltimer = INVALID_TIMER;
  12927. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12928. } else
  12929. ud->skilltimer = INVALID_TIMER;
  12930. do {
  12931. if( status_isdead(*src) )
  12932. break;
  12933. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12934. break;
  12935. if(tid != INVALID_TIMER)
  12936. { //Avoid double checks on instant cast skills. [Skotlex]
  12937. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12938. break;
  12939. if (battle_config.skill_add_range &&
  12940. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12941. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12942. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12943. break;
  12944. }
  12945. }
  12946. if( sd )
  12947. {
  12948. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12949. break;
  12950. else {
  12951. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12952. int32 add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12953. // Give AP
  12954. if (add_ap > 0) {
  12955. switch (ud->skill_id) {
  12956. case WH_DEEPBLINDTRAP:
  12957. case WH_SOLIDTRAP:
  12958. case WH_SWIFTTRAP:
  12959. case WH_FLAMETRAP:
  12960. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12961. add_ap += 1;
  12962. break;
  12963. }
  12964. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12965. }
  12966. }
  12967. }
  12968. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12969. break;
  12970. if(md) {
  12971. // When a monster uses a skill, its AI will be inactive for its attack motion
  12972. // This is also the reason why it doesn't move during this time
  12973. md->next_thinktime = tick + status_get_amotion(src);
  12974. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12975. clif_emotion( *src, static_cast<emotion_type>( md->db->skill[md->skill_idx]->emotion ) );
  12976. }
  12977. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12978. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12979. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12980. if (ud->walktimer != INVALID_TIMER)
  12981. unit_stop_walking( src, USW_FIXPOS );
  12982. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12983. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12984. if (sd) { //Cooldown application
  12985. int32 cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12986. if(cooldown) skill_blockpc_start(*sd, ud->skill_id, cooldown);
  12987. }
  12988. else if (md != nullptr) {
  12989. // Sets cooldowns and attack delay
  12990. mobskill_end(*md, tick);
  12991. }
  12992. if( battle_config.display_status_timers && sd )
  12993. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12994. // if( sd )
  12995. // {
  12996. // switch( ud->skill_id )
  12997. // {
  12998. // case ????:
  12999. // sd->canequip_tick = tick + ????;
  13000. // break;
  13001. // }
  13002. // }
  13003. // Monsters don't need a default walk delay as their AI is inactive after using a skill in general
  13004. if (src->type == BL_MOB)
  13005. unit_set_walkdelay(src, tick, skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  13006. else
  13007. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  13008. map_freeblock_lock();
  13009. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  13010. if (ud->skill_id != RA_CAMOUFLAGE)
  13011. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  13012. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  13013. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  13014. if (ud->skilltimer == INVALID_TIMER) {
  13015. if (md) md->skill_idx = -1;
  13016. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  13017. ud->skill_lv = ud->skillx = ud->skilly = 0;
  13018. }
  13019. map_freeblock_unlock();
  13020. return 1;
  13021. } while(0);
  13022. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  13023. ud->canact_tick = tick;
  13024. ud->skill_id = ud->skill_lv = 0;
  13025. if(sd)
  13026. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  13027. else if(md)
  13028. md->skill_idx = -1;
  13029. return 0;
  13030. }
  13031. /* skill count without self */
  13032. static int32 skill_count_wos(struct block_list *bl,va_list ap) {
  13033. struct block_list* src = va_arg(ap, struct block_list*);
  13034. if( src->id != bl->id ) {
  13035. return 1;
  13036. }
  13037. return 0;
  13038. }
  13039. /*==========================================
  13040. *
  13041. *------------------------------------------*/
  13042. int32 skill_castend_pos2(struct block_list* src, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  13043. {
  13044. map_session_data* sd;
  13045. status_change* sc;
  13046. struct status_change_entry *sce;
  13047. std::shared_ptr<s_skill_unit_group> sg;
  13048. enum sc_type type;
  13049. int32 i;
  13050. //if(skill_lv <= 0) return 0;
  13051. if(skill_id > 0 && !skill_lv) return 0; // celest
  13052. nullpo_ret(src);
  13053. if(status_isdead(*src))
  13054. return 0;
  13055. sd = BL_CAST(BL_PC, src);
  13056. sc = status_get_sc(src);
  13057. type = skill_get_sc(skill_id);
  13058. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  13059. switch (skill_id) { //Skill effect.
  13060. case WZ_METEOR:
  13061. case WZ_ICEWALL:
  13062. case MO_BODYRELOCATION:
  13063. case CR_CULTIVATION:
  13064. case HW_GANBANTEIN:
  13065. case LG_EARTHDRIVE:
  13066. case SC_ESCAPE:
  13067. case SU_CN_METEOR:
  13068. case NPC_RAINOFMETEOR:
  13069. case HN_METEOR_STORM_BUSTER:
  13070. case NW_GRENADES_DROPPING:
  13071. break; //Effect is displayed on respective switch case.
  13072. default:
  13073. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  13074. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13075. else
  13076. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13077. }
  13078. switch(skill_id)
  13079. {
  13080. case PR_BENEDICTIO:
  13081. skill_area_temp[1] = src->id;
  13082. i = skill_get_splash(skill_id, skill_lv);
  13083. map_foreachinallarea(skill_area_sub,
  13084. src->m, x-i, y-i, x+i, y+i, BL_PC,
  13085. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  13086. skill_castend_nodamage_id);
  13087. map_foreachinallarea(skill_area_sub,
  13088. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13089. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  13090. skill_castend_damage_id);
  13091. break;
  13092. case BS_HAMMERFALL:
  13093. i = skill_get_splash(skill_id, skill_lv);
  13094. map_foreachinallarea(skill_area_sub,
  13095. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13096. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  13097. skill_castend_nodamage_id);
  13098. break;
  13099. case HT_DETECTING:
  13100. i = skill_get_splash(skill_id, skill_lv);
  13101. map_foreachinallarea( status_change_timer_sub,
  13102. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  13103. src,nullptr,SC_SIGHT,tick);
  13104. skill_reveal_trap_inarea(src, i, x, y);
  13105. break;
  13106. case SR_RIDEINLIGHTNING:
  13107. case NW_BASIC_GRENADE:
  13108. i = skill_get_splash(skill_id, skill_lv);
  13109. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13110. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13111. break;
  13112. case NPC_LEX_AETERNA:
  13113. i = skill_get_splash(skill_id, skill_lv);
  13114. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  13115. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  13116. break;
  13117. case SA_VOLCANO:
  13118. case SA_DELUGE:
  13119. case SA_VIOLENTGALE:
  13120. { //Does not consumes if the skill is already active. [Skotlex]
  13121. std::shared_ptr<s_skill_unit_group> sg2;
  13122. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  13123. {
  13124. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  13125. {
  13126. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13127. return 0; // not to consume items
  13128. }
  13129. else
  13130. sg2->limit = 0; //Disable it.
  13131. }
  13132. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13133. break;
  13134. }
  13135. // Skill Unit Setting
  13136. case MG_SAFETYWALL: {
  13137. int32 dummy = 1;
  13138. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  13139. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13140. return 0; // Don't consume gems if cast on Land Protector
  13141. }
  13142. }
  13143. [[fallthrough]];
  13144. case MG_FIREWALL:
  13145. case MG_THUNDERSTORM:
  13146. case AL_PNEUMA:
  13147. case WZ_FIREPILLAR:
  13148. case WZ_QUAGMIRE:
  13149. case WZ_VERMILION:
  13150. case WZ_STORMGUST:
  13151. case WZ_HEAVENDRIVE:
  13152. case NPC_GROUNDDRIVE:
  13153. case PR_SANCTUARY:
  13154. case PR_MAGNUS:
  13155. case CR_GRANDCROSS:
  13156. case NPC_GRANDDARKNESS:
  13157. case HT_SKIDTRAP:
  13158. case MA_SKIDTRAP:
  13159. case HT_LANDMINE:
  13160. case MA_LANDMINE:
  13161. case HT_ANKLESNARE:
  13162. case HT_SHOCKWAVE:
  13163. case HT_SANDMAN:
  13164. case MA_SANDMAN:
  13165. case HT_FLASHER:
  13166. case HT_FREEZINGTRAP:
  13167. case MA_FREEZINGTRAP:
  13168. case HT_BLASTMINE:
  13169. case HT_CLAYMORETRAP:
  13170. case AS_VENOMDUST:
  13171. case AM_DEMONSTRATION:
  13172. case PF_FOGWALL:
  13173. case PF_SPIDERWEB:
  13174. case HT_TALKIEBOX:
  13175. case WE_CALLPARTNER:
  13176. case WE_CALLPARENT:
  13177. case WE_CALLBABY:
  13178. case SA_LANDPROTECTOR:
  13179. #ifndef RENEWAL
  13180. case BD_LULLABY:
  13181. case BD_RICHMANKIM:
  13182. case BD_ETERNALCHAOS:
  13183. case BD_DRUMBATTLEFIELD:
  13184. case BD_RINGNIBELUNGEN:
  13185. case BD_ROKISWEIL:
  13186. case BD_INTOABYSS:
  13187. case BD_SIEGFRIED:
  13188. case BA_DISSONANCE:
  13189. case BA_POEMBRAGI:
  13190. case BA_WHISTLE:
  13191. case BA_ASSASSINCROSS:
  13192. case BA_APPLEIDUN:
  13193. case DC_UGLYDANCE:
  13194. case DC_HUMMING:
  13195. case DC_DONTFORGETME:
  13196. case DC_FORTUNEKISS:
  13197. case DC_SERVICEFORYOU:
  13198. #endif
  13199. case CG_MOONLIT:
  13200. case GS_DESPERADO:
  13201. case NJ_KAENSIN:
  13202. case NJ_BAKUENRYU:
  13203. case NJ_SUITON:
  13204. case NJ_HYOUSYOURAKU:
  13205. case NJ_RAIGEKISAI:
  13206. case NJ_KAMAITACHI:
  13207. #ifdef RENEWAL
  13208. case HW_GRAVITATION:
  13209. #endif
  13210. case NPC_EVILLAND:
  13211. case NPC_VENOMFOG:
  13212. case NPC_COMET:
  13213. case NPC_WIDESUCK:
  13214. case NPC_ICEMINE:
  13215. case NPC_FLAMECROSS:
  13216. case NPC_HELLBURNING:
  13217. case NPC_REVERBERATION:
  13218. case WL_COMET:
  13219. case RA_ELECTRICSHOCKER:
  13220. case RA_CLUSTERBOMB:
  13221. case RA_MAGENTATRAP:
  13222. case RA_COBALTTRAP:
  13223. case RA_MAIZETRAP:
  13224. case RA_VERDURETRAP:
  13225. case RA_FIRINGTRAP:
  13226. case RA_ICEBOUNDTRAP:
  13227. case SC_MANHOLE:
  13228. case SC_DIMENSIONDOOR:
  13229. case SC_CHAOSPANIC:
  13230. case SC_MAELSTROM:
  13231. case SC_BLOODYLUST:
  13232. case WM_POEMOFNETHERWORLD:
  13233. case SO_PSYCHIC_WAVE:
  13234. case NPC_PSYCHIC_WAVE:
  13235. case SO_VACUUM_EXTREME:
  13236. case GN_THORNS_TRAP:
  13237. case SO_EARTHGRAVE:
  13238. case SO_DIAMONDDUST:
  13239. case SO_FIRE_INSIGNIA:
  13240. case SO_WATER_INSIGNIA:
  13241. case SO_WIND_INSIGNIA:
  13242. case SO_EARTH_INSIGNIA:
  13243. case KO_ZENKAI:
  13244. case MH_LAVA_SLIDE:
  13245. case MH_VOLCANIC_ASH:
  13246. case MH_BLAST_FORGE:
  13247. case MH_POISON_MIST:
  13248. case MH_STEINWAND:
  13249. case MH_XENO_SLASHER:
  13250. case LG_KINGS_GRACE:
  13251. case SJ_BOOKOFCREATINGSTAR:
  13252. case RL_B_TRAP:
  13253. case NPC_STORMGUST2:
  13254. case AG_RAIN_OF_CRYSTAL:
  13255. case AG_MYSTERY_ILLUSION:
  13256. case AG_STRANTUM_TREMOR:
  13257. case AG_TORNADO_STORM:
  13258. case AG_FLORAL_FLARE_ROAD:
  13259. case IG_CROSS_RAIN:
  13260. case CD_PNEUMATICUS_PROCELLA:
  13261. case ABC_ABYSS_STRIKE:
  13262. case ABC_ABYSS_SQUARE:
  13263. case WH_DEEPBLINDTRAP:
  13264. case WH_SOLIDTRAP:
  13265. case WH_SWIFTTRAP:
  13266. case WH_FLAMETRAP:
  13267. case BO_ACIDIFIED_ZONE_WATER:
  13268. case BO_ACIDIFIED_ZONE_GROUND:
  13269. case BO_ACIDIFIED_ZONE_WIND:
  13270. case BO_ACIDIFIED_ZONE_FIRE:
  13271. case EM_DIAMOND_STORM:
  13272. case EM_LIGHTNING_LAND:
  13273. case EM_VENOM_SWAMP:
  13274. case EM_CONFLAGRATION:
  13275. case EM_TERRA_DRIVE:
  13276. case SOA_TOTEM_OF_TUTELARY:
  13277. case SH_HYUN_ROKS_BREEZE:
  13278. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  13279. [[fallthrough]];
  13280. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  13281. case GN_WALLOFTHORN:
  13282. case GN_DEMONIC_FIRE:
  13283. case SS_FUUMASHOUAKU:
  13284. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13285. break;
  13286. case WZ_ICEWALL:
  13287. case NPC_CANE_OF_EVIL_EYE:
  13288. flag|=1;
  13289. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  13290. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13291. break;
  13292. case RG_GRAFFITI: /* Graffiti [Valaris] */
  13293. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13294. flag|=1;
  13295. break;
  13296. case NPC_EARTHQUAKE:
  13297. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13298. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13299. break;
  13300. #ifndef RENEWAL
  13301. case HP_BASILICA:
  13302. if( sc->getSCE(SC_BASILICA) ) {
  13303. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  13304. return 0;
  13305. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  13306. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13307. if (sd)
  13308. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13309. return 0;
  13310. }
  13311. skill_clear_unitgroup(src);
  13312. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13313. flag|=1;
  13314. }
  13315. break;
  13316. #endif
  13317. #ifndef RENEWAL
  13318. case CG_HERMODE:
  13319. skill_clear_unitgroup(src);
  13320. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  13321. sc_start4(src,src,SC_DANCING,100,
  13322. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  13323. flag|=1;
  13324. #endif
  13325. break;
  13326. case RG_CLEANER: // [Valaris]
  13327. i = skill_get_splash(skill_id, skill_lv);
  13328. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  13329. break;
  13330. case SO_WARMER:
  13331. case SO_CLOUD_KILL:
  13332. case NPC_CLOUD_KILL:
  13333. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  13334. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13335. break;
  13336. case SU_CN_POWDERING:
  13337. case SU_NYANGGRASS:
  13338. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  13339. if (skill_id == SU_CN_POWDERING)
  13340. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  13341. else
  13342. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  13343. }
  13344. flag |= 1;
  13345. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13346. break;
  13347. case SU_CN_METEOR:
  13348. if (sd) {
  13349. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  13350. skill_id = SU_CN_METEOR2;
  13351. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  13352. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  13353. }
  13354. [[fallthrough]];
  13355. case WZ_METEOR:
  13356. {
  13357. int32 area = skill_get_splash(skill_id, skill_lv);
  13358. int16 tmpx = 0, tmpy = 0;
  13359. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  13360. // Creates a random Cell in the Splash Area
  13361. tmpx = x - area + rnd() % (area * 2 + 1);
  13362. tmpy = y - area + rnd() % (area * 2 + 1);
  13363. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  13364. }
  13365. }
  13366. break;
  13367. case AL_WARP:
  13368. if(sd != nullptr) {
  13369. std::vector<std::string> maps( MAX_MEMOPOINTS + 1 );
  13370. maps.push_back( sd->status.save_point.map );
  13371. if( skill_lv >= 2 ){
  13372. maps.push_back( sd->status.memo_point[0].map );
  13373. if( skill_lv >= 3 ){
  13374. maps.push_back( sd->status.memo_point[1].map );
  13375. if( skill_lv >= 4 ){
  13376. maps.push_back( sd->status.memo_point[2].map );
  13377. }
  13378. }
  13379. }
  13380. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  13381. }
  13382. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13383. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13384. return 0; // not to consume item.
  13385. case MO_BODYRELOCATION:
  13386. if (unit_movepos(src, x, y, 2, 1)) {
  13387. #if PACKETVER >= 20111005
  13388. clif_snap(src, src->x, src->y);
  13389. #else
  13390. clif_skill_poseffect( *src, skill_id, skill_lv, src->x, src->y, tick );
  13391. #endif
  13392. if (sd)
  13393. skill_blockpc_start (*sd, MO_EXTREMITYFIST, 2000);
  13394. }
  13395. break;
  13396. case NJ_SHADOWJUMP:
  13397. 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.
  13398. clif_blown(src);
  13399. status_change_end(src, SC_HIDING);
  13400. break;
  13401. case AM_SPHEREMINE:
  13402. case AM_CANNIBALIZE:
  13403. {
  13404. int32 summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  13405. int32 class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  13406. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  13407. struct mob_data *md;
  13408. // Correct info, don't change any of this! [celest]
  13409. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(*src), class_, "", SZ_SMALL, ai);
  13410. if (md) {
  13411. md->master_id = src->id;
  13412. md->special_state.ai = ai;
  13413. if( md->deletetimer != INVALID_TIMER )
  13414. delete_timer(md->deletetimer, mob_timer_delete);
  13415. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  13416. mob_spawn (md); //Now it is ready for spawning.
  13417. }
  13418. }
  13419. break;
  13420. // Slim Pitcher [Celest]
  13421. case CR_SLIMPITCHER:
  13422. if (sd) {
  13423. int32 i_lv = 0, j = 0;
  13424. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  13425. i_lv = skill_lv%11 - 1;
  13426. j = pc_search_inventory(sd, require.itemid[i_lv]);
  13427. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  13428. {
  13429. clif_skill_fail( *sd, skill_id );
  13430. return 1;
  13431. }
  13432. potion_flag = 1;
  13433. potion_hp = 0;
  13434. potion_sp = 0;
  13435. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  13436. potion_flag = 0;
  13437. //Apply skill bonuses
  13438. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  13439. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  13440. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  13441. + pc_skillheal_bonus(sd, skill_id);
  13442. potion_hp = potion_hp * (100+i_lv)/100;
  13443. potion_sp = potion_sp * (100+i_lv)/100;
  13444. // Final heal increased by HPlus.
  13445. // Is this the right place for this??? [Rytech]
  13446. // Can HPlus also affect SP recovery???
  13447. status_data* sstatus = status_get_status_data(*src);
  13448. if (sstatus && sstatus->hplus > 0) {
  13449. potion_hp += potion_hp * sstatus->hplus / 100;
  13450. potion_sp += potion_sp * sstatus->hplus / 100;
  13451. }
  13452. if(potion_hp > 0 || potion_sp > 0) {
  13453. i_lv = skill_get_splash(skill_id, skill_lv);
  13454. map_foreachinallarea(skill_area_sub,
  13455. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  13456. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  13457. skill_castend_nodamage_id);
  13458. }
  13459. } else {
  13460. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  13461. int32 id = skill_get_max(CR_SLIMPITCHER) * 10;
  13462. potion_flag = 1;
  13463. potion_hp = 0;
  13464. potion_sp = 0;
  13465. run_script(item->script,0,src->id,0);
  13466. potion_flag = 0;
  13467. potion_hp = potion_hp * (100+id)/100;
  13468. potion_sp = potion_sp * (100+id)/100;
  13469. if(potion_hp > 0 || potion_sp > 0) {
  13470. id = skill_get_splash(skill_id, skill_lv);
  13471. map_foreachinallarea(skill_area_sub,
  13472. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  13473. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  13474. skill_castend_nodamage_id);
  13475. }
  13476. }
  13477. break;
  13478. case HW_GANBANTEIN:
  13479. if (rnd()%100 < 80) {
  13480. int32 dummy = 1;
  13481. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13482. i = skill_get_splash(skill_id, skill_lv);
  13483. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  13484. } else {
  13485. if (sd) clif_skill_fail( *sd, skill_id );
  13486. return 1;
  13487. }
  13488. break;
  13489. #ifndef RENEWAL
  13490. case HW_GRAVITATION:
  13491. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  13492. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  13493. flag|=1;
  13494. break;
  13495. #endif
  13496. // Plant Cultivation [Celest]
  13497. case CR_CULTIVATION:
  13498. if (sd) {
  13499. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  13500. {
  13501. clif_skill_fail( *sd, skill_id );
  13502. return 1;
  13503. }
  13504. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13505. if (rnd()%100 < 50) {
  13506. clif_skill_fail( *sd, skill_id );
  13507. } else {
  13508. TBL_MOB* md = nullptr;
  13509. int32 t, mob_id;
  13510. if (skill_lv == 1)
  13511. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  13512. else {
  13513. int32 rand_val = rnd() % 100;
  13514. if (rand_val < 30)
  13515. mob_id = MOBID_GREEN_PLANT;
  13516. else if (rand_val < 55)
  13517. mob_id = MOBID_RED_PLANT;
  13518. else if (rand_val < 80)
  13519. mob_id = MOBID_YELLOW_PLANT;
  13520. else if (rand_val < 90)
  13521. mob_id = MOBID_WHITE_PLANT;
  13522. else if (rand_val < 98)
  13523. mob_id = MOBID_BLUE_PLANT;
  13524. else
  13525. mob_id = MOBID_SHINING_PLANT;
  13526. }
  13527. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  13528. if (!md)
  13529. break;
  13530. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  13531. {
  13532. if( md->deletetimer != INVALID_TIMER )
  13533. delete_timer(md->deletetimer, mob_timer_delete);
  13534. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  13535. }
  13536. mob_spawn(md);
  13537. }
  13538. }
  13539. break;
  13540. case SG_SUN_WARM:
  13541. case SG_MOON_WARM:
  13542. case SG_STAR_WARM:
  13543. skill_clear_unitgroup(src);
  13544. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  13545. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13546. flag|=1;
  13547. break;
  13548. case PA_GOSPEL:
  13549. if (sce && sce->val4 == BCT_SELF)
  13550. {
  13551. status_change_end(src, SC_GOSPEL);
  13552. return 0;
  13553. }
  13554. else
  13555. {
  13556. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  13557. if (!sg) break;
  13558. if (sce)
  13559. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  13560. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  13561. clif_skill_poseffect( *src, skill_id, skill_lv, 0, 0, tick ); // PA_GOSPEL music packet
  13562. }
  13563. break;
  13564. case NJ_TATAMIGAESHI:
  13565. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  13566. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  13567. break;
  13568. case AM_RESURRECTHOMUN: //[orn]
  13569. if (sd)
  13570. {
  13571. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  13572. {
  13573. clif_skill_fail( *sd, skill_id );
  13574. break;
  13575. }
  13576. }
  13577. break;
  13578. case AC_SHOWER:
  13579. status_change_end(src, SC_CAMOUFLAGE);
  13580. [[fallthrough]];
  13581. case MA_SHOWER:
  13582. case NC_COLDSLOWER:
  13583. case RK_DRAGONBREATH:
  13584. case RK_DRAGONBREATH_WATER:
  13585. case NPC_DRAGONBREATH:
  13586. case WL_FROSTMISTY:
  13587. case RL_HAMMER_OF_GOD:
  13588. // Cast center might be relevant later (e.g. for knockback direction)
  13589. skill_area_temp[4] = x;
  13590. skill_area_temp[5] = y;
  13591. i = skill_get_splash(skill_id,skill_lv);
  13592. 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);
  13593. break;
  13594. case SO_ARRULLO:
  13595. i = skill_get_splash(skill_id,skill_lv);
  13596. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  13597. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  13598. break;
  13599. case GC_POISONSMOKE:
  13600. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  13601. if( sd )
  13602. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  13603. return 0;
  13604. }
  13605. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13606. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13607. break;
  13608. case AB_EPICLESIS:
  13609. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  13610. i = skill_get_splash(skill_id, skill_lv);
  13611. 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);
  13612. }
  13613. break;
  13614. case WL_EARTHSTRAIN:
  13615. {
  13616. int32 w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  13617. int32 sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  13618. for( w = 1; w <= wave; w++ )
  13619. {
  13620. switch( dir ){
  13621. case 0: case 1: case 7: sy = y + w; break;
  13622. case 3: case 4: case 5: sy = y - w; break;
  13623. case 2: sx = x - w; break;
  13624. case 6: sx = x + w; break;
  13625. }
  13626. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  13627. }
  13628. }
  13629. break;
  13630. case RA_DETONATOR:
  13631. i = skill_get_splash(skill_id, skill_lv);
  13632. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  13633. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13634. break;
  13635. case NC_NEUTRALBARRIER:
  13636. case NC_STEALTHFIELD:
  13637. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  13638. skill_clear_unitgroup(src);
  13639. return 0;
  13640. }
  13641. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  13642. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  13643. 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));
  13644. }
  13645. break;
  13646. case NC_SILVERSNIPER:
  13647. {
  13648. struct mob_data *md;
  13649. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(*src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  13650. if( md ) {
  13651. md->master_id = src->id;
  13652. md->special_state.ai = AI_FAW;
  13653. if( md->deletetimer != INVALID_TIMER )
  13654. delete_timer(md->deletetimer, mob_timer_delete);
  13655. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  13656. mob_spawn(md);
  13657. }
  13658. }
  13659. break;
  13660. case NC_MAGICDECOY:
  13661. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13662. break;
  13663. case SC_FEINTBOMB: {
  13664. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13665. if( group == nullptr || group->unit == nullptr ) {
  13666. if (sd)
  13667. clif_skill_fail( *sd, skill_id );
  13668. return 1;
  13669. }
  13670. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13671. 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
  13672. clif_skill_nodamage(src, *src, skill_id, skill_lv, false);
  13673. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13674. }
  13675. break;
  13676. case SC_ESCAPE:
  13677. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13678. 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
  13679. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13680. flag |= 1;
  13681. break;
  13682. case LG_BANDING:
  13683. if( sc && sc->getSCE(SC_BANDING) )
  13684. status_change_end(src,SC_BANDING);
  13685. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13686. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13687. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13688. break;
  13689. case WM_DOMINION_IMPULSE:
  13690. i = skill_get_splash(skill_id, skill_lv);
  13691. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13692. break;
  13693. case WM_GREAT_ECHO:
  13694. i = skill_get_splash(skill_id,skill_lv);
  13695. 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);
  13696. break;
  13697. case WM_SEVERE_RAINSTORM:
  13698. flag |= 1;
  13699. if (sd)
  13700. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13701. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13702. break;
  13703. case GN_CRAZYWEED: {
  13704. int32 area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13705. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13706. int32 x1 = x - area + rnd()%(area * 2 + 1);
  13707. int32 y1 = y - area + rnd()%(area * 2 + 1);
  13708. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13709. }
  13710. }
  13711. break;
  13712. case GN_FIRE_EXPANSION: {
  13713. struct unit_data* ud = unit_bl2ud(src);
  13714. if (!ud) break;
  13715. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13716. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13717. if (it != ud->skillunits.end()) {
  13718. auto* unit_group = it->get();
  13719. skill_unit* su = unit_group->unit;
  13720. switch (skill_lv) {
  13721. case 1: {
  13722. // TODO:
  13723. int32 duration = (int32)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13724. skill_delunit(su);
  13725. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13726. flag |= 1;
  13727. }
  13728. break;
  13729. case 2:
  13730. 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);
  13731. if (su != nullptr)
  13732. skill_delunit(su);
  13733. break;
  13734. case 3:
  13735. skill_delunit(su);
  13736. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13737. flag |= 1;
  13738. break;
  13739. case 4:
  13740. skill_delunit(su);
  13741. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13742. flag |= 1;
  13743. break;
  13744. case 5: {
  13745. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13746. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13747. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13748. 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);
  13749. if (su != nullptr)
  13750. skill_delunit(su);
  13751. }
  13752. break;
  13753. }
  13754. }
  13755. }
  13756. break;
  13757. case SO_FIREWALK:
  13758. case SO_ELECTRICWALK:
  13759. case NPC_FIREWALK:
  13760. case NPC_ELECTRICWALK:
  13761. if( sc && sc->getSCE(type) )
  13762. status_change_end(src,type);
  13763. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13764. break;
  13765. case KO_MAKIBISHI:
  13766. for( i = 0; i < (skill_lv+2); i++ ) {
  13767. x = src->x - 1 + rnd()%3;
  13768. y = src->y - 1 + rnd()%3;
  13769. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13770. }
  13771. break;
  13772. case KO_MUCHANAGE: {
  13773. int32 rate = 0;
  13774. status_data* sstatus = status_get_status_data(*src);
  13775. i = skill_get_splash(skill_id,skill_lv);
  13776. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13777. if( rate < 0 )
  13778. rate = 0;
  13779. 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);
  13780. if( rnd()%100 < rate )
  13781. 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);
  13782. }
  13783. break;
  13784. case RL_FALLEN_ANGEL:
  13785. if (unit_movepos(src,x,y,1,1)) {
  13786. clif_snap(src, src->x, src->y);
  13787. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13788. } else {
  13789. if (sd)
  13790. clif_skill_fail( *sd, skill_id );
  13791. }
  13792. break;
  13793. case RL_FIRE_RAIN: {
  13794. int32 w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13795. int32 sx = x = src->x, sy = y = src->y;
  13796. for (w = 0; w <= wave; w++) {
  13797. switch (dir) {
  13798. case DIR_NORTH:
  13799. case DIR_NORTHWEST:
  13800. case DIR_NORTHEAST:
  13801. sy = y + w;
  13802. break;
  13803. case DIR_WEST:
  13804. sx = x - w;
  13805. break;
  13806. case DIR_SOUTHWEST:
  13807. case DIR_SOUTH:
  13808. case DIR_SOUTHEAST:
  13809. sy = y - w;
  13810. break;
  13811. case DIR_EAST:
  13812. sx = x + w;
  13813. break;
  13814. }
  13815. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13816. }
  13817. }
  13818. break;
  13819. case NPC_MAGMA_ERUPTION:
  13820. case NC_MAGMA_ERUPTION:
  13821. // 1st, AoE 'slam' damage
  13822. i = skill_get_splash(skill_id, skill_lv);
  13823. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13824. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13825. // 2nd, AoE 'eruption' unit
  13826. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13827. break;
  13828. case SU_LOPE:
  13829. {
  13830. uint8 dir = map_calc_dir(src, x, y);
  13831. // Fails on noteleport maps, except for GvG and BG maps
  13832. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13833. x = src->x;
  13834. y = src->y;
  13835. }
  13836. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  13837. 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))
  13838. clif_blown(src);
  13839. }
  13840. break;
  13841. case AG_ASTRAL_STRIKE:
  13842. i = skill_get_splash(skill_id, skill_lv);
  13843. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13844. flag |= 1;
  13845. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13846. break;
  13847. case AG_VIOLENT_QUAKE:
  13848. case AG_ALL_BLOOM: {
  13849. int32 area = skill_get_splash(skill_id, skill_lv);
  13850. int32 unit_time = skill_get_time(skill_id, skill_lv);
  13851. int32 unit_interval = skill_get_unit_interval(skill_id);
  13852. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13853. // Grab Climax's effect level if active.
  13854. // This affects the behavior of certain skills in certain ways.
  13855. if (sc && sc->getSCE(SC_CLIMAX))
  13856. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13857. if (skill_id == AG_VIOLENT_QUAKE) {
  13858. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13859. // Fixes rising rocks spawn area to 7x7.
  13860. if (climax_lv == 5)
  13861. area = 3;
  13862. } else { // AG_ALL_BLOOM
  13863. sub_skill = AG_ALL_BLOOM_ATK;
  13864. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13865. unit_time /= 2;
  13866. unit_interval /= 2;
  13867. }
  13868. }
  13869. // Displays the earthquake / flower garden.
  13870. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13871. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13872. i = skill_get_splash(skill_id, skill_lv);
  13873. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13874. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13875. tmpx = x - area + rnd() % (area * 2 + 1);
  13876. tmpy = y - area + rnd() % (area * 2 + 1);
  13877. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13878. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13879. tmpx = x - area + rnd() % (area * 2 + 1);
  13880. tmpy = y - area + rnd() % (area * 2 + 1);
  13881. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13882. }
  13883. }
  13884. // One final attack the size of the flower garden is dealt after
  13885. // all rose buds explode if Climax level 5 is active.
  13886. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13887. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13888. }
  13889. break;
  13890. case NPC_RAINOFMETEOR:
  13891. {
  13892. int32 area = skill_get_splash(skill_id, skill_lv);
  13893. int16 tmpx = 0, tmpy = 0;
  13894. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13895. // Casts a double meteor in the first interval.
  13896. if (i == 1) {
  13897. // The first meteor is at the center
  13898. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13899. // The second meteor is near the first
  13900. tmpx = x - 1 + rnd()%3;
  13901. tmpy = y - 1 + rnd()%3;
  13902. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13903. }
  13904. else { // Casts 1 meteor per interval in the splash area
  13905. tmpx = x - area + rnd()%(area * 2 + 1);
  13906. tmpy = y - area + rnd()%(area * 2 + 1);
  13907. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13908. }
  13909. }
  13910. }
  13911. break;
  13912. case HN_JACK_FROST_NOVA:
  13913. case HN_GROUND_GRAVITATION: {
  13914. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13915. if( sd != nullptr ){
  13916. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13917. }
  13918. return 0;
  13919. }
  13920. int32 splash = skill_get_splash(skill_id, skill_lv);
  13921. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13922. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13923. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13924. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13925. }
  13926. }
  13927. break;
  13928. case HN_METEOR_STORM_BUSTER: {
  13929. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13930. if( sd != nullptr ){
  13931. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13932. }
  13933. return 0;
  13934. }
  13935. int32 splash = skill_get_splash(skill_id, skill_lv);
  13936. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13937. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13938. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13939. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13940. }
  13941. }
  13942. break;
  13943. case NW_WILD_FIRE:
  13944. i = skill_get_splash(skill_id, skill_lv);
  13945. if (sd && sd->status.weapon == W_GRENADE)
  13946. i += 2;
  13947. map_foreachinallarea(skill_area_sub,
  13948. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13949. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13950. skill_castend_damage_id);
  13951. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13952. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13953. break;
  13954. case NW_HASTY_FIRE_IN_THE_HOLE:
  13955. i = skill_get_splash(skill_id, skill_lv);
  13956. if (flag & 1){
  13957. i++;
  13958. }
  13959. if (flag & 2){
  13960. i++;
  13961. }
  13962. map_foreachinallarea(skill_area_sub,
  13963. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13964. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13965. skill_castend_damage_id);
  13966. if (!(flag & 1)) {
  13967. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13968. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13969. }
  13970. break;
  13971. case NW_GRENADES_DROPPING: {
  13972. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13973. uint16 tmpx = rnd_value( x - splash, x + splash );
  13974. uint16 tmpy = rnd_value( y - splash, y + splash );
  13975. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13976. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13977. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13978. }
  13979. } break;
  13980. case NW_MISSION_BOMBARD:
  13981. i = skill_get_splash(skill_id,skill_lv);
  13982. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13983. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13984. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13985. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13986. }
  13987. break;
  13988. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  13989. if (sc != nullptr && sc->getSCE(SC_T_THIRD_GOD) != nullptr){
  13990. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  13991. }
  13992. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13993. break;
  13994. case SKE_TWINKLING_GALAXY:
  13995. for (i = 0; i < skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++)
  13996. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13997. flag |= 1;
  13998. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13999. break;
  14000. case SKE_STAR_BURST:
  14001. flag |= 1;
  14002. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  14003. break;
  14004. case SKE_STAR_CANNON: {
  14005. unit_data* ud = unit_bl2ud( src );
  14006. if( ud == nullptr ){
  14007. break;
  14008. }
  14009. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  14010. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  14011. continue;
  14012. }
  14013. skill_unit* su = sug->unit;
  14014. if( distance_xy( x, y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  14015. continue;
  14016. }
  14017. std::shared_ptr<s_skill_unit_group> sg = su->group;
  14018. for( int32 i = 0; i< MAX_SKILLTIMERSKILL; i++ ){
  14019. if( ud->skilltimerskill[i] == nullptr ){
  14020. continue;
  14021. }
  14022. if( ud->skilltimerskill[i]->skill_id != SKE_TWINKLING_GALAXY ){
  14023. continue;
  14024. }
  14025. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  14026. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  14027. ud->skilltimerskill[i] = nullptr;
  14028. }
  14029. skill_delunitgroup(sg);
  14030. for (i = 0; i < skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++)
  14031. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  14032. flag |= 1;
  14033. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  14034. }
  14035. } break;
  14036. case SS_KUNAIKUSSETSU:
  14037. map_foreachinallrange(skill_detonator, src, skill_get_splash(skill_id, skill_lv), BL_SKILL, src, skill_lv);
  14038. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  14039. break;
  14040. case SS_RAIDENPOU:
  14041. case SS_SEKIENHOU:
  14042. skill_area_temp[1] = 0;
  14043. skill_mirage_cast(*src, nullptr, SS_ANTENPOU, skill_lv, x, y, tick, flag | BCT_WOS);
  14044. if (map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR)) {
  14045. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  14046. return 0;
  14047. }
  14048. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  14049. if (battle_config.skill_eightpath_algorithm) {
  14050. //Use official AoE algorithm
  14051. map_foreachindir(skill_attack_area, src->m, src->x, src->y, x, y,
  14052. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  14053. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14054. }
  14055. else {
  14056. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, x, y,
  14057. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  14058. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14059. }
  14060. break;
  14061. case SS_SHINKIROU:
  14062. flag |= 1;
  14063. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  14064. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  14065. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  14066. break;
  14067. case SS_KAGEGARI:
  14068. i = skill_get_splash(skill_id, skill_lv);
  14069. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14070. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14071. break;
  14072. case SS_REIKETSUHOU:
  14073. skill_mirage_cast(*src, nullptr, SS_ANTENPOU, skill_lv, 0, 0, tick, flag | BCT_WOS);
  14074. if (map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR)) {
  14075. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  14076. return 0;
  14077. }
  14078. i = skill_get_splash(skill_id, skill_lv);
  14079. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14080. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14081. break;
  14082. case SS_KUNAIWAIKYOKU:
  14083. skill_mirage_cast(*src, nullptr, skill_id, skill_lv, x, y, tick, flag | BCT_WOS);
  14084. i = skill_get_splash(skill_id, skill_lv);
  14085. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14086. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14087. skill_unitsetting(src, skill_id, skill_lv, x, y, UNIT_NOCONSUME_AMMO);
  14088. break;
  14089. case SS_KUNAIKAITEN:
  14090. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  14091. skill_unitsetting(src, skill_id, skill_lv, x, y, UNIT_NOCONSUME_AMMO);
  14092. skill_unitsetting(src, SS_KUNAIWAIKYOKU, skill_lv, x, y, UNIT_NOCONSUME_AMMO);
  14093. break;
  14094. case SS_FUUMAKOUCHIKU:
  14095. skill_area_temp[1] = 0;
  14096. if (battle_config.skill_eightpath_algorithm) {
  14097. //Use official AoE algorithm
  14098. map_foreachindir(skill_attack_area, src->m, src->x, src->y, x, y,
  14099. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, BL_CHAR | BL_SKILL,
  14100. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14101. }
  14102. else {
  14103. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, x, y,
  14104. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), BL_CHAR | BL_SKILL,
  14105. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14106. }
  14107. break;
  14108. case SS_TOKEDASU:
  14109. i = skill_get_splash(skill_id, skill_lv);
  14110. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14111. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14112. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  14113. unit_setdir(src, map_calc_dir_xy(src->x, src->y, x, y, unit_getdir(src)));
  14114. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK | BLOWN_DONT_SEND_PACKET));
  14115. clif_blown(src);
  14116. break;
  14117. default:
  14118. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  14119. return 1;
  14120. }
  14121. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  14122. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  14123. if( sd )
  14124. {// ensure that the skill last-cast tick is recorded
  14125. sd->canskill_tick = gettick();
  14126. if( sd->state.arrow_atk && !(flag&1) )
  14127. {// consume arrow if this is a ground skill
  14128. battle_consume_ammo(sd, skill_id, skill_lv);
  14129. }
  14130. skill_onskillusage(sd, nullptr, skill_id, tick);
  14131. // perform skill requirement consumption
  14132. if (!(flag&SKILL_NOCONSUME_REQ))
  14133. skill_consume_requirement(sd,skill_id,skill_lv,2);
  14134. }
  14135. return 0;
  14136. }
  14137. /*==========================================
  14138. *
  14139. *------------------------------------------*/
  14140. int32 skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  14141. {
  14142. nullpo_ret(sd);
  14143. //Simplify skill_failed code.
  14144. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  14145. if(skill_id != sd->menuskill_id)
  14146. return 0;
  14147. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  14148. skill_failed(sd);
  14149. return 0;
  14150. }
  14151. if( sd->sc.cant.cast ) {
  14152. skill_failed(sd);
  14153. return 0;
  14154. }
  14155. unit_stop_attack( &sd->bl );
  14156. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  14157. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  14158. if(strcmp(mapname,"cancel")==0) {
  14159. skill_failed(sd);
  14160. return 0;
  14161. }
  14162. switch(skill_id)
  14163. {
  14164. case AL_TELEPORT:
  14165. case ALL_ODINS_RECALL:
  14166. //The storage window is closed automatically by the client when there's
  14167. //any kind of map change, so we need to restore it automatically
  14168. //bugreport:8027
  14169. if(strcmp(mapname,"Random") == 0)
  14170. pc_randomwarp(sd,CLR_TELEPORT);
  14171. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  14172. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  14173. clif_refresh_storagewindow(sd);
  14174. break;
  14175. case AL_WARP:
  14176. if( sd != nullptr ){
  14177. const struct s_point_str *p[4];
  14178. std::shared_ptr<s_skill_unit_group> group;
  14179. int32 i, lv, wx, wy;
  14180. int32 maxcount=0;
  14181. int32 x,y;
  14182. uint16 mapindex;
  14183. mapindex = mapindex_name2id((char*)mapname);
  14184. if(!mapindex) { //Given map not found?
  14185. clif_skill_fail( *sd, skill_id );
  14186. skill_failed(sd);
  14187. return 0;
  14188. }
  14189. p[0] = &sd->status.save_point;
  14190. p[1] = &sd->status.memo_point[0];
  14191. p[2] = &sd->status.memo_point[1];
  14192. p[3] = &sd->status.memo_point[2];
  14193. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  14194. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  14195. if (maxcount == 0) {
  14196. clif_skill_fail( *sd, skill_id );
  14197. skill_failed(sd);
  14198. return 0;
  14199. }
  14200. }
  14201. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  14202. wx = sd->menuskill_val>>16;
  14203. wy = sd->menuskill_val&0xffff;
  14204. if( lv <= 0 ) return 0;
  14205. if( lv > 4 ) lv = 4; // crash prevention
  14206. // check if the chosen map exists in the memo list
  14207. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  14208. if( i < lv ) {
  14209. x=p[i]->x;
  14210. y=p[i]->y;
  14211. } else {
  14212. skill_failed(sd);
  14213. return 0;
  14214. }
  14215. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  14216. { // This checks versus skill_id/skill_lv...
