skill.c 325 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "npc.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #include <stdio.h>
  32. #include <stdlib.h>
  33. #include <string.h>
  34. #include <time.h>
  35. #define SKILLUNITTIMER_INTERVAL 100
  36. //Guild Skills are shifted to these to make them stick into the skill array.
  37. #define GD_SKILLRANGEMIN 900
  38. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  39. #define HM_SKILLRANGEMIN 800
  40. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  41. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  42. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  43. struct s_skill_db skill_db[MAX_SKILL_DB];
  44. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  45. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  46. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  47. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  48. int firewall_unit_pos;
  49. int icewall_unit_pos;
  50. //Since only mob-casted splash skills can hit ice-walls
  51. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  52. /// Maps skill ids to skill db offsets.
  53. /// Returns the skill's array index, or 0 (Unknown Skill).
  54. int skill_get_index( int id )
  55. {
  56. // avoid ranges reserved for mapping guild/homun skills
  57. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  58. return 0;
  59. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  60. return 0;
  61. // map skill number to skill id
  62. if( id >= GD_SKILLBASE )
  63. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  64. if( id >= HM_SKILLBASE )
  65. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  66. // validate result
  67. if( id <= 0 || id >= MAX_SKILL_DB )
  68. return 0;
  69. return id;
  70. }
  71. const char* skill_get_name( int id )
  72. {
  73. return skill_db[skill_get_index(id)].name;
  74. }
  75. const char* skill_get_desc( int id )
  76. {
  77. return skill_db[skill_get_index(id)].desc;
  78. }
  79. // out of bounds error checking [celest]
  80. static void skill_chk(int* id, int lv)
  81. {
  82. *id = skill_get_index(*id); // checks/adjusts id
  83. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  84. }
  85. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  86. // Skill DB
  87. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  88. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  89. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  90. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  91. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  92. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  93. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  94. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  95. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  96. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  97. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  98. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  99. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  100. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  101. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  102. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  103. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  104. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  105. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  106. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  107. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  108. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  109. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  110. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  111. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  112. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  113. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  114. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  115. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  116. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  117. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  118. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  119. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  120. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  121. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  122. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  123. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  124. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  125. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  126. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  127. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  128. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  129. int skill_tree_get_max(int id, int b_class)
  130. {
  131. int i, skillid;
  132. b_class = pc_class2idx(b_class);
  133. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  134. if (id == skillid) return skill_tree[b_class][i].max;
  135. return skill_get_max (id);
  136. }
  137. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  138. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  139. int status_change_timer_sub(struct block_list *bl, va_list ap);
  140. int skill_attack_area(struct block_list *bl,va_list ap);
  141. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  142. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  143. int skill_greed(struct block_list *bl, va_list ap);
  144. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  145. static int skill_trap_splash(struct block_list *bl, va_list ap);
  146. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  147. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  148. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  149. static int skill_unit_effect(struct block_list *bl,va_list ap);
  150. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  151. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  152. int skill_get_casttype (int id)
  153. {
  154. int inf = skill_get_inf(id);
  155. if (inf&(INF_GROUND_SKILL))
  156. return CAST_GROUND;
  157. if (inf&INF_SUPPORT_SKILL)
  158. return CAST_NODAMAGE;
  159. if (inf&INF_SELF_SKILL) {
  160. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  161. return CAST_DAMAGE; //Combo skill.
  162. return CAST_NODAMAGE;
  163. }
  164. if (skill_get_nk(id)&NK_NO_DAMAGE)
  165. return CAST_NODAMAGE;
  166. return CAST_DAMAGE;
  167. };
  168. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  169. int skill_get_range2 (struct block_list *bl, int id, int lv)
  170. {
  171. int range;
  172. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  173. return 9; //Mobs have a range of 9 regardless of skill used.
  174. range = skill_get_range(id, lv);
  175. if(range < 0) {
  176. if (battle_config.use_weapon_skill_range&bl->type)
  177. return status_get_range(bl);
  178. range *=-1;
  179. }
  180. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  181. switch (id) {
  182. case AC_SHOWER:
  183. case AC_DOUBLE:
  184. case HT_BLITZBEAT:
  185. case AC_CHARGEARROW:
  186. case SN_FALCONASSAULT:
  187. case SN_SHARPSHOOTING:
  188. case HT_POWER:
  189. if (bl->type == BL_PC)
  190. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  191. else
  192. range += 10; //Assume level 10?
  193. break;
  194. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  195. case GS_RAPIDSHOWER:
  196. case GS_PIERCINGSHOT:
  197. case GS_FULLBUSTER:
  198. case GS_SPREADATTACK:
  199. case GS_GROUNDDRIFT:
  200. if (bl->type == BL_PC)
  201. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  202. else
  203. range += 10; //Assume level 10?
  204. break;
  205. case NJ_KIRIKAGE:
  206. if (bl->type == BL_PC)
  207. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  208. break;
  209. }
  210. if(!range && bl->type != BL_PC)
  211. return 9; // Enable non players to use self skills on others. [Skotlex]
  212. return range;
  213. }
  214. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  215. {
  216. int skill, heal;
  217. struct status_change* sc;
  218. if (skill_lv >= battle_config.max_heal_lv)
  219. return battle_config.max_heal;
  220. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  221. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  222. heal += heal * skill * 2 / 100;
  223. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  224. heal += heal * skill * 2 / 100;
  225. sc = status_get_sc(target);
  226. if( sc && sc->count )
  227. {
  228. if( sc->data[SC_CRITICALWOUND] )
  229. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  230. if( sc->data[SC_INCHEALRATE] )
  231. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  232. }
  233. return heal;
  234. }
  235. // Making plagiarize check its own function [Aru]
  236. int can_copy (struct map_session_data *sd, int skillid)
  237. {
  238. // Never copy NPC/Wedding Skills
  239. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  240. return 0;
  241. // High-class skills
  242. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  243. {
  244. if(battle_config.copyskill_restrict == 2)
  245. return 0;
  246. else if(battle_config.copyskill_restrict)
  247. return (sd->status.class_ == JOB_STALKER);
  248. }
  249. return 1;
  250. }
  251. // [MouseJstr] - skill ok to cast? and when?
  252. int skillnotok (int skillid, struct map_session_data *sd)
  253. {
  254. int i,m;
  255. nullpo_retr (1, sd);
  256. m = sd->bl.m;
  257. i = skill_get_index(skillid);
  258. if (i == 0)
  259. return 1; // invalid skill id
  260. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  261. return 0; // GMs can do any damn thing they want
  262. if (sd->blockskill[i] > 0)
  263. return 1;
  264. // Check skill restrictions [Celest]
  265. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  266. return 1;
  267. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  268. return 1;
  269. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  270. return 1;
  271. if(agit_flag && skill_get_nocast (skillid) & 8)
  272. return 1;
  273. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  274. return 1;
  275. switch (skillid) {
  276. case AL_WARP:
  277. if(map[m].flag.nowarp) {
  278. clif_skill_teleportmessage(sd,0);
  279. return 1;
  280. }
  281. return 0;
  282. break;
  283. case AL_TELEPORT:
  284. if(map[m].flag.noteleport) {
  285. clif_skill_teleportmessage(sd,0);
  286. return 1;
  287. }
  288. return 0;
  289. case WE_CALLPARTNER:
  290. case WE_CALLPARENT:
  291. case WE_CALLBABY:
  292. if (map[m].flag.nomemo) {
  293. clif_skill_teleportmessage(sd,1);
  294. return 1;
  295. }
  296. break;
  297. case MC_VENDING:
  298. case MC_IDENTIFY:
  299. return 0; // always allowed
  300. case WZ_ICEWALL:
  301. // noicewall flag [Valaris]
  302. if (map[m].flag.noicewall) {
  303. clif_skill_fail(sd,skillid,0,0);
  304. return 1;
  305. }
  306. break;
  307. case GD_EMERGENCYCALL:
  308. if (
  309. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  310. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  311. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  312. ) {
  313. clif_skill_fail(sd,skillid,0,0);
  314. return 1;
  315. }
  316. break;
  317. }
  318. return (map[m].flag.noskill);
  319. }
  320. // [orn] - skill ok to cast? and when? //homunculus
  321. int skillnotok_hom (int skillid, struct homun_data *hd)
  322. {
  323. int i = skill_get_index(skillid);
  324. nullpo_retr (1, hd);
  325. if (i == 0)
  326. return 1; // invalid skill id
  327. if (hd->blockskill[i] > 0)
  328. return 1;
  329. //Use master's criteria.