  14217. skill_failed(sd);
  14218. return 0;
  14219. }
  14220. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  14221. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  14222. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  14223. skill_failed(sd);
  14224. return 0;
  14225. }
  14226. group->val1 = (group->val1<<16)|(int16)0;
  14227. // record the destination coordinates
  14228. group->val2 = (x<<16)|y;
  14229. group->val3 = mapindex;
  14230. }
  14231. break;
  14232. }
  14233. sd->menuskill_id = sd->menuskill_val = 0;
  14234. return 0;
  14235. #undef skill_failed
  14236. }
  14237. /// transforms 'target' skill unit into dissonance (if conditions are met)
  14238. static int32 skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  14239. {
  14240. struct skill_unit* target = (struct skill_unit*)bl;
  14241. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  14242. int32 flag = va_arg(ap, int32);
  14243. if (src == target)
  14244. return 0;
  14245. if (!target->group || !(target->group->state.song_dance&0x1))
  14246. return 0;
  14247. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  14248. return 0;
  14249. if (flag) //Set dissonance
  14250. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  14251. else //Remove dissonance
  14252. target->val2 &= ~(1 << UF_ENSEMBLE);
  14253. skill_getareachar_skillunit_visibilty(target, AREA);
  14254. return 1;
  14255. }
  14256. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  14257. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  14258. //When 1, this unit has been positioned, so start the cancel effect.
  14259. int32 skill_dance_overlap(struct skill_unit* unit, int32 flag)
  14260. {
  14261. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  14262. return 0;
  14263. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  14264. return 0; //Nothing to remove, this unit is not overlapped.
  14265. if (unit->val1 != unit->group->skill_id)
  14266. { //Reset state
  14267. unit->val1 = unit->group->skill_id;
  14268. unit->val2 &= ~(1 << UF_ENSEMBLE);
  14269. }
  14270. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  14271. }
  14272. /**
  14273. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  14274. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  14275. * @param flag 0 Convert
  14276. * @param flag 1 Revert
  14277. * @return true success
  14278. * @TODO: This should be completely removed later and rewritten
  14279. * The entire execution of the overlapping songs instances is dirty and hacked together
  14280. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  14281. */
  14282. static bool skill_dance_switch(struct skill_unit* unit, int32 flag)
  14283. {
  14284. static int32 prevflag = 1; // by default the backup is empty
  14285. static s_skill_unit_group backup;
  14286. std::shared_ptr<s_skill_unit_group> group;
  14287. if( unit == nullptr || (group = unit->group) == nullptr )
  14288. return false;
  14289. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  14290. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  14291. return false;
  14292. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  14293. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  14294. flag ? "read an empty backup" : "write to a full backup",
  14295. group->skill_id, group->skill_lv, group->src_id);
  14296. return false;
  14297. }
  14298. prevflag = flag;
  14299. if (!flag) { //Transform
  14300. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  14301. // backup
  14302. backup.skill_id = group->skill_id;
  14303. backup.skill_lv = group->skill_lv;
  14304. backup.unit_id = group->unit_id;
  14305. backup.target_flag = group->target_flag;
  14306. backup.bl_flag = group->bl_flag;
  14307. backup.interval = group->interval;
  14308. // replace
  14309. group->skill_id = skill_id;
  14310. group->skill_lv = 1;
  14311. group->unit_id = skill_get_unit_id(skill_id);
  14312. group->target_flag = skill_get_unit_target(skill_id);
  14313. group->bl_flag = skill_get_unit_bl_target(skill_id);
  14314. group->interval = skill_get_unit_interval(skill_id);
  14315. } else { //Restore
  14316. group->skill_id = backup.skill_id;
  14317. group->skill_lv = backup.skill_lv;
  14318. group->unit_id = backup.unit_id;
  14319. group->target_flag = backup.target_flag;
  14320. group->bl_flag = backup.bl_flag;
  14321. group->interval = backup.interval;
  14322. }
  14323. return true;
  14324. }
  14325. /**
  14326. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  14327. * @param src Object that triggers the skill
  14328. * @param skill_id Skill ID
  14329. * @param skill_lv Skill level of used skill
  14330. * @param x Position x
  14331. * @param y Position y
  14332. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  14333. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  14334. * @return s_skill_unit_group
  14335. */
  14336. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int32 flag)
  14337. {
  14338. std::shared_ptr<s_skill_unit_group> group;
  14339. int32 i, val1 = 0, val2 = 0, val3 = 0;
  14340. t_tick limit;
  14341. int32 link_group_id = 0;
  14342. int32 target, interval, range;
  14343. t_itemid req_item = 0;
  14344. struct s_skill_unit_layout *layout;
  14345. map_session_data *sd;
  14346. status_change *sc;
  14347. int32 active_flag = 1;
  14348. int32 subunt = 0;
  14349. bool hidden = false;
  14350. struct map_data *mapdata;
  14351. nullpo_retr(nullptr, src);
  14352. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14353. mapdata = map_getmapdata(src->m);
  14354. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  14355. range = skill_get_unit_range(skill_id,skill_lv);
  14356. interval = skill->unit_interval;
  14357. target = skill_get_unit_target(skill_id);
  14358. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  14359. sd = BL_CAST(BL_PC, src);
  14360. status_data* status = status_get_status_data(*src);
  14361. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  14362. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  14363. switch( skill_id ) {
  14364. case MH_STEINWAND:
  14365. val2 = 4 + skill_lv;
  14366. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  14367. break;
  14368. case MG_SAFETYWALL:
  14369. val2 = skill_lv + 1;
  14370. #ifdef RENEWAL
  14371. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  14372. #endif
  14373. break;
  14374. case MG_FIREWALL:
  14375. if(sc && sc->getSCE(SC_VIOLENTGALE))
  14376. limit = limit*3/2;
  14377. val2 = 4+skill_lv;
  14378. break;
  14379. case AL_WARP:
  14380. val1=skill_lv+6;
  14381. if(!(flag&1))
  14382. limit=2000;
  14383. else // previous implementation (not used anymore)
  14384. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  14385. if( src->type != BL_SKILL ) return nullptr;
  14386. group = ((TBL_SKILL*)src)->group;
  14387. src = map_id2bl(group->src_id);
  14388. if( !src ) return nullptr;
  14389. val2 = group->val2; //Copy the (x,y) position you warp to
  14390. val3 = group->val3; //as well as the mapindex to warp to.
  14391. }
  14392. break;
  14393. #ifndef RENEWAL
  14394. case HP_BASILICA:
  14395. val1 = src->id; // Store caster id.
  14396. break;
  14397. #endif
  14398. case PR_SANCTUARY:
  14399. case NPC_EVILLAND:
  14400. val1=skill_lv+3;
  14401. break;
  14402. case WZ_METEOR:
  14403. case SU_CN_METEOR:
  14404. case SU_CN_METEOR2:
  14405. case NPC_RAINOFMETEOR:
  14406. case HN_METEOR_STORM_BUSTER:
  14407. limit = flag;
  14408. flag = 0; // Flag should not influence anything else for these skills
  14409. break;
  14410. case WZ_FIREPILLAR:
  14411. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  14412. return nullptr;
  14413. if((flag&1)!=0)
  14414. limit=1000;
  14415. val1=skill_lv+2;
  14416. break;
  14417. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  14418. case AM_DEMONSTRATION:
  14419. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  14420. target = BCT_ALL;
  14421. break;
  14422. case HT_SKIDTRAP:
  14423. case MA_SKIDTRAP:
  14424. //Save position of caster
  14425. val1 = ((src->x)<<16)|(src->y);
  14426. [[fallthrough]];
  14427. case HT_ANKLESNARE:
  14428. case HT_SHOCKWAVE:
  14429. case HT_SANDMAN:
  14430. case MA_SANDMAN:
  14431. case HT_CLAYMORETRAP:
  14432. case HT_LANDMINE:
  14433. case MA_LANDMINE:
  14434. case HT_FLASHER:
  14435. case HT_FREEZINGTRAP:
  14436. case MA_FREEZINGTRAP:
  14437. case HT_BLASTMINE:
  14438. case RA_ELECTRICSHOCKER:
  14439. case RA_CLUSTERBOMB:
  14440. case RA_MAGENTATRAP:
  14441. case RA_COBALTTRAP:
  14442. case RA_MAIZETRAP:
  14443. case RA_VERDURETRAP:
  14444. case RA_FIRINGTRAP:
  14445. case RA_ICEBOUNDTRAP:
  14446. case RL_B_TRAP:
  14447. case SC_ESCAPE:
  14448. {
  14449. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  14450. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  14451. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  14452. req_item = req.itemid[i];
  14453. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  14454. break;
  14455. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  14456. target = BCT_ALL;
  14457. }
  14458. break;
  14459. case SA_LANDPROTECTOR:
  14460. case SA_VOLCANO:
  14461. case SA_DELUGE:
  14462. case SA_VIOLENTGALE:
  14463. case SC_CHAOSPANIC:
  14464. case SOA_TOTEM_OF_TUTELARY:
  14465. {
  14466. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  14467. if (old_sg != nullptr)
  14468. { //HelloKitty confirmed that these are interchangeable,
  14469. //so you can change element and not consume gemstones.
  14470. if ((
  14471. old_sg->skill_id == SA_VOLCANO ||
  14472. old_sg->skill_id == SA_DELUGE ||
  14473. old_sg->skill_id == SA_VIOLENTGALE
  14474. ) && old_sg->limit > 0)
  14475. { //Use the previous limit (minus the elapsed time) [Skotlex]
  14476. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  14477. if (limit < 0) //This can happen...
  14478. limit = skill_get_time(skill_id,skill_lv);
  14479. }
  14480. skill_clear_group(src,1);
  14481. }
  14482. break;
  14483. }
  14484. case BA_WHISTLE:
  14485. val1 = skill_lv + status->agi / 10; // Flee increase
  14486. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  14487. if (sd) {
  14488. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  14489. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  14490. }
  14491. break;
  14492. case DC_HUMMING:
  14493. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  14494. if (sd)
  14495. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  14496. break;
  14497. case BA_POEMBRAGI:
  14498. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  14499. //For some reason at level 10 the base delay reduction is 50%.
  14500. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  14501. if (sd) {
  14502. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  14503. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  14504. }
  14505. break;
  14506. case DC_DONTFORGETME:
  14507. #ifdef RENEWAL
  14508. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  14509. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  14510. #else
  14511. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  14512. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  14513. #endif
  14514. if (sd) {
  14515. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  14516. #ifdef RENEWAL
  14517. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14518. #else
  14519. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  14520. #endif
  14521. }
  14522. val1 *= 10; //Because 10 is actually 1% aspd
  14523. break;
  14524. case DC_SERVICEFORYOU:
  14525. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  14526. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  14527. if (sd) {
  14528. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14529. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14530. }
  14531. break;
  14532. case BA_ASSASSINCROSS:
  14533. if (sd)
  14534. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  14535. val1 += 5 + skill_lv + (status->agi / 20);
  14536. val1 *= 10; // ASPD works with 1000 as 100%
  14537. break;
  14538. case DC_FORTUNEKISS:
  14539. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  14540. val1 *= 10; //Because every 10 crit is an actual cri point.
  14541. if (sd)
  14542. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  14543. break;
  14544. case BD_DRUMBATTLEFIELD:
  14545. val1 = (skill_lv+1)*25; //Atk increase
  14546. val2 = (skill_lv+1)*2; //Def increase
  14547. break;
  14548. case BD_RINGNIBELUNGEN:
  14549. val1 = (skill_lv+2)*25; //Atk increase
  14550. break;
  14551. case BD_RICHMANKIM:
  14552. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  14553. break;
  14554. case BD_SIEGFRIED:
  14555. val1 = 55 + skill_lv*5; //Elemental Resistance
  14556. val2 = skill_lv*10; //Status ailment resistance
  14557. break;
  14558. case WE_CALLPARTNER:
  14559. if (sd) val1 = sd->status.partner_id;
  14560. break;
  14561. case WE_CALLPARENT:
  14562. if (sd) {
  14563. val1 = sd->status.father;
  14564. val2 = sd->status.mother;
  14565. }
  14566. break;
  14567. case WE_CALLBABY:
  14568. if (sd) val1 = sd->status.child;
  14569. break;
  14570. case NJ_KAENSIN:
  14571. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  14572. val2 = (skill_lv+1)/2 + 4;
  14573. break;
  14574. case NJ_SUITON:
  14575. skill_clear_group(src, 1);
  14576. break;
  14577. case GS_GROUNDDRIFT:
  14578. {
  14579. // Ground Drift Element is decided when it's placed.
  14580. int32 ele = skill_get_ele(skill_id, skill_lv);
  14581. int32 element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  14582. if (ele == ELE_RANDOM)
  14583. val1 = element[rnd()%5]; // Use random from available unit visual?
  14584. else if (ele == ELE_ENDOWED)
  14585. val1 = status_get_attack_sc_element(src,sc);
  14586. else if (ele == ELE_WEAPON) {
  14587. val1 = status->rhw.ele;
  14588. if (sc && sc->getSCE(SC_ENCHANTARMS))
  14589. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  14590. }
  14591. switch (val1) {
  14592. case ELE_FIRE:
  14593. subunt++;
  14594. [[fallthrough]];
  14595. case ELE_WATER:
  14596. subunt++;
  14597. [[fallthrough]];
  14598. case ELE_POISON:
  14599. subunt++;
  14600. [[fallthrough]];
  14601. case ELE_DARK:
  14602. subunt++;
  14603. [[fallthrough]];
  14604. case ELE_WIND:
  14605. break;
  14606. default:
  14607. subunt = rnd()%5;
  14608. break;
  14609. }
  14610. break;
  14611. }
  14612. case GC_POISONSMOKE:
  14613. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  14614. return nullptr;
  14615. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  14616. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  14617. limit = skill_get_time(skill_id, skill_lv);
  14618. break;
  14619. case NPC_COMET:
  14620. case WL_COMET:
  14621. if (sc) {
  14622. sc->comet_x = x;
  14623. sc->comet_y = y;
  14624. }
  14625. break;
  14626. case GD_LEADERSHIP:
  14627. case GD_GLORYWOUNDS:
  14628. case GD_SOULCOLD:
  14629. case GD_HAWKEYES:
  14630. limit = 1000000;//it doesn't matter
  14631. break;
  14632. case LG_BANDING:
  14633. limit = -1;
  14634. break;
  14635. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  14636. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  14637. target = BCT_ALL;
  14638. [[fallthrough]];
  14639. case WM_SEVERE_RAINSTORM:
  14640. case SO_WATER_INSIGNIA:
  14641. case SO_FIRE_INSIGNIA:
  14642. case SO_WIND_INSIGNIA:
  14643. case SO_EARTH_INSIGNIA:
  14644. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  14645. return nullptr;
  14646. break;
  14647. case SO_CLOUD_KILL:
  14648. case NPC_CLOUD_KILL:
  14649. skill_clear_group(src, 4);
  14650. break;
  14651. case SO_WARMER:
  14652. skill_clear_group(src, 8);
  14653. break;
  14654. case SO_FIREWALK:
  14655. case SO_ELECTRICWALK:
  14656. limit = skill_get_time2(skill_id, skill_lv);
  14657. break;
  14658. case GN_WALLOFTHORN:
  14659. // Turns to Firewall
  14660. if( flag&1 )
  14661. limit = 3000;
  14662. val3 = (x<<16)|y;
  14663. break;
  14664. case GN_DEMONIC_FIRE:
  14665. if (flag) { // Fire Expansion level 1
  14666. limit = flag + 10000;
  14667. flag = 0;
  14668. }
  14669. break;
  14670. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14671. case GN_FIRE_EXPANSION_TEAR_GAS:
  14672. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  14673. break;
  14674. case KO_ZENKAI:
  14675. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  14676. val1 = sd->spiritcharm;
  14677. val2 = sd->spiritcharm_type;
  14678. limit = 6000 * val1;
  14679. subunt = sd->spiritcharm_type - 1;
  14680. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  14681. }
  14682. break;
  14683. #ifndef RENEWAL
  14684. case HW_GRAVITATION:
  14685. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  14686. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  14687. break;
  14688. #endif
  14689. case SO_VACUUM_EXTREME:
  14690. // Coordinates
  14691. val1 = x;
  14692. val2 = y;
  14693. val3 = 0; // Suck target at n seconds.
  14694. break;
  14695. case MH_POISON_MIST:
  14696. case MH_BLAST_FORGE:
  14697. case MH_LAVA_SLIDE:
  14698. skill_clear_group(src, 1);
  14699. break;
  14700. case MH_VOLCANIC_ASH:
  14701. if (!map_flag_vs(src->m))
  14702. target = BCT_ENEMY;
  14703. break;
  14704. case AG_VIOLENT_QUAKE:
  14705. case AG_ALL_BLOOM:
  14706. if (sc && sc->getSCE(SC_CLIMAX)) {
  14707. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  14708. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  14709. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  14710. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  14711. }
  14712. break;
  14713. case AG_VIOLENT_QUAKE_ATK:
  14714. case AG_ALL_BLOOM_ATK:
  14715. case AG_ALL_BLOOM_ATK2:
  14716. limit = flag;
  14717. flag = 0;
  14718. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  14719. range = 4; // Rising rocks splash is increased to 9x9.
  14720. break;
  14721. case WH_DEEPBLINDTRAP:
  14722. case WH_SOLIDTRAP:
  14723. case WH_SWIFTTRAP:
  14724. case WH_FLAMETRAP:
  14725. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  14726. break;
  14727. case NW_GRENADES_DROPPING:
  14728. limit = skill_get_time2(skill_id,skill_lv);
  14729. break;
  14730. }
  14731. // Init skill unit group
  14732. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  14733. if (group == nullptr)
  14734. return nullptr;
  14735. group->val1 = val1;
  14736. group->val2 = val2;
  14737. group->val3 = val3;
  14738. group->link_group_id = link_group_id;
  14739. group->target_flag = target;
  14740. group->bl_flag = skill_get_unit_bl_target(skill_id);
  14741. // Store if this skill needs to consume ammo.
  14742. group->state.ammo_consume = ( sd != nullptr && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT && !( flag&UNIT_NOCONSUME_AMMO ) );
  14743. 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
  14744. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  14745. group->item_id = req_item;
  14746. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  14747. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  14748. active_flag = 0;
  14749. // Put message for Talkie Box & Graffiti
  14750. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  14751. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  14752. if (sd)
  14753. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  14754. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  14755. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  14756. }
  14757. // Dance skill
  14758. if (group->state.song_dance) {
  14759. if(sd) {
  14760. sd->skill_id_dance = skill_id;
  14761. sd->skill_lv_dance = skill_lv;
  14762. }
  14763. if (
  14764. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  14765. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  14766. )
  14767. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14768. }
  14769. // Set skill unit
  14770. limit = group->limit;
  14771. for( i = 0; i < layout->count; i++ ) {
  14772. struct skill_unit *unit;
  14773. int32 ux = x + layout->dx[i];
  14774. int32 uy = y + layout->dy[i];
  14775. int32 unit_val1 = skill_lv;
  14776. int32 unit_val2 = 0;
  14777. int32 alive = 1;
  14778. // are the coordinates out of range?
  14779. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  14780. continue;
  14781. }
  14782. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  14783. continue; // don't place skill units on walls (except for songs/dances/encores)
  14784. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  14785. continue; // no path between cell and caster
  14786. switch( skill_id ) {
  14787. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  14788. case HT_LANDMINE:
  14789. case MA_LANDMINE:
  14790. case HT_ANKLESNARE:
  14791. case HT_SHOCKWAVE:
  14792. case HT_SANDMAN:
  14793. case MA_SANDMAN:
  14794. case HT_FLASHER:
  14795. case HT_FREEZINGTRAP:
  14796. case MA_FREEZINGTRAP:
  14797. case HT_SKIDTRAP:
  14798. case MA_SKIDTRAP:
  14799. case HT_CLAYMORETRAP:
  14800. case HT_BLASTMINE:
  14801. case SC_ESCAPE:
  14802. unit_val1 = 3500;
  14803. break;
  14804. case MG_FIREWALL:
  14805. case NJ_KAENSIN:
  14806. unit_val2 = group->val2;
  14807. break;
  14808. case CR_GRANDCROSS:
  14809. case NPC_GRANDDARKNESS:
  14810. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14811. break;
  14812. case WZ_ICEWALL:
  14813. unit_val1 = 200 + 200*skill_lv;
  14814. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14815. break;
  14816. case WZ_WATERBALL:
  14817. //Check if there are cells that can be turned into waterball units
  14818. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14819. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14820. break; //Turn water, deluge or suiton into waterball cell
  14821. continue;
  14822. case GS_DESPERADO:
  14823. unit_val1 = abs(layout->dx[i]);
  14824. unit_val2 = abs(layout->dy[i]);
  14825. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14826. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14827. if (unit_val1) unit_val1--;
  14828. unit_val1 = 36 -12*unit_val1;
  14829. } else //Diagonal edges
  14830. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14831. if (unit_val1 < 1) unit_val1 = 1;
  14832. unit_val2 = 0;
  14833. break;
  14834. case NPC_REVERBERATION:
  14835. unit_val1 = 1 + skill_lv;
  14836. break;
  14837. case WM_POEMOFNETHERWORLD:
  14838. unit_val1 = 1 + skill_lv;
  14839. break;
  14840. case GN_WALLOFTHORN:
  14841. if (flag&1) // Turned become Firewall
  14842. break;
  14843. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14844. unit_val2 = 20; // Max hits
  14845. break;
  14846. case RL_B_TRAP:
  14847. unit_val1 = 3500;
  14848. unit_val2 = 0;
  14849. break;
  14850. default:
  14851. if (group->state.song_dance&0x1)
  14852. 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
  14853. break;
  14854. }
  14855. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14856. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14857. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14858. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14859. // Check active cell to failing or remove current unit
  14860. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14861. if( !alive )
  14862. continue;
  14863. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14864. unit->limit = limit;
  14865. unit->range = range;
  14866. if (skill_id == PF_FOGWALL && alive == 2)
  14867. { //Double duration of cells on top of Deluge/Suiton
  14868. unit->limit *= 2;
  14869. group->limit = unit->limit;
  14870. }
  14871. // Execute on all targets standing on this cell
  14872. if (range == 0 && active_flag)
  14873. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14874. }
  14875. if (!group->alive_count)
  14876. { //No cells? Something that was blocked completely by Land Protector?
  14877. skill_delunitgroup(group);
  14878. return nullptr;
  14879. }
  14880. //success, unit created.
  14881. switch( skill_id ) {
  14882. case NJ_TATAMIGAESHI: //Store number of tiles.
  14883. group->val1 = group->alive_count;
  14884. break;
  14885. }
  14886. return group;
  14887. }
  14888. /*==========================================
  14889. *
  14890. *------------------------------------------*/
  14891. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14892. {
  14893. skill_unit_onplace(unit, bl, tick);
  14894. }
  14895. /**
  14896. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14897. * while skill unit initialized or moved (such by knock back).
  14898. * As a follow of skill_unit_effect flag &1
  14899. * @param unit
  14900. * @param bl Target
  14901. * @param tick
  14902. */
  14903. static int32 skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14904. {
  14905. struct block_list *ss; // Actual source that cast the skill unit
  14906. status_change *sc;
  14907. struct status_change_entry *sce;
  14908. enum sc_type type;
  14909. uint16 skill_id;
  14910. nullpo_ret(unit);
  14911. nullpo_ret(bl);
  14912. if(bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14913. return 0;
  14914. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14915. if (sg == nullptr)
  14916. return 0;
  14917. nullpo_ret(ss = map_id2bl(sg->src_id));
  14918. status_data* tstatus = status_get_status_data(*bl);
  14919. 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) ||
  14920. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14921. return 0; //AoE skills are ineffective. [Skotlex]
  14922. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14923. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14924. return 0; //Songs don't work in Basilica
  14925. sc = status_get_sc(bl);
  14926. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14927. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14928. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14929. status_change_end(bl, SC_VACUUM_EXTREME);
  14930. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14931. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14932. type = skill_get_sc(sg->skill_id);
  14933. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14934. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14935. switch (sg->unit_id) {
  14936. case UNT_SPIDERWEB:
  14937. if (sc) {
  14938. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14939. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14940. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14941. const struct TimerData* td;
  14942. struct map_data *mapdata = map_getmapdata(bl->m);
  14943. if (mapdata_flag_vs(mapdata))
  14944. sec /= 2;
  14945. if (sc->getSCE(type)) {
  14946. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14947. //Already triple affected, immune
  14948. sg->limit = DIFF_TICK(tick, sg->tick);
  14949. break;
  14950. }
  14951. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14952. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14953. sec *= (sc->getSCE(type)->val1 + 1);
  14954. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14955. sec *= (sc->getSCE(type)->val1 + 1);
  14956. //Add group id to status change
  14957. if (sc->getSCE(type)->val2 == 0)
  14958. sc->getSCE(type)->val2 = sg->group_id;
  14959. else if (sc->getSCE(type)->val3 == 0)
  14960. sc->getSCE(type)->val3 = sg->group_id;
  14961. else if (sc->getSCE(type)->val4 == 0)
  14962. sc->getSCE(type)->val4 = sg->group_id;
  14963. //Overwrite status change with new duration
  14964. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14965. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14966. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14967. }
  14968. else {
  14969. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14970. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14971. if (td)
  14972. sec = DIFF_TICK(td->tick, tick);
  14973. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14974. clif_fixpos( *bl );
  14975. }
  14976. else
  14977. sec = 3000; //Couldn't trap it?
  14978. }
  14979. sg->val2 = bl->id;
  14980. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14981. }
  14982. break;
  14983. case UNT_SAFETYWALL:
  14984. if (!sce)
  14985. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14986. break;
  14987. case UNT_BLOODYLUST:
  14988. if (sg->src_id == bl->id)
  14989. break; //Does not affect the caster.
  14990. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14991. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14992. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14993. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14994. break;
  14995. case UNT_PNEUMA:
  14996. if (!sce)
  14997. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14998. break;
  14999. case UNT_CHAOSPANIC:
  15000. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15001. break;
  15002. case UNT_WARP_WAITING: {
  15003. int32 working = sg->val1&0xffff;
  15004. if(bl->type==BL_PC && !working){
  15005. map_session_data *sd = (map_session_data *)bl;
  15006. if((!sd->chatID || battle_config.chat_warpportal)
  15007. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  15008. {
  15009. int32 x = sg->val2>>16;
  15010. int32 y = sg->val2&0xffff;
  15011. int32 count = sg->val1>>16;
  15012. uint16 m = sg->val3;
  15013. if( --count <= 0 )
  15014. skill_delunitgroup(sg);
  15015. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  15016. working = 1;/* we break it because officials break it, lovely stuff. */
  15017. sg->val1 = (count<<16)|working;
  15018. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  15019. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  15020. }
  15021. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  15022. int16 m = map_mapindex2mapid(sg->val3);
  15023. if (m < 0) break; //Map not available on this map-server.
  15024. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  15025. }
  15026. }
  15027. break;
  15028. case UNT_QUAGMIRE:
  15029. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  15030. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  15031. break;
  15032. case UNT_VOLCANO:
  15033. case UNT_DELUGE:
  15034. case UNT_VIOLENTGALE:
  15035. case UNT_FIRE_INSIGNIA:
  15036. case UNT_WATER_INSIGNIA:
  15037. case UNT_WIND_INSIGNIA:
  15038. case UNT_EARTH_INSIGNIA:
  15039. if(!sce)
  15040. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  15041. break;
  15042. case UNT_WATER_BARRIER:
  15043. case UNT_ZEPHYR:
  15044. case UNT_POWER_OF_GAIA:
  15045. if (bl->id == ss->id)
  15046. break; // Doesn't affect the Elemental
  15047. if (!sce)
  15048. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  15049. break;
  15050. case UNT_SUITON:
  15051. if(!sce)
  15052. sc_start4(ss, bl,type,100,sg->skill_lv,
  15053. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  15054. 0,0,sg->limit);
  15055. break;
  15056. case UNT_HERMODE:
  15057. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  15058. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  15059. [[fallthrough]];
  15060. case UNT_RICHMANKIM:
  15061. case UNT_ETERNALCHAOS:
  15062. case UNT_DRUMBATTLEFIELD:
  15063. case UNT_RINGNIBELUNGEN:
  15064. case UNT_ROKISWEIL:
  15065. case UNT_INTOABYSS:
  15066. case UNT_SIEGFRIED:
  15067. //Needed to check when a dancer/bard leaves their ensemble area.
  15068. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15069. return skill_id;
  15070. if (!sce)
  15071. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  15072. break;
  15073. case UNT_WHISTLE:
  15074. case UNT_ASSASSINCROSS:
  15075. case UNT_POEMBRAGI:
  15076. case UNT_APPLEIDUN:
  15077. case UNT_HUMMING:
  15078. case UNT_DONTFORGETME:
  15079. case UNT_FORTUNEKISS:
  15080. case UNT_SERVICEFORYOU:
  15081. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15082. return 0;
  15083. if (!sc) return 0;
  15084. if (!sce)
  15085. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  15086. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  15087. sce->val4 = 0; //remove the mark that we stepped out
  15088. delete_timer(sce->timer, status_change_timer);
  15089. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  15090. }
  15091. break;
  15092. case UNT_FOGWALL:
  15093. if (!sce)
  15094. {
  15095. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  15096. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  15097. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  15098. }
  15099. break;
  15100. #ifndef RENEWAL
  15101. case UNT_GRAVITATION:
  15102. if (!sce)
  15103. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  15104. break;
  15105. case UNT_BASILICA:
  15106. {
  15107. int32 i = battle_check_target(bl, bl, BCT_ENEMY);
  15108. if (i > 0) {
  15109. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  15110. break;
  15111. }
  15112. if (!sce && i <= 0)
  15113. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  15114. }
  15115. break;
  15116. #endif
  15117. case UNT_MOONLIT:
  15118. //Knockback out of area if affected char isn't in Moonlit effect
  15119. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  15120. break;
  15121. if (ss == bl) //Also needed to prevent infinite loop crash.
  15122. break;
  15123. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  15124. break;
  15125. case UNT_REVERBERATION:
  15126. if (sg->src_id == bl->id)
  15127. break; //Does not affect the caster.
  15128. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  15129. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  15130. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  15131. sg->unit_id = UNT_USED_TRAPS;
  15132. break;
  15133. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  15134. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  15135. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  15136. break;
  15137. case UNT_FIRE_EXPANSION_TEAR_GAS:
  15138. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  15139. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  15140. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  15141. break;
  15142. case UNT_VOLCANIC_ASH:
  15143. if (!sce)
  15144. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  15145. break;
  15146. case UNT_KINGS_GRACE:
  15147. if (!sce) {
  15148. int32 state = 0;
  15149. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  15150. state |= BCT_GUILD;
  15151. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  15152. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  15153. }
  15154. break;
  15155. case UNT_STEALTHFIELD:
  15156. if( bl->id == sg->src_id )
  15157. break; // Doesn't work on self (video shows that)
  15158. if (!sce)
  15159. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  15160. break;
  15161. case UNT_NEUTRALBARRIER:
  15162. if (!sce)
  15163. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  15164. break;
  15165. case UNT_WARMER:
  15166. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  15167. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  15168. break;
  15169. case UNT_CATNIPPOWDER:
  15170. if (sg->src_id == bl->id)
  15171. break; // Does not affect the caster or Boss.
  15172. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  15173. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  15174. break;
  15175. case UNT_NYANGGRASS:
  15176. if (!sce)
  15177. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  15178. break;
  15179. case UNT_CREATINGSTAR:
  15180. if (!sce)
  15181. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  15182. break;
  15183. case UNT_GD_LEADERSHIP:
  15184. case UNT_GD_GLORYWOUNDS:
  15185. case UNT_GD_SOULCOLD:
  15186. case UNT_GD_HAWKEYES:
  15187. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  15188. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  15189. break;
  15190. }
  15191. return skill_id;
  15192. }
  15193. /**
  15194. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  15195. * @param unit Skill unit
  15196. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  15197. * @param tick
  15198. */
  15199. int32 skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  15200. {
  15201. struct block_list *ss;
  15202. TBL_PC* tsd;
  15203. status_change *sc, *tsc;
  15204. struct skill_unit_group_tickset *ts;
  15205. enum sc_type type;
  15206. uint16 skill_id;
  15207. t_tick diff = 0;
  15208. nullpo_ret(unit);
  15209. nullpo_ret(bl);
  15210. if (bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  15211. return 0;
  15212. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15213. if (sg == nullptr)
  15214. return 0;
  15215. nullpo_ret(ss = map_id2bl(sg->src_id));
  15216. tsd = BL_CAST(BL_PC, bl);
  15217. tsc = status_get_sc(bl);
  15218. sc = status_get_sc(ss);
  15219. status_data* tstatus = status_get_status_data(*bl);
  15220. type = skill_get_sc(sg->skill_id);
  15221. skill_id = sg->skill_id;
  15222. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15223. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  15224. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  15225. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  15226. return 0; // Under Hovering characters are immune to trap and ground target skills.
  15227. if (sg->interval == -1) {
  15228. switch (sg->unit_id) {
  15229. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  15230. case UNT_FIREPILLAR_ACTIVE:
  15231. case UNT_ELECTRICSHOCKER:
  15232. case UNT_MANHOLE:
  15233. return 0;
  15234. default:
  15235. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  15236. return 0;
  15237. }
  15238. }
  15239. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  15240. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  15241. diff = DIFF_TICK(tick,ts->tick);
  15242. if (diff < 0)
  15243. return 0;
  15244. ts->tick = tick+sg->interval;
  15245. }
  15246. // Wall of Thorn damaged by Fire element unit [Cydh]
  15247. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  15248. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  15249. struct skill_unit *su = (struct skill_unit *)bl;
  15250. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  15251. 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);
  15252. su->group->limit = sg->limit = 0;
  15253. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  15254. return skill_id;
  15255. }
  15256. }
  15257. switch (sg->unit_id) {
  15258. // Units that deals simple attack
  15259. #ifndef RENEWAL
  15260. case UNT_GRAVITATION:
  15261. #endif
  15262. case UNT_EARTHSTRAIN:
  15263. case UNT_FIREWALK:
  15264. case UNT_ELECTRICWALK:
  15265. case UNT_PSYCHIC_WAVE:
  15266. case UNT_LAVA_SLIDE:
  15267. case UNT_MAKIBISHI:
  15268. case UNT_VENOMFOG:
  15269. case UNT_ICEMINE:
  15270. case UNT_FLAMECROSS:
  15271. case UNT_HELLBURNING:
  15272. case UNT_CANE_OF_EVIL_EYE:
  15273. case UNT_RAIN_OF_CRYSTAL:
  15274. case UNT_MYSTERY_ILLUSION:
  15275. case UNT_STRANTUM_TREMOR:
  15276. case UNT_TORNADO_STORM:
  15277. case UNT_FLORAL_FLARE_ROAD:
  15278. case UNT_CROSS_RAIN:
  15279. case UNT_PNEUMATICUS_PROCELLA:
  15280. case UNT_LIGHTNING_LAND:
  15281. case UNT_VENOM_SWAMP:
  15282. case UNT_CONFLAGRATION:
  15283. case UNT_DEEPBLINDTRAP:
  15284. case UNT_SOLIDTRAP:
  15285. case UNT_SWIFTTRAP:
  15286. case UNT_FLAMETRAP:
  15287. case UNT_STAR_BURST:
  15288. case UNT_GRENADES_DROPPING:
  15289. case UNT_MISSION_BOMBARD:
  15290. case UNT_FUUMASHOUAKU:
  15291. case UNT_KUNAIKAITEN:
  15292. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15293. break;
  15294. #ifdef RENEWAL
  15295. case UNT_GRAVITATION:
  15296. #endif
  15297. case UNT_GROUND_GRAVITATION:
  15298. case UNT_JACK_FROST_NOVA:
  15299. skill_attack( skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, 0 );
  15300. break;
  15301. case UNT_DUMMYSKILL:
  15302. switch (sg->skill_id) {
  15303. case SG_SUN_WARM: //SG skills [Komurka]
  15304. case SG_MOON_WARM:
  15305. case SG_STAR_WARM: {
  15306. int32 count = 0;
  15307. const int32 x = bl->x, y = bl->y;
  15308. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  15309. do {
  15310. if( bl->type == BL_PC )
  15311. status_zap(bl, 0, 10); // sp damage to players
  15312. else { // mobs
  15313. // Bosses trigger the effect only 1 out of 5 times
  15314. if (status_get_class_(bl) == CLASS_BOSS && rnd_chance(4, 5))
  15315. continue;
  15316. // costs 2 SP per hit
  15317. if (!status_charge(ss, 0, 2)) {
  15318. //should end when out of sp.
  15319. sg->limit = DIFF_TICK(tick, sg->tick);
  15320. break;
  15321. }
  15322. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick + (t_tick)count * sg->interval, 0);
  15323. }
  15324. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  15325. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl) );
  15326. }
  15327. break;
  15328. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  15329. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  15330. if (tsc)
  15331. tsc->sg_counter++; //SG hit counter.
  15332. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  15333. tsc->sg_counter=0; //Attack absorbed.
  15334. break;
  15335. #endif
  15336. case GS_DESPERADO:
  15337. if (rnd()%100 < unit->val1)
  15338. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15339. break;
  15340. case NPC_COMET:
  15341. case WL_COMET:
  15342. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  15343. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15344. break;
  15345. case NPC_WIDESUCK: {
  15346. int32 heal = (int32)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15347. if (heal > 0) {
  15348. clif_skill_nodamage(ss,*bl,sg->skill_id,sg->skill_lv);
  15349. clif_skill_nodamage(nullptr,*ss,AL_HEAL,heal);
  15350. status_heal(ss,heal,0,0);
  15351. }
  15352. }
  15353. break;
  15354. case CR_GRANDCROSS:
  15355. case NPC_GRANDDARKNESS:
  15356. if(!battle_config.gx_allhit)
  15357. unit->val1--;
  15358. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15359. break;
  15360. case HN_METEOR_STORM_BUSTER:
  15361. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  15362. skill_attack( skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, 0 );
  15363. break;
  15364. default:
  15365. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15366. }
  15367. break;
  15368. case UNT_FIREWALL:
  15369. case UNT_KAEN: {
  15370. int32 count = 0;
  15371. const int32 x = bl->x, y = bl->y;
  15372. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  15373. break;
  15374. //Take into account these hit more times than the timer interval can handle.
  15375. do
  15376. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  15377. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  15378. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl));
  15379. if (unit->val2 <= 0)
  15380. skill_delunit(unit);
  15381. }
  15382. break;
  15383. case UNT_SANCTUARY:
  15384. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  15385. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  15386. 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) )
  15387. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  15388. } else {
  15389. int32 heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  15390. struct mob_data *md = BL_CAST(BL_MOB, bl);
  15391. #ifdef RENEWAL
  15392. if (md && md->mob_id == MOBID_EMPERIUM)
  15393. break;
  15394. #endif
  15395. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  15396. break;
  15397. if( tstatus->hp >= tstatus->max_hp )
  15398. break;
  15399. if( status_isimmune(bl) )
  15400. heal = 0;
  15401. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15402. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  15403. heal = ~heal + 1;
  15404. status_heal(bl, heal, 0, 0);
  15405. }
  15406. break;
  15407. case UNT_EVILLAND:
  15408. //Will heal demon and undead element monsters, but not players.
  15409. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  15410. { //Damage enemies
  15411. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  15412. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15413. } else {
  15414. int32 heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  15415. if (tstatus->hp >= tstatus->max_hp)
  15416. break;
  15417. if (status_isimmune(bl))
  15418. heal = 0;
  15419. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15420. status_heal(bl, heal, 0, 0);
  15421. }
  15422. break;
  15423. case UNT_MAGNUS:
  15424. #ifndef RENEWAL
  15425. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  15426. break;
  15427. #endif
  15428. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15429. break;
  15430. case UNT_FIREPILLAR_WAITING:
  15431. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  15432. skill_delunit(unit);
  15433. break;
  15434. case UNT_SKIDTRAP: {
  15435. //Knockback away from position of user during placement [Playtester]
  15436. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  15437. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  15438. sg->unit_id = UNT_USED_TRAPS;
  15439. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  15440. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  15441. #ifdef RENEWAL
  15442. // In renewal, target will be stopped for 3 seconds
  15443. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  15444. #else
  15445. // In pre-renewal, if target was a monster, it will unlock target and become idle
  15446. struct mob_data* md = BL_CAST(BL_MOB, bl);
  15447. if (md)
  15448. mob_unlocktarget(md, tick);
  15449. #endif
  15450. }
  15451. break;
  15452. case UNT_ANKLESNARE:
  15453. case UNT_MANHOLE:
  15454. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  15455. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  15456. if (sg->unit_id == UNT_ANKLESNARE) {
  15457. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  15458. #ifndef RENEWAL
  15459. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  15460. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  15461. sec /= 5;
  15462. #endif
  15463. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  15464. }
  15465. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  15466. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15467. if( td )
  15468. sec = DIFF_TICK(td->tick, tick);
  15469. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  15470. || !unit_blown_immune(bl,0x1) )
  15471. {
  15472. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  15473. clif_fixpos( *bl );
  15474. }
  15475. sg->val2 = bl->id;
  15476. } else
  15477. sec = 3000; //Couldn't trap it?
  15478. if (sg->unit_id == UNT_ANKLESNARE) {
  15479. clif_skillunit_update( unit->bl );
  15480. /**
  15481. * If you're snared from a trap that was invisible this makes the trap be
  15482. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  15483. * bugreport:3961
  15484. **/
  15485. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  15486. }
  15487. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  15488. sg->interval = -1;
  15489. unit->range = 0;
  15490. }
  15491. break;
  15492. case UNT_EARTHQUAKE:
  15493. sg->val1++; // Hit count
  15494. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  15495. break;
  15496. case UNT_ELECTRICSHOCKER:
  15497. if( bl->id != ss->id ) {
  15498. 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) ) {
  15499. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15500. clif_fixpos( *bl );
  15501. }
  15502. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  15503. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  15504. }
  15505. break;
  15506. case UNT_VENOMDUST:
  15507. if(tsc && !tsc->getSCE(type))
  15508. 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);
  15509. break;
  15510. case UNT_LANDMINE:
  15511. //Land Mine only hits single target
  15512. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15513. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  15514. sg->limit = 1500;
  15515. break;
  15516. case UNT_MAGENTATRAP:
  15517. case UNT_COBALTTRAP:
  15518. case UNT_MAIZETRAP:
  15519. case UNT_VERDURETRAP:
  15520. if( bl->type == BL_PC )// it won't work on players
  15521. break;
  15522. [[fallthrough]];
  15523. case UNT_FIRINGTRAP:
  15524. case UNT_ICEBOUNDTRAP:
  15525. case UNT_CLUSTERBOMB:
  15526. if( bl->id == ss->id )// it won't trigger on caster
  15527. break;
  15528. [[fallthrough]];
  15529. case UNT_BLASTMINE:
  15530. case UNT_SHOCKWAVE:
  15531. case UNT_SANDMAN:
  15532. case UNT_FLASHER:
  15533. case UNT_FREEZINGTRAP:
  15534. case UNT_FIREPILLAR_ACTIVE:
  15535. case UNT_CLAYMORETRAP:
  15536. {
  15537. int32 bl_flag = sg->bl_flag;
  15538. if (tsc && tsc->getSCE(SC__MANHOLE))
  15539. break;
  15540. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  15541. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  15542. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  15543. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  15544. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  15545. sg->limit = DIFF_TICK(tick, sg->tick) +
  15546. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  15547. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  15548. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  15549. }
  15550. break;
  15551. case UNT_TALKIEBOX:
  15552. if (sg->src_id == bl->id)
  15553. break;
  15554. if (sg->val2 == 0) {
  15555. clif_talkiebox(&unit->bl, sg->valstr);
  15556. sg->unit_id = UNT_USED_TRAPS;
  15557. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  15558. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  15559. sg->val2 = -1;
  15560. }
  15561. break;
  15562. case UNT_LULLABY:
  15563. if (ss->id == bl->id)
  15564. break;
  15565. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  15566. break;
  15567. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  15568. if (ss->id != bl->id)
  15569. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  15570. break;
  15571. case UNT_DISSONANCE:
  15572. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15573. break;
  15574. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  15575. int32 heal;
  15576. #ifdef RENEWAL
  15577. struct mob_data *md = BL_CAST(BL_MOB, bl);
  15578. if (md && md->mob_id == MOBID_EMPERIUM)
  15579. break;
  15580. #endif
  15581. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15582. break; // affects self only when soullinked
  15583. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  15584. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  15585. heal = ~heal + 1;
  15586. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15587. status_heal(bl, heal, 0, 0);
  15588. }
  15589. break;
  15590. case UNT_TATAMIGAESHI:
  15591. case UNT_DEMONSTRATION:
  15592. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15593. break;
  15594. case UNT_GOSPEL:
  15595. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  15596. break;
  15597. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  15598. { // Support Effect only on party, not guild
  15599. int32 heal;
  15600. int32 i = rnd() % 13; // Positive buff count
  15601. int32 time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  15602. switch (i)
  15603. {
  15604. case 0: // Heal 1000~9999 HP
  15605. heal = rnd() % 9000 + 1000;
  15606. clif_skill_nodamage(ss, *bl, AL_HEAL, heal);
  15607. status_heal(bl, heal, 0, 0);
  15608. break;
  15609. case 1: // End all negative status
  15610. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  15611. if( tsd != nullptr ){
  15612. clif_gospel_info( *tsd, 0x15 );
  15613. }
  15614. break;
  15615. case 2: // Immunity to all status
  15616. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  15617. if( tsd != nullptr ){
  15618. clif_gospel_info( *tsd, 0x16 );
  15619. }
  15620. break;
  15621. case 3: // MaxHP +100%
  15622. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  15623. if( tsd != nullptr ){
  15624. clif_gospel_info( *tsd, 0x17 );
  15625. }
  15626. break;
  15627. case 4: // MaxSP +100%
  15628. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  15629. if( tsd != nullptr ){
  15630. clif_gospel_info( *tsd, 0x18 );
  15631. }
  15632. break;
  15633. case 5: // All stats +20
  15634. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  15635. if( tsd != nullptr ){
  15636. clif_gospel_info( *tsd, 0x19 );
  15637. }
  15638. break;
  15639. case 6: // Level 10 Blessing
  15640. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  15641. break;
  15642. case 7: // Level 10 Increase AGI
  15643. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  15644. break;
  15645. case 8: // Enchant weapon with Holy element
  15646. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  15647. if( tsd != nullptr ){
  15648. clif_gospel_info( *tsd, 0x1c );
  15649. }
  15650. break;
  15651. case 9: // Enchant armor with Holy element
  15652. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  15653. if( tsd != nullptr ){
  15654. clif_gospel_info( *tsd, 0x1d );
  15655. }
  15656. break;
  15657. case 10: // DEF +25%
  15658. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  15659. if( tsd != nullptr ){
  15660. clif_gospel_info( *tsd, 0x1e );
  15661. }
  15662. break;
  15663. case 11: // ATK +100%
  15664. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  15665. if( tsd != nullptr ){
  15666. clif_gospel_info( *tsd, 0x1f );
  15667. }
  15668. break;
  15669. case 12: // HIT/Flee +50
  15670. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  15671. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  15672. if( tsd != nullptr ){
  15673. clif_gospel_info( *tsd, 0x20 );
  15674. }
  15675. break;
  15676. }
  15677. }
  15678. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  15679. { // Offensive Effect
  15680. int32 i = rnd() % 10; // Negative buff count
  15681. switch (i)
  15682. {
  15683. case 0: // Deal 3000~7999 damage reduced by DEF
  15684. case 1: // Deal 1500~5499 damage unreducable
  15685. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  15686. break;
  15687. case 2: // Curse
  15688. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  15689. break;
  15690. case 3: // Blind
  15691. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  15692. break;
  15693. case 4: // Poison
  15694. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  15695. break;
  15696. case 5: // Level 10 Provoke
  15697. clif_skill_nodamage(nullptr, *bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  15698. break;
  15699. case 6: // DEF -100%
  15700. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  15701. break;
  15702. case 7: // ATK -100%
  15703. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  15704. break;
  15705. case 8: // Flee -100%
  15706. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  15707. break;
  15708. case 9: // Speed/ASPD -25%
  15709. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  15710. break;
  15711. }
  15712. }
  15713. break;
  15714. #ifndef RENEWAL
  15715. case UNT_BASILICA:
  15716. {
  15717. int32 i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  15718. if (i > 0) {
  15719. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  15720. break;
  15721. }
  15722. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  15723. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  15724. }
  15725. break;
  15726. #endif
  15727. case UNT_GROUNDDRIFT_WIND:
  15728. case UNT_GROUNDDRIFT_DARK:
  15729. case UNT_GROUNDDRIFT_POISON:
  15730. case UNT_GROUNDDRIFT_WATER:
  15731. case UNT_GROUNDDRIFT_FIRE:
  15732. map_foreachinrange(skill_trap_splash,&unit->bl,
  15733. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  15734. &unit->bl,tick);
  15735. sg->unit_id = UNT_USED_TRAPS;
  15736. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  15737. sg->limit=DIFF_TICK(tick,sg->tick);
  15738. break;
  15739. case UNT_POISONSMOKE:
  15740. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  15741. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  15742. break;
  15743. case UNT_EPICLESIS:
  15744. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  15745. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  15746. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  15747. int32 hp, sp;
  15748. switch( sg->skill_lv ) {
  15749. case 1: case 2: hp = 3; sp = 2; break;
  15750. case 3: case 4: hp = 4; sp = 3; break;
  15751. case 5: default: hp = 5; sp = 4; break;
  15752. }
  15753. hp = tstatus->max_hp * hp / 100;
  15754. sp = tstatus->max_sp * sp / 100;
  15755. if (tstatus->hp < tstatus->max_hp)
  15756. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, hp);
  15757. if (tstatus->sp < tstatus->max_sp)
  15758. clif_skill_nodamage(&unit->bl, *bl, MG_SRECOVERY, sp);
  15759. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  15760. hp = ~hp + 1;
  15761. status_heal(bl, hp, sp, 3);
  15762. }
  15763. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  15764. // Doesn't remove Invisibility or Chase Walk.
  15765. status_change_end(bl,SC_HIDING);
  15766. status_change_end(bl,SC_CLOAKING);
  15767. status_change_end(bl,SC_CLOAKINGEXCEED);
  15768. status_change_end(bl,SC_CAMOUFLAGE);
  15769. status_change_end(bl,SC_NEWMOON);
  15770. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  15771. status_change_end(bl, SC__SHADOWFORM);
  15772. }
  15773. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  15774. }
  15775. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  15776. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  15777. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  15778. break;
  15779. case UNT_DIMENSIONDOOR:
  15780. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  15781. pc_randomwarp(tsd,CLR_TELEPORT);
  15782. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  15783. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  15784. break;
  15785. case UNT_REVERBERATION:
  15786. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  15787. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  15788. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  15789. sg->unit_id = UNT_USED_TRAPS;
  15790. break;
  15791. case UNT_SEVERE_RAINSTORM:
  15792. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15793. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  15794. break;
  15795. case UNT_NETHERWORLD:
  15796. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  15797. if (!(tsc && tsc->getSCE(type))) {
  15798. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15799. sg->limit = DIFF_TICK(tick,sg->tick);
  15800. sg->unit_id = UNT_USED_TRAPS;
  15801. }
  15802. }
  15803. break;
  15804. case UNT_THORNS_TRAP:
  15805. if( tsc ) {
  15806. if( !sg->val2 ) {
  15807. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  15808. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  15809. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15810. if( td )
  15811. sec = DIFF_TICK(td->tick, tick);
  15812. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  15813. clif_fixpos( *bl );
  15814. sg->val2 = bl->id;
  15815. } else
  15816. sec = 3000; // Couldn't trap it?
  15817. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  15818. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  15819. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  15820. }
  15821. break;
  15822. case UNT_WALLOFTHORN:
  15823. if (unit->val2-- <= 0) // Max hit reached
  15824. break;
  15825. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  15826. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  15827. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  15828. 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);
  15829. break;
  15830. case UNT_DEMONIC_FIRE:
  15831. switch( sg->val2 ) {
  15832. case 1:
  15833. default:
  15834. 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));
  15835. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15836. break;
  15837. }
  15838. break;
  15839. case UNT_ZEPHYR:
  15840. if (ss == bl)
  15841. break; // Doesn't affect the Elemental
  15842. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15843. break;
  15844. case UNT_CLOUD_KILL:
  15845. skill_attack(skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL);
  15846. break;
  15847. case UNT_VACUUM_EXTREME:
  15848. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15849. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15850. return 0;
  15851. // Apply effect and suck targets one-by-one each n seconds
  15852. 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)));
  15853. break;
  15854. case UNT_BANDING:
  15855. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15856. 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));
  15857. break;
  15858. case UNT_FIRE_MANTLE:
  15859. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15860. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15861. break;
  15862. case UNT_ZENKAI_WATER:
  15863. case UNT_ZENKAI_LAND:
  15864. case UNT_ZENKAI_FIRE:
  15865. case UNT_ZENKAI_WIND:
  15866. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15867. switch( sg->unit_id ) {
  15868. case UNT_ZENKAI_WATER:
  15869. switch (rnd()%2 + 1) {
  15870. case 1:
  15871. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15872. break;
  15873. case 2:
  15874. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15875. break;
  15876. }
  15877. break;
  15878. case UNT_ZENKAI_LAND:
  15879. switch (rnd()%2 + 1) {
  15880. case 1:
  15881. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15882. break;
  15883. case 2:
  15884. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15885. break;
  15886. }
  15887. break;
  15888. case UNT_ZENKAI_FIRE:
  15889. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15890. break;
  15891. case UNT_ZENKAI_WIND:
  15892. switch (rnd()%3 + 1) {
  15893. case 1:
  15894. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15895. break;
  15896. case 2:
  15897. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15898. break;
  15899. case 3:
  15900. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15901. break;
  15902. }
  15903. break;
  15904. }
  15905. } else
  15906. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15907. break;
  15908. case UNT_POISON_MIST:
  15909. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15910. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15911. break;
  15912. case UNT_CHAOSPANIC:
  15913. if (tsc && tsc->getSCE(type))
  15914. break;
  15915. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15916. break;
  15917. case UNT_B_TRAP:
  15918. if (tsc && tsc->getSCE(type))
  15919. break;
  15920. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15921. unit->val2++; // Mark as ever been used
  15922. break;
  15923. case UNT_FIRE_RAIN:
  15924. clif_skill_damage( *ss, *bl, tick, status_get_amotion(ss), 0,
  15925. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15926. 1, sg->skill_id, sg->skill_lv, DMG_SINGLE );
  15927. break;
  15928. case UNT_MAGMA_ERUPTION:
  15929. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15930. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15931. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15932. else
  15933. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15934. break;
  15935. case UNT_ACIDIFIED_ZONE_WATER:
  15936. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15937. break;
  15938. case UNT_ACIDIFIED_ZONE_GROUND:
  15939. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15940. break;
  15941. case UNT_ACIDIFIED_ZONE_WIND:
  15942. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15943. break;
  15944. case UNT_ACIDIFIED_ZONE_FIRE:
  15945. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15946. break;
  15947. case UNT_ASTRAL_STRIKE:
  15948. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15949. break;
  15950. case UNT_ABYSS_SQUARE: {
  15951. int16 flag = 0;
  15952. // Check to see if the caster is in the AoE.
  15953. if (distance_bl(ss, &unit->bl) <= unit->range)
  15954. flag |= 2; // If yes, skill hits twice.
  15955. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15956. }
  15957. break;
  15958. case UNT_TOTEM_OF_TUTELARY:
  15959. if( bl->type == BL_PC ) {
  15960. if (tsc != nullptr && tsc->option&OPTION_MADOGEAR)
  15961. break;
  15962. int32 hp = 500;
  15963. hp += 500 * sg->skill_lv;
  15964. hp += 50 * pc_checkskill( BL_CAST( BL_PC, ss ), SOA_TALISMAN_MASTERY ) * sg->skill_lv;
  15965. hp += 5 * status_get_crt( ss ) * sg->skill_lv;
  15966. hp *= status_get_lv( ss ) / 100;
  15967. int32 sp = 0;
  15968. sp += 50 * sg->skill_lv;
  15969. sp += 5 * pc_checkskill( BL_CAST( BL_PC, ss ), SOA_TALISMAN_MASTERY ) * sg->skill_lv;
  15970. sp += 5 * status_get_crt( ss ) * sg->skill_lv;
  15971. sp *= status_get_lv( ss ) / 100;
  15972. status_heal( bl, hp, sp, 0, 2 );
  15973. sc_start( ss, bl, skill_get_sc( sg->skill_id ), 100, sg->skill_lv, sg->interval + 100 );
  15974. }
  15975. break;
  15976. case UNT_HYUN_ROKS_BREEZE:
  15977. skill_attack(skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION);
  15978. break;
  15979. }
  15980. if (bl->type == BL_MOB && ss != bl)
  15981. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15982. return skill_id;
  15983. }
  15984. /**
  15985. * Triggered when a char steps out of a skill unit
  15986. * @param src Skill unit from char moved out
  15987. * @param bl Char
  15988. * @param tick
  15989. */
  15990. int32 skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15991. {
  15992. status_change *sc;
  15993. struct status_change_entry *sce;
  15994. enum sc_type type;
  15995. nullpo_ret(src);
  15996. nullpo_ret(bl);
  15997. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15998. if (sg == nullptr)
  15999. return 0;
  16000. sc = status_get_sc(bl);
  16001. type = skill_get_sc(sg->skill_id);
  16002. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16003. if (bl->prev == nullptr || (status_isdead(*bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  16004. return 0;
  16005. switch(sg->unit_id){
  16006. case UNT_SAFETYWALL:
  16007. case UNT_PNEUMA:
  16008. case UNT_EPICLESIS://Arch Bishop
  16009. case UNT_TOTEM_OF_TUTELARY:
  16010. if (sce)
  16011. status_change_end(bl, type);
  16012. break;
  16013. #ifndef RENEWAL
  16014. case UNT_BASILICA:
  16015. if (sce && sce->val4 != bl->id)
  16016. status_change_end(bl, type);
  16017. break;
  16018. #endif
  16019. case UNT_HERMODE: //Clear Hermode if the owner moved.
  16020. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  16021. status_change_end(bl, type);
  16022. break;
  16023. case UNT_DISSONANCE:
  16024. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  16025. {
  16026. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  16027. if(skill_get_inf2(i, INF2_ISSONG)) {
  16028. type = skill_get_sc(i);
  16029. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16030. if(sce)
  16031. return i;
  16032. }
  16033. }
  16034. }
  16035. [[fallthrough]];
  16036. case UNT_WHISTLE:
  16037. case UNT_ASSASSINCROSS:
  16038. case UNT_POEMBRAGI:
  16039. case UNT_APPLEIDUN:
  16040. case UNT_HUMMING:
  16041. case UNT_DONTFORGETME:
  16042. case UNT_FORTUNEKISS:
  16043. case UNT_SERVICEFORYOU:
  16044. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  16045. return -1;
  16046. }
  16047. return sg->skill_id;
  16048. }
  16049. /**
  16050. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  16051. * @param skill_id Skill ID
  16052. * @param bl A char
  16053. * @param tick
  16054. */
  16055. int32 skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  16056. {
  16057. status_change *sc;
  16058. struct status_change_entry *sce;
  16059. enum sc_type type;
  16060. sc = status_get_sc(bl);
  16061. if (sc != nullptr && sc->empty())
  16062. sc = nullptr;
  16063. type = skill_get_sc(skill_id);
  16064. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16065. switch (skill_id)
  16066. {
  16067. case WZ_QUAGMIRE:
  16068. if (bl->type==BL_MOB)
  16069. break;
  16070. if (sce)
  16071. status_change_end(bl, type);
  16072. break;
  16073. case BD_LULLABY:
  16074. case BD_RICHMANKIM:
  16075. case BD_ETERNALCHAOS:
  16076. case BD_DRUMBATTLEFIELD:
  16077. case BD_RINGNIBELUNGEN:
  16078. case BD_ROKISWEIL:
  16079. case BD_INTOABYSS:
  16080. case BD_SIEGFRIED:
  16081. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  16082. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  16083. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  16084. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  16085. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  16086. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  16087. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  16088. status_change_end(bl, SC_DANCING);
  16089. }
  16090. // Sleep effect of Lullaby doesn't end even if song ends
  16091. if (skill_id == BD_LULLABY)
  16092. break;
  16093. [[fallthrough]];
  16094. case MH_STEINWAND:
  16095. case MG_SAFETYWALL:
  16096. case AL_PNEUMA:
  16097. case SA_VOLCANO:
  16098. case SA_DELUGE:
  16099. case SA_VIOLENTGALE:
  16100. case CG_HERMODE:
  16101. #ifndef RENEWAL
  16102. case HW_GRAVITATION:
  16103. case HP_BASILICA:
  16104. #endif
  16105. case NJ_SUITON:
  16106. case SC_MAELSTROM:
  16107. case EL_WATER_BARRIER:
  16108. case EL_ZEPHYR:
  16109. case EL_POWER_OF_GAIA:
  16110. case SO_WARMER:
  16111. case SO_FIRE_INSIGNIA:
  16112. case SO_WATER_INSIGNIA:
  16113. case SO_WIND_INSIGNIA:
  16114. case SO_EARTH_INSIGNIA:
  16115. case SJ_BOOKOFCREATINGSTAR:
  16116. case SC_BLOODYLUST:
  16117. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  16118. case GN_FIRE_EXPANSION_TEAR_GAS:
  16119. case LG_KINGS_GRACE:
  16120. case NC_STEALTHFIELD:
  16121. case NC_NEUTRALBARRIER:
  16122. case SU_NYANGGRASS:
  16123. if (sce)
  16124. status_change_end(bl, type);
  16125. break;
  16126. case BA_DISSONANCE:
  16127. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  16128. {
  16129. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  16130. if(skill_get_inf2(i, INF2_ISSONG)){
  16131. type = skill_get_sc(i);
  16132. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16133. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  16134. delete_timer(sce->timer, status_change_timer);
  16135. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  16136. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  16137. }
  16138. }
  16139. }
  16140. }
  16141. break;
  16142. case BA_POEMBRAGI:
  16143. case BA_WHISTLE:
  16144. case BA_ASSASSINCROSS:
  16145. case BA_APPLEIDUN:
  16146. case DC_HUMMING:
  16147. case DC_DONTFORGETME:
  16148. case DC_FORTUNEKISS:
  16149. case DC_SERVICEFORYOU:
  16150. if (sce)
  16151. {
  16152. delete_timer(sce->timer, status_change_timer);
  16153. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  16154. //not possible on our current implementation.
  16155. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  16156. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  16157. }
  16158. break;
  16159. case PF_FOGWALL:
  16160. if (sce)
  16161. {
  16162. status_change_end(bl, type);
  16163. if ((sce=sc->getSCE(SC_BLIND)))
  16164. {
  16165. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  16166. status_change_end(bl, SC_BLIND);
  16167. else {
  16168. delete_timer(sce->timer, status_change_timer);
  16169. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  16170. }
  16171. }
  16172. }
  16173. break;
  16174. case GD_LEADERSHIP:
  16175. case GD_GLORYWOUNDS:
  16176. case GD_SOULCOLD:
  16177. case GD_HAWKEYES:
  16178. if( !(sce && sce->val4) )
  16179. status_change_end(bl, type);
  16180. break;
  16181. }
  16182. return skill_id;
  16183. }
  16184. /*==========================================
  16185. * Invoked when a unit cell has been placed/removed/deleted.
  16186. * flag values:
  16187. * flag&1: Invoke onplace function (otherwise invoke onout)
  16188. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  16189. * flag&8: Recursive
  16190. *------------------------------------------*/
  16191. static int32 skill_unit_effect(struct block_list* bl, va_list ap)
  16192. {
  16193. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  16194. t_tick tick = va_arg(ap,t_tick);
  16195. uint32 flag = va_arg(ap,uint32);
  16196. uint16 skill_id;
  16197. bool dissonance = false;
  16198. bool isTarget = false;
  16199. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  16200. return 0;
  16201. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16202. if (group == nullptr)
  16203. return 0;
  16204. if( !(flag&8) ) {
  16205. dissonance = skill_dance_switch(unit, 0);
  16206. //Target-type check.
  16207. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  16208. }
  16209. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16210. skill_id = group->skill_id;
  16211. if( isTarget ){
  16212. if( flag&1 )
  16213. skill_unit_onplace(unit,bl,tick);
  16214. else {
  16215. if( skill_unit_onout(unit,bl,tick) == -1 )
  16216. return 0; // Don't let a Bard/Dancer update their own song timer
  16217. }
  16218. if( flag&4 )
  16219. skill_unit_onleft(skill_id, bl, tick);
  16220. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  16221. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  16222. if( dissonance ) {
  16223. skill_dance_switch(unit, 1);
  16224. //we placed a dissonance, let's update
  16225. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  16226. }
  16227. return 0;
  16228. }
  16229. /**
  16230. * Check skill unit while receiving damage
  16231. * @param unit Skill unit
  16232. * @param damage Received damage
  16233. * @return Damage
  16234. */
  16235. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  16236. {
  16237. nullpo_ret(unit);
  16238. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  16239. if (sg == nullptr)
  16240. return 0;
  16241. switch( sg->unit_id ) {
  16242. case UNT_BLASTMINE:
  16243. case UNT_SKIDTRAP:
  16244. case UNT_LANDMINE:
  16245. case UNT_SHOCKWAVE:
  16246. case UNT_SANDMAN:
  16247. case UNT_FLASHER:
  16248. case UNT_CLAYMORETRAP:
  16249. case UNT_FREEZINGTRAP:
  16250. case UNT_ANKLESNARE:
  16251. case UNT_ICEWALL:
  16252. case UNT_WALLOFTHORN:
  16253. case UNT_REVERBERATION:
  16254. case UNT_NETHERWORLD:
  16255. unit->val1 -= (int32)cap_value(damage,INT_MIN,INT_MAX);
  16256. break;
  16257. default:
  16258. damage = 0;
  16259. break;
  16260. }
  16261. return damage;
  16262. }
  16263. /**
  16264. * Check char condition around the skill caster
  16265. * @param bl Char around area
  16266. * @param *c Counter for 'valid' condition found
  16267. * @param *p_sd Stores 'rid' of char found
  16268. * @param skill_id Skill ID
  16269. * @param skill_lv Level of used skill
  16270. */
  16271. int32 skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  16272. {
  16273. int32 *c, skill_id;
  16274. struct block_list *src;
  16275. map_session_data *sd;
  16276. map_session_data *tsd;
  16277. int32 *p_sd; //Contains the list of characters found.
  16278. nullpo_ret(bl);
  16279. nullpo_ret(tsd=(map_session_data*)bl);
  16280. nullpo_ret(src=va_arg(ap,struct block_list *));
  16281. nullpo_ret(sd=(map_session_data*)src);
  16282. c=va_arg(ap,int32 *);
  16283. p_sd = va_arg(ap, int32 *);
  16284. skill_id = va_arg(ap,int32);
  16285. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  16286. if (skill_id == PR_BENEDICTIO) {
  16287. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  16288. return 0;
  16289. }
  16290. else if (is_chorus) {
  16291. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  16292. return 0;
  16293. }
  16294. else if (*c >= 1) // Check for one companion for all other cases.
  16295. return 0;
  16296. if (bl == src)
  16297. return 0;
  16298. if(pc_isdead(tsd))
  16299. return 0;
  16300. if (tsd->sc.cant.cast)
  16301. return 0;
  16302. if( is_chorus ) {
  16303. if( tsd->status.party_id && sd->status.party_id &&
  16304. tsd->status.party_id == sd->status.party_id &&
  16305. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  16306. p_sd[(*c)++] = tsd->bl.id;
  16307. return 1;
  16308. } else {
  16309. switch(skill_id) {
  16310. case PR_BENEDICTIO: {
  16311. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  16312. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  16313. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  16314. && sd->status.sp >= 10)
  16315. p_sd[(*c)++]=tsd->bl.id;
  16316. return 1;
  16317. }
  16318. case AB_ADORAMUS:
  16319. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  16320. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  16321. p_sd[(*c)++] = tsd->bl.id;
  16322. return 1;
  16323. case TR_GEF_NOCTURN:
  16324. case TR_ROKI_CAPRICCIO:
  16325. case TR_AIN_RHAPSODY:
  16326. case TR_MUSICAL_INTERLUDE:
  16327. case TR_JAWAII_SERENADE:
  16328. case TR_NIPELHEIM_REQUIEM:
  16329. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  16330. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  16331. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  16332. p_sd[(*c)++] = tsd->bl.id;
  16333. return 1;
  16334. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  16335. {
  16336. uint16 skill_lv;
  16337. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  16338. return 0;
  16339. if (sd->status.sex != tsd->status.sex &&
  16340. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  16341. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  16342. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  16343. sd->status.party_id && tsd->status.party_id &&
  16344. sd->status.party_id == tsd->status.party_id &&
  16345. !tsd->sc.getSCE(SC_DANCING))
  16346. {
  16347. p_sd[(*c)++]=tsd->bl.id;
  16348. return skill_lv;
  16349. }
  16350. }
  16351. break;
  16352. }
  16353. }
  16354. return 0;
  16355. }
  16356. /**
  16357. * Checks and stores partners for ensemble skills [Skotlex]
  16358. * Max partners is 2.
  16359. * @param sd Caster
  16360. * @param skill_id
  16361. * @param skill_lv
  16362. * @param range Area range to check
  16363. * @param cast_flag Special handle
  16364. */
  16365. int32 skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int32 range, int32 cast_flag)
  16366. {
  16367. static int32 c=0;
  16368. static int32 p_sd[MAX_PARTY];
  16369. int32 i;
  16370. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  16371. if (!sd)
  16372. return 0;
  16373. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  16374. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  16375. if (cast_flag) { //Execute the skill on the partners.
  16376. map_session_data* tsd;
  16377. switch (skill_id) {
  16378. case PR_BENEDICTIO:
  16379. case WM_GREAT_ECHO:
  16380. for (i = 0; i < c; i++) {
  16381. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  16382. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  16383. }
  16384. return c;
  16385. case AB_ADORAMUS:
  16386. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  16387. i = 2 * (*skill_lv);
  16388. status_charge(&tsd->bl, 0, i);
  16389. }
  16390. break;
  16391. default:
  16392. if( is_chorus )
  16393. break;//Chorus skills are not to be parsed as ensembles
  16394. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  16395. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  16396. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  16397. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  16398. clif_skill_nodamage(&tsd->bl, sd->bl, skill_id, *skill_lv);
  16399. tsd->skill_id_dance = skill_id;
  16400. tsd->skill_lv_dance = *skill_lv;
  16401. #ifdef RENEWAL
  16402. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  16403. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  16404. #endif
  16405. }
  16406. }
  16407. return c;
  16408. }
  16409. }
  16410. //Else: new search for partners.
  16411. c = 0;
  16412. memset (p_sd, 0, sizeof(p_sd));
  16413. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  16414. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  16415. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  16416. *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.
  16417. return c;
  16418. }
  16419. /**
  16420. * Sub function to count how many spawned mob is around.
  16421. * Some skills check with matched AI.
  16422. * @param rid Source ID
  16423. * @param mob_class Monster ID
  16424. * @param skill_id Used skill
  16425. * @param *c Counter for found monster
  16426. */
  16427. static int32 skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  16428. {
  16429. int32 *c,src_id,mob_class,skill;
  16430. uint16 ai;
  16431. struct mob_data *md;
  16432. md=(struct mob_data*)bl;
  16433. src_id=va_arg(ap,int32);
  16434. mob_class=va_arg(ap,int32);
  16435. skill=va_arg(ap,int32);
  16436. c=va_arg(ap,int32 *);
  16437. switch (skill) {
  16438. case AM_SPHEREMINE:
  16439. ai = AI_SPHERE;
  16440. break;
  16441. case AM_CANNIBALIZE:
  16442. ai = AI_FLORA;
  16443. break;
  16444. case KO_ZANZOU:
  16445. ai = AI_ZANZOU;
  16446. break;
  16447. case MH_SUMMON_LEGION:
  16448. ai = AI_LEGION;
  16449. break;
  16450. case NC_SILVERSNIPER:
  16451. case NC_MAGICDECOY:
  16452. ai = AI_FAW;
  16453. break;
  16454. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16455. case MT_SUMMON_ABR_DUAL_CANNON:
  16456. case MT_SUMMON_ABR_MOTHER_NET:
  16457. case MT_SUMMON_ABR_INFINITY:
  16458. ai = AI_ABR;
  16459. break;
  16460. case BO_WOODENWARRIOR:
  16461. case BO_WOODEN_FAIRY:
  16462. case BO_CREEPER:
  16463. case BO_HELLTREE:
  16464. ai = AI_BIONIC;
  16465. break;
  16466. default:
  16467. ai = AI_FLORA;
  16468. break;
  16469. }
  16470. if( md->master_id != src_id || md->special_state.ai != ai)
  16471. return 0; //Non alchemist summoned mobs have nothing to do here.
  16472. if(md->mob_id==mob_class)
  16473. (*c)++;
  16474. return 1;
  16475. }
  16476. /**
  16477. * Determines if a given skill should be made to consume ammo
  16478. * when used by the player. [Skotlex]
  16479. * @param sd Player
  16480. * @param skill_id Skill ID
  16481. * @return True if skill is need ammo; False otherwise.
  16482. */
  16483. int32 skill_isammotype(map_session_data *sd, uint16 skill_id)
  16484. {
  16485. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16486. return (
  16487. battle_config.arrow_decrement == 2 &&
  16488. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  16489. skill_id != HT_PHANTASMIC &&
  16490. skill->skill_type == BF_WEAPON &&
  16491. !skill->nk[NK_NODAMAGE] &&
  16492. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  16493. );
  16494. }
  16495. /**
  16496. * Check SC required to cast a skill
  16497. * @param sc
  16498. * @param skill_id
  16499. * @return True if condition is met, False otherwise
  16500. **/
  16501. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  16502. if (require.status.empty())
  16503. return true;
  16504. status_change *sc = &sd.sc;
  16505. if (sc == nullptr) {
  16506. clif_skill_fail( sd, skill_id );
  16507. return false;
  16508. }
  16509. // May have multiple requirements
  16510. for (const auto &reqStatus : require.status) {
  16511. if (reqStatus == SC_NONE)
  16512. continue;
  16513. useskill_fail_cause cause;
  16514. switch (reqStatus) {
  16515. // Official fail message
  16516. case SC_PUSH_CART:
  16517. cause = USESKILL_FAIL_CART;
  16518. break;
  16519. case SC_POISONINGWEAPON:
  16520. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  16521. break;
  16522. case SC_WEAPONBLOCK_ON:
  16523. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  16524. break;
  16525. default:
  16526. cause = USESKILL_FAIL_LEVEL;
  16527. break;
  16528. }
  16529. if (!sc->getSCE(reqStatus)) {
  16530. clif_skill_fail( sd, skill_id, cause );
  16531. return false;
  16532. }
  16533. }
  16534. return true;
  16535. }
  16536. /**
  16537. * Check SC of BL
  16538. * @param sc
  16539. * @param skill_id
  16540. * @return 1 if condition is met, 0 otherwise
  16541. **/
  16542. int32 skill_check_bl_sc(struct block_list *target, va_list ap) {
  16543. nullpo_ret(target);
  16544. int32 sc_id = va_arg(ap,int32);
  16545. status_change *sc = status_get_sc(target);
  16546. if (sc && sc->getSCE(sc_id))
  16547. return 1;
  16548. return 0;
  16549. }
  16550. /**
  16551. * Check skill condition when cast begin
  16552. * For ammo, only check if the skill need ammo
  16553. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  16554. * @param sd Player who uses skill
  16555. * @param skill_id ID of used skill
  16556. * @param skill_lv Level of used skill
  16557. * @return true: All condition passed, false: Failed
  16558. */
  16559. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16560. struct s_skill_condition require;
  16561. int32 i;
  16562. if (sd.chatID)
  16563. return false;
  16564. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  16565. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16566. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16567. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16568. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16569. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16570. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16571. return true;
  16572. }
  16573. switch( sd.menuskill_id ) {
  16574. case AM_PHARMACY:
  16575. switch( skill_id ) {
  16576. case AM_PHARMACY:
  16577. case AC_MAKINGARROW:
  16578. case BS_REPAIRWEAPON:
  16579. case AM_TWILIGHT1:
  16580. case AM_TWILIGHT2:
  16581. case AM_TWILIGHT3:
  16582. return false;
  16583. }
  16584. break;
  16585. case GN_MIX_COOKING:
  16586. case GN_MAKEBOMB:
  16587. case GN_S_PHARMACY:
  16588. case GN_CHANGEMATERIAL:
  16589. case MT_M_MACHINE:
  16590. case BO_BIONIC_PHARMACY:
  16591. if( sd.menuskill_id != skill_id )
  16592. return false;
  16593. break;
  16594. }
  16595. struct status_data* status = &sd.battle_status;
  16596. status_change* sc = &sd.sc;
  16597. if( sc->empty() )
  16598. sc = nullptr;
  16599. if( sd.skillitem == skill_id )
  16600. {
  16601. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  16602. sd.state.abra_flag = 0;
  16603. else
  16604. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  16605. if( (i = sd.itemindex) == -1 ||
  16606. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  16607. sd.inventory_data[i] == nullptr ||
  16608. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  16609. sd.inventory.u.items_inventory[i].amount < 1
  16610. )
  16611. { //Something went wrong, item exploit?
  16612. sd.itemid = 0;
  16613. sd.itemindex = -1;
  16614. return false;
  16615. }
  16616. //Consume
  16617. sd.itemid = 0;
  16618. sd.itemindex = -1;
  16619. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  16620. ; //Do not consume item.
  16621. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  16622. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  16623. }
  16624. if(!sd.skillitem_keep_requirement)
  16625. return true;
  16626. }
  16627. if( pc_is90overweight(&sd) ) {
  16628. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16629. return false;
  16630. }
  16631. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  16632. return false;
  16633. //Checks if disabling skill - in which case no SP requirements are necessary
  16634. if( sc && skill_disable_check(*sc,skill_id))
  16635. return true;
  16636. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16637. // Check the skills that can be used while mounted on a warg
  16638. if( pc_isridingwug(&sd) ) {
  16639. if(!inf2[INF2_ALLOWONWARG])
  16640. return false; // in official there is no message.
  16641. }
  16642. if( pc_ismadogear(&sd) ) {
  16643. // Skills that are unusable when Mado is equipped. [Jobbie]
  16644. if(!inf2[INF2_ALLOWONMADO]){
  16645. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  16646. return false;
  16647. }
  16648. }
  16649. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  16650. // return false;
  16651. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16652. //Can only update state when weapon/arrow info is checked.
  16653. sd.state.arrow_atk = require.ammo?1:0;
  16654. // perform skill-group checks
  16655. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  16656. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  16657. clif_skill_fail( sd, skill_id );
  16658. return false;
  16659. }
  16660. }
  16661. else if(inf2[INF2_ISENSEMBLE]) {
  16662. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  16663. clif_skill_fail( sd, skill_id );
  16664. return false;
  16665. }
  16666. }
  16667. // perform skill-specific checks (and actions)
  16668. switch( skill_id ) {
  16669. case RG_GRAFFITI:
  16670. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  16671. clif_skill_fail( sd, skill_id );
  16672. return false;
  16673. }
  16674. break;
  16675. case SO_SPELLFIST:
  16676. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  16677. clif_skill_fail( sd, skill_id );
  16678. return false;
  16679. }
  16680. [[fallthrough]];
  16681. case SA_CASTCANCEL:
  16682. if(sd.ud.skilltimer == INVALID_TIMER) {
  16683. clif_skill_fail( sd, skill_id );
  16684. return false;
  16685. }
  16686. break;
  16687. case AS_CLOAKING:
  16688. {
  16689. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  16690. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  16691. int32 dir;
  16692. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  16693. if( dir == DIR_MAX ) {
  16694. clif_skill_fail( sd, skill_id );
  16695. return false;
  16696. }
  16697. }
  16698. break;
  16699. }
  16700. case AL_WARP:
  16701. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  16702. char output[128];
  16703. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  16704. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  16705. return false;
  16706. }
  16707. break;
  16708. case AL_HOLYWATER:
  16709. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  16710. clif_skill_fail( sd, skill_id );
  16711. return false;
  16712. }
  16713. break;
  16714. case MO_CALLSPIRITS:
  16715. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  16716. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  16717. if(sd.spiritball >= skill_lv) {
  16718. clif_skill_fail( sd, skill_id );
  16719. return false;
  16720. }
  16721. break;
  16722. case MO_FINGEROFFENSIVE:
  16723. case GS_FLING:
  16724. case SR_RIDEINLIGHTNING:
  16725. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  16726. sd.spiritball_old = require.spiritball = sd.spiritball;
  16727. else
  16728. sd.spiritball_old = require.spiritball;
  16729. break;
  16730. case MO_CHAINCOMBO:
  16731. if(!sc)
  16732. return false;
  16733. if(sc->getSCE(SC_BLADESTOP))
  16734. break;
  16735. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  16736. break;
  16737. return false;
  16738. case MO_COMBOFINISH:
  16739. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  16740. return false;
  16741. break;
  16742. case CH_TIGERFIST:
  16743. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  16744. return false;
  16745. break;
  16746. case CH_CHAINCRUSH:
  16747. if(!(sc && sc->getSCE(SC_COMBO)))
  16748. return false;
  16749. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  16750. return false;
  16751. break;
  16752. case SJ_SOLARBURST:
  16753. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  16754. return 0;
  16755. break;
  16756. case MO_EXTREMITYFIST:
  16757. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  16758. // return false;
  16759. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  16760. break;
  16761. if( sc && sc->getSCE(SC_COMBO) ) {
  16762. switch(sc->getSCE(SC_COMBO)->val1) {
  16763. case MO_COMBOFINISH:
  16764. case CH_TIGERFIST:
  16765. case CH_CHAINCRUSH:
  16766. break;
  16767. default:
  16768. return false;
  16769. }
  16770. }
  16771. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  16772. clif_skill_fail( sd, skill_id );
  16773. return false;
  16774. }
  16775. sd.spiritball_old = sd.spiritball;
  16776. break;
  16777. case TK_MISSION:
  16778. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  16779. clif_skill_fail( sd, skill_id );
  16780. return false;
  16781. }
  16782. break;
  16783. case ASC_EDP:
  16784. #ifdef RENEWAL
  16785. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  16786. #else
  16787. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  16788. #endif
  16789. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16790. return false;
  16791. }
  16792. break;
  16793. case TK_READYCOUNTER:
  16794. case TK_READYDOWN:
  16795. case TK_READYSTORM:
  16796. case TK_READYTURN:
  16797. case TK_JUMPKICK:
  16798. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  16799. clif_skill_fail( sd, skill_id );
  16800. return false;
  16801. }
  16802. break;
  16803. case TK_TURNKICK:
  16804. case TK_STORMKICK:
  16805. case TK_DOWNKICK:
  16806. case TK_COUNTER:
  16807. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  16808. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  16809. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  16810. return false; //Combo needs to be ready
  16811. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  16812. //Do not repeat a kick.
  16813. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  16814. break;
  16815. status_change_end(&sd.bl, SC_COMBO);
  16816. return false;
  16817. }
  16818. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  16819. unit_cancel_combo(&sd.bl);
  16820. return false;
  16821. }
  16822. break; //Combo ready.