  330. return skillnotok(skillid, hd->master);
  331. }
  332. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  333. {
  334. int pos = skill_get_unit_layout_type(skillid,skilllv);
  335. int dir;
  336. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  337. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  338. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  339. }
  340. if (pos != -1) // simple single-definition layout
  341. return &skill_unit_layout[pos];
  342. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  343. if (skillid == MG_FIREWALL)
  344. return &skill_unit_layout [firewall_unit_pos + dir];
  345. else if (skillid == WZ_ICEWALL)
  346. return &skill_unit_layout [icewall_unit_pos + dir];
  347. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  348. return &skill_unit_layout[0]; // default 1x1 layout
  349. }
  350. /*==========================================
  351. *
  352. *------------------------------------------*/
  353. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  354. {
  355. struct map_session_data *sd, *dstsd;
  356. struct mob_data *md, *dstmd;
  357. struct status_data *sstatus, *tstatus;
  358. struct status_change *sc, *tsc;
  359. enum sc_type status;
  360. int skill;
  361. int rate;
  362. nullpo_retr(0, src);
  363. nullpo_retr(0, bl);
  364. if(skillid < 0) return 0;
  365. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  366. sd = BL_CAST(BL_PC, src);
  367. md = BL_CAST(BL_MOB, src);
  368. dstsd = BL_CAST(BL_PC, bl);
  369. dstmd = BL_CAST(BL_MOB, bl);
  370. sc = status_get_sc(src);
  371. tsc = status_get_sc(bl);
  372. sstatus = status_get_status_data(src);
  373. tstatus = status_get_status_data(bl);
  374. if (!tsc) //skill additional effect is about adding effects to the target...
  375. //So if the target can't be inflicted with statuses, this is pointless.
  376. return 0;
  377. switch(skillid)
  378. {
  379. case 0: // Normal attacks (no skill used)
  380. {
  381. if(sd) {
  382. // Automatic trigger of Blitz Beat
  383. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  384. rand()%1000 <= sstatus->luk*10/3+1 ) {
  385. rate=(sd->status.job_level+9)/10;
  386. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  387. }
  388. // Gank
  389. if(dstmd && sd->status.weapon != W_BOW &&
  390. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  391. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  392. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  393. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  394. else
  395. clif_skill_fail(sd,RG_SNATCHER,0,0);
  396. }
  397. // Chance to trigger Taekwon kicks [Dralnu]
  398. if(sc && !sc->data[SC_COMBO]) {
  399. if(sc->data[SC_READYSTORM] &&
  400. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  401. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  402. ; //Stance triggered
  403. else if(sc->data[SC_READYDOWN] &&
  404. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  405. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  406. ; //Stance triggered
  407. else if(sc->data[SC_READYTURN] &&
  408. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  409. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  410. ; //Stance triggered
  411. else if(sc->data[SC_READYCOUNTER])
  412. { //additional chance from SG_FRIEND [Komurka]
  413. rate = 20;
  414. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  415. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  416. status_change_end(src,SC_SKILLRATE_UP,-1);
  417. }
  418. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  419. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  420. }
  421. }
  422. if (sd->special_state.bonus_coma) {
  423. rate = sd->weapon_coma_ele[tstatus->def_ele];
  424. rate += sd->weapon_coma_race[tstatus->race];
  425. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  426. if (rate)
  427. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  428. }
  429. }
  430. if (sc) {
  431. struct status_change_entry *sce;
  432. // Enchant Poison gives a chance to poison attacked enemies
  433. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  434. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  435. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  436. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  437. if((sce=sc->data[SC_EDP]))
  438. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  439. skill_get_time2(ASC_EDP,sce->val1));
  440. }
  441. }
  442. break;
  443. case SM_BASH:
  444. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  445. //TODO: How much % per base level it actually is?
  446. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  447. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  448. }
  449. break;
  450. case AS_VENOMKNIFE:
  451. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  452. skilllv = pc_checkskill(sd, TF_POISON);
  453. case TF_POISON:
  454. case AS_SPLASHER:
  455. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  456. && sd && skillid==TF_POISON
  457. )
  458. clif_skill_fail(sd,skillid,0,0);
  459. break;
  460. case AS_SONICBLOW:
  461. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  462. break;
  463. case AS_GRIMTOOTH:
  464. status = dstsd?SC_SLOWDOWN:SC_STOP;
  465. if (!tsc->data[status])
  466. sc_start(bl,status,100,skilllv,skill_get_time2(skillid, skilllv));
  467. break;
  468. case WZ_FIREPILLAR:
  469. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  470. break;
  471. case MG_FROSTDIVER:
  472. case WZ_FROSTNOVA:
  473. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  474. break;
  475. case WZ_STORMGUST:
  476. //Tharis pointed out that this is normal freeze chance with a base of 300%
  477. if(tsc->sg_counter >= 3 &&
  478. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  479. tsc->sg_counter = 0;
  480. break;
  481. case WZ_METEOR:
  482. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  483. break;
  484. case WZ_VERMILION:
  485. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  486. break;
  487. case HT_FREEZINGTRAP:
  488. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  489. break;
  490. case HT_FLASHER:
  491. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  492. break;
  493. case HT_LANDMINE:
  494. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  495. break;
  496. case HT_SHOCKWAVE:
  497. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  498. break;
  499. case HT_SANDMAN:
  500. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  501. break;
  502. case TF_SPRINKLESAND:
  503. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  504. break;
  505. case TF_THROWSTONE:
  506. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  507. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  508. break;
  509. case NPC_DARKCROSS:
  510. case CR_HOLYCROSS:
  511. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  512. break;
  513. case CR_GRANDCROSS:
  514. case NPC_GRANDDARKNESS:
  515. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  516. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  517. break;
  518. case AM_ACIDTERROR:
  519. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  520. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  521. clif_emotion(bl,23);
  522. break;
  523. case AM_DEMONSTRATION:
  524. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  525. break;
  526. case CR_SHIELDCHARGE:
  527. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  528. break;
  529. case PA_PRESSURE:
  530. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  531. break;
  532. case RG_RAID:
  533. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  534. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  535. break;
  536. case BA_FROSTJOKE:
  537. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  538. break;
  539. case DC_SCREAM:
  540. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  541. break;
  542. case BD_LULLABY:
  543. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  544. break;
  545. case DC_UGLYDANCE:
  546. rate = 5+5*skilllv;
  547. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  548. rate += 5+skill;
  549. status_zap(bl, 0, rate);
  550. break;
  551. case SL_STUN:
  552. if (tstatus->size==1) //Only stuns mid-sized mobs.
  553. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  554. break;
  555. case NPC_PETRIFYATTACK:
  556. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  557. skilllv,0,0,skill_get_time(skillid,skilllv),
  558. skill_get_time2(skillid,skilllv));
  559. break;
  560. case NPC_CURSEATTACK:
  561. case NPC_SLEEPATTACK:
  562. case NPC_BLINDATTACK:
  563. case NPC_POISON:
  564. case NPC_SILENCEATTACK:
  565. case NPC_STUNATTACK:
  566. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  567. break;
  568. case NPC_ACIDBREATH:
  569. case NPC_ICEBREATH:
  570. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  571. break;
  572. case NPC_BLEEDING:
  573. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  574. break;
  575. case NPC_MENTALBREAKER:
  576. { //Based on observations by Tharis, Mental Breaker should do SP damage
  577. //equal to Matk*skLevel.
  578. rate = sstatus->matk_min;
  579. if (rate < sstatus->matk_max)
  580. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  581. rate*=skilllv;
  582. status_zap(bl, 0, rate);
  583. break;
  584. }
  585. // Equipment breaking monster skills [Celest]
  586. case NPC_WEAPONBRAKER:
  587. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  588. break;
  589. case NPC_ARMORBRAKE:
  590. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  591. break;
  592. case NPC_HELMBRAKE:
  593. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  594. break;
  595. case NPC_SHIELDBRAKE:
  596. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  597. break;
  598. case CH_TIGERFIST:
  599. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  600. break;
  601. case LK_SPIRALPIERCE:
  602. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  603. break;
  604. case ST_REJECTSWORD:
  605. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  606. break;
  607. case PF_FOGWALL:
  608. if (src != bl && !tsc->data[SC_DELUGE])
  609. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  610. break;
  611. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  612. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  613. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  614. break;
  615. case LK_JOINTBEAT:
  616. status = status_skill2sc(skillid);
  617. if (tsc->jb_flag) {
  618. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  619. tsc->jb_flag = 0;
  620. }
  621. break;
  622. case ASC_METEORASSAULT:
  623. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  624. switch(rand()%3) {
  625. case 0:
  626. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  627. break;
  628. case 1:
  629. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  630. break;
  631. default:
  632. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  633. }
  634. break;
  635. case HW_NAPALMVULCAN:
  636. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  637. break;
  638. case WS_CARTTERMINATION: // Cart termination
  639. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  640. break;
  641. case CR_ACIDDEMONSTRATION:
  642. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  643. break;
  644. case TK_DOWNKICK:
  645. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  646. break;
  647. case TK_JUMPKICK:
  648. //Cancel out Soul Linker status of the target. [Skotlex]
  649. if (tsc->count) {
  650. //Remove NORMAL potions effect.