  16823. #ifndef RENEWAL
  16824. case BD_ADAPTATION:
  16825. {
  16826. int32 time;
  16827. if(!(sc && sc->getSCE(SC_DANCING))) {
  16828. clif_skill_fail( sd, skill_id );
  16829. return false;
  16830. }
  16831. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  16832. if (skill_get_time(
  16833. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  16834. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  16835. - time < skill_get_time2(skill_id,skill_lv))
  16836. {
  16837. clif_skill_fail( sd, skill_id );
  16838. return false;
  16839. }
  16840. }
  16841. break;
  16842. #endif
  16843. case PR_BENEDICTIO:
  16844. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  16845. clif_skill_fail( sd, skill_id );
  16846. return false;
  16847. }
  16848. break;
  16849. case SL_SMA:
  16850. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  16851. return false;
  16852. break;
  16853. case HT_POWER:
  16854. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16855. return false;
  16856. break;
  16857. #ifndef RENEWAL
  16858. case CG_HERMODE:
  16859. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16860. clif_skill_fail( sd, skill_id );
  16861. return false;
  16862. }
  16863. break;
  16864. #endif
  16865. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16866. {
  16867. int32 s,range = skill_get_splash(skill_id, skill_lv)+1;
  16868. int32 size = range*2+1;
  16869. for (s=0;s<size*size;s++) {
  16870. int32 x = sd.bl.x+(s%size-range);
  16871. int32 y = sd.bl.y+(s/size-range);
  16872. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16873. clif_skill_fail( sd, skill_id );
  16874. return false;
  16875. }
  16876. }
  16877. }
  16878. break;
  16879. #ifndef RENEWAL
  16880. case PR_REDEMPTIO:
  16881. {
  16882. t_exp exp = pc_nextbaseexp(&sd);
  16883. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16884. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16885. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16886. return false;
  16887. }
  16888. break;
  16889. }
  16890. case HP_BASILICA:
  16891. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16892. // When castbegin, needs 7x7 clear area
  16893. int32 s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16894. int32 size = range*2+1;
  16895. for( s=0;s<size*size;s++ ) {
  16896. int32 x = sd.bl.x+(s%size-range);
  16897. int32 y = sd.bl.y+(s/size-range);
  16898. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16899. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16900. return false;
  16901. }
  16902. }
  16903. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16904. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16905. return false;
  16906. }
  16907. }
  16908. break;
  16909. #endif
  16910. case AM_TWILIGHT2:
  16911. case AM_TWILIGHT3:
  16912. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16913. clif_skill_fail( sd, skill_id );
  16914. return false;
  16915. }
  16916. break;
  16917. case SG_SUN_COMFORT:
  16918. case SG_MOON_COMFORT:
  16919. case SG_STAR_COMFORT:
  16920. if (sc && sc->getSCE(SC_MIRACLE))
  16921. break;
  16922. i = skill_id-SG_SUN_COMFORT;
  16923. if (sd.bl.m == sd.feel_map[i].m &&
  16924. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16925. break;
  16926. clif_skill_fail( sd, skill_id );
  16927. return false;
  16928. case SG_FUSION:
  16929. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16930. break;
  16931. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16932. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16933. if( require.sp > 0 ) {
  16934. if (status->sp < (uint32)require.sp)
  16935. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16936. else
  16937. status_zap(&sd.bl, 0, require.sp);
  16938. }
  16939. return false;
  16940. case GD_BATTLEORDER:
  16941. case GD_REGENERATION:
  16942. case GD_RESTORE:
  16943. case GD_CHARGESHOUT_FLAG:
  16944. case GD_CHARGESHOUT_BEATING:
  16945. case GD_EMERGENCY_MOVE:
  16946. if (!map_flag_gvg2(sd.bl.m)) {
  16947. clif_skill_fail( sd, skill_id );
  16948. return false;
  16949. }
  16950. [[fallthrough]];
  16951. case GD_EMERGENCYCALL:
  16952. case GD_ITEMEMERGENCYCALL:
  16953. // other checks were already done in skill_isNotOk()
  16954. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16955. return false;
  16956. break;
  16957. case GS_GLITTERING:
  16958. case RL_RICHS_COIN:
  16959. if(sd.spiritball >= 10) {
  16960. clif_skill_fail( sd, skill_id );
  16961. return false;
  16962. }
  16963. break;
  16964. case NJ_ISSEN:
  16965. #ifdef RENEWAL
  16966. if (status->hp < (status->hp/100)) {
  16967. #else
  16968. if (status->hp < 2) {
  16969. #endif
  16970. clif_skill_fail( sd, skill_id );
  16971. return false;
  16972. }
  16973. [[fallthrough]];
  16974. case NJ_BUNSINJYUTSU:
  16975. if (!(sc && sc->getSCE(SC_NEN))) {
  16976. clif_skill_fail( sd, skill_id );
  16977. return false;
  16978. }
  16979. break;
  16980. case NJ_ZENYNAGE:
  16981. case KO_MUCHANAGE:
  16982. if(sd.status.zeny < require.zeny) {
  16983. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16984. return false;
  16985. }
  16986. break;
  16987. case PF_HPCONVERSION:
  16988. if (status->sp == status->max_sp)
  16989. return false; //Unusable when at full SP.
  16990. break;
  16991. case SP_KAUTE: // Fail if below 30% MaxHP.
  16992. if (status->hp < 30 * status->max_hp / 100) {
  16993. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16994. return false;
  16995. }
  16996. break;
  16997. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16998. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16999. clif_skill_fail( sd, skill_id );
  17000. return false;
  17001. }
  17002. break;
  17003. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  17004. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  17005. clif_skill_fail( sd, skill_id );
  17006. return false;
  17007. }
  17008. break;
  17009. case AB_ANCILLA: {
  17010. int32 count = 0;
  17011. for( i = 0; i < MAX_INVENTORY; i++ )
  17012. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  17013. count += sd.inventory.u.items_inventory[i].amount;
  17014. if( count >= 3 ) {
  17015. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  17016. return false;
  17017. }
  17018. }
  17019. break;
  17020. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  17021. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  17022. && sd.special_state.no_gemstone == 0
  17023. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  17024. clif_skill_fail( sd, skill_id );
  17025. return false;
  17026. }
  17027. break;
  17028. case WL_SUMMONFB:
  17029. case WL_SUMMONBL:
  17030. case WL_SUMMONWB:
  17031. case WL_SUMMONSTONE:
  17032. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  17033. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  17034. if (i == SC_SPHERE_5 + 1) { // No more free slots
  17035. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  17036. return false;
  17037. }
  17038. }
  17039. break;
  17040. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  17041. case WL_RELEASE: {
  17042. int32 active_spheres = 0, req_spheres = 0;
  17043. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  17044. if (sc && sc->getSCE(i))
  17045. active_spheres++;
  17046. }
  17047. // Cast requirement
  17048. if (skill_id == WL_TETRAVORTEX)
  17049. req_spheres = 4;
  17050. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  17051. req_spheres = 1;
  17052. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  17053. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  17054. return false;
  17055. }
  17056. }
  17057. break;
  17058. case GC_HALLUCINATIONWALK:
  17059. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  17060. clif_skill_fail( sd, skill_id );
  17061. return false;
  17062. }
  17063. break;
  17064. case NPC_HALLUCINATIONWALK:
  17065. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  17066. return false;
  17067. }
  17068. break;
  17069. case RA_WUGMASTERY:
  17070. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  17071. clif_skill_fail( sd, skill_id );
  17072. return false;
  17073. }
  17074. break;
  17075. case RA_WUGSTRIKE:
  17076. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  17077. clif_skill_fail( sd, skill_id );
  17078. return false;
  17079. }
  17080. break;
  17081. case RA_WUGRIDER:
  17082. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  17083. clif_skill_fail( sd, skill_id );
  17084. return false;
  17085. }
  17086. break;
  17087. case RA_WUGDASH:
  17088. if(!pc_isridingwug(&sd)) {
  17089. clif_skill_fail( sd, skill_id );
  17090. return false;
  17091. }
  17092. else {
  17093. int16 sx = sd.bl.x;
  17094. int16 sy = sd.bl.y;
  17095. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  17096. switch (dir) {
  17097. case DIR_NORTH: sy++; break;
  17098. case DIR_NORTHWEST: sx--; sy++; break;
  17099. case DIR_WEST: sx--; break;
  17100. case DIR_SOUTHWEST: sx--; sy--; break;
  17101. case DIR_SOUTH: sy--; break;
  17102. case DIR_SOUTHEAST: sx++; sy--; break;
  17103. case DIR_EAST: sx++; break;
  17104. case DIR_NORTHEAST: sx++; sy++; break;
  17105. }
  17106. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  17107. return false;
  17108. }
  17109. }
  17110. break;
  17111. case LG_RAYOFGENESIS:
  17112. case LG_BANDING:
  17113. if( sc && sc->getSCE(SC_INSPIRATION) )
  17114. return true; // Don't check for partner.
  17115. break;
  17116. case LG_PRESTIGE:
  17117. if( sc && sc->getSCE(SC_INSPIRATION) )
  17118. return true; // Don't check for partner.
  17119. if( sc && sc->getSCE(SC_BANDING) ) {
  17120. clif_skill_fail( sd, skill_id );
  17121. return false;
  17122. }
  17123. break;
  17124. case LG_RAGEBURST:
  17125. if( sd.spiritball == 0 ) {
  17126. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  17127. return false;
  17128. }
  17129. sd.spiritball_old = require.spiritball = sd.spiritball;
  17130. break;
  17131. case SR_FALLENEMPIRE:
  17132. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  17133. return false;
  17134. break;
  17135. case SR_CRESCENTELBOW:
  17136. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  17137. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  17138. return false;
  17139. }
  17140. break;
  17141. case SR_CURSEDCIRCLE:
  17142. if (map_flag_gvg2(sd.bl.m)) {
  17143. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  17144. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  17145. char output[128];
  17146. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  17147. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  17148. return false;
  17149. }
  17150. }
  17151. if( sd.spiritball > 0 )
  17152. sd.spiritball_old = require.spiritball = sd.spiritball;
  17153. else {
  17154. clif_skill_fail( sd, skill_id );
  17155. return false;
  17156. }
  17157. break;
  17158. case SR_GATEOFHELL:
  17159. if( sd.spiritball > 0 )
  17160. sd.spiritball_old = require.spiritball;
  17161. break;
  17162. case SC_MANHOLE:
  17163. case SC_DIMENSIONDOOR:
  17164. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  17165. clif_skill_fail( sd, skill_id );
  17166. return false;
  17167. }
  17168. break;
  17169. case SC_FEINTBOMB:
  17170. 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) ) {
  17171. clif_skill_fail( sd, skill_id );
  17172. return false;
  17173. }
  17174. break;
  17175. case WM_GREAT_ECHO: {
  17176. int32 count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  17177. if (count > 0)
  17178. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  17179. }
  17180. break;
  17181. case SO_FIREWALK:
  17182. case SO_ELECTRICWALK:
  17183. case NPC_FIREWALK:
  17184. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  17185. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  17186. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  17187. clif_skill_fail( sd, skill_id );
  17188. return false;
  17189. }
  17190. break;
  17191. case SO_EL_CONTROL:
  17192. if( !sd.status.ele_id || !sd.ed ) {
  17193. clif_skill_fail( sd, skill_id );
  17194. return false;
  17195. }
  17196. break;
  17197. case KO_JYUMONJIKIRI:
  17198. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  17199. return true;
  17200. else {
  17201. clif_skill_fail( sd, skill_id );
  17202. return false;
  17203. }
  17204. break;
  17205. case KO_KAHU_ENTEN:
  17206. case KO_HYOUHU_HUBUKI:
  17207. case KO_KAZEHU_SEIRAN:
  17208. case KO_DOHU_KOUKAI:
  17209. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  17210. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  17211. return false;
  17212. }
  17213. break;
  17214. case KO_KAIHOU:
  17215. case KO_ZENKAI:
  17216. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  17217. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  17218. return false;
  17219. }
  17220. break;
  17221. case SJ_FULLMOONKICK:
  17222. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  17223. clif_skill_fail( sd, skill_id );
  17224. return false;
  17225. }
  17226. break;
  17227. case SJ_STAREMPEROR:
  17228. case SJ_NOVAEXPLOSING:
  17229. case SJ_GRAVITYCONTROL:
  17230. case SJ_BOOKOFDIMENSION:
  17231. case SJ_BOOKOFCREATINGSTAR:
  17232. case SP_SOULDIVISION:
  17233. case SP_SOULEXPLOSION:
  17234. if (!map_flag_vs(sd.bl.m)) {
  17235. clif_skill_fail( sd, skill_id );
  17236. return false;
  17237. }
  17238. break;
  17239. case SP_SWHOO:
  17240. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  17241. return false;
  17242. break;
  17243. case DK_SERVANT_W_PHANTOM:
  17244. case DK_SERVANT_W_DEMOL:
  17245. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  17246. sd.servantball_old = require.spiritball = sd.servantball;
  17247. else
  17248. sd.servantball_old = require.spiritball;
  17249. break;
  17250. case IQ_SECOND_FAITH:
  17251. case IQ_THIRD_PUNISH:
  17252. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  17253. return false;
  17254. break;
  17255. case IQ_SECOND_JUDGEMENT:
  17256. case IQ_THIRD_CONSECRATION:
  17257. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  17258. return false;
  17259. break;
  17260. case IQ_SECOND_FLAME:
  17261. case IQ_THIRD_FLAME_BOMB:
  17262. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17263. return false;
  17264. break;
  17265. case SOA_SOUL_GATHERING:
  17266. if (!(sc != nullptr && sc->getSCE(SC_SOULCOLLECT) != nullptr)){
  17267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  17268. return false;
  17269. }
  17270. break;
  17271. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  17272. if (!(sc != nullptr && (sc->getSCE(SC_T_FOURTH_GOD) != nullptr || sc->getSCE(SC_T_FIFTH_GOD) != nullptr))) {
  17273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  17274. return false;
  17275. }
  17276. break;
  17277. case SH_TEMPORARY_COMMUNION:
  17278. if (pc_checkskill(&sd, SH_COMMUNE_WITH_CHUL_HO) == 0 && pc_checkskill(&sd, SH_COMMUNE_WITH_HYUN_ROK) == 0 && pc_checkskill(&sd, SH_COMMUNE_WITH_KI_SUL) == 0) {
  17279. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SH_TEMPORARY_COMMUNION );
  17280. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17281. return false;
  17282. }
  17283. break;
  17284. case SKE_NOON_BLAST:
  17285. if( sc == nullptr || ( sc->getSCE( SC_RISING_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17287. return false;
  17288. }
  17289. break;
  17290. case SKE_SUNSET_BLAST:
  17291. if( sc == nullptr || ( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17293. return false;
  17294. }
  17295. break;
  17296. case SKE_MIDNIGHT_KICK:
  17297. if( sc == nullptr || ( sc->getSCE( SC_RISING_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17299. return false;
  17300. }
  17301. break;
  17302. case SKE_DAWN_BREAK:
  17303. if( sc == nullptr || ( sc->getSCE( SC_DAWN_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17305. return false;
  17306. }
  17307. break;
  17308. }
  17309. /* check state required */
  17310. switch (require.state) {
  17311. case ST_HIDDEN:
  17312. if(!pc_ishiding(&sd)) {
  17313. clif_skill_fail( sd, skill_id );
  17314. return false;
  17315. }
  17316. break;
  17317. case ST_RIDING:
  17318. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  17319. clif_skill_fail( sd, skill_id );
  17320. return false;
  17321. }
  17322. break;
  17323. case ST_FALCON:
  17324. if(!pc_isfalcon(&sd)) {
  17325. clif_skill_fail( sd, skill_id );
  17326. return false;
  17327. }
  17328. break;
  17329. case ST_CART:
  17330. if(!pc_iscarton(&sd)) {
  17331. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  17332. return false;
  17333. }
  17334. break;
  17335. case ST_SHIELD:
  17336. if(sd.status.shield <= 0) {
  17337. clif_skill_fail( sd, skill_id );
  17338. return false;
  17339. }
  17340. break;
  17341. case ST_RECOVER_WEIGHT_RATE:
  17342. #ifdef RENEWAL
  17343. if(pc_is70overweight(&sd)) {
  17344. #else
  17345. if(pc_is50overweight(&sd)) {
  17346. #endif
  17347. clif_skill_fail( sd, skill_id );
  17348. return false;
  17349. }
  17350. break;
  17351. case ST_MOVE_ENABLE:
  17352. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  17353. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  17354. if (!unit_can_move(&sd.bl)) {
  17355. clif_skill_fail( sd, skill_id );
  17356. return false;
  17357. }
  17358. break;
  17359. case ST_WATER:
  17360. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  17361. break;
  17362. 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))
  17363. break;
  17364. clif_skill_fail( sd, skill_id );
  17365. return false;
  17366. case ST_RIDINGDRAGON:
  17367. if( !pc_isridingdragon(&sd) ) {
  17368. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  17369. return false;
  17370. }
  17371. break;
  17372. case ST_WUG:
  17373. if( !pc_iswug(&sd) ) {
  17374. clif_skill_fail( sd, skill_id );
  17375. return false;
  17376. }
  17377. break;
  17378. case ST_RIDINGWUG:
  17379. if( !pc_isridingwug(&sd) ) {
  17380. clif_skill_fail( sd, skill_id );
  17381. return false;
  17382. }
  17383. break;
  17384. case ST_MADO:
  17385. if( !pc_ismadogear(&sd) ) {
  17386. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  17387. return false;
  17388. }
  17389. break;
  17390. case ST_ELEMENTALSPIRIT:
  17391. case ST_ELEMENTALSPIRIT2:
  17392. if(!sd.ed) {
  17393. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  17394. return false;
  17395. }
  17396. break;
  17397. case ST_PECO:
  17398. if(!pc_isriding(&sd)) {
  17399. clif_skill_fail( sd, skill_id );
  17400. return false;
  17401. }
  17402. break;
  17403. case ST_SUNSTANCE:
  17404. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17405. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17406. return false;
  17407. }
  17408. break;
  17409. case ST_MOONSTANCE:
  17410. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17411. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17412. return false;
  17413. }
  17414. break;
  17415. case ST_STARSTANCE:
  17416. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17417. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17418. return false;
  17419. }
  17420. break;
  17421. case ST_UNIVERSESTANCE:
  17422. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  17423. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17424. return false;
  17425. }
  17426. break;
  17427. }
  17428. /* check the status required */
  17429. if (!require.status.empty()) {
  17430. switch (skill_id) {
  17431. // Being checked later in skill_check_condition_castend()
  17432. case WZ_SIGHTRASHER:
  17433. break;
  17434. default:
  17435. if (!skill_check_condition_sc_required(sd, skill_id, require))
  17436. return false;
  17437. break;
  17438. }
  17439. }
  17440. // Check for equipped item(s)
  17441. if (!require.eqItem.empty()) {
  17442. size_t count = require.eqItem.size();
  17443. for (const auto &it : require.eqItem) {
  17444. t_itemid reqeqit = it;
  17445. if (!reqeqit)
  17446. break; // Skill has no required item(s); get out of here
  17447. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  17448. case NC_PILEBUNKER:
  17449. case RL_P_ALTER:
  17450. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  17451. count--;
  17452. if (!count) {
  17453. if( skill_id == RL_P_ALTER ){
  17454. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  17455. }else{
  17456. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17457. }
  17458. return false;
  17459. } else
  17460. continue;
  17461. }
  17462. break;
  17463. case NC_ACCELERATION:
  17464. case NC_SELFDESTRUCTION:
  17465. case NC_SHAPESHIFT:
  17466. case NC_EMERGENCYCOOL:
  17467. case NC_MAGNETICFIELD:
  17468. case NC_NEUTRALBARRIER:
  17469. case NC_STEALTHFIELD:
  17470. if (pc_search_inventory(&sd, reqeqit) == -1) {
  17471. count--;
  17472. if (!count) {
  17473. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  17474. return false;
  17475. } else
  17476. continue;
  17477. }
  17478. break;
  17479. default:
  17480. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  17481. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  17482. return false;
  17483. }
  17484. break;
  17485. }
  17486. }
  17487. }
  17488. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  17489. //mhp is the max-hp-requirement, that is,
  17490. //you must have this % or less of HP to cast it.
  17491. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  17492. return false;
  17493. }
  17494. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  17495. switch(skill_id) {
  17496. case RA_AIMEDBOLT:
  17497. break;
  17498. default:
  17499. switch((uint32)log2(require.weapon)) {
  17500. case W_REVOLVER:
  17501. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN );
  17502. break;
  17503. case W_RIFLE:
  17504. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE );
  17505. break;
  17506. case W_GATLING:
  17507. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING );
  17508. break;
  17509. case W_SHOTGUN:
  17510. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN );
  17511. break;
  17512. case W_GRENADE:
  17513. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE );
  17514. break;
  17515. default:
  17516. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17517. break;
  17518. }
  17519. return false;
  17520. }
  17521. }
  17522. if( require.sp > 0 && status->sp < (uint32)require.sp) {
  17523. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  17524. return false;
  17525. }
  17526. if (require.ap > 0 && status->ap < (uint32)require.ap) {
  17527. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  17528. return false;
  17529. }
  17530. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  17531. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  17532. return false;
  17533. }
  17534. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  17535. switch (skill_id) { // Skills that require soul spheres.
  17536. case SP_SOULGOLEM:
  17537. case SP_SOULSHADOW:
  17538. case SP_SOULFALCON:
  17539. case SP_SOULFAIRY:
  17540. case SP_SOULCURSE:
  17541. case SP_SPA:
  17542. case SP_SHA:
  17543. case SP_SWHOO:
  17544. case SP_SOULUNITY:
  17545. case SP_SOULDIVISION:
  17546. case SP_SOULREAPER:
  17547. case SP_SOULEXPLOSION:
  17548. case SP_KAUTE:
  17549. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  17550. if (sd.soulball < require.spiritball) {
  17551. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  17552. return false;
  17553. }
  17554. break;
  17555. // Skills that requires servants.
  17556. case DK_SERVANT_W_SIGN:
  17557. case DK_SERVANT_W_PHANTOM:
  17558. case DK_SERVANT_W_DEMOL:
  17559. if (sd.servantball < require.spiritball) {
  17560. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  17561. return false;
  17562. }
  17563. break;
  17564. default: // Skills that require spirit/coin spheres.
  17565. if (sd.spiritball < require.spiritball) {
  17566. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  17567. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  17568. else
  17569. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  17570. return false;
  17571. }
  17572. break;
  17573. }
  17574. }
  17575. return true;
  17576. }
  17577. /**
  17578. * Check skill condition when cast end.
  17579. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  17580. * @param sd Player who uses skill
  17581. * @param skill_id ID of used skill
  17582. * @param skill_lv Level of used skill
  17583. * @return true: All condition passed, false: Failed
  17584. */
  17585. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  17586. struct s_skill_condition require;
  17587. struct status_data *status;
  17588. int32 i;
  17589. int16 index[MAX_SKILL_ITEM_REQUIRE];
  17590. if( sd.chatID )
  17591. return false;
  17592. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  17593. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  17594. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  17595. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  17596. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  17597. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  17598. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  17599. return true;
  17600. }
  17601. switch( sd.menuskill_id ) { // Cast start or cast end??
  17602. case AM_PHARMACY:
  17603. switch( skill_id ) {
  17604. case AM_PHARMACY:
  17605. case AC_MAKINGARROW:
  17606. case BS_REPAIRWEAPON:
  17607. case AM_TWILIGHT1:
  17608. case AM_TWILIGHT2:
  17609. case AM_TWILIGHT3:
  17610. return false;
  17611. }
  17612. break;
  17613. case GN_MIX_COOKING:
  17614. case GN_MAKEBOMB:
  17615. case GN_S_PHARMACY:
  17616. case GN_CHANGEMATERIAL:
  17617. case MT_M_MACHINE:
  17618. case BO_BIONIC_PHARMACY:
  17619. if( sd.menuskill_id != skill_id )
  17620. return false;
  17621. break;
  17622. }
  17623. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  17624. return true;
  17625. if( pc_is90overweight(&sd) ) {
  17626. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  17627. return false;
  17628. }
  17629. status_change* sc = &sd.sc;
  17630. if (sc->empty())
  17631. sc = nullptr;
  17632. // perform skill-specific checks (and actions)
  17633. switch( skill_id ) {
  17634. case PR_BENEDICTIO:
  17635. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  17636. break;
  17637. case AM_CANNIBALIZE:
  17638. case AM_SPHEREMINE: {
  17639. int32 c=0;
  17640. int32 summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  17641. int32 maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  17642. int32 mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  17643. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  17644. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  17645. if(c >= maxcount ||
  17646. (skill_id==AM_CANNIBALIZE && c != i && battle_config.alchemist_summon_setting&4))
  17647. { //Fails when: exceed max limit. There are other plant types already out.
  17648. clif_skill_fail( sd, skill_id );
  17649. return false;
  17650. }
  17651. }
  17652. break;
  17653. }
  17654. case SG_SUN_WARM:
  17655. case SG_MOON_WARM:
  17656. case SG_STAR_WARM:
  17657. if (sc != nullptr) {
  17658. // Skill fails when already active
  17659. if (sc->getSCE(SC_WARM)) {
  17660. clif_skill_nodamage(&sd.bl, sd.bl, skill_id, skill_lv, 0);
  17661. return false;
  17662. }
  17663. // When having Miracle, skill succeeds regardless of map
  17664. if (sc->getSCE(SC_MIRACLE))
  17665. break;
  17666. }
  17667. if (sd.bl.m == sd.feel_map[skill_id - SG_SUN_WARM].m)
  17668. break;
  17669. clif_skill_nodamage(&sd.bl, sd.bl, skill_id, skill_lv, 0);
  17670. return false;
  17671. case NC_SILVERSNIPER:
  17672. case NC_MAGICDECOY: {
  17673. int32 c = 0;
  17674. int32 maxcount = skill_get_maxcount(skill_id,skill_lv);
  17675. int32 mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  17676. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  17677. if( skill_id == NC_MAGICDECOY ) {
  17678. int32 j;
  17679. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  17680. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  17681. } else
  17682. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  17683. if( c >= maxcount ) {
  17684. clif_skill_fail( sd, skill_id );
  17685. return false;
  17686. }
  17687. }
  17688. }
  17689. break;
  17690. case KO_ZANZOU: {
  17691. int32 c = 0;
  17692. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  17693. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  17694. clif_skill_fail( sd , skill_id );
  17695. return false;
  17696. }
  17697. }
  17698. break;
  17699. case MT_SUMMON_ABR_BATTLE_WARIOR:
  17700. case MT_SUMMON_ABR_DUAL_CANNON:
  17701. case MT_SUMMON_ABR_MOTHER_NET:
  17702. case MT_SUMMON_ABR_INFINITY: {
  17703. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  17704. int32 maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  17705. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  17706. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  17707. if (c >= maxcount) {
  17708. clif_skill_fail( sd, skill_id );
  17709. return false;
  17710. }
  17711. }
  17712. break;
  17713. }
  17714. case BO_WOODENWARRIOR:
  17715. case BO_WOODEN_FAIRY:
  17716. case BO_CREEPER:
  17717. case BO_HELLTREE: {
  17718. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  17719. int32 maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  17720. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  17721. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  17722. if (c >= maxcount) {
  17723. clif_skill_fail( sd, skill_id );
  17724. return false;
  17725. }
  17726. }
  17727. break;
  17728. }
  17729. #ifdef RENEWAL
  17730. case ASC_EDP:
  17731. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  17732. if (item_edp < 0) {
  17733. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  17734. return false;
  17735. } else
  17736. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  17737. break;
  17738. #endif
  17739. }
  17740. status = &sd.battle_status;
  17741. require = skill_get_requirement(&sd,skill_id,skill_lv);
  17742. if( require.hp > 0 && status->hp <= (uint32)require.hp) {
  17743. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  17744. return false;
  17745. }
  17746. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  17747. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17748. return false;
  17749. }
  17750. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  17751. uint8 extra_ammo = 0;
  17752. #ifdef RENEWAL
  17753. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  17754. case WM_SEVERE_RAINSTORM:
  17755. case RL_FIREDANCE:
  17756. case RL_R_TRIP:
  17757. case RL_FIRE_RAIN:
  17758. extra_ammo = 1;
  17759. break;
  17760. default:
  17761. break;
  17762. }
  17763. #endif
  17764. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  17765. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  17766. return false;
  17767. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  17768. char e_msg[100];
  17769. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  17770. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  17771. return false;
  17772. }
  17773. else if (require.ammo&(1<<AMMO_KUNAI)) {
  17774. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  17775. return false;
  17776. }
  17777. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  17778. skill_get_desc(skill_id),
  17779. require.ammo_qty,
  17780. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  17781. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  17782. return false;
  17783. }
  17784. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  17785. //which is the closest we have to wrong ammo type. [Skotlex]
  17786. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  17787. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17788. return false;
  17789. }
  17790. }
  17791. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  17792. if( !require.itemid[i] )
  17793. continue;
  17794. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  17795. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  17796. if( require.itemid[i] == ITEMID_HOLY_WATER )
  17797. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  17798. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  17799. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  17800. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  17801. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  17802. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  17803. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint32 brush is required.
  17804. else if( require.itemid[i] == ITEMID_ANCILLA )
  17805. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  17806. else
  17807. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  17808. return false;
  17809. }
  17810. }
  17811. /* check the status required */
  17812. if (!require.status.empty()) {
  17813. switch (skill_id) {
  17814. case WZ_SIGHTRASHER:
  17815. if (!skill_check_condition_sc_required(sd, skill_id, require))
  17816. return false;
  17817. break;
  17818. default:
  17819. break;
  17820. }
  17821. }
  17822. return true;
  17823. }
  17824. /** Consume skill requirement
  17825. * @param sd Player who uses the skill
  17826. * @param skill_id ID of used skill
  17827. * @param skill_lv Level of used skill
  17828. * @param type Consume type
  17829. * type&1: consume the others (before skill was used);
  17830. * type&2: consume items (after skill was used)
  17831. */
  17832. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, int16 type)
  17833. {
  17834. struct s_skill_condition require;
  17835. nullpo_retv(sd);
  17836. require = skill_get_requirement(sd,skill_id,skill_lv);
  17837. if( type&1 ) {
  17838. switch( skill_id ) {
  17839. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  17840. case MC_IDENTIFY:
  17841. require.sp = 0;
  17842. break;
  17843. case MO_KITRANSLATION:
  17844. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  17845. require.spiritball = 0;
  17846. [[fallthrough]];
  17847. default:
  17848. if(sd->state.autocast)
  17849. require.sp = 0;
  17850. break;
  17851. }
  17852. if(require.hp || require.sp || require.ap)
  17853. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  17854. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  17855. switch (skill_id) { // Skills that require soul spheres.
  17856. case SP_SOULGOLEM:
  17857. case SP_SOULSHADOW:
  17858. case SP_SOULFALCON:
  17859. case SP_SOULFAIRY:
  17860. case SP_SOULCURSE:
  17861. case SP_SPA:
  17862. case SP_SHA:
  17863. case SP_SWHOO:
  17864. case SP_SOULUNITY:
  17865. case SP_SOULDIVISION:
  17866. case SP_SOULREAPER:
  17867. case SP_SOULEXPLOSION:
  17868. case SP_KAUTE:
  17869. pc_delsoulball( *sd, require.spiritball );
  17870. break;
  17871. // Skills that require servants.
  17872. // Note: We don't update the servants display here
  17873. // since using these skills auto trigger an animation
  17874. // with them in unique ways that makes them vanish.
  17875. case DK_SERVANT_W_SIGN:
  17876. case DK_SERVANT_W_PHANTOM:
  17877. case DK_SERVANT_W_DEMOL:
  17878. pc_delservantball( *sd, require.spiritball );
  17879. break;
  17880. default: // Skills that require spirit/coin spheres.
  17881. pc_delspiritball(sd, require.spiritball, 0);
  17882. break;
  17883. }
  17884. }
  17885. else if(require.spiritball == -1) {
  17886. sd->spiritball_old = sd->spiritball;
  17887. pc_delspiritball(sd,sd->spiritball,0);
  17888. }
  17889. if(require.zeny > 0)
  17890. {
  17891. if( skill_id == NJ_ZENYNAGE )
  17892. require.zeny = 0; //Zeny is reduced on skill_attack.
  17893. if( sd->status.zeny < require.zeny )
  17894. require.zeny = sd->status.zeny;
  17895. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  17896. }
  17897. }
  17898. if( type&2 ) {
  17899. status_change *sc = &sd->sc;
  17900. int32 n,i;
  17901. if( sc->empty() )
  17902. sc = nullptr;
  17903. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  17904. {
  17905. if( !require.itemid[i] )
  17906. continue;
  17907. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  17908. continue; //Gemstones are checked, but not substracted from inventory.
  17909. switch( skill_id ){
  17910. case SA_SEISMICWEAPON:
  17911. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17912. continue;
  17913. break;
  17914. case SA_FLAMELAUNCHER:
  17915. case SA_VOLCANO:
  17916. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17917. continue;
  17918. break;
  17919. case SA_FROSTWEAPON:
  17920. case SA_DELUGE:
  17921. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17922. continue;
  17923. break;
  17924. case SA_LIGHTNINGLOADER:
  17925. case SA_VIOLENTGALE:
  17926. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17927. continue;
  17928. break;
  17929. }
  17930. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17931. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17932. }
  17933. }
  17934. }
  17935. /**
  17936. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17937. * @param sd Player's that will be checked
  17938. * @param skill_id Skill that's being used
  17939. * @param skill_lv Skill level of used skill
  17940. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17941. */
  17942. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17943. {
  17944. struct s_skill_condition req;
  17945. struct status_data *status;
  17946. status_change *sc;
  17947. int32 i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17948. memset(&req,0,sizeof(req));
  17949. if( !sd )
  17950. return req;
  17951. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17952. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17953. sc = &sd->sc;
  17954. if( sc->empty() )
  17955. sc = nullptr;
  17956. //Checks if disabling skill - in which case no SP requirements are necessary
  17957. if( sc && skill_disable_check(*sc,skill_id) )
  17958. return req;
  17959. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17960. status = &sd->battle_status;
  17961. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17962. req.hp = skill->require.hp[skill_lv - 1];
  17963. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17964. if(hp_rate > 0)
  17965. req.hp += (status->hp * hp_rate)/100;
  17966. else
  17967. req.hp += (status->max_hp * (-hp_rate))/100;
  17968. req.sp = skill->require.sp[skill_lv-1];
  17969. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17970. req.sp /= 2;
  17971. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17972. req.sp -= req.sp * 30 / 100;
  17973. sp_rate = skill->require.sp_rate[skill_lv-1];
  17974. if(sp_rate > 0)
  17975. req.sp += (status->sp * sp_rate)/100;
  17976. else
  17977. req.sp += (status->max_sp * (-sp_rate))/100;
  17978. if( sd->dsprate != 100 )
  17979. req.sp = req.sp * sd->dsprate / 100;
  17980. for (auto &it : sd->skillusesprate) {
  17981. if (it.id == skill_id) {
  17982. sp_skill_rate_bonus -= it.val;
  17983. break;
  17984. }
  17985. }
  17986. for (auto &it : sd->skillusesp) {
  17987. if (it.id == skill_id) {
  17988. req.sp -= it.val;
  17989. break;
  17990. }
  17991. }
  17992. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17993. req.sp += req.sp * 30 / 100;
  17994. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17995. if( sc ) {
  17996. if( sc->getSCE(SC__LAZINESS) )
  17997. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17998. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17999. req.sp += req.sp / 4;
  18000. if( sc->getSCE(SC_OFFERTORIUM))
  18001. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  18002. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  18003. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  18004. #ifdef RENEWAL
  18005. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  18006. req.sp -= req.sp * 20 / 100;
  18007. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  18008. req.sp -= req.sp * 30 / 100;
  18009. #endif
  18010. if (sc->getSCE(SC_GLOOMYDAY))
  18011. req.sp += req.sp * (skill_lv * 10) / 100;
  18012. if (sc->getSCE(SC_CRESCIVEBOLT))
  18013. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  18014. }
  18015. req.ap = skill->require.ap[skill_lv - 1];
  18016. ap_rate = skill->require.ap_rate[skill_lv - 1];
  18017. if (ap_rate > 0)
  18018. req.ap += (status->ap * ap_rate) / 100;
  18019. else
  18020. req.ap += (status->max_ap * (-ap_rate)) / 100;
  18021. req.zeny = skill->require.zeny[skill_lv-1];
  18022. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  18023. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  18024. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  18025. else
  18026. req.zeny += 1000;
  18027. }
  18028. req.spiritball = skill->require.spiritball[skill_lv-1];
  18029. req.state = skill->require.state;
  18030. req.mhp = skill->require.mhp[skill_lv-1];
  18031. req.weapon = skill->require.weapon;
  18032. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  18033. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  18034. req.ammo_qty += 4;
  18035. if (req.ammo_qty)
  18036. req.ammo = skill->require.ammo;
  18037. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  18038. { //Assume this skill is using the weapon, therefore it requires arrows.
  18039. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  18040. req.ammo_qty = 1;
  18041. }
  18042. req.status = skill->require.status;
  18043. req.eqItem = skill->require.eqItem;
  18044. // Level dependence flag is determined based on the ItemCost Level label
  18045. bool level_dependent = skill->require.itemid_level_dependent;
  18046. switch( skill_id ) {
  18047. /* Skill level-dependent checks */
  18048. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  18049. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  18050. req.itemid[1] = skill->require.itemid[skill->max];
  18051. req.amount[1] = skill->require.amount[skill->max];
  18052. [[fallthrough]];
  18053. /* Normal skill requirements and gemstone checks */
  18054. default:
  18055. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  18056. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  18057. if (!level_dependent) {
  18058. switch( skill_id ) {
  18059. case AM_POTIONPITCHER:
  18060. case CR_SLIMPITCHER:
  18061. case CR_CULTIVATION:
  18062. if (i != skill_lv%11 - 1)
  18063. continue;
  18064. break;
  18065. #ifdef RENEWAL
  18066. case AM_CALLHOMUN:
  18067. // Player has no homunculus, only requires first item
  18068. if (i > 0 && sd->hd == nullptr) {
  18069. i = MAX_SKILL_ITEM_REQUIRE;
  18070. continue;
  18071. }
  18072. // Recalling from Rest state has a different consume item (stored as second item)
  18073. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  18074. req.itemid[0] = skill->require.itemid[1];
  18075. req.amount[0] = skill->require.amount[1];
  18076. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  18077. skill_area_temp[0] = 0;
  18078. i = MAX_SKILL_ITEM_REQUIRE;
  18079. continue;
  18080. }
  18081. break;
  18082. #else
  18083. case AM_CALLHOMUN:
  18084. if (sd->status.hom_id) //Don't delete items when hom is already out.
  18085. continue;
  18086. break;
  18087. #endif
  18088. case AB_ADORAMUS:
  18089. 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)) )
  18090. continue;
  18091. break;
  18092. }
  18093. req.itemid[i] = skill->require.itemid[i];
  18094. req.amount[i] = skill->require.amount[i];
  18095. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  18096. int16 itIndex;
  18097. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  18098. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  18099. req.itemid[i] = ITEMID_TRAP;
  18100. else
  18101. req.itemid[i] = ITEMID_TRAP_ALLOY;
  18102. req.amount[i] = 1;
  18103. }
  18104. break;
  18105. }
  18106. }
  18107. else {
  18108. // Process level_dependent requirement
  18109. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  18110. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  18111. req.amount[0] = skill->require.amount[skill_lv - 1];
  18112. }
  18113. }
  18114. // Check requirement for gemstone.
  18115. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  18116. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  18117. req.itemid[i] = req.amount[i] = 0;
  18118. else {
  18119. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  18120. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  18121. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  18122. req.itemid[i] = req.amount[i] = 0;
  18123. else if( --req.amount[i] < 1 )
  18124. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  18125. }
  18126. }
  18127. }
  18128. // Check requirement for Magic Gear Fuel
  18129. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  18130. req.itemid[i] = req.amount[i] = 0;
  18131. }
  18132. break;
  18133. }
  18134. // Check for cost reductions due to skills & SCs
  18135. switch(skill_id) {
  18136. case MC_MAMMONITE:
  18137. #ifdef RENEWAL
  18138. case WS_CARTTERMINATION:
  18139. #endif
  18140. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  18141. #ifdef RENEWAL
  18142. req.zeny -= req.zeny*20/100;
  18143. #else
  18144. req.zeny -= req.zeny*10/100;
  18145. #endif
  18146. break;
  18147. case AL_HOLYLIGHT:
  18148. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  18149. req.sp *= 5;
  18150. break;
  18151. case SL_SMA:
  18152. case SL_STUN:
  18153. case SL_STIN:
  18154. {
  18155. int32 kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  18156. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  18157. break;
  18158. if(sd->status.base_level>=90)
  18159. req.sp -= req.sp*7*kaina_lv/100;
  18160. else if(sd->status.base_level>=80)
  18161. req.sp -= req.sp*5*kaina_lv/100;
  18162. else if(sd->status.base_level>=70)
  18163. req.sp -= req.sp*3*kaina_lv/100;
  18164. }
  18165. break;
  18166. case MO_CHAINCOMBO:
  18167. case MO_COMBOFINISH:
  18168. case CH_TIGERFIST:
  18169. case CH_CHAINCRUSH:
  18170. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  18171. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  18172. break;
  18173. case MO_BODYRELOCATION:
  18174. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  18175. req.spiritball = 0;
  18176. break;
  18177. case MO_EXTREMITYFIST:
  18178. if( sc ) {
  18179. if( sc->getSCE(SC_BLADESTOP) )
  18180. req.spiritball--;
  18181. else if( sc->getSCE(SC_COMBO) ) {
  18182. #ifndef RENEWAL
  18183. switch( sc->getSCE(SC_COMBO)->val1 ) {
  18184. case MO_COMBOFINISH:
  18185. req.spiritball = 4;
  18186. break;
  18187. case CH_TIGERFIST:
  18188. req.spiritball = 3;
  18189. break;
  18190. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  18191. req.spiritball = sd->spiritball?sd->spiritball:1;
  18192. break;
  18193. }
  18194. #else
  18195. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  18196. #endif
  18197. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  18198. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  18199. }
  18200. break;
  18201. case LG_RAGEBURST:
  18202. req.spiritball = sd->spiritball?sd->spiritball:1;
  18203. break;
  18204. case SR_FALLENEMPIRE:
  18205. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  18206. req.spiritball = 0;
  18207. break;
  18208. case SR_TIGERCANNON:
  18209. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  18210. req.spiritball = 0;
  18211. break;
  18212. case SR_RAMPAGEBLASTER:
  18213. case SR_RIDEINLIGHTNING:
  18214. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  18215. req.spiritball = 0;
  18216. break;
  18217. case SR_GATEOFHELL:
  18218. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  18219. req.sp -= req.sp * 10 / 100;
  18220. break;
  18221. case SR_FLASHCOMBO:
  18222. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  18223. req.spiritball = 0;
  18224. break;
  18225. case SO_SUMMON_AGNI:
  18226. case SO_SUMMON_AQUA:
  18227. case SO_SUMMON_VENTUS:
  18228. case SO_SUMMON_TERA: {
  18229. int32 spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  18230. if( spirit_sympathy )
  18231. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  18232. }
  18233. break;
  18234. case NPC_PSYCHIC_WAVE:
  18235. case SO_PSYCHIC_WAVE:
  18236. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  18237. req.sp += req.sp / 2; // 1.5x SP cost
  18238. break;
  18239. }
  18240. //Check if player is using the copied skill [Cydh]
  18241. uint16 idx = skill_get_index(skill_id);
  18242. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  18243. uint16 req_opt = skill->copyable.req_opt;
  18244. if (req_opt & SKILL_REQ_HPCOST)
  18245. req.hp = 0;
  18246. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  18247. req.mhp = 0;
  18248. if (req_opt & SKILL_REQ_SPCOST)
  18249. req.sp = 0;
  18250. if (req_opt & SKILL_REQ_HPRATECOST)
  18251. req.hp_rate = 0;
  18252. if (req_opt & SKILL_REQ_SPRATECOST)
  18253. req.sp_rate = 0;
  18254. if (req_opt & SKILL_REQ_ZENYCOST)
  18255. req.zeny = 0;
  18256. if (req_opt & SKILL_REQ_WEAPON)
  18257. req.weapon = 0;
  18258. if (req_opt & SKILL_REQ_AMMO) {
  18259. req.ammo = 0;
  18260. req.ammo_qty = 0;
  18261. }
  18262. if (req_opt & SKILL_REQ_STATE)
  18263. req.state = ST_NONE;
  18264. if (req_opt & SKILL_REQ_STATUS) {
  18265. req.status.clear();
  18266. req.status.shrink_to_fit();
  18267. }
  18268. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  18269. req.spiritball = 0;
  18270. if (req_opt & SKILL_REQ_ITEMCOST) {
  18271. memset(req.itemid, 0, sizeof(req.itemid));
  18272. memset(req.amount, 0, sizeof(req.amount));
  18273. }
  18274. if (req_opt & SKILL_REQ_EQUIPMENT) {
  18275. req.eqItem.clear();
  18276. req.eqItem.shrink_to_fit();
  18277. }
  18278. if (req_opt & SKILL_REQ_APCOST)
  18279. req.ap = 0;
  18280. if (req_opt & SKILL_REQ_APRATECOST)
  18281. req.ap_rate = 0;
  18282. }
  18283. return req;
  18284. }
  18285. /*==========================================
  18286. * Does cast-time reductions based on dex, item bonuses and config setting
  18287. *------------------------------------------*/
  18288. int32 skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  18289. nullpo_ret(bl);
  18290. double time = skill_get_cast(skill_id, skill_lv);
  18291. #ifndef RENEWAL_CAST
  18292. {
  18293. map_session_data *sd = BL_CAST(BL_PC, bl);
  18294. status_change *sc = status_get_sc(bl);
  18295. int32 reduce_cast_rate = 0;
  18296. uint8 flag = skill_get_castnodex(skill_id);
  18297. // Calculate base cast time (reduced by dex)
  18298. if (!(flag&1)) {
  18299. int32 scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  18300. if (scale > 0) // not instant cast
  18301. time = time * (float)scale / battle_config.castrate_dex_scale;
  18302. else
  18303. return 0; // instant cast
  18304. }
  18305. // Calculate cast time reduced by item/card bonuses
  18306. if (sd) {
  18307. if (!(flag&4)) {
  18308. if (sd->castrate != 100)
  18309. reduce_cast_rate += 100 - sd->castrate;
  18310. if (sd->bonus.add_varcast != 0)
  18311. time += sd->bonus.add_varcast; // bonus bVariableCast
  18312. }
  18313. // Skill-specific reductions work regardless of flag
  18314. for (const auto &it : sd->skillcastrate) {
  18315. if (it.id == skill_id) {
  18316. time += time * it.val / 100;
  18317. break;
  18318. }
  18319. }
  18320. for (const auto &it : sd->skillvarcast) {
  18321. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  18322. time += it.val;
  18323. break;
  18324. }
  18325. }
  18326. }
  18327. // These cast time reductions are processed even if the skill fails
  18328. if (sc != nullptr && !sc->empty()) {
  18329. // Magic Strings stacks additively with item bonuses
  18330. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  18331. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  18332. // Foresight halves the cast time, it does not stack additively
  18333. if (sc->getSCE(SC_MEMORIZE)) {
  18334. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  18335. if(!(flag&2))
  18336. time -= time * 50 / 100;
  18337. // Foresight counter gets reduced even if the skill is not affected by it
  18338. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  18339. status_change_end(bl, SC_MEMORIZE);
  18340. }
  18341. }
  18342. }
  18343. time = time * (1 - (float)reduce_cast_rate / 100);
  18344. }
  18345. #endif
  18346. // config cast time multiplier
  18347. if (battle_config.cast_rate != 100)
  18348. time = time * battle_config.cast_rate / 100;
  18349. // return final cast time
  18350. time = max((int32)time, 0);
  18351. //ShowInfo("Castime castfix = %f\n",time);
  18352. return (int32)time;
  18353. }
  18354. #ifndef RENEWAL_CAST
  18355. /**
  18356. * Get the skill cast time for Pre-Re cast
  18357. * @param bl: The caster
  18358. * @param time: Cast time before Status Change addition or reduction
  18359. * @return time: Modified castime after status change addition or reduction
  18360. */
  18361. int32 skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  18362. {
  18363. if (time < 0)
  18364. return 0;
  18365. if (bl->type == BL_MOB || bl->type == BL_NPC)
  18366. return (int32)time;
  18367. status_change *sc = status_get_sc(bl);
  18368. if (sc != nullptr && !sc->empty()) {
  18369. if (!(flag&2)) {
  18370. if (sc->getSCE(SC_SLOWCAST))
  18371. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  18372. if (sc->getSCE(SC_PARALYSIS))
  18373. time += sc->getSCE(SC_PARALYSIS)->val3;
  18374. if (sc->getSCE(SC_IZAYOI))
  18375. time -= time * 50 / 100;
  18376. }
  18377. if (sc->getSCE(SC_SUFFRAGIUM)) {
  18378. if(!(flag&2))
  18379. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  18380. //Suffragium ends even if the skill is not affected by it
  18381. status_change_end(bl, SC_SUFFRAGIUM);
  18382. }
  18383. }
  18384. time = std::max(time, 0.0);
  18385. //ShowInfo("Castime castfix_sc = %f\n",time);
  18386. return (int32)time;
  18387. }
  18388. #else
  18389. /**
  18390. * Get the skill cast time for RENEWAL_CAST.