  651. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
  652. status_change_end(bl, SC_ASPDPOTION0, -1);
  653. if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
  654. status_change_end(bl, SC_ASPDPOTION1, -1);
  655. if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
  656. status_change_end(bl, SC_ASPDPOTION2, -1);
  657. if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
  658. status_change_end(bl, SC_ASPDPOTION3, -1);
  659. if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
  660. status_change_end(bl, SC_SPEEDUP0, -1);
  661. if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
  662. status_change_end(bl, SC_SPEEDUP1, -1);
  663. if (tsc->data[SC_SPIRIT])
  664. status_change_end(bl, SC_SPIRIT, -1);
  665. if (tsc->data[SC_ONEHAND])
  666. status_change_end(bl, SC_ONEHAND, -1);
  667. if (tsc->data[SC_ADRENALINE2])
  668. status_change_end(bl, SC_ADRENALINE2, -1);
  669. }
  670. break;
  671. case TK_TURNKICK:
  672. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  673. if(attack_type&BF_MISC) //70% base stun chance...
  674. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  675. break;
  676. case GS_BULLSEYE: //0.1% coma rate.
  677. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  678. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  679. break;
  680. case GS_PIERCINGSHOT:
  681. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  682. break;
  683. case NJ_HYOUSYOURAKU:
  684. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  685. break;
  686. case GS_FLING:
  687. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  688. break;
  689. case GS_DISARM:
  690. rate = 3*skilllv;
  691. if (sstatus->dex > tstatus->dex)
  692. rate += (sstatus->dex - tstatus->dex)/5;
  693. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  694. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  695. break;
  696. case NPC_EVILLAND:
  697. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  698. break;
  699. case NPC_HELLJUDGEMENT:
  700. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  701. break;
  702. case NPC_CRITICALWOUND:
  703. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  704. break;
  705. }
  706. if(sd && attack_type&BF_WEAPON &&
  707. skillid != WS_CARTTERMINATION &&
  708. skillid != AM_DEMONSTRATION &&
  709. skillid != CR_REFLECTSHIELD &&
  710. skillid != ASC_BREAKER
  711. ){ //Trigger status effects
  712. enum sc_type type;
  713. int i;
  714. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  715. {
  716. rate = sd->addeff[i].rate;
  717. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  718. rate += sd->addeff[i].arrow_rate;
  719. if (!rate) continue;
  720. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  721. { //Trigger has range consideration.
  722. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  723. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  724. continue; //Range Failed.
  725. }
  726. type = sd->addeff[i].id;
  727. skill = skill_get_time2(status_sc2skill(type),7);
  728. if (sd->addeff[i].flag&ATF_TARGET)
  729. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  730. if (sd->addeff[i].flag&ATF_SELF)
  731. status_change_start(src,type,rate,7,0,0,0,skill,0);
  732. }
  733. }
  734. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  735. { //Pass heritage to Master for status causing effects. [Skotlex]
  736. sd = map_id2sd(md->master_id);
  737. src = sd?&sd->bl:src;
  738. }
  739. // Autospell when attacking
  740. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  741. struct block_list *tbl;
  742. struct unit_data *ud;
  743. int i, skilllv;
  744. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  745. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  746. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  747. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  748. continue; // one or more trigger conditions were not fulfilled
  749. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  750. if (skillnotok(skill, sd))
  751. continue;
  752. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  753. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  754. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  755. if (rand()%1000 > rate)
  756. continue;
  757. if (sd->autospell[i].id < 0)
  758. tbl = src;
  759. else
  760. tbl = bl;
  761. switch (skill_get_casttype(skill)) {
  762. case CAST_GROUND:
  763. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  764. break;
  765. case CAST_NODAMAGE:
  766. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  767. break;
  768. case CAST_DAMAGE:
  769. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  770. break;
  771. }
  772. //Set canact delay. [Skotlex]
  773. ud = unit_bl2ud(src);
  774. if (ud) {
  775. rate = skill_delayfix(src, skill, skilllv);
  776. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  777. ud->canact_tick = tick+rate;
  778. }
  779. break; //Only one auto skill comes off at a time.
  780. }
  781. }
  782. //Auto-script when attacking
  783. if(sd && src != bl && sd->autoscript[0].script) {
  784. int i;
  785. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  786. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  787. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  788. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  789. continue; // one or more trigger conditions were not fulfilled
  790. if (rand()%1000 > sd->autoscript[i].rate)
  791. continue;
  792. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  793. break; //Have only one script execute at a time.
  794. }
  795. }
  796. //Polymorph
  797. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  798. dstmd && !(tstatus->mode&MD_BOSS) &&
  799. (rand()%10000 < sd->classchange))
  800. {
  801. struct mob_db *mob;
  802. int class_;
  803. skill = 0;
  804. do {
  805. do {
  806. class_ = rand() % MAX_MOB_DB;
  807. } while (!mobdb_checkid(class_));
  808. rate = rand() % 1000000;
  809. mob = mob_db(class_);
  810. } while (
  811. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  812. (skill++) < 2000);
  813. if (skill < 2000)
  814. mob_class_change(dstmd,class_);
  815. }
  816. return 0;
  817. }
  818. /* Splitted off from skill_additional_effect, which is never called when the
  819. * attack skill kills the enemy. Place in this function counter status effects
  820. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  821. * from cards) that will take effect on the source, not the target. [Skotlex]
  822. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  823. * type of skills, so not every instance of skill_additional_effect needs a call
  824. * to this one.
  825. */
  826. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  827. {
  828. int rate;
  829. struct map_session_data *sd=NULL;
  830. struct map_session_data *dstsd=NULL;
  831. struct status_change *tsc;
  832. nullpo_retr(0, src);
  833. nullpo_retr(0, bl);
  834. if(skillid < 0) return 0;
  835. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  836. tsc = status_get_sc(bl);
  837. if (tsc && !tsc->count)
  838. tsc = NULL;
  839. sd = BL_CAST(BL_PC, src);
  840. dstsd = BL_CAST(BL_PC, bl);
  841. switch(skillid){
  842. case 0: //Normal Attack
  843. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  844. tsc->data[SC_KAAHI]->val4 = add_timer(
  845. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  846. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  847. break;
  848. case MO_EXTREMITYFIST:
  849. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  850. break;
  851. case GS_FULLBUSTER:
  852. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  853. break;
  854. case HFLI_SBR44: //[orn]
  855. case HVAN_EXPLOSION:
  856. if(src->type == BL_HOM){
  857. TBL_HOM *hd = (TBL_HOM*)src;
  858. hd->homunculus.intimacy = 200;
  859. if (hd->master)
  860. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  861. }
  862. break;
  863. }
  864. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  865. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  866. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  867. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  868. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  869. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  870. ){ //Soul Drain should only work on targetted spells [Skotlex]
  871. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  872. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  873. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  874. }
  875. if(dstsd && attack_type&BF_WEAPON)
  876. { //Counter effects.
  877. enum sc_type type;
  878. int i, time;
  879. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  880. {
  881. rate = dstsd->addeff2[i].rate;
  882. if (attack_type&BF_LONG)
  883. rate+=dstsd->addeff2[i].arrow_rate;
  884. if (!rate) continue;
  885. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  886. { //Trigger has range consideration.
  887. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  888. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  889. continue; //Range Failed.
  890. }
  891. type = dstsd->addeff2[i].id;
  892. time = skill_get_time2(status_sc2skill(type),7);
  893. if (dstsd->addeff2[i].flag&ATF_TARGET)
  894. status_change_start(src,type,rate,7,0,0,0,time,0);
  895. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  896. status_change_start(bl,type,rate,7,0,0,0,time,0);
  897. }
  898. }
  899. // Trigger counter-spells to retaliate against damage causing skills.
  900. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  901. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  902. {
  903. struct block_list *tbl;
  904. struct unit_data *ud;
  905. int i, skillid, skilllv, rate;
  906. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  907. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  908. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  909. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  910. continue; // one or more trigger conditions were not fulfilled
  911. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  912. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  913. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  914. rate = dstsd->autospell2[i].rate;
  915. if (attack_type&BF_LONG)
  916. rate>>=1;
  917. if (skillnotok(skillid, dstsd))
  918. continue;
  919. if (rand()%1000 > rate)
  920. continue;
  921. if (dstsd->autospell2[i].id < 0)
  922. tbl = bl;
  923. else
  924. tbl = src;
  925. switch (skill_get_casttype(skillid)) {
  926. case CAST_GROUND:
  927. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  928. break;
  929. case CAST_NODAMAGE:
  930. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  931. break;
  932. case CAST_DAMAGE:
  933. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  934. break;
  935. }
  936. //Set canact delay. [Skotlex]
  937. ud = unit_bl2ud(bl);
  938. if (ud) {
  939. rate = skill_delayfix(bl, skillid, skilllv);
  940. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  941. ud->canact_tick = tick+rate;
  942. }
  943. break; //trigger only one auto-spell per hit.
  944. }
  945. }
  946. //Auto-script when attacked
  947. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  948. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  949. {
  950. int i;
  951. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  952. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  953. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  954. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  955. continue; // one or more trigger conditions were not fulfilled
  956. if (rand()%1000 > dstsd->autoscript2[i].rate)
  957. continue;
  958. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  959. break; //Have only one script execute at a time.
  960. }
  961. }
  962. return 0;
  963. }
  964. /*=========================================================================
  965. Breaks equipment. On-non players causes the corresponding strip effect.
  966. - rate goes from 0 to 10000 (100.00%)
  967. - flag is a BCT_ flag to indicate which type of adjustment should be used
  968. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  969. --------------------------------------------------------------------------*/
  970. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  971. {
  972. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  973. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  974. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  975. struct status_change *sc = status_get_sc(bl);
  976. int i,j;
  977. TBL_PC *sd;
  978. sd = BL_CAST(BL_PC, bl);
  979. if (sc && !sc->count)
  980. sc = NULL;
  981. if (sd) {
  982. if (sd->unbreakable_equip)
  983. where &= ~sd->unbreakable_equip;
  984. if (sd->unbreakable)
  985. rate -= rate*sd->unbreakable/100;
  986. if (where&EQP_WEAPON) {
  987. switch (sd->status.weapon) {
  988. case W_FIST: //Bare fists should not break :P
  989. case W_1HAXE:
  990. case W_2HAXE:
  991. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  992. case W_STAFF:
  993. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  994. case W_HUUMA:
  995. where &= ~EQP_WEAPON;
  996. }
  997. }
  998. }
  999. if (flag&BCT_ENEMY) {
  1000. if (battle_config.equip_skill_break_rate != 100)
  1001. rate = rate*battle_config.equip_skill_break_rate/100;
  1002. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1003. if (battle_config.equip_self_break_rate != 100)
  1004. rate = rate*battle_config.equip_self_break_rate/100;
  1005. }
  1006. for (i = 0; i < 4; i++) {
  1007. if (where&where_list[i]) {
  1008. if (sc && sc->count && sc->data[scdef[i]])
  1009. where&=~where_list[i];
  1010. else if (rand()%10000 >= rate)
  1011. where&=~where_list[i];
  1012. else if (!sd) //Cause Strip effect.
  1013. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1014. }
  1015. }
  1016. if (!where) //Nothing to break.
  1017. return 0;
  1018. if (sd) {
  1019. for (i = 0; i < EQI_MAX; i++) {
  1020. j = sd->equip_index[i];
  1021. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1022. continue;
  1023. flag = 0;
  1024. switch(i) {
  1025. case EQI_HEAD_TOP: //Upper Head
  1026. flag = (where&EQP_HELM);
  1027. break;
  1028. case EQI_ARMOR: //Body
  1029. flag = (where&EQP_ARMOR);
  1030. break;
  1031. case EQI_HAND_R: //Left/Right hands
  1032. case EQI_HAND_L:
  1033. flag = (
  1034. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1035. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1036. break;
  1037. default:
  1038. continue;
  1039. }
  1040. if (flag) {
  1041. sd->status.inventory[j].attribute = 1;
  1042. pc_unequipitem(sd, j, 3);
  1043. }
  1044. }
  1045. clif_equiplist(sd);
  1046. }
  1047. return where; //Return list of pieces broken.
  1048. }
  1049. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1050. {
  1051. struct status_change *sc;
  1052. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1053. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1054. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1055. int i;
  1056. if (rand()%100 >= rate)
  1057. return 0;
  1058. sc = status_get_sc(bl);
  1059. if (!sc)
  1060. return 0;
  1061. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1062. if (where&pos[i] && sc->data[sc_def[i]])
  1063. where&=~pos[i];
  1064. }
  1065. if (!where) return 0;
  1066. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1067. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1068. where&=~pos[i];
  1069. }
  1070. return where?1:0;
  1071. }
  1072. /*=========================================================================
  1073. Used to knock back players, monsters, traps, etc
  1074. - 'count' is the number of squares to knock back
  1075. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1076. - if 'flag&0x1', position update packets must not be sent.
  1077. -------------------------------------------------------------------------*/
  1078. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1079. {
  1080. int dx = 0, dy = 0, nx, ny;
  1081. int ret;
  1082. struct skill_unit* su = NULL;
  1083. nullpo_retr(0, src);
  1084. if (src != target && map_flag_gvg(target->m))
  1085. return 0; //No knocking back in WoE
  1086. if (count == 0)
  1087. return 0; //Actual knockback distance is 0.
  1088. switch (target->type)
  1089. {
  1090. case BL_MOB:
  1091. {
  1092. struct mob_data* md = BL_CAST(BL_MOB, target);
  1093. if( md->class_ == MOBID_EMPERIUM || md->class_ == MOBID_BARRICADEA || md->class_ == MOBID_BARRICADEB )
  1094. return 0;
  1095. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1096. return 0;
  1097. }
  1098. break;
  1099. case BL_PC:
  1100. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1101. return 0;
  1102. break;
  1103. case BL_SKILL:
  1104. su = (struct skill_unit *)target;
  1105. break;
  1106. }
  1107. if (direction == -1) // <optimized>: do the computation here instead of outside
  1108. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1109. if (direction >= 0 && direction < 8)
  1110. { // take the reversed 'direction' and reverse it
  1111. dx = -dirx[direction];
  1112. dy = -diry[direction];
  1113. }
  1114. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1115. nx = ret>>16;
  1116. ny = ret&0xffff;
  1117. if (!su)
  1118. unit_stop_walking(target,0);
  1119. dx = nx - target->x;
  1120. dy = ny - target->y;
  1121. if (!dx && !dy) //Could not knockback.
  1122. return 0;
  1123. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1124. if(su)
  1125. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1126. else
  1127. map_moveblock(target, nx, ny, gettick());
  1128. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1129. if(!(flag&0x1))
  1130. clif_blown(target);
  1131. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1132. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1133. return count; //Return amount of knocked back cells.
  1134. }
  1135. //Checks if bl should reflect back a spell.
  1136. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1137. static int skill_magic_reflect(struct block_list *bl, int type)
  1138. {
  1139. struct status_change *sc = status_get_sc(bl);
  1140. struct map_session_data *sd;
  1141. sd = BL_CAST(BL_PC, bl);
  1142. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1143. return 1;
  1144. if(sc && sc->count)
  1145. {
  1146. if(sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2)
  1147. return 1;
  1148. if(sc->data[SC_KAITE] && (sd || status_get_lv(bl) <= 80))
  1149. { //Works on players or mobs with level under 80.
  1150. clif_specialeffect(bl, 438, AREA);
  1151. if (--sc->data[SC_KAITE]->val2 <= 0)
  1152. status_change_end(bl, SC_KAITE, -1);
  1153. return 1;
  1154. }
  1155. }
  1156. return 0;
  1157. }
  1158. /*
  1159. * =========================================================================
  1160. * Does a skill attack with the given properties.
  1161. * src is the master behind the attack (player/mob/pet)
  1162. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1163. * bl is the target to be attacked.
  1164. * flag can hold a bunch of information:
  1165. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1166. * (usually holds number of targets, or just 1 for simple splash attacks)
  1167. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1168. * packet shouldn't display a skill animation)
  1169. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1170. * client (causes player characters to not scream skill name)
  1171. *-------------------------------------------------------------------------*/
  1172. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1173. {
  1174. struct Damage dmg;
  1175. struct status_data *sstatus, *tstatus;
  1176. struct status_change *sc;
  1177. struct map_session_data *sd, *tsd;
  1178. int type,damage,rdamage=0;
  1179. if(skillid > 0 && skilllv <= 0) return 0;
  1180. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1181. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1182. nullpo_retr(0, bl); //Target to be attacked.