  18391. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  18392. * Additive value:
  18393. * Variable CastTime : time += value
  18394. * Fixed CastTime : fixed += value
  18395. * Multipicative value
  18396. * Variable CastTime : VARCAST_REDUCTION(value)
  18397. * Fixed CastTime : FIXEDCASTRATE2(value)
  18398. * @param bl: The caster
  18399. * @param time: Cast time without reduction
  18400. * @param skill_id: Skill ID of the casted skill
  18401. * @param skill_lv: Skill level of the casted skill
  18402. * @return time: Modified castime after status and bonus addition or reduction
  18403. */
  18404. int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  18405. {
  18406. nullpo_ret(bl);
  18407. if (time < 0)
  18408. return 0;
  18409. if (bl->type == BL_MOB || bl->type == BL_NPC)
  18410. return (int32)time;
  18411. status_change *sc = status_get_sc(bl);
  18412. map_session_data *sd = BL_CAST(BL_PC, bl);
  18413. int32 fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  18414. uint8 flag = skill_get_castnodex(skill_id);
  18415. if (fixed < 0) {
  18416. if (battle_config.default_fixed_castrate > 0) {
  18417. fixed = (int32)time * battle_config.default_fixed_castrate / 100; // fixed time
  18418. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  18419. } else
  18420. fixed = 0;
  18421. }
  18422. // Additive Variable Cast bonus adjustments by items
  18423. if (sd && !(flag&4)) {
  18424. if (sd->bonus.varcastrate != 0)
  18425. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  18426. if (sd->bonus.fixcastrate != 0)
  18427. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  18428. if (sd->bonus.add_varcast != 0)
  18429. time += sd->bonus.add_varcast; // bonus bVariableCast
  18430. if (sd->bonus.add_fixcast != 0)
  18431. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  18432. for (const auto &it : sd->skillfixcast) {
  18433. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  18434. fixed += it.val;
  18435. break;
  18436. }
  18437. }
  18438. for (const auto &it : sd->skillvarcast) {
  18439. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  18440. time += it.val;
  18441. break;
  18442. }
  18443. }
  18444. for (const auto &it : sd->skillcastrate) {
  18445. if (it.id == skill_id) { // bonus2 bVariableCastrate
  18446. reduce_cast_rate += it.val;
  18447. break;
  18448. }
  18449. }
  18450. for (const auto &it : sd->skillfixcastrate) {
  18451. if (it.id == skill_id) { // bonus2 bFixedCastrate
  18452. fixcast_r = max(fixcast_r, it.val);
  18453. break;
  18454. }
  18455. }
  18456. }
  18457. // Adjusted by active statuses
  18458. if (sc != nullptr && !sc->empty() && !(flag&2)) {
  18459. // Multiplicative Variable CastTime values
  18460. if (sc->getSCE(SC_SLOWCAST))
  18461. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  18462. if (sc->getSCE(SC__LAZINESS))
  18463. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  18464. if (sc->getSCE(SC_SUFFRAGIUM)) {
  18465. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  18466. #ifndef RENEWAL
  18467. status_change_end( bl, SC_SUFFRAGIUM );
  18468. #endif
  18469. }
  18470. if (sc->getSCE(SC_MEMORIZE)) {
  18471. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  18472. reduce_cast_rate += 50;
  18473. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  18474. status_change_end(bl, SC_MEMORIZE);
  18475. }
  18476. }
  18477. if (sc->getSCE(SC_POEMBRAGI))
  18478. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  18479. if (sc->getSCE(SC_IZAYOI))
  18480. VARCAST_REDUCTION(50);
  18481. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  18482. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  18483. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  18484. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  18485. if (sc->getSCE(SC_SOULFAIRY))
  18486. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  18487. // Multiplicative Fixed CastTime values
  18488. if (sc->getSCE(SC_SECRAMENT))
  18489. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  18490. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  18491. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  18492. if (sc->getSCE(SC_DANCEWITHWUG))
  18493. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  18494. if (sc->getSCE(SC_HEAT_BARREL))
  18495. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  18496. if (sc->getSCE(SC_FREEZING))
  18497. fixcast_r -= 50;
  18498. if (sc->getSCE(SC_SWINGDANCE))
  18499. fixcast_r = max(fixcast_r, skill_lv * 6);
  18500. // Additive Fixed CastTime values
  18501. if (sc->getSCE(SC_MANDRAGORA))
  18502. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  18503. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  18504. fixed -= 1000;
  18505. if (sc->getSCE(SC_IZAYOI))
  18506. fixed = 0;
  18507. if (sc->getSCE(SC_GLOOMYDAY))
  18508. fixed += skill_lv * 500;
  18509. }
  18510. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  18511. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  18512. if (varcast_r < 0)
  18513. time = time * (1 - (float)min(varcast_r, 100) / 100);
  18514. // Apply Variable CastTime calculation by INT & DEX
  18515. if (!(flag&1))
  18516. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  18517. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  18518. time = max((int32)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  18519. return (int32)time;
  18520. }
  18521. #endif
  18522. /*==========================================
  18523. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  18524. *------------------------------------------*/
  18525. int32 skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  18526. {
  18527. nullpo_ret(bl);
  18528. if (skill_id == SA_ABRACADABRA)
  18529. return 0; //Will use picked skill's delay.
  18530. if (bl->type&battle_config.no_skill_delay)
  18531. return battle_config.min_skill_delay_limit;
  18532. int32 delaynodex = skill_get_delaynodex(skill_id);
  18533. double time = skill_get_delay(skill_id, skill_lv);
  18534. if (time < 0)
  18535. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  18536. status_change* sc = status_get_sc(bl);
  18537. // Delay reductions
  18538. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  18539. case MO_TRIPLEATTACK:
  18540. case MO_CHAINCOMBO:
  18541. case MO_COMBOFINISH:
  18542. case CH_TIGERFIST:
  18543. case CH_CHAINCRUSH:
  18544. case SR_DRAGONCOMBO:
  18545. case SR_FALLENEMPIRE:
  18546. case SJ_PROMINENCEKICK:
  18547. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  18548. if (time == 0)
  18549. time = 1000;
  18550. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  18551. break;
  18552. #ifndef RENEWAL
  18553. case HP_BASILICA:
  18554. if (sc && !sc->getSCE(SC_BASILICA))
  18555. time = 0; // There is no Delay on Basilica creation, only on cancel
  18556. break;
  18557. #endif
  18558. default:
  18559. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  18560. int32 scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  18561. if (scale > 0)
  18562. time = time * scale / battle_config.castrate_dex_scale;
  18563. else //To be capped later to minimum.
  18564. time = 0;
  18565. }
  18566. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  18567. int32 scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  18568. if (scale > 0)
  18569. time = time * scale / battle_config.castrate_dex_scale;
  18570. else //To be capped later to minimum.
  18571. time = 0;
  18572. }
  18573. }
  18574. if (sc != nullptr && !sc->empty()) {
  18575. if (sc->getSCE(SC_SPIRIT)) {
  18576. switch (skill_id) {
  18577. case CR_SHIELDBOOMERANG:
  18578. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  18579. time /= 2;
  18580. break;
  18581. case AS_SONICBLOW:
  18582. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  18583. time /= 2;
  18584. break;
  18585. }
  18586. }
  18587. }
  18588. int32 delay = 0;
  18589. if (!(delaynodex&2)) {
  18590. if (sc != nullptr && !sc->empty()) {
  18591. if (sc->getSCE(SC_POEMBRAGI))
  18592. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  18593. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  18594. delay += 50; // After Delay of Wind element spells reduced by 50%.
  18595. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  18596. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  18597. }
  18598. }
  18599. if (!(delaynodex&4) && bl->type == BL_PC) {
  18600. map_session_data* sd = (map_session_data*)bl;
  18601. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  18602. delay += sd->bonus.delayrate;
  18603. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  18604. if (it.id == skill_id) {
  18605. time += it.val;
  18606. break;
  18607. }
  18608. }
  18609. }
  18610. if (delay != 0)
  18611. time = time * (1 - (float)min(delay, 100) / 100);
  18612. if (battle_config.delay_rate != 100)
  18613. time = time * battle_config.delay_rate / 100;
  18614. //ShowInfo("Delay delayfix = %f\n",time);
  18615. return max((int32)time,0);
  18616. }
  18617. /*==========================================
  18618. * Weapon Repair [Celest/DracoRPG]
  18619. *------------------------------------------*/
  18620. void skill_repairweapon( map_session_data& sd, int32 idx ){
  18621. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  18622. ITEMID_IRON_ORE,
  18623. ITEMID_IRON,
  18624. ITEMID_STEEL,
  18625. ITEMID_ORIDECON_STONE,
  18626. #ifdef RENEWAL
  18627. 0
  18628. #endif
  18629. };
  18630. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  18631. ITEMID_STEEL,
  18632. #ifdef RENEWAL
  18633. 0
  18634. #endif
  18635. };
  18636. t_itemid material = 0;
  18637. struct item *item;
  18638. map_session_data *target_sd;
  18639. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  18640. return;
  18641. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  18642. return;
  18643. if( idx < 0 || idx >= MAX_INVENTORY )
  18644. return; //Invalid index??
  18645. item = &target_sd->inventory.u.items_inventory[idx];
  18646. if( !item->nameid || !item->attribute )
  18647. return; //Again invalid item....
  18648. if (itemdb_ishatched_egg(item))
  18649. return;
  18650. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  18651. clif_item_repaireffect( sd, idx, true );
  18652. return;
  18653. }
  18654. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  18655. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  18656. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  18657. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  18658. }
  18659. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  18660. clif_skill_fail( sd, sd.menuskill_id );
  18661. return;
  18662. }
  18663. clif_skill_nodamage(&sd.bl,target_sd->bl,sd.menuskill_id,1);
  18664. item->attribute = 0;/* clear broken state */
  18665. clif_equiplist(target_sd);
  18666. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  18667. clif_item_repaireffect( sd, idx, false );
  18668. if( sd.status.char_id != target_sd->status.char_id )
  18669. clif_item_repaireffect( *target_sd, idx, false );
  18670. }
  18671. /*==========================================
  18672. * Item Appraisal
  18673. *------------------------------------------*/
  18674. void skill_identify(map_session_data *sd, int32 idx)
  18675. {
  18676. bool failure = true;
  18677. nullpo_retv(sd);
  18678. sd->state.workinprogress = WIP_DISABLE_NONE;
  18679. if(idx >= 0 && idx < MAX_INVENTORY) {
  18680. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18681. failure = false;
  18682. sd->inventory.u.items_inventory[idx].identify = 1;
  18683. }
  18684. }
  18685. clif_item_identified( *sd, idx, failure );
  18686. }
  18687. /*==========================================
  18688. * Weapon Refine [Celest]
  18689. *------------------------------------------*/
  18690. void skill_weaponrefine( map_session_data& sd, int32 idx ){
  18691. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  18692. ITEMID_PHRACON,
  18693. ITEMID_EMVERETARCON,
  18694. ITEMID_ORIDECON,
  18695. ITEMID_ORIDECON,
  18696. #ifdef RENEWAL
  18697. 0
  18698. #endif
  18699. };
  18700. if (idx >= 0 && idx < MAX_INVENTORY)
  18701. {
  18702. struct item_data *ditem = sd.inventory_data[idx];
  18703. struct item* item = &sd.inventory.u.items_inventory[idx];
  18704. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  18705. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  18706. clif_skill_fail( sd, sd.menuskill_id );
  18707. return;
  18708. }
  18709. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  18710. clif_upgrademessage(&sd, 2, item->nameid);
  18711. return;
  18712. }
  18713. int32 i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  18714. if( i < 0 ) {
  18715. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  18716. return;
  18717. }
  18718. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  18719. if( info == nullptr ){
  18720. clif_skill_fail( sd, sd.menuskill_id );
  18721. return;
  18722. }
  18723. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  18724. if( cost == nullptr ){
  18725. clif_skill_fail( sd, sd.menuskill_id );
  18726. return;
  18727. }
  18728. if( cost->nameid != material[ditem->weapon_level - 1] ){
  18729. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  18730. clif_skill_fail( sd, sd.menuskill_id );
  18731. return;
  18732. }
  18733. int32 per = ( cost->chance / 100 );
  18734. if( sd.class_&JOBL_THIRD )
  18735. per += 10;
  18736. else
  18737. per += (((int32)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  18738. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  18739. if (per > rnd() % 100) {
  18740. int32 ep=0;
  18741. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  18742. item->refine++;
  18743. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  18744. if(item->equip) {
  18745. ep = item->equip;
  18746. pc_unequipitem(&sd,idx,3);
  18747. }
  18748. clif_delitem(sd,idx,1,3);
  18749. clif_upgrademessage(&sd, 0, item->nameid);
  18750. clif_inventorylist(&sd);
  18751. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  18752. if( ditem->type == IT_WEAPON ){
  18753. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  18754. }
  18755. if (ep)
  18756. pc_equipitem(&sd,idx,ep);
  18757. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  18758. if(item->refine == 10 &&
  18759. item->card[0] == CARD0_FORGE &&
  18760. (int32)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  18761. { // Fame point system [DracoRPG]
  18762. switch(ditem->weapon_level){
  18763. case 1:
  18764. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  18765. break;
  18766. case 2:
  18767. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  18768. break;
  18769. case 3:
  18770. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  18771. break;
  18772. }
  18773. }
  18774. } else {
  18775. item->refine = 0;
  18776. if(item->equip)
  18777. pc_unequipitem(&sd,idx,3);
  18778. clif_upgrademessage(&sd, 1, item->nameid);
  18779. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  18780. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  18781. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  18782. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  18783. clif_emotion( sd.bl, ET_HUK );
  18784. }
  18785. }
  18786. }
  18787. }
  18788. /*==========================================
  18789. *
  18790. *------------------------------------------*/
  18791. int32 skill_autospell(map_session_data *sd, uint16 skill_id)
  18792. {
  18793. nullpo_ret(sd);
  18794. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  18795. return 0;
  18796. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  18797. uint16 maxlv = 1;
  18798. if (skill_lv == 0 || lv == 0)
  18799. return 0; // Player must learn the skill before doing auto-spell [Lance]
  18800. #ifdef RENEWAL
  18801. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  18802. maxlv = 10; //Soul Linker bonus. [Skotlex]
  18803. else
  18804. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  18805. #else
  18806. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  18807. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  18808. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  18809. maxlv = 10; //Soul Linker bonus. [Skotlex]
  18810. else if(skill_lv==2) maxlv=1;
  18811. else if(skill_lv==3) maxlv=2;
  18812. else if(skill_lv>=4) maxlv=3;
  18813. }
  18814. else if(skill_id==MG_SOULSTRIKE){
  18815. if(skill_lv==5) maxlv=1;
  18816. else if(skill_lv==6) maxlv=2;
  18817. else if(skill_lv>=7) maxlv=3;
  18818. }
  18819. else if(skill_id==MG_FIREBALL){
  18820. if(skill_lv==8) maxlv=1;
  18821. else if(skill_lv>=9) maxlv=2;
  18822. }
  18823. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  18824. else return 0;
  18825. #endif
  18826. maxlv = min(lv, maxlv);
  18827. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  18828. skill_get_time(SA_AUTOSPELL,skill_lv));
  18829. return 0;
  18830. }
  18831. /**
  18832. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  18833. * @param bl: Player object
  18834. * @param ap: va_arg list
  18835. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  18836. */
  18837. static int32 skill_sit_count(struct block_list *bl, va_list ap)
  18838. {
  18839. map_session_data *sd = (map_session_data*)bl;
  18840. int32 flag = va_arg(ap, int32);
  18841. if (!pc_issit(sd))
  18842. return 0;
  18843. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  18844. return 1;
  18845. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  18846. return 1;
  18847. return 0;
  18848. }
  18849. /**
  18850. * Triggered when a player sits down to activate bonus states.
  18851. * @param bl: Player object
  18852. * @param ap: va_arg list
  18853. * @return 0
  18854. */
  18855. static int32 skill_sit_in(struct block_list *bl, va_list ap)
  18856. {
  18857. map_session_data *sd = (map_session_data*)bl;
  18858. int32 flag = va_arg(ap, int32);
  18859. if (!pc_issit(sd))
  18860. return 0;
  18861. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  18862. sd->state.gangsterparadise = 1;
  18863. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  18864. sd->state.rest = 1;
  18865. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18866. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18867. }
  18868. return 0;
  18869. }
  18870. /**
  18871. * Triggered when a player stands up to deactivate bonus states.
  18872. * @param bl: Player object
  18873. * @param ap: va_arg list
  18874. * @return 0
  18875. */
  18876. static int32 skill_sit_out(struct block_list *bl, va_list ap)
  18877. {
  18878. map_session_data *sd = (map_session_data*)bl;
  18879. int32 flag = va_arg(ap, int32), range = va_arg(ap, int32);
  18880. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18881. return 0;
  18882. if (flag&1 && sd->state.gangsterparadise)
  18883. sd->state.gangsterparadise = 0;
  18884. if (flag&2 && sd->state.rest) {
  18885. sd->state.rest = 0;
  18886. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18887. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18888. }
  18889. return 0;
  18890. }
  18891. /**
  18892. * Toggle Sit icon and player bonuses when sitting/standing.
  18893. * @param sd: Player data
  18894. * @param sitting: True when sitting or false when standing
  18895. * @return 0
  18896. */
  18897. int32 skill_sit(map_session_data *sd, bool sitting)
  18898. {
  18899. int32 flag = 0, range = 0, lv;
  18900. nullpo_ret(sd);
  18901. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18902. flag |= 1;
  18903. range = skill_get_splash(RG_GANGSTER, lv);
  18904. }
  18905. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18906. flag |= 2;
  18907. range = skill_get_splash(TK_HPTIME, lv);
  18908. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18909. flag |= 2;
  18910. range = skill_get_splash(TK_SPTIME, lv);
  18911. }
  18912. if (sitting)
  18913. clif_status_load(&sd->bl, EFST_SIT, 1);
  18914. else
  18915. clif_status_load(&sd->bl, EFST_SIT, 0);
  18916. if (!flag) // No need to count area if no skills are learned.
  18917. return 0;
  18918. if (sitting) {
  18919. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18920. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18921. } else
  18922. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18923. return 0;
  18924. }
  18925. /*==========================================
  18926. * Do Forstjoke/Scream effect
  18927. *------------------------------------------*/
  18928. int32 skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18929. {
  18930. struct block_list *src;
  18931. uint16 skill_id,skill_lv;
  18932. t_tick tick;
  18933. nullpo_ret(bl);
  18934. nullpo_ret(src = va_arg(ap,struct block_list*));
  18935. skill_id = va_arg(ap,int32);
  18936. skill_lv = va_arg(ap,int32);
  18937. if(!skill_lv)
  18938. return 0;
  18939. tick = va_arg(ap,t_tick);
  18940. if (src == bl || status_isdead(*bl))
  18941. return 0;
  18942. if (bl->type == BL_PC) {
  18943. map_session_data *sd = (map_session_data *)bl;
  18944. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18945. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18946. }
  18947. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18948. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18949. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18950. return 0;
  18951. }
  18952. /**
  18953. * Set map cell flag as skill unit effect
  18954. * @param src Skill unit
  18955. * @param skill_id
  18956. * @param skill_lv
  18957. * @param cell Cell type cell_t
  18958. * @param flag 0/1
  18959. */
  18960. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18961. {
  18962. int32 range = skill_get_unit_range(skill_id,skill_lv);
  18963. int32 x, y;
  18964. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18965. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18966. map_setcell(src->bl.m, x, y, cell, flag);
  18967. }
  18968. /**
  18969. * Do skill attack area (such splash effect) around the 'first' target.
  18970. * First target will skip skill condition, always receive damage. But,
  18971. * around it, still need target/condition validation by
  18972. * battle_check_target and status_check_skilluse
  18973. * @param bl
  18974. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18975. */
  18976. int32 skill_attack_area(struct block_list *bl, va_list ap)
  18977. {
  18978. struct block_list *src,*dsrc;
  18979. int32 atk_type,skill_id,skill_lv,flag,type;
  18980. t_tick tick;
  18981. if(status_isdead(*bl))
  18982. return 0;
  18983. atk_type = va_arg(ap,int32);
  18984. src = va_arg(ap,struct block_list*);
  18985. dsrc = va_arg(ap,struct block_list*);
  18986. skill_id = va_arg(ap,int32);
  18987. skill_lv = va_arg(ap,int32);
  18988. tick = va_arg(ap,t_tick);
  18989. flag = va_arg(ap,int32);
  18990. type = va_arg(ap,int32);
  18991. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18992. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18993. }
  18994. if (skill_id == SS_FUUMAKOUCHIKU && bl->type == BL_SKILL) {
  18995. skill_unit* unit = reinterpret_cast<skill_unit*>( bl );
  18996. if( unit->group == nullptr ){
  18997. return 0;
  18998. }
  18999. if (unit->group->skill_id == SS_FUUMASHOUAKU) {
  19000. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(SS_FUUMAKOUCHIKU,skill_lv), BL_CHAR,
  19001. src, SS_FUUMAKOUCHIKU, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  19002. skill_delunit(unit);
  19003. return 1;
  19004. }
  19005. }
  19006. if(battle_check_target(dsrc,bl,type) <= 0 ||
  19007. !status_check_skilluse(nullptr, bl, skill_id, 2))
  19008. return 0;
  19009. switch (skill_id) {
  19010. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  19011. if (src->x == bl->x && src->y == bl->y)
  19012. return 0; //Does not hit current cell
  19013. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  19014. return 0;
  19015. [[fallthrough]];
  19016. case NPC_ACIDBREATH:
  19017. case NPC_DARKNESSBREATH:
  19018. case NPC_FIREBREATH:
  19019. case NPC_ICEBREATH:
  19020. case NPC_ICEBREATH2:
  19021. case NPC_THUNDERBREATH:
  19022. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  19023. default:
  19024. //Area-splash, disable skill animation.
  19025. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  19026. }
  19027. }
  19028. /**
  19029. * Clear skill unit group
  19030. * @param bl: Unit to check
  19031. * @param flag: Skill group to clear
  19032. */
  19033. int32 skill_clear_group(block_list *bl, uint8 flag)
  19034. {
  19035. nullpo_ret(bl);
  19036. unit_data *ud = unit_bl2ud(bl);
  19037. if (ud == nullptr)
  19038. return 0;
  19039. size_t count = 0;
  19040. bool deleted = false;
  19041. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19042. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  19043. switch ((*it)->skill_id) {
  19044. case SA_DELUGE:
  19045. case SA_VOLCANO:
  19046. case SA_VIOLENTGALE:
  19047. case SA_LANDPROTECTOR:
  19048. case NJ_SUITON:
  19049. case NJ_KAENSIN:
  19050. case SC_CHAOSPANIC:
  19051. case MH_POISON_MIST:
  19052. case MH_LAVA_SLIDE:
  19053. case SOA_TOTEM_OF_TUTELARY:
  19054. if (flag & 1) {
  19055. skill_delunitgroup(*it);
  19056. count++;
  19057. deleted = true;
  19058. }
  19059. break;
  19060. case SO_CLOUD_KILL:
  19061. case NPC_CLOUD_KILL:
  19062. if (flag & 4) {
  19063. skill_delunitgroup(*it);
  19064. count++;
  19065. deleted = true;
  19066. }
  19067. break;
  19068. case SO_WARMER:
  19069. if (flag & 8) {
  19070. skill_delunitgroup(*it);
  19071. count++;
  19072. deleted = true;
  19073. }
  19074. break;
  19075. default:
  19076. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  19077. skill_delunitgroup(*it);
  19078. count++;
  19079. deleted = true;
  19080. }
  19081. break;
  19082. }
  19083. }
  19084. return static_cast<int32>(count);
  19085. }
  19086. /**
  19087. * Returns the first element field found [Skotlex]
  19088. * @param bl
  19089. * @return s_skill_unit_group
  19090. */
  19091. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  19092. {
  19093. nullpo_ret(bl);
  19094. unit_data *ud = unit_bl2ud(bl);
  19095. if (ud == nullptr)
  19096. return nullptr;
  19097. for (const auto su : ud->skillunits) {
  19098. switch (su->skill_id) {
  19099. case SA_DELUGE:
  19100. case SA_VOLCANO:
  19101. case SA_VIOLENTGALE:
  19102. case SA_LANDPROTECTOR:
  19103. case NJ_SUITON:
  19104. case SO_CLOUD_KILL:
  19105. case NPC_CLOUD_KILL:
  19106. case SO_WARMER:
  19107. case SC_CHAOSPANIC:
  19108. case MH_POISON_MIST:
  19109. case MH_LAVA_SLIDE:
  19110. case SOA_TOTEM_OF_TUTELARY:
  19111. return su;
  19112. }
  19113. }
  19114. return nullptr;
  19115. }
  19116. /// Graffiti cleaner [Valaris]
  19117. int32 skill_graffitiremover(struct block_list *bl, va_list ap)
  19118. {
  19119. struct skill_unit *unit = nullptr;
  19120. int32 remove = va_arg(ap, int32);
  19121. nullpo_retr(0, bl);
  19122. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  19123. return 0;
  19124. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  19125. if (remove == 1)
  19126. skill_delunit(unit);
  19127. return 1;
  19128. }
  19129. return 0;
  19130. }
  19131. /// Greed effect
  19132. int32 skill_greed(struct block_list *bl, va_list ap)
  19133. {
  19134. struct block_list *src;
  19135. map_session_data *sd = nullptr;
  19136. struct flooritem_data *fitem = nullptr;
  19137. nullpo_ret(bl);
  19138. nullpo_ret(src = va_arg(ap, struct block_list *));
  19139. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  19140. pc_takeitem(sd, fitem);
  19141. return 0;
  19142. }
  19143. /// Ranger's Detonator [Jobbie/3CeAM]
  19144. int32 skill_detonator(struct block_list *bl, va_list ap)
  19145. {
  19146. nullpo_ret(bl);
  19147. if (bl->type != BL_SKILL)
  19148. return 0;
  19149. block_list *src = va_arg(ap, block_list *);
  19150. skill_unit *unit = (skill_unit *)bl;
  19151. int32 flag = va_arg( ap, int32 );
  19152. if (unit == nullptr)
  19153. return 0;
  19154. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19155. if (group == nullptr || group->src_id != src->id)
  19156. return 0;
  19157. int32 unit_id = group->unit_id;
  19158. switch( unit_id )
  19159. { //List of Hunter and Ranger Traps that can be detonate.
  19160. case UNT_BLASTMINE:
  19161. case UNT_SANDMAN:
  19162. case UNT_CLAYMORETRAP:
  19163. case UNT_TALKIEBOX:
  19164. case UNT_CLUSTERBOMB:
  19165. case UNT_FIRINGTRAP:
  19166. case UNT_ICEBOUNDTRAP:
  19167. switch(unit_id) {
  19168. case UNT_TALKIEBOX:
  19169. clif_talkiebox(bl,group->valstr);
  19170. group->val2 = -1;
  19171. break;
  19172. case UNT_CLAYMORETRAP:
  19173. case UNT_FIRINGTRAP:
  19174. case UNT_ICEBOUNDTRAP:
  19175. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  19176. break;
  19177. default:
  19178. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  19179. break;
  19180. }
  19181. if (unit->group == nullptr)
  19182. return 0;
  19183. clif_changetraplook(bl, UNT_USED_TRAPS);
  19184. group->unit_id = UNT_USED_TRAPS;
  19185. group->limit = DIFF_TICK(gettick(),group->tick) +
  19186. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  19187. break;
  19188. case UNT_KUNAIWAIKYOKU:
  19189. skill_delunit(unit);
  19190. skill_unitsetting(src, SS_KUNAIKUSSETSU, flag, bl->x, bl->y, UNIT_NOCONSUME_AMMO);
  19191. break;
  19192. }
  19193. return 0;
  19194. }
  19195. /**
  19196. * Calculate Royal Guard's Banding bonus
  19197. * @param sd: Player data
  19198. * @return Number of Royal Guard
  19199. */
  19200. int32 skill_banding_count(map_session_data *sd)
  19201. {
  19202. nullpo_ret(sd);
  19203. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  19204. }
  19205. /**
  19206. * Rebellion's Bind Trap explosion
  19207. * @author [Cydh]
  19208. */
  19209. static int32 skill_bind_trap(struct block_list *bl, va_list ap) {
  19210. struct skill_unit *su = nullptr;
  19211. struct block_list *src = nullptr;
  19212. nullpo_ret(bl);
  19213. src = va_arg(ap,struct block_list *);
  19214. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  19215. return 0;
  19216. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  19217. return 0;
  19218. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  19219. clif_changetraplook(bl, UNT_USED_TRAPS);
  19220. su->group->unit_id = UNT_USED_TRAPS;
  19221. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  19222. return 1;
  19223. }
  19224. /*==========================================
  19225. * Check new skill unit cell when overlapping in other skill unit cell.
  19226. * Catched skill in cell value pushed to *unit pointer.
  19227. * Set (*alive) to 0 will ends 'new unit' check
  19228. *------------------------------------------*/
  19229. static int32 skill_cell_overlap(struct block_list *bl, va_list ap)
  19230. {
  19231. uint16 skill_id;
  19232. int32 *alive;
  19233. struct skill_unit *unit;
  19234. skill_id = va_arg(ap,int32);
  19235. alive = va_arg(ap,int32 *);
  19236. unit = (struct skill_unit *)bl;
  19237. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  19238. return 0;
  19239. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  19240. return 0;
  19241. switch (skill_id) {
  19242. case SA_LANDPROTECTOR: {
  19243. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  19244. (*alive) = 0;
  19245. skill_delunit(unit);
  19246. return 1;
  19247. }
  19248. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  19249. //It deletes everything except traps and barriers
  19250. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  19251. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  19252. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19253. skill_delunitgroup(unit->group);
  19254. } else
  19255. skill_delunit(unit);
  19256. return 1;
  19257. }
  19258. }
  19259. break;
  19260. case GN_CRAZYWEED_ATK:
  19261. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  19262. break;
  19263. [[fallthrough]];
  19264. case HW_GANBANTEIN:
  19265. case LG_EARTHDRIVE:
  19266. // Officially songs/dances are removed
  19267. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  19268. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19269. skill_delunitgroup(unit->group);
  19270. } else
  19271. skill_delunit(unit);
  19272. return 1;
  19273. case SA_VOLCANO:
  19274. case SA_DELUGE:
  19275. case SA_VIOLENTGALE:
  19276. // The official implementation makes them fail to appear when casted on top of ANYTHING
  19277. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  19278. // hence, I leave the alternate implementation here, commented. [Skotlex]
  19279. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  19280. {
  19281. (*alive) = 0;
  19282. return 1;
  19283. }
  19284. /*
  19285. switch (unit->group->skill_id)
  19286. { //These cannot override each other.
  19287. case SA_VOLCANO:
  19288. case SA_DELUGE:
  19289. case SA_VIOLENTGALE:
  19290. (*alive) = 0;
  19291. return 1;
  19292. }
  19293. */
  19294. break;
  19295. case PF_FOGWALL:
  19296. switch(unit->group->skill_id) {
  19297. case SA_VOLCANO: //Can't be placed on top of these
  19298. case SA_VIOLENTGALE:
  19299. (*alive) = 0;
  19300. return 1;
  19301. case SA_DELUGE:
  19302. case NJ_SUITON:
  19303. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  19304. (*alive) = 2;
  19305. break;
  19306. }
  19307. break;
  19308. case WZ_WATERBALL:
  19309. switch (unit->group->skill_id) {
  19310. case SA_DELUGE:
  19311. case NJ_SUITON:
  19312. //Consumes deluge/suiton
  19313. skill_delunit(unit);
  19314. return 1;
  19315. }
  19316. break;
  19317. case WZ_ICEWALL:
  19318. #ifndef RENEWAL
  19319. case HP_BASILICA:
  19320. case HW_GRAVITATION:
  19321. #endif
  19322. //These can't be placed on top of themselves (duration can't be refreshed)
  19323. if (unit->group->skill_id == skill_id)
  19324. {
  19325. (*alive) = 0;
  19326. return 1;
  19327. }
  19328. break;
  19329. case RL_FIRE_RAIN: {
  19330. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  19331. if (uf[UF_REMOVEDBYFIRERAIN]) {
  19332. if (uf[UF_RANGEDSINGLEUNIT]) {
  19333. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19334. skill_delunitgroup(unit->group);
  19335. } else
  19336. skill_delunit(unit);
  19337. return 1;
  19338. }
  19339. }
  19340. break;
  19341. case SS_KUNAIWAIKYOKU:
  19342. if (unit->group->skill_id == skill_id) {
  19343. skill_delunit(unit);
  19344. return 1;
  19345. }
  19346. break;
  19347. }
  19348. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  19349. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  19350. (*alive) = 0;
  19351. return 1;
  19352. }
  19353. return 0;
  19354. }
  19355. /*==========================================
  19356. * Splash effect for skill unit 'trap type'.
  19357. * Chance triggered when damaged, timeout, or char step on it.
  19358. *------------------------------------------*/
  19359. static int32 skill_trap_splash(struct block_list *bl, va_list ap)
  19360. {
  19361. struct block_list *src = va_arg(ap,struct block_list *);
  19362. struct skill_unit *unit = nullptr;
  19363. t_tick tick = va_arg(ap,t_tick);
  19364. struct block_list *ss; //Skill src bl
  19365. nullpo_ret(src);
  19366. unit = (struct skill_unit *)src;
  19367. if (!unit || !unit->alive || bl->prev == nullptr)
  19368. return 0;
  19369. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  19370. if (sg == nullptr)
  19371. return 0;
  19372. nullpo_ret(ss = map_id2bl(sg->src_id));
  19373. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  19374. return 0;
  19375. switch (sg->unit_id) {
  19376. case UNT_B_TRAP:
  19377. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  19378. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  19379. break;
  19380. case UNT_SHOCKWAVE:
  19381. case UNT_SANDMAN:
  19382. case UNT_FLASHER:
  19383. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  19384. break;
  19385. case UNT_GROUNDDRIFT_WIND:
  19386. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19387. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  19388. break;
  19389. case UNT_GROUNDDRIFT_DARK:
  19390. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19391. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  19392. break;
  19393. case UNT_GROUNDDRIFT_POISON:
  19394. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19395. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  19396. break;
  19397. case UNT_GROUNDDRIFT_WATER:
  19398. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19399. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  19400. break;
  19401. case UNT_GROUNDDRIFT_FIRE:
  19402. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19403. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  19404. break;
  19405. case UNT_ELECTRICSHOCKER:
  19406. if (bl->id != ss->id) {
  19407. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  19408. break;
  19409. 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)) {
  19410. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  19411. clif_fixpos( *bl );
  19412. clif_skill_damage( *src, *bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH );
  19413. }
  19414. }
  19415. break;
  19416. case UNT_MAGENTATRAP:
  19417. case UNT_COBALTTRAP:
  19418. case UNT_MAIZETRAP:
  19419. case UNT_VERDURETRAP:
  19420. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  19421. status_data* status = status_get_status_data(*bl);
  19422. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  19423. status->ele_lv = (unsigned char)sg->skill_lv;
  19424. }
  19425. break;
  19426. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  19427. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  19428. break;
  19429. case UNT_FIRINGTRAP:
  19430. case UNT_ICEBOUNDTRAP:
  19431. if( src->id == bl->id ) break;
  19432. if( bl->type == BL_SKILL ) {
  19433. struct skill_unit *su = (struct skill_unit *)bl;
  19434. if (su && su->group->unit_id == UNT_USED_TRAPS)
  19435. break;
  19436. }
  19437. [[fallthrough]];
  19438. case UNT_CLUSTERBOMB:
  19439. if( ss != bl )
  19440. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  19441. break;
  19442. case UNT_CLAYMORETRAP:
  19443. if( src->id == bl->id ) break;
  19444. if( bl->type == BL_SKILL ) {
  19445. struct skill_unit *su = (struct skill_unit *)bl;
  19446. if (!su)
  19447. return 0;
  19448. switch(su->group->unit_id) {
  19449. case UNT_CLAYMORETRAP:
  19450. case UNT_LANDMINE:
  19451. case UNT_BLASTMINE:
  19452. case UNT_SHOCKWAVE:
  19453. case UNT_SANDMAN:
  19454. case UNT_FLASHER:
  19455. case UNT_FREEZINGTRAP:
  19456. case UNT_FIRINGTRAP:
  19457. case UNT_ICEBOUNDTRAP:
  19458. clif_changetraplook(bl, UNT_USED_TRAPS);
  19459. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  19460. su->group->unit_id = UNT_USED_TRAPS;
  19461. break;
  19462. }
  19463. }
  19464. [[fallthrough]];
  19465. default: {
  19466. int32 split_count = 0;
  19467. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  19468. 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));
  19469. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  19470. }
  19471. break;
  19472. }
  19473. return 1;
  19474. }
  19475. int32 skill_maelstrom_suction(struct block_list *bl, va_list ap)
  19476. {
  19477. uint16 skill_id, skill_lv;
  19478. struct skill_unit *unit;
  19479. nullpo_ret(bl);
  19480. skill_id = va_arg(ap,int32);
  19481. skill_lv = va_arg(ap,int32);
  19482. unit = (struct skill_unit *)bl;
  19483. if( unit == nullptr || unit->group == nullptr )
  19484. return 0;
  19485. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  19486. return 0;
  19487. if( unit->group->skill_id == SC_MAELSTROM ) {
  19488. struct block_list *src;
  19489. if( (src = map_id2bl(unit->group->src_id)) ){
  19490. int32 sp = unit->group->skill_lv * skill_lv;
  19491. if( src->type == BL_PC )
  19492. sp += ((TBL_PC*)src)->status.job_level / 5;
  19493. status_heal(src, 0, sp/2, 1);
  19494. }
  19495. }
  19496. return 0;
  19497. }
  19498. /**
  19499. * Check cloaking condition
  19500. * @param bl
  19501. * @param sce
  19502. * @return True if near wall; False otherwise
  19503. */
  19504. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  19505. {
  19506. bool wall = true;
  19507. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  19508. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  19509. { //Check for walls.
  19510. static int32 dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  19511. static int32 dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  19512. int32 i;
  19513. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  19514. if( i == 8 )
  19515. wall = false;
  19516. }
  19517. if( sce ) {
  19518. if( !wall ) {
  19519. if( sce->val1 < 3 ) //End cloaking.
  19520. status_change_end(bl, SC_CLOAKING);
  19521. else if( sce->val4&1 ) { //Remove wall bonus
  19522. sce->val4&=~1;
  19523. status_calc_bl(bl, { SCB_SPEED });
  19524. }
  19525. } else {
  19526. if( !(sce->val4&1) ) { //Add wall speed bonus
  19527. sce->val4|=1;
  19528. status_calc_bl(bl, { SCB_SPEED });
  19529. }
  19530. }
  19531. }
  19532. return wall;
  19533. }
  19534. /** Check Shadow Form on the target
  19535. * @param bl: Target
  19536. * @param damage: Damage amount
  19537. * @param hit
  19538. * @return true - in Shadow Form state; false - otherwise
  19539. */
  19540. bool skill_check_shadowform(struct block_list *bl, int64 damage, int32 hit)
  19541. {
  19542. status_change *sc;
  19543. nullpo_retr(false,bl);
  19544. if (!damage)
  19545. return false;
  19546. sc = status_get_sc(bl);
  19547. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  19548. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  19549. if( !src || src->m != bl->m ) {
  19550. status_change_end(bl, SC__SHADOWFORM);
  19551. return false;
  19552. }
  19553. if( src && (status_isdead(*src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  19554. if( src->type == BL_PC )
  19555. ((TBL_PC*)src)->shadowform_id = 0;
  19556. status_change_end(bl, SC__SHADOWFORM);
  19557. return false;
  19558. }
  19559. 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);
  19560. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  19561. status_change_end(bl, SC__SHADOWFORM);
  19562. if( src->type == BL_PC )
  19563. ((TBL_PC*)src)->shadowform_id = 0;
  19564. }
  19565. return true;
  19566. }
  19567. return false;
  19568. }
  19569. /**
  19570. * Check camouflage condition
  19571. * @param bl
  19572. * @param sce
  19573. * @return True if near wall; False otherwise
  19574. * @TODO: Seems wrong
  19575. */
  19576. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  19577. {
  19578. bool wall = true;
  19579. if( bl->type == BL_PC ) { //Check for walls.
  19580. static int32 dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  19581. static int32 dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  19582. int32 i;
  19583. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  19584. if( i == 8 )
  19585. wall = false;
  19586. }
  19587. if( sce ) {
  19588. if( !wall && sce->val1 < 3 ) //End camouflage.
  19589. status_change_end(bl, SC_CAMOUFLAGE);
  19590. status_calc_bl(bl, { SCB_SPEED });
  19591. }
  19592. return wall;
  19593. }
  19594. /**
  19595. * Process skill unit visibilty for single BL in area
  19596. * @param bl
  19597. * @param ap
  19598. * @author [Cydh]
  19599. **/
  19600. int32 skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  19601. struct skill_unit *su = nullptr;
  19602. struct block_list *src = nullptr;
  19603. bool visible = true;
  19604. nullpo_ret(bl);
  19605. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  19606. nullpo_ret((src = va_arg(ap, struct block_list*)));
  19607. uint32 party1 = va_arg(ap, uint32);
  19608. if (src != bl) {
  19609. uint32 party2 = status_get_party_id(bl);
  19610. if (!party1 || !party2 || party1 != party2)
  19611. visible = false;
  19612. }
  19613. clif_getareachar_skillunit(bl, su, SELF, visible);
  19614. return 1;
  19615. }
  19616. /**
  19617. * Check for skill unit visibilty in area on
  19618. * - skill first placement
  19619. * - skill moved (knocked back, moved dance)
  19620. * @param su Skill unit
  19621. * @param target Affected target for this visibility @see enum send_target
  19622. * @author [Cydh]
  19623. **/
  19624. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  19625. nullpo_retv(su);
  19626. if (!su->hidden) // It's not hidden, just do this!
  19627. clif_getareachar_skillunit(&su->bl, su, target, true);
  19628. else {
  19629. struct block_list *src = battle_get_master(&su->bl);
  19630. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  19631. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  19632. }
  19633. }
  19634. /**
  19635. * Check for skill unit visibilty on single BL on insight/spawn action
  19636. * @param su Skill unit
  19637. * @param bl Block list
  19638. * @author [Cydh]
  19639. **/
  19640. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  19641. bool visible = true;
  19642. struct block_list *src = nullptr;
  19643. nullpo_retv(bl);
  19644. nullpo_retv(su);
  19645. nullpo_retv((src = battle_get_master(&su->bl)));
  19646. if (su->hidden && src != bl) {
  19647. uint32 party1 = status_get_party_id(src);
  19648. uint32 party2 = status_get_party_id(bl);
  19649. if (!party1 || !party2 || party1 != party2)
  19650. visible = false;
  19651. }
  19652. clif_getareachar_skillunit(bl, su, SELF, visible);
  19653. }
  19654. /**
  19655. * Initialize new skill unit for skill unit group.
  19656. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  19657. * @param group Skill unit group
  19658. * @param idx
  19659. * @param x
  19660. * @param y
  19661. * @param val1
  19662. * @param val2
  19663. */
  19664. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int32 idx, int32 x, int32 y, int32 val1, int32 val2, bool hidden)
  19665. {
  19666. if (group == nullptr || group->unit == nullptr)
  19667. return nullptr;
  19668. skill_unit *unit = &group->unit[idx];
  19669. if (unit == nullptr)
  19670. return nullptr;
  19671. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  19672. return unit;
  19673. if(!unit->alive)
  19674. group->alive_count++;
  19675. unit->bl.id = map_get_new_object_id();
  19676. unit->bl.type = BL_SKILL;
  19677. unit->bl.m = group->map;
  19678. unit->bl.x = x;
  19679. unit->bl.y = y;
  19680. unit->group = group;
  19681. unit->alive = 1;
  19682. unit->val1 = val1;
  19683. unit->val2 = val2;
  19684. unit->hidden = hidden;
  19685. // Stores new skill unit
  19686. idb_put(skillunit_db, unit->bl.id, unit);
  19687. map_addiddb(&unit->bl);
  19688. if(map_addblock(&unit->bl))
  19689. return nullptr;
  19690. // Perform oninit actions
  19691. switch (group->skill_id) {
  19692. case WZ_ICEWALL:
  19693. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  19694. clif_changemapcell( unit->bl.m, unit->bl.x, unit->bl.y, 5, AREA, &unit->bl );
  19695. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  19696. break;
  19697. case SA_LANDPROTECTOR:
  19698. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  19699. break;
  19700. #ifndef RENEWAL
  19701. case HP_BASILICA:
  19702. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  19703. break;
  19704. #endif
  19705. case SC_MAELSTROM:
  19706. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  19707. break;
  19708. default:
  19709. if (group->state.song_dance&0x1) //Check for dissonance.
  19710. skill_dance_overlap(unit, 1);
  19711. break;
  19712. }
  19713. skill_getareachar_skillunit_visibilty(unit, AREA);
  19714. return unit;
  19715. }
  19716. /**
  19717. * Remove unit
  19718. * @param unit
  19719. */
  19720. int32 skill_delunit(struct skill_unit* unit)
  19721. {
  19722. nullpo_ret(unit);
  19723. if( !unit->alive )
  19724. return 0;
  19725. unit->alive = 0;
  19726. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19727. if (group == nullptr)
  19728. return 0;
  19729. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  19730. skill_dance_overlap(unit, 0);
  19731. // invoke onout event
  19732. if( !unit->range )
  19733. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  19734. // perform ondelete actions
  19735. switch (group->skill_id) {
  19736. case HT_ANKLESNARE:
  19737. case SC_ESCAPE:
  19738. {
  19739. struct block_list* target = map_id2bl(group->val2);
  19740. if( target )
  19741. status_change_end(target, SC_ANKLE);
  19742. }
  19743. break;
  19744. case WZ_ICEWALL:
  19745. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  19746. // Hack to avoid clientside cell bug
  19747. clif_changemapcell( unit->bl.m, unit->bl.x, unit->bl.y, unit->val2, ALL_SAMEMAP, &unit->bl );
  19748. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  19749. break;
  19750. case SA_LANDPROTECTOR:
  19751. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  19752. break;
  19753. #ifndef RENEWAL
  19754. case HP_BASILICA:
  19755. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  19756. break;
  19757. #endif
  19758. case RA_ELECTRICSHOCKER: {
  19759. struct block_list* target = map_id2bl(group->val2);
  19760. if( target )
  19761. status_change_end(target, SC_ELECTRICSHOCKER);
  19762. }
  19763. break;
  19764. case SC_MAELSTROM:
  19765. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  19766. break;
  19767. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  19768. if( group->val2 ) { // Someone Traped
  19769. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  19770. if( tsc && tsc->getSCE(SC__MANHOLE) )
  19771. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  19772. }
  19773. break;
  19774. }
  19775. clif_skill_delunit( *unit );
  19776. unit->group=nullptr;
  19777. map_delblock(&unit->bl); // don't free yet
  19778. map_deliddb(&unit->bl);
  19779. idb_remove(skillunit_db, unit->bl.id);
  19780. if(--group->alive_count==0)
  19781. skill_delunitgroup(group);
  19782. return 0;
  19783. }
  19784. static std::unordered_map<int32, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int32 group_id -> struct s_skill_unit_group*
  19785. /// Returns the target s_skill_unit_group or nullptr if not found.
  19786. std::shared_ptr<s_skill_unit_group> skill_id2group(int32 group_id) {
  19787. return util::umap_find(skillunit_group_db, group_id);
  19788. }
  19789. static int32 skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  19790. /**
  19791. * Returns a new group_id that isn't being used in skillunit_group_db.
  19792. * Fatal error if nothing is available.
  19793. */
  19794. static int32 skill_get_new_group_id(void)
  19795. {
  19796. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  19797. return skill_unit_group_newid++;// available
  19798. {// find next id
  19799. int32 base_id = skill_unit_group_newid;
  19800. while( base_id != ++skill_unit_group_newid )
  19801. {
  19802. if( skill_unit_group_newid < MAX_SKILL )
  19803. skill_unit_group_newid = MAX_SKILL;
  19804. if( skill_id2group(skill_unit_group_newid) == nullptr )
  19805. return skill_unit_group_newid++;// available
  19806. }
  19807. // full loop, nothing available
  19808. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  19809. exit(1);
  19810. }
  19811. }
  19812. /**
  19813. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  19814. * @param src Object that cast the skill
  19815. * @param count How many 'cells' used that needed. Related with skill layout
  19816. * @param skill_id ID of used skill
  19817. * @param skill_lv Skill level of used skill
  19818. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  19819. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  19820. * @param interval Time interval
  19821. * @return s_skill_unit_group
  19822. */
  19823. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int32 count, uint16 skill_id, uint16 skill_lv, int32 unit_id, t_tick limit, int32 interval)
  19824. {
  19825. nullpo_retr(nullptr, src);
  19826. unit_data *ud = unit_bl2ud(src);
  19827. nullpo_retr(nullptr, ud);
  19828. if (skill_id == 0 || skill_lv == 0)
  19829. return 0;
  19830. auto group = std::make_shared<s_skill_unit_group>();
  19831. group->src_id = src->id;
  19832. group->party_id = status_get_party_id(src);
  19833. group->guild_id = status_get_guild_id(src);
  19834. group->bg_id = bg_team_get_id(src);
  19835. group->group_id = skill_get_new_group_id();
  19836. group->link_group_id = 0;
  19837. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  19838. group->unit_count = count;
  19839. group->alive_count = 0;
  19840. group->val1 = 0;
  19841. group->val2 = 0;
  19842. group->val3 = 0;
  19843. group->skill_id = skill_id;
  19844. group->skill_lv = skill_lv;
  19845. group->unit_id = unit_id;
  19846. group->map = src->m;
  19847. group->limit = limit;
  19848. group->interval = interval;
  19849. group->tick = gettick();
  19850. group->valstr = nullptr;
  19851. ud->skillunits.push_back(group);
  19852. // Stores this new group
  19853. skillunit_group_db.insert({ group->group_id, group });
  19854. return group;
  19855. }
  19856. /**
  19857. * Remove skill unit group
  19858. * @param group
  19859. * @param file
  19860. * @param line
  19861. * @param *func
  19862. */
  19863. int32 skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int32 line, const char* func)
  19864. {
  19865. struct block_list* src;
  19866. struct unit_data *ud;
  19867. int16 i;
  19868. int32 link_group_id;
  19869. if( group == nullptr ) {
  19870. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  19871. return 0;
  19872. }
  19873. src = map_id2bl(group->src_id);
  19874. ud = unit_bl2ud(src);
  19875. if (!src || !ud) {
  19876. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19877. return 0;
  19878. }
  19879. if( !status_isdead(*src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  19880. switch( group->skill_id ) {
  19881. case BA_DISSONANCE:
  19882. case BA_POEMBRAGI:
  19883. case BA_WHISTLE:
  19884. case BA_ASSASSINCROSS:
  19885. case BA_APPLEIDUN:
  19886. case DC_UGLYDANCE:
  19887. case DC_HUMMING:
  19888. case DC_DONTFORGETME:
  19889. case DC_FORTUNEKISS:
  19890. case DC_SERVICEFORYOU:
  19891. case NC_NEUTRALBARRIER:
  19892. case NC_STEALTHFIELD:
  19893. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  19894. break;
  19895. }
  19896. }
  19897. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  19898. status_change* sc = status_get_sc(src);
  19899. if (sc && sc->getSCE(SC_DANCING)) {
  19900. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  19901. status_change_end(src, SC_DANCING);
  19902. }
  19903. }
  19904. // End SC from the master when the skill group is deleted
  19905. i = SC_NONE;
  19906. switch (group->unit_id) {
  19907. case UNT_GOSPEL: i = SC_GOSPEL; break;
  19908. #ifndef RENEWAL
  19909. case UNT_BASILICA: i = SC_BASILICA; break;
  19910. #endif
  19911. }
  19912. if (i != SC_NONE) {
  19913. status_change *sc = status_get_sc(src);
  19914. if (sc && sc->getSCE(i)) {
  19915. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  19916. status_change_end(src, (sc_type)i);
  19917. }
  19918. }
  19919. switch( group->skill_id ) {
  19920. case PF_SPIDERWEB:
  19921. {
  19922. struct block_list* target = map_id2bl(group->val2);
  19923. status_change *sc;
  19924. bool removed = true;
  19925. //Clear group id from status change
  19926. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19927. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19928. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19929. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19930. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19931. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19932. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19933. else //Group was already removed in status_change_end, don't call it again!
  19934. removed = false;
  19935. //The last group was cleared, end status change
  19936. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19937. status_change_end(target, SC_SPIDERWEB);
  19938. }
  19939. }
  19940. break;
  19941. case SG_SUN_WARM:
  19942. case SG_MOON_WARM:
  19943. case SG_STAR_WARM: {
  19944. status_change *sc = status_get_sc(src);
  19945. if (sc && sc->getSCE(SC_WARM)) {
  19946. sc->getSCE(SC_WARM)->val4 = 0;
  19947. status_change_end(src, SC_WARM);
  19948. }
  19949. }
  19950. break;
  19951. case LG_BANDING: {
  19952. status_change *sc = status_get_sc(src);
  19953. if (sc && sc->getSCE(SC_BANDING)) {
  19954. sc->getSCE(SC_BANDING)->val4 = 0;
  19955. status_change_end(src, SC_BANDING);
  19956. }
  19957. }
  19958. break;
  19959. case NC_NEUTRALBARRIER:
  19960. {
  19961. status_change *sc = nullptr;
  19962. if( (sc = status_get_sc(src)) != nullptr ) {
  19963. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19964. {
  19965. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19966. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19967. }
  19968. status_change_end(src,SC_NEUTRALBARRIER);
  19969. }
  19970. }
  19971. break;
  19972. case NC_STEALTHFIELD:
  19973. {
  19974. status_change *sc = nullptr;
  19975. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19976. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19977. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19978. }
  19979. }
  19980. break;
  19981. }
  19982. if (src->type==BL_PC && group->state.ammo_consume)
  19983. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19984. group->alive_count=0;
  19985. // remove all unit cells
  19986. if(group->unit != nullptr)
  19987. for( int32 j = 0; j < group->unit_count; j++ )
  19988. skill_delunit(&group->unit[j]);
  19989. // clear Talkie-box string
  19990. if( group->valstr != nullptr ) {
  19991. aFree(group->valstr);
  19992. group->valstr = nullptr;
  19993. }
  19994. link_group_id = group->link_group_id;
  19995. if (skillunit_group_db.erase(group->group_id) != 1)
  19996. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19997. util::vector_erase_if_exists(ud->skillunits, group);
  19998. if(link_group_id) {
  19999. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  20000. if(group_cur)
  20001. skill_delunitgroup(group_cur);
  20002. }
  20003. return 1;
  20004. }
  20005. /**
  20006. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  20007. * @param src
  20008. */
  20009. void skill_clear_unitgroup(struct block_list *src)
  20010. {
  20011. nullpo_retv(src);
  20012. unit_data *ud = unit_bl2ud(src);
  20013. nullpo_retv(ud);
  20014. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  20015. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  20016. skill_delunitgroup(*it);
  20017. }
  20018. }
  20019. /**
  20020. * Search tickset for skill unit in skill unit group
  20021. * @param bl Block List for skill_unit
  20022. * @param group Skill unit group
  20023. * @param tick
  20024. * @return skill_unit_group_tickset if found
  20025. */
  20026. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  20027. {
  20028. int32 i, j = -1, s, id;
  20029. struct unit_data *ud;
  20030. struct skill_unit_group_tickset *set;
  20031. nullpo_ret(bl);
  20032. if (group->interval == -1)
  20033. return nullptr;
  20034. ud = unit_bl2ud(bl);
  20035. if (!ud)
  20036. return nullptr;
  20037. set = ud->skillunittick;
  20038. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  20039. id = s = group->skill_id;
  20040. else
  20041. id = s = group->group_id;
  20042. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  20043. int32 k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  20044. if (set[k].id == id)
  20045. return &set[k];
  20046. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  20047. j=k;
  20048. }
  20049. if (j == -1) {
  20050. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  20051. j = id % MAX_SKILLUNITGROUPTICKSET;
  20052. }
  20053. set[j].id = id;
  20054. set[j].tick = tick;
  20055. return &set[j];
  20056. }
  20057. /*==========================================
  20058. * Check for validity skill unit that triggered by skill_unit_timer_sub
  20059. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  20060. *------------------------------------------*/
  20061. int32 skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  20062. {
  20063. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  20064. t_tick tick = va_arg(ap,t_tick);
  20065. nullpo_ret(unit);
  20066. if( !unit->alive || bl->prev == nullptr )
  20067. return 0;
  20068. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20069. if (group == nullptr)
  20070. return 0;
  20071. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  20072. 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)) )
  20073. return 0; //AoE skills are ineffective. [Skotlex]
  20074. #ifdef RENEWAL
  20075. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  20076. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  20077. return 0;
  20078. #endif
  20079. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  20080. return 0;
  20081. skill_unit_onplace_timer(unit,bl,tick);
  20082. return 1;
  20083. }
  20084. /**
  20085. * @see DBApply
  20086. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  20087. */
  20088. static int32 skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  20089. {
  20090. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  20091. t_tick tick = va_arg(ap,t_tick);
  20092. bool dissonance;
  20093. struct block_list* bl = &unit->bl;
  20094. nullpo_ret(unit);
  20095. if( !unit->alive )
  20096. return 0;
  20097. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20098. if (group == nullptr)
  20099. return 0;
  20100. // Check for expiration
  20101. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  20102. {// skill unit expired (inlined from skill_unit_onlimit())
  20103. switch( group->unit_id ) {
  20104. case UNT_ICEWALL:
  20105. unit->val1 -= 50; // icewall loses 50 hp every second
  20106. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  20107. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  20108. if( unit->val1 <= 0 )
  20109. skill_delunit(unit);
  20110. break;
  20111. case UNT_BLASTMINE:
  20112. #ifdef RENEWAL
  20113. case UNT_CLAYMORETRAP:
  20114. #endif
  20115. case UNT_GROUNDDRIFT_WIND:
  20116. case UNT_GROUNDDRIFT_DARK:
  20117. case UNT_GROUNDDRIFT_POISON:
  20118. case UNT_GROUNDDRIFT_WATER:
  20119. case UNT_GROUNDDRIFT_FIRE:
  20120. group->unit_id = UNT_USED_TRAPS;
  20121. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  20122. group->limit=DIFF_TICK(tick+1500,group->tick);
  20123. unit->limit=DIFF_TICK(tick+1500,group->tick);
  20124. break;
  20125. case UNT_ANKLESNARE:
  20126. case UNT_ELECTRICSHOCKER:
  20127. if (group->val2 > 0) { //Used Trap doesn't return back to item
  20128. skill_delunit(unit);
  20129. break;
  20130. }
  20131. [[fallthrough]];
  20132. case UNT_SKIDTRAP:
  20133. case UNT_LANDMINE:
  20134. case UNT_SHOCKWAVE:
  20135. case UNT_SANDMAN:
  20136. case UNT_FLASHER:
  20137. case UNT_FREEZINGTRAP:
  20138. #ifndef RENEWAL
  20139. case UNT_CLAYMORETRAP:
  20140. #endif
  20141. case UNT_TALKIEBOX:
  20142. case UNT_CLUSTERBOMB:
  20143. case UNT_MAGENTATRAP:
  20144. case UNT_COBALTTRAP:
  20145. case UNT_MAIZETRAP:
  20146. case UNT_VERDURETRAP:
  20147. case UNT_FIRINGTRAP:
  20148. case UNT_ICEBOUNDTRAP:
  20149. {
  20150. struct block_list* src;
  20151. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  20152. { // revert unit back into a trap
  20153. struct item item_tmp;
  20154. memset(&item_tmp,0,sizeof(item_tmp));
  20155. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  20156. item_tmp.identify = 1;
  20157. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  20158. }
  20159. skill_delunit(unit);
  20160. }
  20161. break;
  20162. case UNT_WARP_ACTIVE:
  20163. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  20164. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  20165. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  20166. // restart timers
  20167. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  20168. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  20169. // apply effect to all units standing on it
  20170. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  20171. break;
  20172. case UNT_CALLFAMILY:
  20173. {
  20174. map_session_data *sd = nullptr;
  20175. if(group->val1) {
  20176. sd = map_charid2sd(group->val1);
  20177. group->val1 = 0;
  20178. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  20179. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  20180. }
  20181. if(group->val2) {
  20182. sd = map_charid2sd(group->val2);
  20183. group->val2 = 0;
  20184. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  20185. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  20186. }
  20187. skill_delunit(unit);
  20188. }
  20189. break;
  20190. case UNT_REVERBERATION:
  20191. case UNT_NETHERWORLD:
  20192. if( unit->val1 <= 0 ) { // If it was deactivated.
  20193. skill_delunit(unit);
  20194. break;
  20195. }
  20196. clif_changetraplook(bl,UNT_USED_TRAPS);
  20197. if (group->unit_id == UNT_REVERBERATION)
  20198. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  20199. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  20200. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  20201. group->unit_id = UNT_USED_TRAPS;
  20202. break;
  20203. case UNT_FEINTBOMB: {
  20204. struct block_list *src = map_id2bl(group->src_id);
  20205. if (src)
  20206. 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);
  20207. skill_delunit(unit);
  20208. }
  20209. break;
  20210. case UNT_BANDING:
  20211. {
  20212. struct block_list *src = map_id2bl(group->src_id);
  20213. status_change *sc;
  20214. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  20215. skill_delunit(unit);
  20216. break;
  20217. }
  20218. // This unit isn't removed while SC_BANDING is active.
  20219. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  20220. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  20221. }
  20222. break;
  20223. case UNT_B_TRAP:
  20224. {
  20225. struct block_list* src;
  20226. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  20227. struct item item_tmp;
  20228. memset(&item_tmp, 0, sizeof(item_tmp));
  20229. item_tmp.nameid = group->item_id;
  20230. item_tmp.identify = 1;
  20231. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  20232. }
  20233. skill_delunit(unit);
  20234. }
  20235. break;
  20236. default:
  20237. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  20238. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20239. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  20240. // Deal damage before expiration
  20241. break;
  20242. }
  20243. skill_delunit(unit);
  20244. break;
  20245. }
  20246. } else {// skill unit is still active
  20247. switch( group->unit_id ) {
  20248. case UNT_BLASTMINE:
  20249. case UNT_SKIDTRAP:
  20250. case UNT_LANDMINE:
  20251. case UNT_SHOCKWAVE:
  20252. case UNT_SANDMAN:
  20253. case UNT_FLASHER:
  20254. case UNT_CLAYMORETRAP:
  20255. case UNT_FREEZINGTRAP:
  20256. case UNT_TALKIEBOX:
  20257. case UNT_ANKLESNARE:
  20258. case UNT_B_TRAP:
  20259. if( unit->val1 <= 0 ) {
  20260. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  20261. skill_delunit(unit);
  20262. else {
  20263. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  20264. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  20265. group->unit_id = UNT_USED_TRAPS;
  20266. }
  20267. }
  20268. break;
  20269. case UNT_REVERBERATION:
  20270. case UNT_NETHERWORLD:
  20271. if (unit->val1 <= 0) {
  20272. clif_changetraplook(bl,UNT_USED_TRAPS);
  20273. if (group->unit_id == UNT_REVERBERATION)
  20274. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  20275. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  20276. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  20277. group->unit_id = UNT_USED_TRAPS;
  20278. }
  20279. break;
  20280. case UNT_WALLOFTHORN:
  20281. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  20282. skill_delunitgroup(group);
  20283. break;
  20284. }
  20285. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  20286. skill_delunit(unit);
  20287. break;
  20288. case UNT_SANCTUARY:
  20289. if (group->val1 <= 0) {
  20290. skill_delunitgroup(group);
  20291. }
  20292. break;
  20293. default:
  20294. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  20295. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20296. group->skill_id == HN_METEOR_STORM_BUSTER) {
  20297. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  20298. // Unit will expire the next interval, start dropping Meteor
  20299. block_list *src = map_id2bl(group->src_id);
  20300. if (src != nullptr) {
  20301. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  20302. clif_skill_poseffect( *src, group->skill_id, -1, bl->x, bl->y, tick ); // Don't yell a blank skill name.
  20303. else
  20304. clif_skill_poseffect( *src, group->skill_id, group->skill_lv, bl->x, bl->y, tick );
  20305. group->val2 = 1;
  20306. }
  20307. }
  20308. // No damage until expiration
  20309. return 0;
  20310. }
  20311. break;
  20312. }
  20313. }
  20314. //Don't continue if unit or even group is expired and has been deleted.
  20315. if( !group || !unit->alive )
  20316. return 0;
  20317. dissonance = skill_dance_switch(unit, 0);
  20318. if( unit->range >= 0 && group->interval != -1 )
  20319. {
  20320. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  20321. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  20322. group->unit_id = UNT_USED_TRAPS;
  20323. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  20324. unit->range = -1; //Disable processed cell.
  20325. if (--group->val1 <= 0) { // number of live cells
  20326. //All tiles were processed, disable skill.
  20327. group->target_flag=BCT_NOONE;
  20328. group->bl_flag= BL_NUL;
  20329. }
  20330. }
  20331. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  20332. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20333. group->skill_id == HN_METEOR_STORM_BUSTER ||
  20334. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  20335. skill_delunit(unit);
  20336. return 0;
  20337. }
  20338. }
  20339. if( dissonance )
  20340. skill_dance_switch(unit, 1);
  20341. return 0;
  20342. }
  20343. /*==========================================
  20344. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  20345. *------------------------------------------*/
  20346. TIMER_FUNC(skill_unit_timer){
  20347. map_freeblock_lock();
  20348. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  20349. map_freeblock_unlock();
  20350. return 0;
  20351. }
  20352. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  20353. /*==========================================
  20354. * flag :
  20355. * 1 : store that skill_unit in array
  20356. * 2 : clear that skill_unit
  20357. * 4 : call_on_left
  20358. *------------------------------------------*/
  20359. int32 skill_unit_move_sub(struct block_list* bl, va_list ap)
  20360. {
  20361. struct skill_unit* unit = (struct skill_unit *)bl;
  20362. struct block_list* target = va_arg(ap,struct block_list*);
  20363. t_tick tick = va_arg(ap,t_tick);
  20364. int32 flag = va_arg(ap,int32);
  20365. bool dissonance;
  20366. uint16 skill_id;
  20367. nullpo_ret(unit);
  20368. nullpo_ret(target);
  20369. if( !unit->alive || target->prev == nullptr )
  20370. return 0;
  20371. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20372. if (group == nullptr)
  20373. return 0;
  20374. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  20375. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  20376. dissonance = skill_dance_switch(unit, 0);
  20377. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  20378. skill_id = group->skill_id;
  20379. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  20380. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  20381. if( dissonance ) {
  20382. skill_dance_switch(unit, 1);
  20383. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  20384. }
  20385. return 0;
  20386. }
  20387. //Target-type check.
  20388. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  20389. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  20390. if( flag&1 ) {
  20391. if( flag&2 ) { //Clear this skill id.
  20392. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  20393. }
  20394. } else {
  20395. if( flag&2 ) { //Store this skill id.
  20396. skill_unit_cell.push_back(skill_id);
  20397. }
  20398. }
  20399. if( flag&4 )
  20400. skill_unit_onleft(skill_id,target,tick);
  20401. }
  20402. if( dissonance )
  20403. skill_dance_switch(unit, 1);
  20404. return 0;
  20405. } else {
  20406. if( flag&1 ) {
  20407. int32 result = skill_unit_onplace(unit,target,tick);
  20408. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  20409. util::vector_erase_if_exists(skill_unit_cell, result);
  20410. }
  20411. } else {
  20412. int32 result = skill_unit_onout(unit,target,tick);
  20413. if( flag&2 && result > 0 ) { //Store this unit id.
  20414. skill_unit_cell.push_back(skill_id);
  20415. }
  20416. }
  20417. //TODO: Normally, this is dangerous since the unit and group could be freed
  20418. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  20419. //cells do not get deleted within them. [Skotlex]
  20420. if( dissonance )
  20421. skill_dance_switch(unit, 1);
  20422. if( flag&4 )
  20423. skill_unit_onleft(skill_id,target,tick);
  20424. return 1;
  20425. }
  20426. }
  20427. /*==========================================
  20428. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  20429. * Flag values:
  20430. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  20431. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  20432. * units to figure out when they have left a group.
  20433. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  20434. *------------------------------------------*/
  20435. int32 skill_unit_move(struct block_list *bl, t_tick tick, int32 flag)
  20436. {
  20437. nullpo_ret(bl);
  20438. if( bl->prev == nullptr )
  20439. return 0;
  20440. if( flag&2 && !(flag&1) ) //Onout, clear data
  20441. skill_unit_cell.clear();
  20442. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  20443. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  20444. for (const auto &it : skill_unit_cell) {
  20445. skill_unit_onleft(it, bl, tick);
  20446. }
  20447. }
  20448. return 0;
  20449. }
  20450. /*==========================================
  20451. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  20452. * @param bl Skill unit
  20453. * @param m Map
  20454. * @param dx
  20455. * @param dy
  20456. *------------------------------------------*/
  20457. void skill_unit_move_unit(struct block_list *bl, int32 dx, int32 dy) {
  20458. t_tick tick = gettick();
  20459. struct skill_unit *su;
  20460. if (bl->type != BL_SKILL)
  20461. return;
  20462. if (!(su = (struct skill_unit *)bl))
  20463. return;
  20464. if (!su->alive)
  20465. return;
  20466. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  20467. return; //Ensembles may not be moved around.
  20468. if (!bl->prev) {
  20469. bl->x = dx;
  20470. bl->y = dy;
  20471. return;
  20472. }
  20473. map_moveblock(bl, dx, dy, tick);
  20474. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  20475. skill_getareachar_skillunit_visibilty(su, AREA);
  20476. return;
  20477. }
  20478. /**
  20479. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  20480. * @param group Skill Group
  20481. * @param m Map
  20482. * @param dx
  20483. * @param dy
  20484. */
  20485. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  20486. {
  20487. int32 i, j;
  20488. t_tick tick = gettick();
  20489. int32 *m_flag;
  20490. struct skill_unit *unit1;
  20491. struct skill_unit *unit2;
  20492. if (group == nullptr)
  20493. return;
  20494. if (group->unit_count <= 0)
  20495. return;
  20496. if (group->unit == nullptr)
  20497. return;
  20498. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  20499. return; //Ensembles may not be moved around.
  20500. m_flag = (int32 *) aCalloc(group->unit_count, sizeof(int32));
  20501. // m_flag
  20502. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  20503. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  20504. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  20505. // 3: Both 1+2.
  20506. for(i = 0; i < group->unit_count; i++) {
  20507. unit1 =& group->unit[i];
  20508. if (!unit1->alive || unit1->bl.m != m)
  20509. continue;
  20510. for(j = 0; j < group->unit_count; j++) {
  20511. unit2 = &group->unit[j];
  20512. if (!unit2->alive)
  20513. continue;
  20514. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  20515. m_flag[i] |= 0x1;
  20516. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  20517. m_flag[i] |= 0x2;
  20518. }
  20519. }
  20520. j = 0;
  20521. for (i = 0; i < group->unit_count; i++) {
  20522. unit1 = &group->unit[i];
  20523. if (!unit1->alive)
  20524. continue;
  20525. if (!(m_flag[i]&0x2)) {
  20526. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  20527. skill_dance_overlap(unit1, 0);
  20528. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  20529. }
  20530. //Move Cell using "smart" criteria (avoid useless moving around)
  20531. switch(m_flag[i]) {
  20532. case 0:
  20533. //Cell moves independently, safely move it.
  20534. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  20535. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  20536. break;
  20537. case 1:
  20538. //Cell moves unto another cell, look for a replacement cell that won't collide
  20539. //and has no cell moving into it (flag == 2)
  20540. for(; j < group->unit_count; j++) {
  20541. int32 dx2, dy2;
  20542. if(m_flag[j] != 2 || !group->unit[j].alive)
  20543. continue;
  20544. //Move to where this cell would had moved.
  20545. unit2 = &group->unit[j];
  20546. dx2 = unit2->bl.x + dx - unit1->bl.x;
  20547. dy2 = unit2->bl.y + dy - unit1->bl.y;
  20548. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  20549. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  20550. j++; //Skip this cell as we have used it.
  20551. break;
  20552. }
  20553. break;
  20554. case 2:
  20555. case 3:
  20556. break; //Don't move the cell as a cell will end on this tile anyway.
  20557. }
  20558. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  20559. if (group->state.song_dance&0x1) //Check for dissonance effect.
  20560. skill_dance_overlap(unit1, 1);
  20561. skill_getareachar_skillunit_visibilty(unit1, AREA);
  20562. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  20563. }
  20564. }
  20565. aFree(m_flag);
  20566. }
  20567. /**
  20568. * Checking product requirement in player's inventory.
  20569. * Checking if player has the item or not, the amount, and the weight limit.
  20570. * @param sd Player
  20571. * @param nameid Product requested
  20572. * @param trigger Trigger criteria to match will 'ItemLv'
  20573. * @param qty Amount of item will be created
  20574. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  20575. */
  20576. int16 skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int32 trigger, int32 qty)
  20577. {
  20578. nullpo_ret(sd);
  20579. if (!item_db.exists(nameid))
  20580. return 0;
  20581. int16 i, j;
  20582. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  20583. if (skill_produce_db[i].nameid == nameid) {
  20584. if ((j = skill_produce_db[i].req_skill) > 0 &&
  20585. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  20586. continue; // must iterate again to check other skills that produce it. [malufett]
  20587. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  20588. continue; // special case
  20589. break;
  20590. }
  20591. }
  20592. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  20593. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  20594. return 0;
  20595. }
  20596. if (i >= MAX_SKILL_PRODUCE_DB)
  20597. return 0;
  20598. // Cannot carry the produced stuff
  20599. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  20600. return 0;
  20601. // Matching the requested produce list
  20602. if (trigger >= 0) {
  20603. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  20604. if (skill_produce_db[i].itemlv != trigger)
  20605. return 0;
  20606. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  20607. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  20608. return 0;
  20609. } else { // Weapon (itemlv must be higher or equal)
  20610. if (skill_produce_db[i].itemlv > trigger)
  20611. return 0;
  20612. }
  20613. }
  20614. // Check on player's inventory
  20615. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  20616. t_itemid nameid_produce;
  20617. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  20618. continue;
  20619. if (skill_produce_db[i].mat_amount[j] == 0) {
  20620. if (pc_search_inventory(sd,nameid_produce) < 0)
  20621. return 0;
  20622. } else {
  20623. uint16 idx, amt;
  20624. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  20625. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  20626. amt += sd->inventory.u.items_inventory[idx].amount;
  20627. if (amt < qty * skill_produce_db[i].mat_amount[j])
  20628. return 0;
  20629. }
  20630. }
  20631. return i + 1;
  20632. }
  20633. /**
  20634. * Attempt to produce an item
  20635. * @param sd Player
  20636. * @param skill_id Skill used
  20637. * @param nameid Requested product
  20638. * @param slot1
  20639. * @param slot2
  20640. * @param slot3
  20641. * @param qty Amount of requested item
  20642. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  20643. * @return True is success, False if failed
  20644. */
  20645. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int32 slot1, int32 slot2, int32 slot3, int32 qty, int16 produce_idx)
  20646. {
  20647. int32 slot[3];
  20648. int32 i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  20649. int32 num = -1; // exclude the recipe
  20650. nullpo_ret(sd);
  20651. status_data* status = status_get_status_data(sd->bl);
  20652. if( sd->skill_id_old == skill_id )
  20653. skill_lv = sd->skill_lv_old;
  20654. if (produce_idx == -1) {
  20655. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  20656. return false;
  20657. idx--;
  20658. }
  20659. else
  20660. idx = produce_idx;
  20661. if (qty < 1)
  20662. qty = 1;
  20663. if (!skill_id) //A skill can be specified for some override cases.