  1183. if (src != dsrc) {
  1184. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1185. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1186. return 0;
  1187. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1188. //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]
  1189. if (!status_check_skilluse(src, bl, skillid, 2))
  1190. return 0;
  1191. }
  1192. sd = BL_CAST(BL_PC, src);
  1193. tsd = BL_CAST(BL_PC, bl);
  1194. sstatus = status_get_status_data(src);
  1195. tstatus = status_get_status_data(bl);
  1196. sc= status_get_sc(bl);
  1197. if (sc && !sc->count) sc = NULL; //Don't need it.
  1198. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1199. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1200. return 0;
  1201. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1202. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1203. return 0;
  1204. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1205. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1206. //Skotlex: Adjusted to the new system
  1207. if(src->type==BL_PET)
  1208. { // [Valaris]
  1209. struct pet_data *pd = (TBL_PET*)src;
  1210. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1211. {
  1212. int element = skill_get_ele(skillid, skilllv);
  1213. if (skillid == -1)
  1214. element = sstatus->rhw.ele;
  1215. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1216. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1217. else
  1218. dmg.damage= skilllv;
  1219. dmg.damage2=0;
  1220. dmg.div_= pd->a_skill->div_;
  1221. }
  1222. }
  1223. if (attack_type&BF_MAGIC) {
  1224. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1225. skill_magic_reflect(bl, src==dsrc))
  1226. { //Magic reflection, switch caster/target
  1227. struct block_list *tbl = bl;
  1228. bl = src;
  1229. src = tbl;
  1230. sd = BL_CAST(BL_PC, src);
  1231. tsd = BL_CAST(BL_PC, bl);
  1232. sc = status_get_sc(bl);
  1233. if (sc && !sc->count)
  1234. sc = NULL; //Don't need it.
  1235. //Spirit of Wizard blocks bounced back spells.
  1236. if (sc && sc->data[SC_SPIRIT] &&
  1237. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1238. {
  1239. //It should only consume once per skill casted. Val3 is the skill
  1240. //id and val4 is the ID of the damage src, this should account for
  1241. //ground spells (and single target spells will be completed on
  1242. //castend_id) [Skotlex]
  1243. if (tsd && !(
  1244. sc->data[SC_SPIRIT]->val3 == skillid &&
  1245. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1246. ) { //Check if you have stone to consume.
  1247. type = pc_search_inventory (tsd, 7321);
  1248. if (type >= 0)
  1249. pc_delitem(tsd, type, 1, 0);
  1250. } else
  1251. type = 0;
  1252. if (type >= 0) {
  1253. dmg.damage = dmg.damage2 = 0;
  1254. dmg.dmg_lv = ATK_FLEE;
  1255. sc->data[SC_SPIRIT]->val3 = skillid;
  1256. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1257. }
  1258. }
  1259. }
  1260. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1261. int sp = skill_get_sp(skillid,skilllv);
  1262. dmg.damage = dmg.damage2 = 0;
  1263. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1264. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1265. if(skillid == WZ_WATERBALL && skilllv > 1)
  1266. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1267. status_heal(bl, 0, sp, 2);
  1268. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1269. }
  1270. }
  1271. damage = dmg.damage + dmg.damage2;
  1272. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1273. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1274. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1275. //Skill hit type
  1276. type=(skillid==0)?5:skill_get_hit(skillid);
  1277. if(damage < dmg.div_
  1278. //Only skills that knockback even when they miss. [Skotlex]
  1279. && skillid != CH_PALMSTRIKE)
  1280. dmg.blewcount = 0;
  1281. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1282. if(battle_config.gx_disptype) dsrc = src;
  1283. if(src == bl) type = 4;
  1284. else flag|=SD_ANIMATION;
  1285. }
  1286. if(skillid == NJ_TATAMIGAESHI) {
  1287. dsrc = src; //For correct knockback.
  1288. flag|=SD_ANIMATION;
  1289. }
  1290. if(sd) {
  1291. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1292. if (sd->sc.data[SC_COMBO])
  1293. { //End combo state after skill is invoked. [Skotlex]
  1294. switch (skillid) {
  1295. case TK_TURNKICK:
  1296. case TK_STORMKICK:
  1297. case TK_DOWNKICK:
  1298. case TK_COUNTER:
  1299. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1300. { //Extend combo time.
  1301. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1302. sd->skilllv_old = skilllv;
  1303. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1304. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1305. sd->sc.data[SC_COMBO]->timer = add_timer(
  1306. tick+sd->sc.data[SC_COMBO]->val4,
  1307. status_change_timer, src->id, SC_COMBO);
  1308. break;
  1309. }
  1310. default:
  1311. status_change_end(src,SC_COMBO,-1);
  1312. }
  1313. }
  1314. switch(skillid)
  1315. {
  1316. case MO_TRIPLEATTACK:
  1317. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1318. flag=1;
  1319. break;
  1320. case MO_CHAINCOMBO:
  1321. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1322. flag=1;
  1323. break;
  1324. case MO_COMBOFINISH:
  1325. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1326. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1327. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1328. flag=1;
  1329. case CH_TIGERFIST:
  1330. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1331. flag=1;
  1332. case CH_CHAINCRUSH:
  1333. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1334. flag=1;
  1335. break;
  1336. case AC_DOUBLE:
  1337. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1338. pc_checkskill(sd, HT_POWER))
  1339. {
  1340. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1341. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1342. clif_combo_delay(src,2000);
  1343. }
  1344. break;
  1345. case TK_COUNTER:
  1346. { //bonus from SG_FRIEND [Komurka]
  1347. int level;
  1348. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1349. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1350. }
  1351. break;
  1352. case SL_STIN:
  1353. case SL_STUN:
  1354. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1355. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1356. break;
  1357. case GS_FULLBUSTER:
  1358. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1359. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1360. break;
  1361. } //Switch End
  1362. if (flag) { //Possible to chain
  1363. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1364. if (flag < 0) flag = 0;
  1365. flag += 300 * battle_config.combo_delay_rate/100;
  1366. sc_start(src,SC_COMBO,100,skillid,flag);
  1367. clif_combo_delay(src, flag);
  1368. }
  1369. }
  1370. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1371. if( flag&SD_PREAMBLE )
  1372. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1373. //Display damage.
  1374. switch( skillid )
  1375. {
  1376. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1377. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1378. break;
  1379. //Skills that need be passed as a normal attack for the client to display correctly.
  1380. case HVAN_EXPLOSION:
  1381. case NPC_SELFDESTRUCTION:
  1382. if(src->type==BL_PC)
  1383. dmg.blewcount = 10;
  1384. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1385. // fall through
  1386. case KN_AUTOCOUNTER:
  1387. case NPC_CRITICALSLASH:
  1388. case TF_DOUBLE:
  1389. case GS_CHAINACTION:
  1390. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1391. break;
  1392. case AS_SPLASHER:
  1393. if( flag&SD_ANIMATION ) // the surrounding targets
  1394. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1395. else // the central target doesn't display an animation
  1396. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1397. break;
  1398. default:
  1399. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1400. type = 5;
  1401. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1402. break;
  1403. }
  1404. map_freeblock_lock();
  1405. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1406. && pc_checkskill(tsd,RG_PLAGIARISM)
  1407. && (!sc || !sc->data[SC_PRESERVE])
  1408. && damage < tsd->status.hp)
  1409. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1410. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1411. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1412. {
  1413. int lv = skilllv;
  1414. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1415. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1416. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1417. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1418. }
  1419. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1420. lv = type;
  1421. //kRO Update makes it impossible to copy skills beyond the skill_db max.
  1422. if ((type = skill_get_max(skillid)) < lv)
  1423. lv = type;
  1424. tsd->cloneskill_id = skillid;
  1425. tsd->status.skill[skillid].id = skillid;
  1426. tsd->status.skill[skillid].lv = lv;
  1427. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1428. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1429. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1430. clif_skillinfoblock(tsd);
  1431. }
  1432. }
  1433. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1434. struct skill_unit* su = (struct skill_unit*)bl;
  1435. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1436. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1437. }
  1438. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1439. { //Skills with can't walk delay also stop normal attacking for that
  1440. //duration when the attack connects. [Skotlex]
  1441. struct unit_data *ud = unit_bl2ud(src);
  1442. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1443. ud->attackabletime = tick + type;
  1444. }
  1445. if (!dmg.amotion) {
  1446. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1447. if (damage > 0) {
  1448. if (!status_isdead(bl))
  1449. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1450. //Counter status effects [Skotlex]
  1451. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1452. }
  1453. }
  1454. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1455. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1456. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1457. {
  1458. int direction = -1; // default
  1459. switch(skillid)
  1460. {
  1461. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1462. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1463. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1464. }
  1465. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1466. }
  1467. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1468. if (dmg.amotion)
  1469. battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1470. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1471. int rate = 50 + skilllv * 5;
  1472. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1473. if(rand()%100 < rate)
  1474. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1475. }
  1476. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1477. if (battle_config.left_cardfix_to_right)
  1478. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1479. else
  1480. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1481. }
  1482. if (rdamage>0) {
  1483. if (dmg.amotion)
  1484. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1485. else
  1486. status_fix_damage(bl,src,rdamage,0);
  1487. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1488. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1489. if (tsd && src != bl)
  1490. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1491. skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1492. }
  1493. if (!(flag&2) &&
  1494. (
  1495. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1496. ) &&
  1497. (sc = status_get_sc(src)) &&
  1498. sc->data[SC_DOUBLECAST] &&
  1499. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1500. {
  1501. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1502. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1503. }
  1504. map_freeblock_unlock();
  1505. return damage;
  1506. }
  1507. /*==========================================
  1508. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1509. * flagについて?F16?i?を確認
  1510. * MSB <- 00fTffff ->LSB
  1511. * T =タ?ゲット選?用(BCT_*)
  1512. * ffff=自由に使用可能
  1513. * 0 =予約?B0に固定
  1514. *------------------------------------------*/
  1515. static int skill_area_temp[8];
  1516. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1517. int skill_area_sub (struct block_list *bl, va_list ap)
  1518. {
  1519. struct block_list *src;
  1520. int skill_id,skill_lv,flag;
  1521. unsigned int tick;
  1522. SkillFunc func;
  1523. nullpo_retr(0, bl);
  1524. nullpo_retr(0, ap);
  1525. src=va_arg(ap,struct block_list *);
  1526. skill_id=va_arg(ap,int);
  1527. skill_lv=va_arg(ap,int);
  1528. tick=va_arg(ap,unsigned int);
  1529. flag=va_arg(ap,int);
  1530. func=va_arg(ap,SkillFunc);
  1531. if(battle_check_target(src,bl,flag) > 0)
  1532. return func(src,bl,skill_id,skill_lv,tick,flag);
  1533. return 0;
  1534. }
  1535. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1536. {
  1537. struct skill_unit *unit;
  1538. int skillid,g_skillid;
  1539. unit = (struct skill_unit *)bl;
  1540. if(bl->prev == NULL || bl->type != BL_SKILL)
  1541. return 0;
  1542. if(!unit->alive)
  1543. return 0;
  1544. skillid = va_arg(ap,int);
  1545. g_skillid = unit->group->skill_id;
  1546. switch (skillid)
  1547. {
  1548. case MG_SAFETYWALL:
  1549. case AL_PNEUMA:
  1550. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1551. return 0;
  1552. break;
  1553. case AL_WARP:
  1554. case HT_SKIDTRAP:
  1555. case HT_LANDMINE:
  1556. case HT_ANKLESNARE:
  1557. case HT_SHOCKWAVE:
  1558. case HT_SANDMAN:
  1559. case HT_FLASHER:
  1560. case HT_FREEZINGTRAP:
  1561. case HT_BLASTMINE:
  1562. case HT_CLAYMORETRAP:
  1563. case HT_TALKIEBOX:
  1564. case HP_BASILICA:
  1565. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1566. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1567. return 0;
  1568. break;
  1569. default: //Avoid stacking with same kind of trap. [Skotlex]
  1570. if (g_skillid != skillid)
  1571. return 0;
  1572. break;
  1573. }
  1574. return 1;
  1575. }
  1576. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1577. {
  1578. //Non players do not check for the skill's splash-trigger area.
  1579. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1580. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1581. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1582. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1583. return 0;
  1584. }
  1585. range += layout_type;
  1586. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1587. }
  1588. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1589. {
  1590. int skillid;
  1591. if(bl->prev == NULL)
  1592. return 0;
  1593. if(status_isdead(bl))
  1594. return 0;
  1595. skillid = va_arg(ap,int);
  1596. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1597. return 0;
  1598. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1599. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1600. return 1;
  1601. }
  1602. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1603. {
  1604. int range, type;
  1605. switch (skillid) { // to be expanded later
  1606. case WZ_ICEWALL:
  1607. range = 2;
  1608. break;
  1609. default:
  1610. {
  1611. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1612. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1613. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1614. return 0;
  1615. }
  1616. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1617. }
  1618. break;
  1619. }
  1620. // if the caster is a monster/NPC, only check for players
  1621. // otherwise just check characters
  1622. if (bl->type == BL_PC)
  1623. type = BL_CHAR;
  1624. else
  1625. type = BL_PC;
  1626. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1627. x - range, y - range, x + range, y + range,
  1628. type, skillid);
  1629. }
  1630. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1631. {
  1632. struct map_session_data *sd;
  1633. int gid, id, strvit, agidex;
  1634. sd = (struct map_session_data *)bl;
  1635. id = va_arg(ap,int);
  1636. gid = va_arg(ap,int);
  1637. if (sd->status.guild_id != gid)
  1638. return 0;
  1639. if(id == sd->bl.id && battle_config.guild_aura&16)
  1640. return 0;
  1641. strvit = va_arg(ap,int);
  1642. agidex = va_arg(ap,int);
  1643. if (sd->sc.data[SC_GUILDAURA]) {
  1644. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1645. if (sce->val3 != strvit || sce->val4 != agidex) {
  1646. sce->val3 = strvit;
  1647. sce->val4 = agidex;
  1648. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1649. }
  1650. return 0;
  1651. }
  1652. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1653. return 1;
  1654. }
  1655. /*==========================================
  1656. * [orn]
  1657. * Checks that you have the requirements for casting a skill for homunculus.
  1658. * Flag:
  1659. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1660. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1661. *------------------------------------------*/
  1662. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1663. {
  1664. struct status_data *status;
  1665. TBL_PC * sd;
  1666. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1667. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1668. nullpo_retr(0, hd);
  1669. sd = hd->master;
  1670. if (lv <= 0) return 0;
  1671. status = &hd->battle_status;
  1672. //Code speedup, rather than using skill_get_* over and over again.
  1673. j = skill_get_index(skill);
  1674. if( j == 0 )
  1675. return 0;
  1676. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1677. return 0;
  1678. for(i = 0; i < 10; i++) {
  1679. itemid[i] = skill_db[j].itemid[i];
  1680. amount[i] = skill_db[j].amount[i];
  1681. }
  1682. hp = skill_db[j].hp[lv-1];
  1683. sp = skill_db[j].sp[lv-1];
  1684. hp_rate = skill_db[j].hp_rate[lv-1];
  1685. sp_rate = skill_db[j].sp_rate[lv-1];
  1686. state = skill_db[j].state;
  1687. mhp = skill_db[j].mhp[lv-1];
  1688. if(mhp > 0)
  1689. hp += (status->max_hp * mhp)/100;
  1690. if(hp_rate > 0)
  1691. hp += (status->hp * hp_rate)/100;
  1692. else
  1693. hp += (status->max_hp * (-hp_rate))/100;
  1694. if(sp_rate > 0)
  1695. sp += (status->sp * sp_rate)/100;
  1696. else
  1697. sp += (status->max_sp * (-sp_rate))/100;
  1698. switch(skill) { // Check for cost reductions due to skills & SCs
  1699. case HFLI_SBR44:
  1700. if(hd->homunculus.intimacy <= 200)
  1701. return 0;
  1702. break;
  1703. case HVAN_EXPLOSION:
  1704. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1705. return 0;
  1706. break;
  1707. }
  1708. if(!(type&2)){
  1709. if( hp>0 && status->hp <= (unsigned int)hp) {
  1710. clif_skill_fail(sd,skill,2,0);
  1711. return 0;
  1712. }
  1713. if( sp>0 && status->sp < (unsigned int)sp) {
  1714. clif_skill_fail(sd,skill,1,0);
  1715. return 0;
  1716. }
  1717. }
  1718. if (!type) //States are only checked on begin casting.