  20664. skill_id = skill_produce_db[idx].req_skill;
  20665. if( skill_id == GC_RESEARCHNEWPOISON )
  20666. skill_id = GC_CREATENEWPOISON;
  20667. slot[0] = slot1;
  20668. slot[1] = slot2;
  20669. slot[2] = slot3;
  20670. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  20671. int16 j;
  20672. if (slot[i] <= 0)
  20673. continue;
  20674. j = pc_search_inventory(sd,slot[i]);
  20675. if (j < 0)
  20676. continue;
  20677. if (slot[i] == ITEMID_STAR_CRUMB) {
  20678. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  20679. sc++;
  20680. }
  20681. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  20682. static const int32 ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  20683. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  20684. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  20685. }
  20686. }
  20687. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  20688. int16 x, j;
  20689. t_itemid id = skill_produce_db[idx].mat_id[i];
  20690. if (!item_db.exists(id))
  20691. continue;
  20692. num++;
  20693. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  20694. do {
  20695. int32 y = 0;
  20696. j = pc_search_inventory(sd,id);
  20697. if (j >= 0) {
  20698. y = sd->inventory.u.items_inventory[j].amount;
  20699. if (y > x)
  20700. y = x;
  20701. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  20702. } else {
  20703. ShowError("skill_produce_mix: material item error\n");
  20704. return false;
  20705. }
  20706. x -= y;
  20707. } while( j >= 0 && x > 0 );
  20708. }
  20709. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  20710. wlv = itemdb_wlv(nameid);
  20711. else
  20712. wlv = 0;
  20713. if (!equip) {
  20714. switch (skill_id) {
  20715. case BS_IRON:
  20716. case BS_STEEL:
  20717. case BS_ENCHANTEDSTONE:
  20718. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  20719. i = pc_checkskill(sd,skill_id);
  20720. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  20721. switch (nameid) {
  20722. case ITEMID_IRON:
  20723. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  20724. break;
  20725. case ITEMID_STEEL:
  20726. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  20727. break;
  20728. case ITEMID_STAR_CRUMB:
  20729. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  20730. break;
  20731. default: // Enchanted Stones
  20732. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  20733. break;
  20734. }
  20735. break;
  20736. case ASC_CDP:
  20737. make_per = (2000 + 40*status->dex + 20*status->luk);
  20738. break;
  20739. case AL_HOLYWATER:
  20740. case AB_ANCILLA:
  20741. make_per = 100000; //100% success
  20742. break;
  20743. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  20744. case AM_TWILIGHT1:
  20745. case AM_TWILIGHT2:
  20746. case AM_TWILIGHT3:
  20747. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  20748. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  20749. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  20750. if (hom_is_active(sd->hd)) {//Player got a homun
  20751. int32 skill;
  20752. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  20753. make_per += skill*100; //+1% bonus per level
  20754. }
  20755. switch(nameid){
  20756. case ITEMID_RED_POTION:
  20757. case ITEMID_YELLOW_POTION:
  20758. case ITEMID_WHITE_POTION:
  20759. make_per += (1+rnd()%100)*10 + 2000;
  20760. break;
  20761. case ITEMID_ALCOHOL:
  20762. make_per += (1+rnd()%100)*10 + 1000;
  20763. break;
  20764. case ITEMID_FIRE_BOTTLE:
  20765. case ITEMID_ACID_BOTTLE:
  20766. case ITEMID_MAN_EATER_BOTTLE:
  20767. case ITEMID_MINI_BOTTLE:
  20768. make_per += (1+rnd()%100)*10;
  20769. break;
  20770. case ITEMID_YELLOW_SLIM_POTION:
  20771. make_per -= (1+rnd()%50)*10;
  20772. break;
  20773. case ITEMID_WHITE_SLIM_POTION:
  20774. case ITEMID_COATING_BOTTLE:
  20775. make_per -= (1+rnd()%100)*10;
  20776. break;
  20777. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  20778. case ITEMID_BLUE_POTION:
  20779. case ITEMID_RED_SLIM_POTION:
  20780. case ITEMID_ANODYNE:
  20781. case ITEMID_ALOEBERA:
  20782. default:
  20783. break;
  20784. }
  20785. if (battle_config.pp_rate != 100)
  20786. make_per = make_per * battle_config.pp_rate / 100;
  20787. break;
  20788. case SA_CREATECON: // Elemental Converter Creation
  20789. make_per = 100000; // should be 100% success rate
  20790. break;
  20791. case RK_RUNEMASTERY: {
  20792. int32 A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  20793. int32 B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  20794. int32 C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  20795. int32 D = 0;
  20796. switch (nameid) { //rune rank it_diff 9 craftable rune
  20797. case ITEMID_BERKANA:
  20798. D = -2000;
  20799. break; //Rank S
  20800. case ITEMID_NAUTHIZ:
  20801. case ITEMID_URUZ:
  20802. D = -1500;
  20803. break; //Rank A
  20804. case ITEMID_ISA:
  20805. case ITEMID_WYRD:
  20806. D = -1000;
  20807. break; //Rank B
  20808. case ITEMID_RAIDO:
  20809. case ITEMID_THURISAZ:
  20810. case ITEMID_HAGALAZ:
  20811. case ITEMID_OTHILA:
  20812. D = -500;
  20813. break; //Rank C
  20814. default:
  20815. D = -1500;
  20816. break; //not specified =-15%
  20817. }
  20818. make_per = A + B + C + D;
  20819. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  20820. if (runemastery_skill_lv > 9)
  20821. qty = 2 + rnd() % 5; // 2~6
  20822. else if (runemastery_skill_lv > 4)
  20823. qty = 2 + rnd() % 3; // 2~4
  20824. else
  20825. qty = 2;
  20826. }
  20827. break;
  20828. case GC_CREATENEWPOISON:
  20829. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  20830. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  20831. break;
  20832. case GN_CHANGEMATERIAL:
  20833. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20834. if (skill_changematerial_db[i].nameid == nameid) {
  20835. make_per = skill_changematerial_db[i].rate * 10;
  20836. break;
  20837. }
  20838. }
  20839. break;
  20840. case GN_S_PHARMACY:
  20841. {
  20842. int32 difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  20843. const int32 production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  20844. switch (nameid) { // Item difficulty factor
  20845. case ITEMID_HP_INCREASE_POTION_SMALL:
  20846. case ITEMID_SP_INCREASE_POTION_SMALL:
  20847. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  20848. difficulty += 10;
  20849. break;
  20850. case ITEMID_BOMB_MUSHROOM_SPORE:
  20851. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  20852. difficulty += 15;
  20853. break;
  20854. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  20855. case ITEMID_SP_INCREASE_POTION_LARGE:
  20856. case ITEMID_VITATA500:
  20857. difficulty += 20;
  20858. break;
  20859. case ITEMID_SEED_OF_HORNY_PLANT:
  20860. case ITEMID_BLOODSUCK_PLANT_SEED:
  20861. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  20862. difficulty += 30;
  20863. break;
  20864. case ITEMID_HP_INCREASE_POTION_LARGE:
  20865. case ITEMID_CURE_FREE:
  20866. difficulty += 40;
  20867. break;
  20868. }
  20869. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  20870. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  20871. make_per -= difficulty;
  20872. qty = production_count[skill_lv - 1];
  20873. // Determine quantity from difficulty
  20874. if (make_per < 1)
  20875. qty -= 6;
  20876. else if (make_per < 100)
  20877. qty -= 5;
  20878. else if (make_per < 300)
  20879. qty -= 4;
  20880. else if (make_per < 400)
  20881. qty -= 3;
  20882. make_per = 100000; // Adjust success back to 100% for crafting
  20883. }
  20884. break;
  20885. case GN_MAKEBOMB:
  20886. case GN_MIX_COOKING:
  20887. {
  20888. int32 difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  20889. switch (nameid) { // Item difficulty factor
  20890. // GN_MAKEBOMB
  20891. case ITEMID_APPLE_BOMB:
  20892. difficulty += 5;
  20893. break;
  20894. case ITEMID_COCONUT_BOMB:
  20895. case ITEMID_MELON_BOMB:
  20896. difficulty += 10;
  20897. break;
  20898. case ITEMID_PINEAPPLE_BOMB:
  20899. difficulty += 15;
  20900. break;
  20901. case ITEMID_BANANA_BOMB:
  20902. difficulty += 20;
  20903. break;
  20904. // GN_MIX_COOKING
  20905. case ITEMID_SAVAGE_FULL_ROAST:
  20906. case ITEMID_COCKTAIL_WARG_BLOOD:
  20907. case ITEMID_MINOR_STEW:
  20908. case ITEMID_SIROMA_ICED_TEA:
  20909. case ITEMID_DROSERA_HERB_SALAD:
  20910. case ITEMID_PETITE_TAIL_NOODLES:
  20911. difficulty += 15;
  20912. break;
  20913. }
  20914. 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)
  20915. if (skill_lv > 1) {
  20916. make_per -= difficulty;
  20917. // Determine quantity from difficulty
  20918. if (make_per >= 30)
  20919. qty = 10 + rnd() % 2;
  20920. else if (make_per >= 10)
  20921. qty = 10;
  20922. else if (make_per >= -10)
  20923. qty = 8;
  20924. else if (make_per >= -30)
  20925. qty = 5;
  20926. else
  20927. qty = 0;
  20928. } else {
  20929. if (make_per < difficulty)
  20930. qty = 0;
  20931. }
  20932. make_per = 100000; // Adjust success back to 100% for crafting
  20933. }
  20934. break;
  20935. case MT_M_MACHINE:
  20936. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20937. if (skill_id == MT_M_MACHINE)
  20938. qty = 7 + skill_lv;
  20939. else // BO_BIONIC_PHARMACY
  20940. qty = 10 + skill_lv;
  20941. make_per = 100000;
  20942. break;
  20943. default:
  20944. if (sd->menuskill_id == AM_PHARMACY &&
  20945. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20946. { //Assume Cooking Dish
  20947. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20948. make_per = 10000; //100% Success
  20949. else
  20950. make_per = 1200 * (sd->menuskill_val - 10)
  20951. + 20 * (sd->status.base_level + 1)
  20952. + 20 * (status->dex + 1)
  20953. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20954. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20955. - 10 * (100 - status->luk + 1)
  20956. - 500 * (num - 1)
  20957. - 100 * (rnd()%4 + 1);
  20958. break;
  20959. }
  20960. make_per = 5000;
  20961. break;
  20962. }
  20963. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20964. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20965. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20966. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20967. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20968. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20969. if( wlv >= 3 ){
  20970. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20971. }
  20972. // Element Stone: -20%
  20973. if( ele ){
  20974. make_per -= 2000;
  20975. }
  20976. // Star Crumb: -15% each
  20977. make_per -= sc * 1500;
  20978. // Weapon level malus: -0/-10/-20/-30
  20979. if( wlv > 1 ){
  20980. make_per -= ( wlv * 1000 );
  20981. }
  20982. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20983. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20984. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20985. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20986. if (battle_config.wp_rate != 100)
  20987. make_per = make_per * battle_config.wp_rate / 100;
  20988. }
  20989. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20990. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20991. if (make_per < 1) make_per = 1;
  20992. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20993. struct item tmp_item;
  20994. memset(&tmp_item,0,sizeof(tmp_item));
  20995. tmp_item.nameid = nameid;
  20996. tmp_item.amount = 1;
  20997. tmp_item.identify = 1;
  20998. if (equip) {
  20999. tmp_item.card[0] = CARD0_FORGE;
  21000. tmp_item.card[1] = ((sc*5)<<8)+ele;
  21001. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  21002. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  21003. } else {
  21004. //Flag is only used on the end, so it can be used here. [Skotlex]
  21005. switch (skill_id) {
  21006. case BS_DAGGER:
  21007. case BS_SWORD:
  21008. case BS_TWOHANDSWORD:
  21009. case BS_AXE:
  21010. case BS_MACE:
  21011. case BS_KNUCKLE:
  21012. case BS_SPEAR:
  21013. flag = battle_config.produce_item_name_input&0x1;
  21014. break;
  21015. case AM_PHARMACY:
  21016. case AM_TWILIGHT1:
  21017. case AM_TWILIGHT2:
  21018. case AM_TWILIGHT3:
  21019. flag = battle_config.produce_item_name_input&0x2;
  21020. break;
  21021. case AL_HOLYWATER:
  21022. case AB_ANCILLA:
  21023. flag = battle_config.produce_item_name_input&0x8;
  21024. break;
  21025. case ASC_CDP:
  21026. flag = battle_config.produce_item_name_input&0x10;
  21027. break;
  21028. default:
  21029. flag = battle_config.produce_item_name_input&0x80;
  21030. break;
  21031. }
  21032. if (flag) {
  21033. tmp_item.card[0] = CARD0_CREATE;
  21034. tmp_item.card[1] = 0;
  21035. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  21036. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  21037. }
  21038. }
  21039. // if(log_config.produce > 0)
  21040. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  21041. //TODO update PICKLOG
  21042. if (equip) {
  21043. clif_produceeffect(sd,0,nameid);
  21044. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  21045. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  21046. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  21047. } else {
  21048. int32 fame = 0;
  21049. tmp_item.amount = 0;
  21050. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  21051. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  21052. tmp_item.amount = qty;
  21053. break;
  21054. }
  21055. if (qty == 1 || rnd()%10000 < make_per) { //Success
  21056. tmp_item.amount++;
  21057. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  21058. continue;
  21059. if (skill_id != AM_PHARMACY &&
  21060. skill_id != AM_TWILIGHT1 &&
  21061. skill_id != AM_TWILIGHT2 &&
  21062. skill_id != AM_TWILIGHT3)
  21063. continue;
  21064. //Add fame as needed.
  21065. switch(++sd->potion_success_counter) {
  21066. case 3:
  21067. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  21068. break;
  21069. case 5:
  21070. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  21071. break;
  21072. case 7:
  21073. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  21074. break;
  21075. case 10:
  21076. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  21077. sd->potion_success_counter = 0;
  21078. break;
  21079. }
  21080. } else //Failure
  21081. sd->potion_success_counter = 0;
  21082. }
  21083. if (fame)
  21084. pc_addfame(*sd, fame);
  21085. //Visual effects and the like.
  21086. switch (skill_id) {
  21087. case AM_PHARMACY:
  21088. case AM_TWILIGHT1:
  21089. case AM_TWILIGHT2:
  21090. case AM_TWILIGHT3:
  21091. case ASC_CDP:
  21092. case GC_CREATENEWPOISON:
  21093. clif_produceeffect(sd,2,nameid);
  21094. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21095. break;
  21096. case BS_IRON:
  21097. case BS_STEEL:
  21098. case BS_ENCHANTEDSTONE:
  21099. clif_produceeffect(sd,0,nameid);
  21100. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  21101. break;
  21102. default: //Those that don't require a skill?
  21103. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  21104. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  21105. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  21106. }
  21107. break;
  21108. }
  21109. }
  21110. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  21111. int32 j, k = 0, l;
  21112. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  21113. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  21114. if (skill_changematerial_db[i].nameid == nameid){
  21115. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  21116. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  21117. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  21118. tmp_item.amount = (isStackable ? total_qty : 1);
  21119. for (l = 0; l < total_qty; l += tmp_item.amount) {
  21120. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21121. clif_additem(sd,0,0,flag);
  21122. if( battle_config.skill_drop_items_full ){
  21123. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21124. }
  21125. }
  21126. }
  21127. k++;
  21128. }
  21129. }
  21130. break;
  21131. }
  21132. }
  21133. if (k) {
  21134. clif_produceeffect(sd,6,nameid);
  21135. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21136. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21137. return true;
  21138. }
  21139. } else if (tmp_item.amount) { //Success
  21140. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21141. clif_additem(sd,0,0,flag);
  21142. if( battle_config.skill_drop_items_full ){
  21143. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21144. }
  21145. }
  21146. switch (skill_id) {
  21147. case RK_RUNEMASTERY:
  21148. clif_produceeffect(sd, 4, nameid);
  21149. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21150. break;
  21151. case GN_MIX_COOKING:
  21152. case GN_MAKEBOMB:
  21153. case GN_S_PHARMACY:
  21154. clif_produceeffect(sd, 6, nameid);
  21155. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21156. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21157. break;
  21158. case MT_M_MACHINE:
  21159. clif_produceeffect(sd, 0, nameid);
  21160. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  21161. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21162. break;
  21163. case BO_BIONIC_PHARMACY:
  21164. clif_produceeffect(sd, 2, nameid);
  21165. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21166. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21167. break;
  21168. }
  21169. return true;
  21170. }
  21171. }
  21172. //Failure
  21173. // if(log_config.produce)
  21174. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  21175. //TODO update PICKLOG
  21176. if (equip) {
  21177. clif_produceeffect(sd,1,nameid);
  21178. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  21179. } else {
  21180. switch (skill_id) {
  21181. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  21182. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  21183. [[fallthrough]];
  21184. case AM_PHARMACY:
  21185. case AM_TWILIGHT1:
  21186. case AM_TWILIGHT2:
  21187. case AM_TWILIGHT3:
  21188. case GC_CREATENEWPOISON:
  21189. clif_produceeffect(sd,3,nameid);
  21190. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21191. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  21192. break;
  21193. case BS_IRON:
  21194. case BS_STEEL:
  21195. case BS_ENCHANTEDSTONE:
  21196. clif_produceeffect(sd,1,nameid);
  21197. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  21198. break;
  21199. case RK_RUNEMASTERY:
  21200. clif_produceeffect(sd,5,nameid);
  21201. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21202. break;
  21203. case GN_MIX_COOKING:
  21204. if (qty == 0) {
  21205. item tmp_item;
  21206. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  21207. int32 rate = rnd() % 1000 + 1;
  21208. memset(&tmp_item, 0, sizeof(tmp_item));
  21209. if (rate < 500)
  21210. i = 0;
  21211. else if (rate < 750)
  21212. i = 1;
  21213. else if (rate < 850)
  21214. i = 2;
  21215. else if (rate < 950)
  21216. i = 3;
  21217. else
  21218. i = 4;
  21219. tmp_item.nameid = compensation[i];
  21220. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  21221. tmp_item.identify = 1;
  21222. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21223. clif_additem(sd,0,0,flag);
  21224. if( battle_config.skill_drop_items_full ){
  21225. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21226. }
  21227. }
  21228. clif_produceeffect(sd,7,nameid);
  21229. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21230. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21231. }
  21232. break;
  21233. case GN_MAKEBOMB:
  21234. case GN_S_PHARMACY:
  21235. case GN_CHANGEMATERIAL:
  21236. clif_produceeffect(sd,7,nameid);
  21237. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21238. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21239. break;
  21240. case MT_M_MACHINE:
  21241. clif_produceeffect(sd, 1, nameid);
  21242. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  21243. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21244. break;
  21245. case BO_BIONIC_PHARMACY:
  21246. clif_produceeffect(sd, 3, nameid);
  21247. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21248. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21249. break;
  21250. default:
  21251. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  21252. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  21253. // todo: What in the world is this calculation
  21254. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  21255. }
  21256. break;
  21257. }
  21258. }
  21259. return false;
  21260. }
  21261. /**
  21262. * Attempt to create arrow by specified material
  21263. * @param sd Player
  21264. * @param nameid Item ID of material
  21265. * @return True if created, False is failed
  21266. */
  21267. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  21268. {
  21269. nullpo_ret(sd);
  21270. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  21271. return false;
  21272. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  21273. for (const auto &it : skill_arrow_db) {
  21274. if (nameid == it.second->nameid) {
  21275. arrow = it.second;
  21276. break;
  21277. }
  21278. }
  21279. int16 j;
  21280. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  21281. return false;
  21282. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  21283. for (const auto &it : arrow->created) {
  21284. char flag = 0;
  21285. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  21286. continue;
  21287. struct item tmp_item = { 0 };
  21288. tmp_item.identify = 1;
  21289. tmp_item.nameid = it.first;
  21290. tmp_item.amount = it.second;
  21291. if (battle_config.produce_item_name_input&0x4) {
  21292. tmp_item.card[0] = CARD0_CREATE;
  21293. tmp_item.card[1] = 0;
  21294. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  21295. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  21296. }
  21297. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21298. clif_additem(sd,0,0,flag);
  21299. if( battle_config.skill_drop_items_full )
  21300. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21301. }
  21302. }
  21303. return true;
  21304. }
  21305. /**
  21306. * Enchant weapon with poison
  21307. * @param sd Player
  21308. * @nameid Item ID of poison type
  21309. */
  21310. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  21311. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  21312. clif_skill_fail( sd, GC_POISONINGWEAPON );
  21313. return;
  21314. }
  21315. sc_type type;
  21316. int32 chance;
  21317. //uint16 msg = 1443; //Official is using msgstringtable.txt
  21318. char output[CHAT_SIZE_MAX];
  21319. const char *msg;
  21320. switch( nameid ) {
  21321. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  21322. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  21323. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  21324. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  21325. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  21326. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  21327. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  21328. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  21329. default:
  21330. clif_skill_fail( sd, GC_POISONINGWEAPON );
  21331. return;
  21332. }
  21333. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  21334. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  21335. 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
  21336. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  21337. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  21338. sprintf(output, msg_txt(&sd,721), msg);
  21339. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  21340. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  21341. clif_msg( sd, msg );
  21342. #endif*/
  21343. }
  21344. /**
  21345. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  21346. * @param bl: Object
  21347. * @param skill_id: Skill invoking to determine if Magic type
  21348. */
  21349. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  21350. {
  21351. status_change *sc = status_get_sc(bl);
  21352. // non-offensive and non-magic skills do not affect the status
  21353. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  21354. return;
  21355. if (sc != nullptr && !sc->empty() && sc->getSCE(SC_MAGICPOWER)) {
  21356. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  21357. status_change_end(bl, SC_MAGICPOWER);
  21358. } else {
  21359. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  21360. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  21361. if(bl->type == BL_PC){// update current display.
  21362. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  21363. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  21364. }
  21365. }
  21366. }
  21367. }
  21368. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  21369. int32 x, y, i, class_, skill;
  21370. struct mob_data *md;
  21371. skill = sd.menuskill_val;
  21372. 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) ) {
  21373. clif_skill_fail( sd, NC_MAGICDECOY );
  21374. return;
  21375. }
  21376. // Spawn Position
  21377. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  21378. x = sd.sc.comet_x;
  21379. y = sd.sc.comet_y;
  21380. sd.sc.comet_x = 0;
  21381. sd.sc.comet_y = 0;
  21382. sd.menuskill_val = 0;
  21383. // Item picked decides the mob class
  21384. switch(nameid) {
  21385. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  21386. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  21387. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  21388. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  21389. default:
  21390. clif_skill_fail( sd, NC_MAGICDECOY );
  21391. return;
  21392. }
  21393. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  21394. if( md ) {
  21395. struct unit_data *ud = unit_bl2ud(&md->bl);
  21396. md->master_id = sd.bl.id;
  21397. md->special_state.ai = AI_FAW;
  21398. if(ud) {
  21399. ud->skill_id = NC_MAGICDECOY;
  21400. ud->skill_lv = skill;
  21401. }
  21402. if( md->deletetimer != INVALID_TIMER )
  21403. delete_timer(md->deletetimer, mob_timer_delete);
  21404. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  21405. mob_spawn(md);
  21406. }
  21407. }
  21408. /**
  21409. * Process Warlock Spellbooks
  21410. * @param sd: Player data
  21411. * @param nameid: Spellbook item used
  21412. */
  21413. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  21414. if (reading_spellbook_db.empty())
  21415. return;
  21416. status_change *sc = status_get_sc(&sd.bl);
  21417. for (int32 i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  21418. if (sc == nullptr || sc->getSCE(i) == nullptr)
  21419. break;
  21420. if (i == SC_MAXSPELLBOOK) {
  21421. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  21422. return;
  21423. }
  21424. }
  21425. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  21426. if (spell == nullptr)
  21427. return;
  21428. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  21429. if (skill_lv == 0) { // Caster hasn't learned the skill
  21430. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  21431. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  21432. return;
  21433. }
  21434. uint16 points = spell->points;
  21435. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  21436. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  21437. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  21438. return;
  21439. }
  21440. for (int32 i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  21441. if (!sc->getSCE(i)) {
  21442. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  21443. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  21444. break;
  21445. }
  21446. }
  21447. } else {
  21448. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  21449. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  21450. }
  21451. // Reading Spell Book SP cost same as the sealed spell.
  21452. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  21453. }
  21454. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  21455. int32 lv, prob, aslvl = 0;
  21456. uint16 id, sk_idx = 0;
  21457. if (sd.sc.getSCE(SC_STOP)) {
  21458. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  21459. status_change_end(&sd.bl,SC_STOP);
  21460. }
  21461. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  21462. return;
  21463. 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 ) {
  21464. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  21465. return;
  21466. }
  21467. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  21468. lv = min(lv,sd.status.skill[sk_idx].lv);
  21469. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  21470. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,(aslvl*5),skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  21471. }
  21472. int32 skill_elementalanalysis( map_session_data& sd, int32 n, uint16 skill_lv, uint16* item_list ){
  21473. nullpo_ret(item_list);
  21474. if( n <= 0 )
  21475. return 1;
  21476. for( int32 i = 0; i < n; i++ ) {
  21477. t_itemid nameid, product;
  21478. int32 add_amount, del_amount, idx;
  21479. struct item tmp_item;
  21480. idx = item_list[i*2+0]-2;
  21481. if( idx < 0 || idx >= MAX_INVENTORY ){
  21482. return 1;
  21483. }
  21484. del_amount = item_list[i*2+1];
  21485. if( skill_lv == 2 )
  21486. del_amount -= (del_amount % 10);
  21487. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  21488. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  21489. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21490. return 1;
  21491. }
  21492. switch( nameid ) {
  21493. // Level 1
  21494. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  21495. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  21496. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  21497. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  21498. // Level 2
  21499. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  21500. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  21501. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  21502. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  21503. default:
  21504. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21505. return 1;
  21506. }
  21507. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  21508. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21509. return 1;
  21510. }
  21511. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  21512. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21513. return 1;
  21514. }
  21515. memset(&tmp_item,0,sizeof(tmp_item));
  21516. tmp_item.nameid = product;
  21517. tmp_item.amount = add_amount;
  21518. tmp_item.identify = 1;
  21519. if( tmp_item.amount ) {
  21520. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  21521. if( flag != 0 ) {
  21522. clif_additem(&sd,0,0,flag);
  21523. if( battle_config.skill_drop_items_full )
  21524. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  21525. }
  21526. }
  21527. }
  21528. return 0;
  21529. }
  21530. int32 skill_changematerial(map_session_data *sd, int32 n, uint16 *item_list) {
  21531. int32 i, j, k, c, p = 0, amount;
  21532. t_itemid nameid;
  21533. nullpo_ret(sd);
  21534. nullpo_ret(item_list);
  21535. // Search for objects that can be created.
  21536. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  21537. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  21538. p = 0;
  21539. do {
  21540. c = 0;
  21541. // Verification of overlap between the objects required and the list submitted.
  21542. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  21543. if( skill_produce_db[i].mat_id[j] > 0 ) {
  21544. for( k = 0; k < n; k++ ) {
  21545. int32 idx = item_list[k*2+0]-2;
  21546. if( idx < 0 || idx >= MAX_INVENTORY ){
  21547. return 0;
  21548. }
  21549. nameid = sd->inventory.u.items_inventory[idx].nameid;
  21550. amount = item_list[k*2+1];
  21551. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  21552. clif_msg_skill( *sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY );
  21553. return 0;
  21554. }
  21555. 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]
  21556. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  21557. c++; // match
  21558. }
  21559. }
  21560. else
  21561. break; // No more items required
  21562. }
  21563. p++;
  21564. } while(n == j && c == n);
  21565. p--;
  21566. if ( p > 0 ) {
  21567. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  21568. return 1;
  21569. }
  21570. }
  21571. }
  21572. if( p == 0)
  21573. clif_msg_skill( *sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST );
  21574. return 0;
  21575. }
  21576. /**
  21577. * For Royal Guard's LG_TRAMPLE
  21578. */
  21579. static int32 skill_destroy_trap(struct block_list *bl, va_list ap)
  21580. {
  21581. skill_unit *su = (struct skill_unit *)bl;
  21582. nullpo_ret(su);
  21583. std::shared_ptr<s_skill_unit_group> sg;
  21584. t_tick tick = va_arg(ap, t_tick);
  21585. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  21586. switch( sg->unit_id ) {
  21587. case UNT_CLAYMORETRAP:
  21588. case UNT_FIRINGTRAP:
  21589. case UNT_ICEBOUNDTRAP:
  21590. 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);
  21591. break;
  21592. case UNT_LANDMINE:
  21593. case UNT_BLASTMINE:
  21594. case UNT_SHOCKWAVE:
  21595. case UNT_SANDMAN:
  21596. case UNT_FLASHER:
  21597. case UNT_FREEZINGTRAP:
  21598. case UNT_CLUSTERBOMB:
  21599. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  21600. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  21601. else
  21602. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  21603. break;
  21604. }
  21605. // Traps aren't recovered.
  21606. skill_delunit(su);
  21607. }
  21608. return 0;
  21609. }
  21610. /*==========================================
  21611. *
  21612. *------------------------------------------*/
  21613. TIMER_FUNC(skill_blockpc_end){
  21614. map_session_data *sd = map_id2sd(id);
  21615. if (sd == nullptr)
  21616. return 0;
  21617. sd->scd.erase(static_cast<uint16>(data));
  21618. return 1;
  21619. }
  21620. /**
  21621. * Flags a singular skill as being blocked from persistent usage for a player.
  21622. * @param sd: The player the skill delay affects
  21623. * @param skill_id: The skill which should be delayed
  21624. * @param tick: The length of time the delay should last
  21625. * @return True if successful, false otherwise
  21626. */
  21627. bool skill_blockpc_start(map_session_data &sd, uint16 skill_id, t_tick tick) {
  21628. if (!skill_db.exists(skill_id) || tick < 1)
  21629. return false;
  21630. if (sd.scd.size() == MAX_SKILLCOOLDOWN) {
  21631. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21632. return false;
  21633. }
  21634. // Add entry to list.
  21635. sd.scd[skill_id] = add_timer(gettick() + tick, skill_blockpc_end, sd.bl.id, skill_id);
  21636. if (battle_config.display_status_timers)
  21637. clif_skill_cooldown(sd, skill_id, tick);
  21638. return true;
  21639. }
  21640. /**
  21641. * Clear skill cooldowns from player.
  21642. * @param sd: Player data
  21643. */
  21644. void skill_blockpc_clear(map_session_data &sd) {
  21645. for (auto &entry : sd.scd) {
  21646. if (battle_config.display_status_timers)
  21647. clif_skill_cooldown(sd, entry.first, 0);
  21648. delete_timer(entry.second, skill_blockpc_end);
  21649. }
  21650. sd.scd.clear();
  21651. }
  21652. /**
  21653. * Timer end for homunculus skill cooldowns.
  21654. */
  21655. TIMER_FUNC(skill_blockhomun_end){
  21656. homun_data *hd = map_id2hd(id);
  21657. if (hd == nullptr)
  21658. return 0;
  21659. hd->scd.erase(static_cast<uint16>(data));
  21660. return 1;
  21661. }
  21662. /**
  21663. * Flags a singular skill as being blocked from persistent usage for a homunculus.
  21664. * @param hd: The homunculus the skill delay affects
  21665. * @param skill_id: The skill which should be delayed
  21666. * @param tick: The length of time the delay should last
  21667. * @return True if successful, false otherwise
  21668. */
  21669. bool skill_blockhomun_start(homun_data &hd, uint16 skill_id, t_tick tick) //[orn]
  21670. {
  21671. if (!skill_db.exists(skill_id) || tick < 1)
  21672. return false;
  21673. if (hd.scd.size() == MAX_SKILLCOOLDOWN) {
  21674. ShowWarning("skill_blockhomun_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21675. return false;
  21676. }
  21677. // Add entry to list.
  21678. hd.scd[skill_id] = add_timer(gettick() + tick, skill_blockhomun_end, hd.bl.id, skill_id);
  21679. if (battle_config.display_status_timers)
  21680. clif_skill_cooldown(*hd.master, skill_id, tick);
  21681. return true;
  21682. }
  21683. /**
  21684. * Clear skill cooldowns from homunculus.
  21685. * @param hd: Homunculus data
  21686. */
  21687. void skill_blockhomun_clear(homun_data &hd) {
  21688. for (auto &entry : hd.scd) {
  21689. if (battle_config.display_status_timers)
  21690. clif_skill_cooldown(*hd.master, entry.first, 0);
  21691. delete_timer(entry.second, skill_blockhomun_end);
  21692. }
  21693. hd.scd.clear();
  21694. }
  21695. /**
  21696. * Timer end for mercenary skill cooldowns.
  21697. */
  21698. TIMER_FUNC(skill_blockmerc_end){
  21699. s_mercenary_data *mc = map_id2mc(id);
  21700. if (mc == nullptr)
  21701. return 0;
  21702. mc->scd.erase(static_cast<uint16>(data));
  21703. return 1;
  21704. }
  21705. /**
  21706. * Flags a singular skill as being blocked from persistent usage for a mercenary.
  21707. * @param mc: The mercenary the skill delay affects
  21708. * @param skill_id: The skill which should be delayed
  21709. * @param tick: The length of time the delay should last
  21710. * @return True if successful, false otherwise
  21711. */
  21712. bool skill_blockmerc_start(s_mercenary_data &mc, uint16 skill_id, t_tick tick)
  21713. {
  21714. if (!skill_db.exists(skill_id) || tick < 1)
  21715. return false;
  21716. if (mc.scd.size() == MAX_SKILLCOOLDOWN) {
  21717. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21718. return false;
  21719. }
  21720. // Add entry to list.
  21721. mc.scd[skill_id] = add_timer(gettick() + tick, skill_blockmerc_end, mc.bl.id, skill_id);
  21722. if (battle_config.display_status_timers)
  21723. clif_skill_cooldown(*mc.master, skill_id, tick);
  21724. return true;
  21725. }
  21726. /**
  21727. * Clear skill cooldowns from mercenary.
  21728. * @param mc: Mercenary data
  21729. */
  21730. void skill_blockmerc_clear(s_mercenary_data &mc) {
  21731. for (auto &entry : mc.scd) {
  21732. if (battle_config.display_status_timers)
  21733. clif_skill_cooldown(*mc.master, entry.first, 0);
  21734. delete_timer(entry.second, skill_blockmerc_end);
  21735. }
  21736. mc.scd.clear();
  21737. }
  21738. /**
  21739. * Adds a new skill unit entry for this player to recast after map load
  21740. * @param sd: Player
  21741. * @param skill_id: Skill ID to save
  21742. * @param skill_lv: Skill level to save
  21743. */
  21744. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  21745. {
  21746. struct skill_usave *sus = nullptr;
  21747. if (idb_exists(skillusave_db,sd->status.char_id))
  21748. idb_remove(skillusave_db,sd->status.char_id);
  21749. CREATE(sus, struct skill_usave, 1);
  21750. idb_put(skillusave_db, sd->status.char_id, sus);
  21751. sus->skill_id = skill_id;
  21752. sus->skill_lv = skill_lv;
  21753. }
  21754. /**
  21755. * Loads saved skill unit entries for this player after map load
  21756. * @param sd: Player
  21757. */
  21758. void skill_usave_trigger(map_session_data *sd)
  21759. {
  21760. skill_usave *sus;
  21761. std::shared_ptr<s_skill_unit_group> group;
  21762. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  21763. return;
  21764. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  21765. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  21766. 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));
  21767. idb_remove(skillusave_db, sd->status.char_id);
  21768. }
  21769. /*
  21770. *
  21771. */
  21772. int32 skill_split_str (char *str, char **val, int32 num)
  21773. {
  21774. int32 i;
  21775. for( i = 0; i < num && str; i++ ) {
  21776. val[i] = str;
  21777. str = strchr(str,',');
  21778. if( str )
  21779. *str++ = 0;
  21780. }
  21781. return i;
  21782. }
  21783. /*
  21784. *
  21785. */
  21786. void skill_init_unit_layout (void) {
  21787. int32 i,j,pos = 0;
  21788. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  21789. // standard square layouts go first
  21790. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  21791. int32 size = i*2+1;
  21792. skill_unit_layout[i].count = size*size;
  21793. for (j=0; j<size*size; j++) {
  21794. skill_unit_layout[i].dx[j] = (j%size-i);
  21795. skill_unit_layout[i].dy[j] = (j/size-i);
  21796. }
  21797. }
  21798. // afterwards add special ones
  21799. pos = i;
  21800. for (const auto &it : skill_db) {
  21801. std::shared_ptr<s_skill_db> skill = it.second;
  21802. uint16 skill_id = skill->nameid;
  21803. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  21804. continue;
  21805. if( skill_id == EL_FIRE_MANTLE ) {
  21806. static const int32 dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  21807. static const int32 dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  21808. skill_unit_layout[pos].count = 8;
  21809. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21810. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21811. } else {
  21812. switch (skill_id) {
  21813. case MG_FIREWALL:
  21814. case WZ_ICEWALL:
  21815. case WL_EARTHSTRAIN:
  21816. case RL_FIRE_RAIN:
  21817. // these will be handled later
  21818. break;
  21819. case PR_SANCTUARY:
  21820. case NPC_EVILLAND: {
  21821. static const int32 dx[] = {
  21822. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  21823. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  21824. static const int32 dy[]={
  21825. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  21826. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  21827. skill_unit_layout[pos].count = 21;
  21828. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21829. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21830. }
  21831. break;
  21832. case PR_MAGNUS: {
  21833. static const int32 dx[] = {
  21834. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  21835. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  21836. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  21837. static const int32 dy[] = {
  21838. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  21839. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  21840. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  21841. skill_unit_layout[pos].count = 33;
  21842. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21843. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21844. }
  21845. break;
  21846. case AS_VENOMDUST: {
  21847. static const int32 dx[] = {-1, 0, 0, 0, 1};
  21848. static const int32 dy[] = { 0,-1, 0, 1, 0};
  21849. skill_unit_layout[pos].count = 5;
  21850. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21851. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21852. }
  21853. break;
  21854. case CR_GRANDCROSS:
  21855. case NPC_GRANDDARKNESS: {
  21856. static const int32 dx[] = {
  21857. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  21858. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  21859. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  21860. static const int32 dy[] = {
  21861. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  21862. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  21863. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  21864. skill_unit_layout[pos].count = 29;
  21865. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21866. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21867. }
  21868. break;
  21869. case PF_FOGWALL: {
  21870. static const int32 dx[] = {
  21871. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  21872. static const int32 dy[] = {
  21873. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  21874. skill_unit_layout[pos].count = 15;
  21875. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21876. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21877. }
  21878. break;
  21879. case PA_GOSPEL: {
  21880. static const int32 dx[] = {
  21881. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  21882. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  21883. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  21884. -1, 0, 1};
  21885. static const int32 dy[] = {
  21886. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  21887. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  21888. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  21889. 3, 3, 3};
  21890. skill_unit_layout[pos].count = 33;
  21891. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21892. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21893. }
  21894. break;
  21895. case NJ_KAENSIN: {
  21896. static const int32 dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  21897. static const int32 dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  21898. skill_unit_layout[pos].count = 24;
  21899. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21900. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21901. }
  21902. break;
  21903. case NJ_TATAMIGAESHI: {
  21904. //Level 1 (count 4, cross of 3x3)
  21905. static const int32 dx1[] = {-1, 1, 0, 0};
  21906. static const int32 dy1[] = { 0, 0,-1, 1};
  21907. //Level 2-3 (count 8, cross of 5x5)
  21908. static const int32 dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21909. static const int32 dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21910. //Level 4-5 (count 12, cross of 7x7
  21911. static const int32 dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  21912. static const int32 dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  21913. //lv1
  21914. j = 0;
  21915. skill_unit_layout[pos].count = 4;
  21916. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  21917. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  21918. skill->unit_layout_type[j] = pos;
  21919. //lv2/3
  21920. j++;
  21921. pos++;
  21922. skill_unit_layout[pos].count = 8;
  21923. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  21924. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  21925. skill->unit_layout_type[j] = pos;
  21926. skill->unit_layout_type[++j] = pos;
  21927. //lv4/5
  21928. j++;
  21929. pos++;
  21930. skill_unit_layout[pos].count = 12;
  21931. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  21932. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  21933. skill->unit_layout_type[j] = pos;
  21934. skill->unit_layout_type[++j] = pos;
  21935. //Fill in the rest using lv 5.
  21936. for (;j<MAX_SKILL_LEVEL;j++)
  21937. skill->unit_layout_type[j] = pos;
  21938. //Skip, this way the check below will fail and continue to the next skill.
  21939. pos++;
  21940. }
  21941. break;
  21942. case GN_WALLOFTHORN: {
  21943. static const int32 dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21944. static const int32 dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21945. skill_unit_layout[pos].count = 16;
  21946. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21947. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21948. }
  21949. break;
  21950. case NPC_FLAMECROSS: {
  21951. static const int32 dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21952. static const int32 dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21953. skill_unit_layout[pos].count = 8;
  21954. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21955. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21956. }
  21957. break;
  21958. default:
  21959. ShowError("unknown unit layout at skill %d\n",i);
  21960. break;
  21961. }
  21962. }
  21963. if (!skill_unit_layout[pos].count)
  21964. continue;
  21965. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21966. skill->unit_layout_type[j] = pos;
  21967. pos++;
  21968. }
  21969. // firewall and icewall have 8 layouts (direction-dependent)
  21970. firewall_unit_pos = pos;
  21971. for (i=0;i<8;i++) {
  21972. if (i&1) {
  21973. skill_unit_layout[pos].count = 5;
  21974. if (i&0x2) {
  21975. int32 dx[] = {-1,-1, 0, 0, 1};
  21976. int32 dy[] = { 1, 0, 0,-1,-1};
  21977. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21978. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21979. } else {
  21980. int32 dx[] = { 1, 1 ,0, 0,-1};
  21981. int32 dy[] = { 1, 0, 0,-1,-1};
  21982. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21983. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21984. }
  21985. } else {
  21986. skill_unit_layout[pos].count = 3;
  21987. if (i%4==0) {
  21988. int32 dx[] = {-1, 0, 1};
  21989. int32 dy[] = { 0, 0, 0};
  21990. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21991. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21992. } else {
  21993. int32 dx[] = { 0, 0, 0};
  21994. int32 dy[] = {-1, 0, 1};
  21995. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21996. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21997. }
  21998. }
  21999. pos++;
  22000. }
  22001. icewall_unit_pos = pos;
  22002. for (i=0;i<8;i++) {
  22003. skill_unit_layout[pos].count = 5;
  22004. if (i&1) {
  22005. if (i&0x2) {
  22006. int32 dx[] = {-2,-1, 0, 1, 2};
  22007. int32 dy[] = { 2, 1, 0,-1,-2};
  22008. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22009. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22010. } else {
  22011. int32 dx[] = { 2, 1 ,0,-1,-2};
  22012. int32 dy[] = { 2, 1, 0,-1,-2};
  22013. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22014. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22015. }
  22016. } else {
  22017. if (i%4==0) {
  22018. int32 dx[] = {-2,-1, 0, 1, 2};
  22019. int32 dy[] = { 0, 0, 0, 0, 0};
  22020. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22021. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22022. } else {
  22023. int32 dx[] = { 0, 0, 0, 0, 0};
  22024. int32 dy[] = {-2,-1, 0, 1, 2};
  22025. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22026. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22027. }
  22028. }
  22029. pos++;
  22030. }
  22031. earthstrain_unit_pos = pos;
  22032. for( i = 0; i < 8; i++ )
  22033. { // For each Direction
  22034. skill_unit_layout[pos].count = 15;
  22035. switch( i )
  22036. {
  22037. case 0: case 1: case 3: case 4: case 5: case 7:
  22038. {
  22039. int32 dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  22040. int32 dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22041. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22042. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22043. }
  22044. break;
  22045. case 2:
  22046. case 6:
  22047. {
  22048. int32 dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22049. int32 dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  22050. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22051. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22052. }
  22053. break;
  22054. }
  22055. pos++;
  22056. }
  22057. firerain_unit_pos = pos;
  22058. for( i = 0; i < 8; i++ ) {
  22059. skill_unit_layout[pos].count = 3;
  22060. switch( i ) {
  22061. case 0: case 1: case 3: case 4: case 5: case 7:
  22062. {
  22063. static const int32 dx[] = {-1, 0, 1};
  22064. static const int32 dy[] = { 0, 0, 0};
  22065. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22066. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22067. }
  22068. break;
  22069. case 2:
  22070. case 6:
  22071. {
  22072. static const int32 dx[] = { 0, 0, 0};
  22073. static const int32 dy[] = {-1, 0, 1};
  22074. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22075. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22076. }
  22077. break;
  22078. }
  22079. pos++;
  22080. }
  22081. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  22082. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  22083. }
  22084. void skill_init_nounit_layout (void) {
  22085. int32 i, pos = 0;
  22086. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  22087. for( i = 0; i < 8; i++ ) {
  22088. if( i&1 ) {
  22089. skill_nounit_layout[pos].count = 33;
  22090. if( i&2 ) {
  22091. if( i&4 ) { // 7
  22092. int32 dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  22093. int32 dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  22094. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22095. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22096. } else { // 3
  22097. int32 dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  22098. int32 dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  22099. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22100. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22101. }
  22102. } else {
  22103. if( i&4 ) { // 5
  22104. int32 dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  22105. int32 dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  22106. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22107. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22108. } else { // 1
  22109. int32 dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  22110. int32 dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  22111. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22112. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22113. }
  22114. }
  22115. } else {
  22116. skill_nounit_layout[pos].count = 21;
  22117. if( i&2 ) {
  22118. if( i&4 ) { // 6
  22119. int32 dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  22120. int32 dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  22121. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22122. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22123. } else { // 2
  22124. int32 dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  22125. int32 dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  22126. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22127. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22128. }
  22129. } else {
  22130. if( i&4 ) { // 4
  22131. int32 dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  22132. int32 dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  22133. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22134. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22135. } else { // 0
  22136. int32 dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  22137. int32 dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  22138. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22139. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22140. }
  22141. }
  22142. }
  22143. pos++;
  22144. }
  22145. for( i = 0; i < 8; i++ ) {
  22146. if( i&1 ) {
  22147. skill_nounit_layout[pos].count = 74;
  22148. if( i&2 ) {
  22149. if( i&4 ) { // 7
  22150. int32 dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  22151. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  22152. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  22153. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22154. int32 dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  22155. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  22156. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  22157. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22158. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22159. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22160. } else { // 3
  22161. int32 dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  22162. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  22163. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  22164. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22165. int32 dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  22166. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  22167. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  22168. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22169. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22170. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22171. }
  22172. } else {
  22173. if( i&4 ) { // 5
  22174. int32 dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  22175. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  22176. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  22177. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22178. int32 dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  22179. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  22180. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  22181. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22182. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22183. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22184. } else { // 1
  22185. int32 dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  22186. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  22187. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  22188. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22189. int32 dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  22190. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  22191. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  22192. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22193. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22194. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22195. }
  22196. }
  22197. } else {
  22198. skill_nounit_layout[pos].count = 44;
  22199. if( i&2 ) {
  22200. if( i&4 ) { // 6
  22201. int32 dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  22202. int32 dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  22203. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22204. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22205. } else { // 2
  22206. int32 dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  22207. int32 dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  22208. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22209. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22210. }
  22211. } else {
  22212. if( i&4 ) { // 4
  22213. int32 dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22214. int32 dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22215. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22216. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22217. } else { // 0
  22218. int32 dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22219. int32 dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22220. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22221. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22222. }
  22223. }
  22224. }
  22225. pos++;
  22226. }
  22227. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  22228. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  22229. }
  22230. int32 skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  22231. status_change *sc = status_get_sc(bl);
  22232. if( !sc || !bl || !skill_id )
  22233. return 0; // Can do it
  22234. switch (type) {
  22235. case SC_ANKLE:
  22236. if (skill_id == AL_TELEPORT)
  22237. return 1;
  22238. break;
  22239. case SC_STASIS:
  22240. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  22241. return 1; // Can't do it.
  22242. break;
  22243. case SC_KAGEHUMI:
  22244. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  22245. return 1;
  22246. break;
  22247. case SC_BITE:
  22248. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  22249. return 1;
  22250. break;
  22251. }
  22252. return 0;
  22253. }
  22254. /**
  22255. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  22256. * @param sc: Status changes active on target
  22257. * @param skill_id: Skill to toggle
  22258. * @return True on success or false otherwise
  22259. */
  22260. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  22261. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  22262. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  22263. return false;
  22264. if (skill->inf2[INF2_TOGGLEABLE]) {
  22265. if (sc.getSCE(skill->sc))
  22266. return true;
  22267. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  22268. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  22269. return true;
  22270. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  22271. return true;
  22272. }
  22273. return false;
  22274. }
  22275. int32 skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  22276. int32 type = 0;
  22277. switch( skill_id ) {
  22278. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  22279. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  22280. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  22281. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  22282. }
  22283. type += skill_lv - 1;
  22284. return type;
  22285. }
  22286. /**
  22287. * Check before do `unit_movepos` call
  22288. * @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
  22289. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  22290. **/
  22291. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, int16 dst_x, int16 dst_y, int32 easy, bool checkpath) {
  22292. status_change *sc;
  22293. nullpo_retr(false, bl);
  22294. struct map_data *mapdata = map_getmapdata(bl->m);
  22295. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  22296. return false;
  22297. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  22298. return false;
  22299. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  22300. return false;
  22301. sc = status_get_sc(bl);
  22302. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  22303. return false;
  22304. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  22305. }
  22306. /**
  22307. * Get skill duration after adjustments by skill_duration mapflag
  22308. * @param mapdata: Source map data
  22309. * @param skill_id: Skill ID
  22310. * @param skill_lv: Skill level
  22311. * @return Adjusted skill duration
  22312. */
  22313. int32 skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  22314. int32 time = 0;
  22315. if (!(time = skill_get_time(skill_id, skill_lv)))
  22316. return 0;
  22317. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  22318. return time / 100 * mapdata->skill_duration[skill_id];
  22319. return time;
  22320. }
  22321. const std::string SkillDatabase::getDefaultLocation() {
  22322. return std::string(db_path) + "/skill_db.yml";
  22323. }
  22324. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  22325. int32 value;
  22326. const auto& skNode = node[c4::to_csubstr(nodeName)];
  22327. if (!skNode.is_seq()) {
  22328. if (!this->asInt32(node, nodeName, value))
  22329. return false;
  22330. for (size_t i = 0; i < S; i++)
  22331. arr[i] = value;
  22332. } else {
  22333. uint16 max_level = 0;
  22334. for (const auto& it : skNode) {
  22335. uint16 skill_lv;
  22336. if (!this->asUInt16(it, "Level", skill_lv))
  22337. continue;
  22338. if (skill_lv > MAX_SKILL_LEVEL) {
  22339. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  22340. return false;
  22341. }
  22342. if (!this->asInt32(it, subNodeName, value))
  22343. continue;
  22344. arr[skill_lv - 1] = value;
  22345. max_level = max(max_level, skill_lv);
  22346. }
  22347. size_t i = max_level, j;
  22348. // Check for linear change with increasing steps until we reach half of the data acquired.
  22349. for (size_t step = 1; step <= i / 2; step++) {
  22350. int32 diff = arr[i - 1] - arr[i - step - 1];
  22351. for (j = i - 1; j >= step; j--) {
  22352. if ((arr[j] - arr[j - step]) != diff)
  22353. break;
  22354. }
  22355. if (j >= step) // No match, try next step.
  22356. continue;
  22357. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  22358. arr[i] = arr[i - step] + diff;
  22359. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  22360. arr[i] = 1;
  22361. diff = 0;
  22362. step = 1;
  22363. }
  22364. }
  22365. return true;
  22366. }
  22367. // Unable to determine linear trend, fill remaining array values with last value
  22368. for (; i < S; i++)
  22369. arr[i] = arr[max_level - 1];
  22370. }
  22371. return true;
  22372. }
  22373. /**
  22374. * Reads and parses an entry from the skill_db.
  22375. * @param node: YAML node containing the entry.
  22376. * @return count of successfully parsed rows
  22377. */
  22378. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22379. uint16 skill_id;
  22380. if (!this->asUInt16(node, "Id", skill_id))
  22381. return 0;
  22382. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  22383. bool exists = skill != nullptr;
  22384. if (!exists) {
  22385. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  22386. return 0;
  22387. skill = std::make_shared<s_skill_db>();
  22388. skill->nameid = skill_id;
  22389. }
  22390. if (this->nodeExists(node, "Name")) {
  22391. std::string name;
  22392. if (!this->asString(node, "Name", name))
  22393. return 0;
  22394. if( name.length() > SKILL_NAME_LENGTH ){
  22395. this->invalidWarning( node["Name"], "Name \"%s\" exceeds maximum length of %d.\n", name.c_str(), SKILL_NAME_LENGTH );
  22396. return 0;
  22397. }
  22398. name.resize(SKILL_NAME_LENGTH);
  22399. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  22400. }
  22401. if (this->nodeExists(node, "Description")) {
  22402. std::string desc;
  22403. if (!this->asString(node, "Description", desc))
  22404. return 0;
  22405. if( desc.length() > SKILL_DESC_LENGTH ){
  22406. this->invalidWarning( node["Description"], "Description \"%s\" exceeds maximum length of %d.\n", desc.c_str(), SKILL_DESC_LENGTH );
  22407. return 0;
  22408. }
  22409. desc.resize(SKILL_DESC_LENGTH);
  22410. memcpy(skill->desc, desc.c_str(), sizeof(skill->desc));
  22411. }
  22412. if (this->nodeExists(node, "MaxLevel")) {
  22413. uint16 skill_lv;
  22414. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  22415. return 0;
  22416. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  22417. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  22418. return 0;
  22419. }
  22420. skill->max = skill_lv;
  22421. }
  22422. if (this->nodeExists(node, "Type")) {
  22423. std::string type;
  22424. if (!this->asString(node, "Type", type))
  22425. return 0;
  22426. std::string type_constant = "BF_" + type;
  22427. int64 constant;
  22428. if (!script_get_constant(type_constant.c_str(), &constant)) {
  22429. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  22430. return 0;
  22431. }
  22432. if (constant < BF_NONE || constant > BF_MISC) {
  22433. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  22434. return 0;
  22435. }
  22436. skill->skill_type = static_cast<e_battle_flag>(constant);
  22437. } else {
  22438. if (!exists)
  22439. skill->skill_type = BF_NONE;
  22440. }
  22441. if (this->nodeExists(node, "TargetType")) {
  22442. std::string inf;
  22443. if (!this->asString(node, "TargetType", inf))
  22444. return 0;
  22445. std::string inf_constant = "INF_" + inf + "_SKILL";
  22446. int64 constant;
  22447. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  22448. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  22449. return 0;
  22450. }
  22451. skill->inf = static_cast<uint16>(constant);
  22452. }
  22453. if (this->nodeExists(node, "DamageFlags")) {
  22454. const auto& damageNode = node["DamageFlags"];
  22455. for (const auto& it : damageNode) {
  22456. std::string nk;
  22457. c4::from_chars(it.key(), &nk);
  22458. std::string nk_constant = "NK_" + nk;
  22459. int64 constant;
  22460. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  22461. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  22462. return 0;
  22463. }
  22464. bool active;
  22465. if (!this->asBool(damageNode, nk, active))
  22466. return 0;
  22467. if (active)
  22468. skill->nk.set(static_cast<uint8>(constant));
  22469. else
  22470. skill->nk.reset(static_cast<uint8>(constant));
  22471. }
  22472. }
  22473. if (this->nodeExists(node, "Flags")) {
  22474. const auto& infoNode = node["Flags"];
  22475. for (const auto& it : infoNode) {
  22476. std::string inf2;
  22477. c4::from_chars(it.key(), &inf2);
  22478. std::string inf2_constant = "INF2_" + inf2;
  22479. int64 constant;
  22480. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  22481. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  22482. continue;
  22483. }
  22484. bool active;
  22485. if (!this->asBool(infoNode, inf2, active))
  22486. return 0;
  22487. if (active)
  22488. skill->inf2.set(static_cast<uint8>(constant));
  22489. else
  22490. skill->inf2.reset(static_cast<uint8>(constant));
  22491. }
  22492. }
  22493. if (this->nodeExists(node, "Range")) {
  22494. if (!this->parseNode("Range", "Size", node, skill->range))
  22495. return 0;
  22496. } else {
  22497. if (!exists)
  22498. memset(skill->range, 0, sizeof(skill->range));
  22499. }
  22500. if (this->nodeExists(node, "Hit")) {
  22501. std::string hit;
  22502. if (!this->asString(node, "Hit", hit))
  22503. return 0;
  22504. std::string hit_constant = "DMG_" + hit;
  22505. int64 constant;
  22506. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  22507. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  22508. return 0;
  22509. }
  22510. skill->hit = static_cast<e_damage_type>(constant);
  22511. } else {
  22512. if (!exists)
  22513. skill->hit = DMG_NORMAL;
  22514. }
  22515. if (this->nodeExists(node, "HitCount")) {
  22516. if (!this->parseNode("HitCount", "Count", node, skill->num))
  22517. return 0;
  22518. } else {
  22519. if (!exists)
  22520. memset(skill->num, 0, sizeof(skill->num));
  22521. }
  22522. if (this->nodeExists(node, "Element")) {
  22523. const auto elementNode = node["Element"];
  22524. std::string element;
  22525. if (!elementNode.is_seq()) {
  22526. if (!this->asString(node, "Element", element))
  22527. return 0;
  22528. std::string element_constant = "ELE_" + element;
  22529. int64 constant;
  22530. if (!script_get_constant(element_constant.c_str(), &constant)) {
  22531. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  22532. return 0;
  22533. }
  22534. if (constant == ELE_NONE) {
  22535. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  22536. return 0;
  22537. }
  22538. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  22539. } else {
  22540. for (const auto& it : elementNode) {
  22541. uint16 skill_lv;
  22542. if (!this->asUInt16(it, "Level", skill_lv))
  22543. continue;
  22544. if (skill_lv > MAX_SKILL_LEVEL) {
  22545. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22546. return false;
  22547. }
  22548. if (!this->asString(it, "Element", element))
  22549. continue;
  22550. std::string element_constant = "ELE_" + element;
  22551. int64 constant;
  22552. if (!script_get_constant(element_constant.c_str(), &constant)) {
  22553. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  22554. return 0;
  22555. }
  22556. if (constant == ELE_NONE) {
  22557. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  22558. return 0;
  22559. }
  22560. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  22561. }
  22562. }
  22563. } else {
  22564. if (!exists)
  22565. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  22566. }
  22567. if (this->nodeExists(node, "SplashArea")) {
  22568. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  22569. return 0;
  22570. } else {
  22571. if (!exists)
  22572. memset(skill->splash, 0, sizeof(skill->splash));
  22573. }
  22574. if (this->nodeExists(node, "ActiveInstance")) {
  22575. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  22576. return 0;
  22577. } else {
  22578. if (!exists)
  22579. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  22580. }
  22581. if (this->nodeExists(node, "Knockback")) {
  22582. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  22583. return 0;
  22584. } else {
  22585. if (!exists)
  22586. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  22587. }
  22588. if (this->nodeExists(node, "CopyFlags")) {
  22589. const auto& copyNode = node["CopyFlags"];
  22590. if (this->nodeExists(copyNode, "Skill")) {
  22591. const auto& copyskillNode = copyNode["Skill"];
  22592. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  22593. bool active;
  22594. if (!this->asBool(copyskillNode, "Plagiarism", active))
  22595. return 0;
  22596. if (active)
  22597. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  22598. else
  22599. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  22600. }
  22601. if (this->nodeExists(copyskillNode, "Reproduce")) {
  22602. bool active;
  22603. if (!this->asBool(copyskillNode, "Reproduce", active))
  22604. return 0;
  22605. if (active)
  22606. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  22607. else
  22608. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  22609. }
  22610. } else {
  22611. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  22612. return 0;
  22613. }
  22614. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  22615. const auto& copyreqNode = copyNode["RemoveRequirement"];
  22616. for (const auto& it : copyreqNode) {
  22617. std::string req;
  22618. c4::from_chars(it.key(), &req);
  22619. std::string req_constant = "SKILL_REQ_" + req;
  22620. int64 constant;
  22621. if (!script_get_constant(req_constant.c_str(), &constant)) {
  22622. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  22623. return 0;
  22624. }
  22625. skill->copyable.req_opt |= constant;
  22626. }
  22627. } else {
  22628. if (!exists)
  22629. skill->copyable.req_opt = 0;
  22630. }
  22631. }
  22632. if (this->nodeExists(node, "NoNearNPC")) {
  22633. const auto& npcNode = node["NoNearNPC"];
  22634. if (this->nodeExists(npcNode, "AdditionalRange")) {
  22635. uint16 range;
  22636. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  22637. return 0;
  22638. skill->unit_nonearnpc_range = range;
  22639. } else {
  22640. if (!exists)
  22641. skill->unit_nonearnpc_range = 0;
  22642. }
  22643. if (this->nodeExists(npcNode, "Type")) {
  22644. const auto& npctypeNode = npcNode["Type"];
  22645. for (const auto& it : npctypeNode) {
  22646. std::string type;
  22647. c4::from_chars(it.key(), &type);
  22648. std::string type_constant = "SKILL_NONEAR_" + type;
  22649. int64 constant;
  22650. if (!script_get_constant(type_constant.c_str(), &constant)) {
  22651. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  22652. return 0;
  22653. }
  22654. bool active;
  22655. if (!this->asBool(npctypeNode, type, active))
  22656. return 0;
  22657. if (active)
  22658. skill->unit_nonearnpc_type |= constant;
  22659. else
  22660. skill->unit_nonearnpc_type &= ~constant;
  22661. }
  22662. } else {
  22663. if (!exists)
  22664. skill->unit_nonearnpc_type = 0;
  22665. }
  22666. }
  22667. if (this->nodeExists(node, "CastCancel")) {
  22668. bool active;
  22669. if (!this->asBool(node, "CastCancel", active))
  22670. return 0;
  22671. skill->castcancel = active;
  22672. } else {
  22673. if (!exists)
  22674. skill->castcancel = true;
  22675. }
  22676. if (this->nodeExists(node, "CastDefenseReduction")) {
  22677. uint16 reduction;
  22678. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  22679. return 0;
  22680. skill->cast_def_rate = reduction;
  22681. } else {
  22682. if (!exists)
  22683. skill->cast_def_rate = 0;
  22684. }
  22685. if (this->nodeExists(node, "CastTime")) {
  22686. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  22687. return 0;
  22688. } else {
  22689. if (!exists)
  22690. memset(skill->cast, 0, sizeof(skill->cast));
  22691. }
  22692. if (this->nodeExists(node, "AfterCastActDelay")) {
  22693. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  22694. return 0;
  22695. } else {
  22696. if (!exists)
  22697. memset(skill->delay, 0, sizeof(skill->delay));
  22698. }
  22699. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  22700. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  22701. return 0;
  22702. } else {
  22703. if (!exists)
  22704. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  22705. }
  22706. if (this->nodeExists(node, "Duration1")) {
  22707. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  22708. return 0;
  22709. } else {
  22710. if (!exists)
  22711. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  22712. }
  22713. if (this->nodeExists(node, "Duration2")) {
  22714. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  22715. return 0;
  22716. } else {
  22717. if (!exists)
  22718. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  22719. }
  22720. if (this->nodeExists(node, "Cooldown")) {
  22721. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  22722. return 0;
  22723. } else {
  22724. if (!exists)
  22725. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  22726. }
  22727. #ifdef RENEWAL_CAST
  22728. if (this->nodeExists(node, "FixedCastTime")) {
  22729. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  22730. return 0;
  22731. } else {
  22732. if (!exists)
  22733. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  22734. }
  22735. #endif
  22736. if (this->nodeExists(node, "CastTimeFlags")) {
  22737. const auto& castNode = node["CastTimeFlags"];
  22738. for (const auto& it : castNode) {
  22739. std::string flag;
  22740. c4::from_chars(it.key(), &flag);
  22741. std::string flag_constant = "SKILL_CAST_" + flag;
  22742. int64 constant;
  22743. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22744. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  22745. return 0;
  22746. }
  22747. bool active;
  22748. if (!this->asBool(castNode, flag, active))
  22749. return 0;
  22750. if (active)
  22751. skill->castnodex |= constant;
  22752. else
  22753. skill->castnodex &= ~constant;
  22754. }
  22755. }
  22756. if (this->nodeExists(node, "CastDelayFlags")) {
  22757. const auto& castNode = node["CastDelayFlags"];
  22758. for (const auto& it : castNode) {
  22759. std::string flag;
  22760. c4::from_chars(it.key(), &flag);
  22761. std::string flag_constant = "SKILL_CAST_" + flag;
  22762. int64 constant;
  22763. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22764. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  22765. return 0;
  22766. }
  22767. bool active;
  22768. if (!this->asBool(castNode, flag, active))
  22769. return 0;
  22770. if (active)
  22771. skill->delaynodex |= constant;
  22772. else
  22773. skill->delaynodex &= ~constant;
  22774. }
  22775. }
  22776. if (this->nodeExists(node, "Requires")) {
  22777. const auto& requireNode = node["Requires"];
  22778. if (this->nodeExists(requireNode, "HpCost")) {
  22779. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  22780. return 0;
  22781. } else {
  22782. if (!exists)
  22783. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  22784. }
  22785. if (this->nodeExists(requireNode, "SpCost")) {
  22786. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  22787. return 0;
  22788. } else {
  22789. if (!exists)
  22790. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  22791. }
  22792. if (this->nodeExists(requireNode, "ApCost")) {
  22793. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  22794. return 0;
  22795. } else {
  22796. if (!exists)
  22797. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  22798. }
  22799. if (this->nodeExists(requireNode, "HpRateCost")) {
  22800. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  22801. return 0;
  22802. } else {
  22803. if (!exists)
  22804. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  22805. }
  22806. if (this->nodeExists(requireNode, "SpRateCost")) {
  22807. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  22808. return 0;
  22809. } else {
  22810. if (!exists)
  22811. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  22812. }
  22813. if (this->nodeExists(requireNode, "ApRateCost")) {
  22814. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  22815. return 0;
  22816. } else {
  22817. if (!exists)
  22818. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  22819. }
  22820. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  22821. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  22822. return 0;
  22823. } else {
  22824. if (!exists)
  22825. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  22826. }
  22827. if (this->nodeExists(requireNode, "ZenyCost")) {
  22828. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  22829. return 0;
  22830. } else {
  22831. if (!exists)
  22832. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  22833. }
  22834. if (this->nodeExists(requireNode, "Weapon")) {
  22835. const auto& weaponNode = requireNode["Weapon"];
  22836. if (this->nodeExists(weaponNode, "All")) {
  22837. bool active;
  22838. if (!this->asBool(weaponNode, "All", active))
  22839. return 0;
  22840. if (active)
  22841. skill->require.weapon = 0;
  22842. } else {
  22843. for (const auto& it : weaponNode) {
  22844. std::string weapon;
  22845. c4::from_chars(it.key(), &weapon);
  22846. std::string weapon_constant = "W_" + weapon;
  22847. int64 constant;
  22848. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  22849. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  22850. return 0;
  22851. }
  22852. bool active;
  22853. if (!this->asBool(weaponNode, weapon, active))
  22854. return 0;
  22855. if (active)
  22856. skill->require.weapon |= 1 << constant;
  22857. else
  22858. skill->require.weapon &= ~(1 << constant);
  22859. }
  22860. }
  22861. } else {
  22862. if (!exists)
  22863. skill->require.weapon = 0;
  22864. }
  22865. if (this->nodeExists(requireNode, "Ammo")) {
  22866. const auto& ammoNode = requireNode["Ammo"];
  22867. if (this->nodeExists(ammoNode, "None")) {
  22868. bool active;
  22869. if (!this->asBool(ammoNode, "None", active))
  22870. return 0;
  22871. if (active)
  22872. skill->require.ammo = 0;
  22873. } else {
  22874. for (const auto& it : ammoNode) {
  22875. std::string ammo;
  22876. c4::from_chars(it.key(), &ammo);
  22877. std::string ammo_constant = "AMMO_" + ammo;
  22878. int64 constant;
  22879. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  22880. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  22881. return 0;
  22882. }
  22883. bool active;
  22884. if (!this->asBool(ammoNode, ammo, active))
  22885. return 0;
  22886. if (active)
  22887. skill->require.ammo |= 1 << constant;
  22888. else
  22889. skill->require.ammo &= ~(1 << constant);
  22890. }
  22891. }
  22892. } else {
  22893. if (!exists)
  22894. skill->require.ammo = 0;
  22895. }
  22896. if (this->nodeExists(requireNode, "AmmoAmount")) {
  22897. if (skill->require.ammo == 0) {
  22898. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  22899. return 0;
  22900. }
  22901. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  22902. return 0;
  22903. } else {
  22904. if (!exists)
  22905. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  22906. }
  22907. if (this->nodeExists(requireNode, "State")) {
  22908. std::string state;
  22909. if (!this->asString(requireNode, "State", state))
  22910. return 0;
  22911. std::string state_constant = "ST_" + state;
  22912. int64 constant;
  22913. if (!script_get_constant(state_constant.c_str(), &constant)) {
  22914. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  22915. return 0;
  22916. }
  22917. skill->require.state = static_cast<int32>(constant);
  22918. }
  22919. if (this->nodeExists(requireNode, "Status")) {
  22920. const auto& statusNode = requireNode["Status"];
  22921. for (const auto& it : statusNode) {
  22922. std::string status;
  22923. c4::from_chars(it.key(), &status);
  22924. std::string status_constant = "SC_" + status;
  22925. int64 constant;
  22926. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22927. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  22928. return 0;
  22929. }
  22930. bool active;
  22931. if (!this->asBool(statusNode, status, active))
  22932. return 0;
  22933. auto status_exists = util::vector_get(skill->require.status, constant);
  22934. if (active && status_exists == skill->require.status.end())
  22935. skill->require.status.push_back(static_cast<sc_type>(constant));
  22936. else if (!active && status_exists != skill->require.status.end())
  22937. skill->require.status.erase(status_exists);
  22938. }
  22939. }
  22940. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  22941. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  22942. return 0;
  22943. } else {
  22944. if (!exists)
  22945. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  22946. }
  22947. if (this->nodeExists(requireNode, "ItemCost")) {
  22948. const auto itemNode = requireNode["ItemCost"];
  22949. int32 count = 0;
  22950. for (const auto& it : itemNode) {
  22951. std::string item_name;
  22952. if (!this->asString(it, "Item", item_name))
  22953. continue;
  22954. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22955. if (item == nullptr) {
  22956. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22957. return 0;
  22958. }
  22959. int32 amount;
  22960. if (!this->asInt32(it, "Amount", amount))
  22961. continue;
  22962. if (this->nodeExists(it, "Level")) {
  22963. uint16 cost_level;
  22964. if (!this->asUInt16(it, "Level", cost_level))
  22965. continue;
  22966. if (cost_level < 1 || cost_level > skill->max) {
  22967. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22968. return 0;
  22969. }
  22970. count = cost_level - 1;
  22971. if (!skill->require.itemid_level_dependent)
  22972. skill->require.itemid_level_dependent = true;
  22973. }
  22974. skill->require.itemid[count] = item->nameid;
  22975. skill->require.amount[count] = amount;
  22976. count++;
  22977. }
  22978. }
  22979. if (this->nodeExists(requireNode, "Equipment")) {
  22980. const auto& equipNode = requireNode["Equipment"];
  22981. for (const auto& it : equipNode) {
  22982. std::string item_name;
  22983. c4::from_chars(it.key(), &item_name);
  22984. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22985. if (item == nullptr) {
  22986. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22987. return 0;
  22988. }
  22989. bool active;
  22990. if (!this->asBool(equipNode, item_name, active))
  22991. return 0;
  22992. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22993. if (active && equip_exists == skill->require.eqItem.end())
  22994. skill->require.eqItem.push_back(item->nameid);
  22995. else if (!active && equip_exists != skill->require.eqItem.end())
  22996. skill->require.eqItem.erase(equip_exists);
  22997. }
  22998. }
  22999. }
  23000. if (this->nodeExists(node, "GiveAp")) {
  23001. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  23002. return 0;
  23003. } else {
  23004. if (!exists)
  23005. memset(skill->giveap, 0, sizeof(skill->giveap));
  23006. }
  23007. if (this->nodeExists(node, "Unit")) {
  23008. const auto& unitNode = node["Unit"];
  23009. if (this->nodeExists(unitNode, "Id")) {
  23010. std::string unit;
  23011. if (!this->asString(unitNode, "Id", unit))
  23012. return 0;
  23013. std::string unit_constant = "UNT_" + unit;
  23014. int64 constant;
  23015. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  23016. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  23017. return 0;
  23018. }
  23019. skill->unit_id = static_cast<uint16>(constant);
  23020. } else {
  23021. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  23022. return 0;
  23023. }
  23024. if (this->nodeExists(unitNode, "AlternateId")) {
  23025. std::string unit;
  23026. if (!this->asString(unitNode, "AlternateId", unit))
  23027. return 0;
  23028. std::string unit_constant = "UNT_" + unit;
  23029. int64 constant;
  23030. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  23031. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  23032. return 0;
  23033. }
  23034. skill->unit_id2 = static_cast<uint16>(constant);
  23035. } else {
  23036. if (!exists)
  23037. skill->unit_id2 = 0;
  23038. }
  23039. if (this->nodeExists(unitNode, "Layout")) {
  23040. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  23041. return 0;
  23042. } else {
  23043. if (!exists)
  23044. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  23045. }
  23046. if (this->nodeExists(unitNode, "Range")) {
  23047. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  23048. return 0;
  23049. } else {
  23050. if (!exists)
  23051. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  23052. }
  23053. if (this->nodeExists(unitNode, "Interval")) {
  23054. int16 interval;
  23055. if (!this->asInt16(unitNode, "Interval", interval))
  23056. return 0;
  23057. skill->unit_interval = interval;
  23058. } else {
  23059. if (!exists)
  23060. skill->unit_interval = 0;
  23061. }
  23062. if (this->nodeExists(unitNode, "Target")) {
  23063. std::string target;
  23064. if (!this->asString(unitNode, "Target", target))
  23065. return 0;
  23066. std::string target_constant = "BCT_" + target;
  23067. int64 constant;
  23068. if (!script_get_constant(target_constant.c_str(), &constant)) {
  23069. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  23070. return 0;
  23071. }
  23072. skill->unit_target = static_cast<int32>(constant);
  23073. } else {
  23074. if (!exists)
  23075. skill->unit_target = BCT_ALL;
  23076. }
  23077. if (this->nodeExists(unitNode, "Flag")) {
  23078. const auto& flagNode = unitNode["Flag"];
  23079. for (const auto& it : flagNode) {
  23080. std::string flag;
  23081. c4::from_chars(it.key(), &flag);
  23082. std::string flag_constant = "UF_" + flag;
  23083. int64 constant;
  23084. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  23085. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  23086. return 0;
  23087. }
  23088. bool active;
  23089. if (!this->asBool(flagNode, flag, active))
  23090. return 0;
  23091. if (active)
  23092. skill->unit_flag.set(static_cast<uint8>(constant));
  23093. else
  23094. skill->unit_flag.reset(static_cast<uint8>(constant));
  23095. }
  23096. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  23097. skill->unit_target = BCT_NOENEMY;
  23098. // By default, target just characters.
  23099. skill->unit_target |= BL_CHAR;
  23100. if (skill->unit_flag[UF_NOPC])
  23101. skill->unit_target &= ~BL_PC;
  23102. if (skill->unit_flag[UF_NOMOB])
  23103. skill->unit_target &= ~BL_MOB;
  23104. if (skill->unit_flag[UF_SKILL])
  23105. skill->unit_target |= BL_SKILL;
  23106. } else {
  23107. if (!exists){
  23108. skill->unit_flag = UF_NONE;
  23109. // By default, target just characters.
  23110. skill->unit_target |= BL_CHAR;
  23111. }
  23112. }
  23113. }
  23114. if (this->nodeExists(node, "Status")) {
  23115. std::string status;
  23116. if (!this->asString(node, "Status", status))
  23117. return 0;
  23118. std::string status_constant = "SC_" + status;
  23119. int64 constant;
  23120. if (!script_get_constant(status_constant.c_str(), &constant)) {
  23121. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  23122. return 0;
  23123. }
  23124. if (constant < SC_NONE || constant >= SC_MAX) {
  23125. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  23126. constant = SC_NONE;
  23127. }
  23128. skill->sc = static_cast<sc_type>(constant);
  23129. } else {
  23130. if (!exists)
  23131. skill->sc = SC_NONE;
  23132. }
  23133. if (!exists) {
  23134. this->put(skill_id, skill);
  23135. this->skilldb_id2idx[skill_id] = this->skill_num;
  23136. this->skill_num++;
  23137. }
  23138. return 1;
  23139. }
  23140. void SkillDatabase::clear() {
  23141. TypesafeCachedYamlDatabase::clear();
  23142. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  23143. this->skill_num = 1;
  23144. }
  23145. void SkillDatabase::loadingFinished(){
  23146. if( this->skill_num > MAX_SKILL ){
  23147. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  23148. }
  23149. TypesafeCachedYamlDatabase::loadingFinished();
  23150. }
  23151. /**
  23152. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  23153. * @param skill_id
  23154. * @param silent If Skill is undefined, show error message!
  23155. * @return Skill Index or 0 if not found/unset
  23156. **/
  23157. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int32 line ){
  23158. uint16 idx = this->skilldb_id2idx[skill_id];
  23159. if( idx == 0 && skill_id != 0 && !silent ){
  23160. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  23161. }
  23162. return idx;
  23163. }
  23164. SkillDatabase skill_db;
  23165. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  23166. return std::string(db_path) + "/spellbook_db.yml";
  23167. }
  23168. /**
  23169. * Reads and parses an entry from the spellbook_db.
  23170. * @param node: YAML node containing the entry.
  23171. * @return count of successfully parsed rows
  23172. */
  23173. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23174. std::string skill_name;
  23175. if (!this->asString(node, "Skill", skill_name))
  23176. return 0;
  23177. uint16 skill_id = skill_name2id(skill_name.c_str());
  23178. if (skill_id == 0) {
  23179. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  23180. return 0;
  23181. }
  23182. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  23183. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  23184. return 0;
  23185. }
  23186. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  23187. bool exists = spell != nullptr;
  23188. if (!exists) {
  23189. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  23190. return 0;
  23191. spell = std::make_shared<s_skill_spellbook_db>();
  23192. spell->skill_id = skill_id;
  23193. }
  23194. if (this->nodeExists(node, "Book")) {
  23195. std::string book_name;
  23196. if (!this->asString(node, "Book", book_name))
  23197. return 0;
  23198. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  23199. if (item == nullptr) {
  23200. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  23201. return 0;
  23202. }
  23203. spell->nameid = item->nameid;
  23204. }
  23205. if (this->nodeExists(node, "PreservePoints")) {
  23206. uint16 points;
  23207. if (!this->asUInt16(node, "PreservePoints", points))
  23208. return 0;
  23209. spell->points = points;
  23210. }
  23211. if (!exists)
  23212. this->put(skill_id, spell);
  23213. return 1;
  23214. }
  23215. /**
  23216. * Check if the specified item is available in the spellbook_db or not
  23217. * @param nameid: Book Item ID
  23218. * @return Spell data or nullptr otherwise
  23219. */
  23220. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  23221. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  23222. return nullptr;
  23223. for (const auto &spell : reading_spellbook_db) {
  23224. if (spell.second->nameid == nameid)
  23225. return spell.second;
  23226. }
  23227. return nullptr;
  23228. }
  23229. const std::string MagicMushroomDatabase::getDefaultLocation() {
  23230. return std::string(db_path) + "/magicmushroom_db.yml";
  23231. }
  23232. /**
  23233. * Reads and parses an entry from the magicmushroom_db.
  23234. * @param node: YAML node containing the entry.
  23235. * @return count of successfully parsed rows
  23236. */
  23237. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23238. std::string skill_name;
  23239. if (!this->asString(node, "Skill", skill_name))
  23240. return 0;
  23241. uint16 skill_id = skill_name2id(skill_name.c_str());
  23242. if (!skill_id) {
  23243. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  23244. return 0;
  23245. }
  23246. if (!skill_get_inf(skill_id)) {
  23247. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  23248. return 0;
  23249. }
  23250. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  23251. bool exists = mushroom != nullptr;
  23252. if (!exists) {
  23253. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  23254. mushroom->skill_id = skill_id;
  23255. this->put(skill_id, mushroom);
  23256. }
  23257. return 1;
  23258. }
  23259. /** Reads skill no cast db
  23260. * Structure: SkillID,Flag
  23261. */
  23262. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  23263. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  23264. if (!skill)
  23265. return false;
  23266. skill->nocast |= atoi(split[1]);
  23267. return true;
  23268. }
  23269. /** Reads Produce db
  23270. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  23271. */
  23272. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  23273. uint16 x, y;
  23274. uint16 id = atoi(split[0]);
  23275. t_itemid nameid = 0;
  23276. bool found = false;
  23277. if (id >= ARRAYLENGTH(skill_produce_db)) {
  23278. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  23279. return false;
  23280. }
  23281. // Clear previous data, for importing support
  23282. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  23283. // Import just for clearing/disabling from original data
  23284. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  23285. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  23286. return true;
  23287. }
  23288. if (!item_db.exists(nameid)) {
  23289. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  23290. return false;
  23291. }
  23292. skill_produce_db[id].nameid = nameid;
  23293. skill_produce_db[id].itemlv = atoi(split[2]);
  23294. skill_produce_db[id].req_skill = atoi(split[3]);
  23295. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  23296. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  23297. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  23298. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  23299. }
  23300. if (!found)
  23301. skill_produce_count++;
  23302. return true;
  23303. }
  23304. const std::string SkillArrowDatabase::getDefaultLocation() {
  23305. return std::string(db_path) + "/create_arrow_db.yml";
  23306. }
  23307. /**
  23308. * Reads and parses an entry from the create_arrow_db.
  23309. * @param node: YAML node containing the entry.
  23310. * @return count of successfully parsed rows
  23311. */
  23312. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23313. std::string source_name;
  23314. if (!this->asString(node, "Source", source_name))
  23315. return 0;
  23316. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  23317. if (item == nullptr) {
  23318. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  23319. return 0;
  23320. }
  23321. t_itemid nameid = item->nameid;
  23322. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  23323. bool exists = arrow != nullptr;
  23324. if (!exists) {
  23325. arrow = std::make_shared<s_skill_arrow_db>();
  23326. arrow->nameid = nameid;
  23327. }
  23328. const auto& MakeNode = node["Make"];
  23329. for (const auto &it : MakeNode) {
  23330. std::string item_name;
  23331. if (!this->asString(it, "Item", item_name))
  23332. return 0;
  23333. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  23334. if (item == nullptr) {
  23335. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  23336. return 0;
  23337. }
  23338. uint16 amount;
  23339. if (!this->asUInt16(it, "Amount", amount))
  23340. return 0;
  23341. if (amount == 0) {
  23342. if (arrow->created.erase(item->nameid) == 0)
  23343. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  23344. continue;
  23345. }
  23346. if (amount > MAX_AMOUNT) {
  23347. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  23348. continue;
  23349. }
  23350. arrow->created[item->nameid] = amount;
  23351. }
  23352. if (!exists)
  23353. this->put(nameid, arrow);
  23354. return 1;
  23355. }
  23356. const std::string AbraDatabase::getDefaultLocation() {
  23357. return std::string(db_path) + "/abra_db.yml";
  23358. }
  23359. /**
  23360. * Reads and parses an entry from the abra_db.
  23361. * @param node: YAML node containing the entry.
  23362. * @return count of successfully parsed rows
  23363. */
  23364. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23365. std::string skill_name;
  23366. if (!this->asString(node, "Skill", skill_name))
  23367. return 0;
  23368. uint16 skill_id = skill_name2id(skill_name.c_str());
  23369. if (!skill_id) {
  23370. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  23371. return 0;
  23372. }
  23373. if (!skill_get_inf(skill_id)) {
  23374. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  23375. return 0;
  23376. }
  23377. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  23378. bool exists = abra != nullptr;
  23379. if (!exists) {
  23380. abra = std::make_shared<s_skill_abra_db>();
  23381. abra->skill_id = skill_id;
  23382. }
  23383. if (this->nodeExists(node, "Probability")) {
  23384. const auto& probNode = node["Probability"];
  23385. uint16 probability;
  23386. if (!probNode.is_seq()) {
  23387. if (!this->asUInt16Rate(probNode, "Probability", probability))
  23388. return 0;
  23389. abra->per.fill(probability);
  23390. } else {
  23391. abra->per.fill(0);
  23392. for (const auto& it : probNode) {
  23393. uint16 skill_lv;
  23394. if (!this->asUInt16(it, "Level", skill_lv))
  23395. continue;
  23396. if (skill_lv > MAX_SKILL_LEVEL) {
  23397. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  23398. return 0;
  23399. }
  23400. if (!this->asUInt16Rate(it, "Probability", probability))
  23401. continue;
  23402. abra->per[skill_lv - 1] = probability;
  23403. }
  23404. }
  23405. } else {
  23406. if (!exists)
  23407. abra->per.fill(500);
  23408. }
  23409. if (!exists)
  23410. this->put(skill_id, abra);
  23411. return 1;
  23412. }
  23413. /** Reads change material db
  23414. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  23415. */
  23416. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  23417. uint16 id = atoi(split[0]);
  23418. t_itemid nameid = strtoul(split[1], nullptr, 10);
  23419. int16 rate = atoi(split[2]);
  23420. bool found = false;
  23421. int32 x, y;
  23422. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  23423. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  23424. return false;
  23425. }
  23426. // Clear previous data, for importing support
  23427. if (skill_changematerial_db[id].nameid > 0) {
  23428. found = true;
  23429. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  23430. }
  23431. // Import just for clearing/disabling from original data
  23432. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  23433. if (nameid == 0) {
  23434. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  23435. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  23436. return true;
  23437. }
  23438. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  23439. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  23440. if (skill_produce_db[x].nameid == nameid)
  23441. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  23442. break;
  23443. }
  23444. if (x >= MAX_SKILL_PRODUCE_DB) {
  23445. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  23446. return false;
  23447. }
  23448. skill_changematerial_db[id].nameid = nameid;
  23449. skill_changematerial_db[id].rate = rate;
  23450. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  23451. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  23452. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  23453. }
  23454. if (!found)
  23455. skill_changematerial_count++;
  23456. return true;
  23457. }
  23458. /**
  23459. * Reads skill damage adjustment
  23460. * @author [Lilith]
  23461. */
  23462. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  23463. int64 caster_tmp;
  23464. uint16 id;
  23465. int32 caster, value;
  23466. char *result;
  23467. trim(split[0]);
  23468. if (ISDIGIT(split[0][0])) {
  23469. value = strtol(split[0], &result, 10);
  23470. if (*result) {
  23471. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  23472. return false;
  23473. }
  23474. id = value;
  23475. } else
  23476. id = skill_name2id(split[0]);
  23477. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  23478. if (!skill)
  23479. return false;
  23480. skill->damage = {};
  23481. trim(split[1]);
  23482. if (ISDIGIT(split[1][0])) {
  23483. value = strtol(split[1], &result, 10);
  23484. if (*result) {
  23485. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  23486. return false;
  23487. }
  23488. caster = value;
  23489. } else { // Try to parse caster as constant
  23490. if (!script_get_constant(split[1], &caster_tmp)) {
  23491. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  23492. return false;
  23493. }
  23494. caster = static_cast<uint16>(caster_tmp);
  23495. }
  23496. skill->damage.caster |= caster;
  23497. value = strtol(split[2], &result, 10);
  23498. if (*result) {
  23499. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  23500. return false;
  23501. }
  23502. skill->damage.map |= value;
  23503. for(int32 offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  23504. value = strtol(split[offset], &result, 10);
  23505. if (*result && *result != ' ') {
  23506. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  23507. value = 0;
  23508. }
  23509. skill->damage.rate[i] = cap_value(value, -100, 100000);
  23510. }
  23511. return true;
  23512. }
  23513. /** Reads skill database files */
  23514. static void skill_readdb(void) {
  23515. int32 i;
  23516. const char* dbsubpath[] = {
  23517. "",
  23518. "/" DBIMPORT,
  23519. //add other path here
  23520. };
  23521. memset(skill_produce_db,0,sizeof(skill_produce_db));
  23522. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  23523. skill_produce_count = skill_changematerial_count = 0;
  23524. skill_db.load();
  23525. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  23526. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  23527. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  23528. char* dbsubpath1 = (char*)aMalloc(n1+1);
  23529. char* dbsubpath2 = (char*)aMalloc(n2+1);
  23530. if (i == 0) {
  23531. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  23532. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  23533. } else {
  23534. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  23535. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  23536. }
  23537. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  23538. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  23539. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  23540. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  23541. aFree(dbsubpath1);
  23542. aFree(dbsubpath2);
  23543. }
  23544. abra_db.load();
  23545. magic_mushroom_db.load();
  23546. reading_spellbook_db.load();
  23547. skill_arrow_db.load();
  23548. skill_init_unit_layout();
  23549. skill_init_nounit_layout();
  23550. }
  23551. void skill_reload (void) {
  23552. skill_db.clear();
  23553. abra_db.clear();
  23554. magic_mushroom_db.clear();
  23555. reading_spellbook_db.clear();
  23556. skill_arrow_db.clear();
  23557. skill_readdb();
  23558. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  23559. s_mapiterator *iter = mapit_getallusers();
  23560. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  23561. pc_validate_skill(sd);
  23562. clif_skillinfoblock(sd);
  23563. }
  23564. mapit_free(iter);
  23565. }
  23566. /*==========================================
  23567. *
  23568. *------------------------------------------*/
  23569. void do_init_skill(void)
  23570. {
  23571. skill_readdb();
  23572. skillunit_db = idb_alloc(DB_OPT_BASE);
  23573. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  23574. bowling_db = idb_alloc(DB_OPT_BASE);
  23575. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  23576. ers_chunk_size(skill_timer_ers, 150);
  23577. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  23578. add_timer_func_list(skill_castend_id,"skill_castend_id");
  23579. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  23580. add_timer_func_list(skill_timerskill,"skill_timerskill");
  23581. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  23582. add_timer_func_list(skill_keep_using, "skill_keep_using");
  23583. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  23584. }
  23585. void do_final_skill(void)
  23586. {
  23587. skill_db.clear();
  23588. abra_db.clear();
  23589. magic_mushroom_db.clear();
  23590. reading_spellbook_db.clear();
  23591. skill_arrow_db.clear();
  23592. db_destroy(skillunit_db);
  23593. db_destroy(skillusave_db);
  23594. db_destroy(bowling_db);
  23595. ers_destroy(skill_timer_ers);
  23596. }