  1719. switch(state) {
  1720. case ST_MOVE_ENABLE:
  1721. if(!unit_can_move(&hd->bl)) {
  1722. clif_skill_fail(sd,skill,0,0);
  1723. return 0;
  1724. }
  1725. break;
  1726. }
  1727. if(!(type&1))
  1728. return 1;
  1729. // Check items and reduce required amounts
  1730. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1731. {
  1732. index[i] = -1;
  1733. if(itemid[i] <= 0)
  1734. continue;// no item
  1735. index[i] = pc_search_inventory(sd,itemid[i]);
  1736. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1737. {
  1738. clif_skill_fail(sd,skill,0,0);
  1739. return 0;
  1740. }
  1741. }
  1742. // Consume items
  1743. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1744. {
  1745. if(index[i] >= 0)
  1746. pc_delitem(sd,index[i],amount[i],0);
  1747. }
  1748. if(type&2)
  1749. return 1;
  1750. if(sp || hp)
  1751. status_zap(&hd->bl, hp, sp);
  1752. return 1;
  1753. }
  1754. /*==========================================
  1755. *
  1756. *------------------------------------------*/
  1757. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1758. {
  1759. return 1;
  1760. }
  1761. /*==========================================
  1762. *
  1763. *------------------------------------------*/
  1764. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  1765. {
  1766. struct block_list *src = map_id2bl(id),*target;
  1767. struct unit_data *ud = unit_bl2ud(src);
  1768. struct skill_timerskill *skl = NULL;
  1769. int range;
  1770. nullpo_retr(0, src);
  1771. nullpo_retr(0, ud);
  1772. skl = ud->skilltimerskill[data];
  1773. nullpo_retr(0, skl);
  1774. ud->skilltimerskill[data] = NULL;
  1775. do {
  1776. if(src->prev == NULL)
  1777. break;
  1778. if(skl->target_id) {
  1779. target = map_id2bl(skl->target_id);
  1780. if(!target && skl->skill_id == RG_INTIMIDATE)
  1781. target = src; //Required since it has to warp.
  1782. if(target == NULL)
  1783. break;
  1784. if(target->prev == NULL)
  1785. break;
  1786. if(src->m != target->m)
  1787. break;
  1788. if(status_isdead(src))
  1789. break;
  1790. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1791. break;
  1792. switch(skl->skill_id) {
  1793. case RG_INTIMIDATE:
  1794. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1795. short x,y;
  1796. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1797. if (target != src && !status_isdead(target))
  1798. unit_warp(target, -1, x, y, 3);
  1799. }
  1800. break;
  1801. case BA_FROSTJOKE:
  1802. case DC_SCREAM:
  1803. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1804. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1805. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1806. break;
  1807. case WZ_WATERBALL:
  1808. if (!status_isdead(target))
  1809. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1810. if (skl->type>1 && !status_isdead(target)) {
  1811. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1812. } else {
  1813. struct status_change *sc = status_get_sc(src);
  1814. if(sc) {
  1815. if(sc->data[SC_MAGICPOWER])
  1816. status_change_end(src,SC_MAGICPOWER,-1);
  1817. if(sc->data[SC_SPIRIT] &&
  1818. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1819. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1820. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1821. }
  1822. }
  1823. break;
  1824. default:
  1825. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1826. break;
  1827. }
  1828. }
  1829. else {
  1830. if(src->m != skl->map)
  1831. break;
  1832. switch(skl->skill_id) {
  1833. case WZ_METEOR:
  1834. if(skl->type >= 0) {
  1835. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1836. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1837. }
  1838. else
  1839. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1840. break;
  1841. }
  1842. }
  1843. } while (0);
  1844. //Free skl now that it is no longer needed.
  1845. ers_free(skill_timer_ers, skl);
  1846. return 0;
  1847. }
  1848. /*==========================================
  1849. *
  1850. *------------------------------------------*/
  1851. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1852. {
  1853. int i;
  1854. struct unit_data *ud;
  1855. nullpo_retr(1, src);
  1856. ud = unit_bl2ud(src);
  1857. nullpo_retr(1, ud);
  1858. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1859. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1860. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1861. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1862. ud->skilltimerskill[i]->src_id = src->id;
  1863. ud->skilltimerskill[i]->target_id = target;
  1864. ud->skilltimerskill[i]->skill_id = skill_id;
  1865. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1866. ud->skilltimerskill[i]->map = src->m;
  1867. ud->skilltimerskill[i]->x = x;
  1868. ud->skilltimerskill[i]->y = y;
  1869. ud->skilltimerskill[i]->type = type;
  1870. ud->skilltimerskill[i]->flag = flag;
  1871. return 0;
  1872. }
  1873. /*==========================================
  1874. *
  1875. *------------------------------------------*/
  1876. int skill_cleartimerskill (struct block_list *src)
  1877. {
  1878. int i;
  1879. struct unit_data *ud;
  1880. nullpo_retr(0, src);
  1881. ud = unit_bl2ud(src);
  1882. nullpo_retr(0, ud);
  1883. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1884. if(ud->skilltimerskill[i]) {
  1885. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1886. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1887. ud->skilltimerskill[i]=NULL;
  1888. }
  1889. }
  1890. return 1;
  1891. }
  1892. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1893. {
  1894. TBL_SKILL *su = (TBL_SKILL*)bl;
  1895. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1896. { //Reveal trap.
  1897. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1898. //clif_changetraplook(bl, su->group->unit_id);
  1899. clif_skill_setunit(su);
  1900. return 1;
  1901. }
  1902. return 0;
  1903. }
  1904. /*==========================================
  1905. *
  1906. *
  1907. *------------------------------------------*/
  1908. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1909. {
  1910. struct map_session_data *sd = NULL, *tsd = NULL;
  1911. struct status_data *tstatus;
  1912. struct status_change *sc;
  1913. if (skillid > 0 && skilllv <= 0) return 0;
  1914. nullpo_retr(1, src);
  1915. nullpo_retr(1, bl);
  1916. if (src->m != bl->m)
  1917. return 1;
  1918. if (bl->prev == NULL)
  1919. return 1;
  1920. sd = BL_CAST(BL_PC, src);
  1921. tsd = BL_CAST(BL_PC, bl);
  1922. if (status_isdead(bl))
  1923. return 1;
  1924. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1925. { //GTB makes all targetted magic display miss with a single bolt.
  1926. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1927. return 1;
  1928. }
  1929. sc = status_get_sc(src);
  1930. if (sc && !sc->count)
  1931. sc = NULL; //Unneeded
  1932. tstatus = status_get_status_data(bl);
  1933. map_freeblock_lock();
  1934. switch(skillid)
  1935. {
  1936. case SM_BASH:
  1937. case MC_MAMMONITE:
  1938. case TF_DOUBLE:
  1939. case AC_DOUBLE:
  1940. case AS_SONICBLOW:
  1941. case KN_PIERCE:
  1942. case KN_SPEARBOOMERANG:
  1943. case TF_POISON:
  1944. case TF_SPRINKLESAND:
  1945. case AC_CHARGEARROW:
  1946. case RG_INTIMIDATE:
  1947. case AM_ACIDTERROR:
  1948. case BA_MUSICALSTRIKE:
  1949. case DC_THROWARROW:
  1950. case BA_DISSONANCE:
  1951. case CR_HOLYCROSS:
  1952. case NPC_DARKCROSS:
  1953. case CR_SHIELDCHARGE:
  1954. case CR_SHIELDBOOMERANG:
  1955. case NPC_PIERCINGATT:
  1956. case NPC_MENTALBREAKER:
  1957. case NPC_RANGEATTACK:
  1958. case NPC_CRITICALSLASH:
  1959. case NPC_COMBOATTACK:
  1960. case NPC_GUIDEDATTACK:
  1961. case NPC_POISON:
  1962. case NPC_RANDOMATTACK:
  1963. case NPC_WATERATTACK:
  1964. case NPC_GROUNDATTACK:
  1965. case NPC_FIREATTACK:
  1966. case NPC_WINDATTACK:
  1967. case NPC_POISONATTACK:
  1968. case NPC_HOLYATTACK:
  1969. case NPC_DARKNESSATTACK:
  1970. case NPC_TELEKINESISATTACK:
  1971. case NPC_UNDEADATTACK:
  1972. case NPC_ARMORBRAKE:
  1973. case NPC_WEAPONBRAKER:
  1974. case NPC_HELMBRAKE:
  1975. case NPC_SHIELDBRAKE:
  1976. case NPC_BLINDATTACK:
  1977. case NPC_SILENCEATTACK:
  1978. case NPC_STUNATTACK:
  1979. case NPC_PETRIFYATTACK:
  1980. case NPC_CURSEATTACK:
  1981. case NPC_SLEEPATTACK:
  1982. case LK_AURABLADE:
  1983. case LK_SPIRALPIERCE:
  1984. case LK_HEADCRUSH:
  1985. case CG_ARROWVULCAN:
  1986. case HW_MAGICCRASHER:
  1987. case ITM_TOMAHAWK:
  1988. case MO_TRIPLEATTACK:
  1989. case CH_CHAINCRUSH:
  1990. case CH_TIGERFIST:
  1991. case PA_SHIELDCHAIN: // Shield Chain
  1992. case PA_SACRIFICE:
  1993. case WS_CARTTERMINATION: // Cart Termination
  1994. case AS_VENOMKNIFE:
  1995. case HT_PHANTASMIC:
  1996. case HT_POWER:
  1997. case TK_DOWNKICK:
  1998. case TK_COUNTER:
  1999. case GS_CHAINACTION:
  2000. case GS_TRIPLEACTION:
  2001. case GS_MAGICALBULLET:
  2002. case GS_TRACKING:
  2003. case GS_PIERCINGSHOT:
  2004. case GS_RAPIDSHOWER:
  2005. case GS_DUST:
  2006. case GS_DISARM: // Added disarm. [Reddozen]
  2007. case GS_FULLBUSTER:
  2008. case NJ_SYURIKEN:
  2009. case NJ_KUNAI:
  2010. case ASC_BREAKER:
  2011. case HFLI_MOON: //[orn]
  2012. case HFLI_SBR44: //[orn]
  2013. case NPC_BLEEDING:
  2014. case NPC_CRITICALWOUND:
  2015. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2016. break;
  2017. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2018. switch( rand()%6 ){
  2019. case 0: flag |= BREAK_ANKLE; break;
  2020. case 1: flag |= BREAK_WRIST; break;
  2021. case 2: flag |= BREAK_KNEE; break;
  2022. case 3: flag |= BREAK_SHOULDER; break;
  2023. case 4: flag |= BREAK_WAIST; break;
  2024. case 5: flag |= BREAK_NECK; break;
  2025. }
  2026. //TODO: is there really no cleaner way to do this?
  2027. sc = status_get_sc(bl);
  2028. if (sc) sc->jb_flag = flag;
  2029. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2030. break;
  2031. case MO_COMBOFINISH:
  2032. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2033. { //Becomes a splash attack when Soul Linked.
  2034. map_foreachinrange(skill_area_sub, bl,
  2035. skill_get_splash(skillid, skilllv),splash_target(src),
  2036. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2037. skill_castend_damage_id);
  2038. } else
  2039. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2040. break;
  2041. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2042. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2043. skill_area_temp[1] = 0;
  2044. map_foreachinrange(skill_attack_area, src,
  2045. skill_get_splash(skillid, skilllv), splash_target(src),
  2046. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2047. break;
  2048. case KN_CHARGEATK:
  2049. {
  2050. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2051. unsigned int dist = distance_bl(src, bl);
  2052. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2053. // teleport to target (if not on WoE grounds)
  2054. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2055. clif_slide(src, bl->x, bl->y);
  2056. // cause damage and knockback if the path to target was a straight one
  2057. if( path )
  2058. {
  2059. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2060. skill_blown(src, bl, dist, dir, 0);
  2061. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2062. // make the caster look in the direction of the target
  2063. unit_setdir(src, (dir+4)%8);
  2064. }
  2065. }
  2066. break;
  2067. case TK_JUMPKICK:
  2068. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2069. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2070. clif_slide(src,bl->x,bl->y);
  2071. break;
  2072. case SN_SHARPSHOOTING:
  2073. case NJ_KAMAITACHI:
  2074. //It won't shoot through walls since on castend there has to be a direct
  2075. //line of sight between caster and target.
  2076. skill_area_temp[1] = bl->id;
  2077. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2078. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2079. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2080. break;
  2081. case NPC_ACIDBREATH:
  2082. case NPC_DARKNESSBREATH:
  2083. case NPC_FIREBREATH:
  2084. case NPC_ICEBREATH:
  2085. case NPC_THUNDERBREATH:
  2086. skill_area_temp[1] = bl->id;
  2087. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2088. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2089. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2090. break;
  2091. case MO_INVESTIGATE:
  2092. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2093. if (sc && sc->data[SC_BLADESTOP])
  2094. status_change_end(src,SC_BLADESTOP,-1);
  2095. break;
  2096. case RG_BACKSTAP:
  2097. {
  2098. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2099. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2100. if (sc && sc->data[SC_HIDING])
  2101. status_change_end(src, SC_HIDING, -1);
  2102. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2103. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2104. unit_setdir(bl,dir);
  2105. }
  2106. else if (sd)
  2107. clif_skill_fail(sd,skillid,0,0);
  2108. }
  2109. break;
  2110. case MO_FINGEROFFENSIVE:
  2111. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2112. if (battle_config.finger_offensive_type && sd) {
  2113. int i;
  2114. for (i = 1; i < sd->spiritball_old; i++)
  2115. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2116. }
  2117. if (sc && sc->data[SC_BLADESTOP])
  2118. status_change_end(src,SC_BLADESTOP,-1);
  2119. break;
  2120. case MO_CHAINCOMBO:
  2121. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2122. if (sc && sc->data[SC_BLADESTOP])
  2123. status_change_end(src,SC_BLADESTOP,-1);
  2124. break;
  2125. case NJ_ISSEN:
  2126. if (sc) {
  2127. if (sc->data[SC_NEN])
  2128. status_change_end(src,SC_NEN,-1);
  2129. if (sc->data[SC_HIDING])
  2130. status_change_end(src,SC_HIDING,-1);
  2131. }
  2132. case MO_EXTREMITYFIST:
  2133. if (sc && skillid == MO_EXTREMITYFIST)
  2134. {
  2135. if (sc->data[SC_EXPLOSIONSPIRITS])
  2136. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2137. if (sc->data[SC_BLADESTOP])
  2138. status_change_end(src,SC_BLADESTOP,-1);
  2139. }
  2140. //Client expects you to move to target regardless of distance
  2141. {
  2142. struct unit_data *ud = unit_bl2ud(src);
  2143. short dx,dy;
  2144. int i,speed;
  2145. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2146. dx = bl->x - src->x;
  2147. dy = bl->y - src->y;
  2148. if (dx < 0) dx-=i;
  2149. else if (dx > 0) dx+=i;
  2150. if (dy < 0) dy-=i;
  2151. else if (dy > 0) dy+=i;
  2152. if (!dx && !dy) dy++;
  2153. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2154. {
  2155. dx = bl->x;
  2156. dy = bl->y;
  2157. } else {
  2158. dx = src->x + dx;
  2159. dy = src->y + dy;
  2160. }
  2161. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2162. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2163. //Increase can't walk delay to not alter your walk path
  2164. ud->canmove_tick = tick;
  2165. speed = status_get_speed(src);
  2166. for (i = 0; i < ud->walkpath.path_len; i ++)
  2167. {
  2168. if(ud->walkpath.path[i]&1)
  2169. ud->canmove_tick+=7*speed/5;
  2170. else
  2171. ud->canmove_tick+=speed;
  2172. }
  2173. }
  2174. }
  2175. break;
  2176. //Splash attack skills.
  2177. case AS_GRIMTOOTH:
  2178. case AS_SPLASHER:
  2179. case SM_MAGNUM:
  2180. case HT_BLITZBEAT:
  2181. case MC_CARTREVOLUTION:
  2182. case NPC_SPLASHATTACK:
  2183. case AC_SHOWER:
  2184. case MG_NAPALMBEAT:
  2185. case MG_FIREBALL:
  2186. case RG_RAID:
  2187. case HW_NAPALMVULCAN:
  2188. case NJ_HUUMA:
  2189. case NJ_BAKUENRYU:
  2190. case ASC_METEORASSAULT:
  2191. case GS_DESPERADO:
  2192. case GS_SPREADATTACK:
  2193. case NPC_EARTHQUAKE:
  2194. case NPC_PULSESTRIKE:
  2195. case NPC_HELLJUDGEMENT:
  2196. if( flag&1 )
  2197. { //Recursive invocation
  2198. // skill_area_temp[0] holds number of targets in area
  2199. // skill_area_temp[1] holds the id of the original target
  2200. // skill_area_temp[2] counts how many targets have already been processed
  2201. int sflag = skill_area_temp[0] & 0xFFF;
  2202. if( flag&SD_LEVEL )
  2203. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2204. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2205. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2206. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2207. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2208. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2209. skill_area_temp[2]++;
  2210. }
  2211. else
  2212. {
  2213. if ( skillid == NJ_BAKUENRYU )
  2214. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2215. skill_area_temp[0] = 0;
  2216. skill_area_temp[1] = bl->id;
  2217. skill_area_temp[2] = 0;
  2218. // if skill damage should be split among targets, count them
  2219. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2220. //special case: Venom Splasher uses a different range for searching than for splashing
  2221. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2222. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2223. // recursive invocation of skill_castend_damage_id() with flag|1
  2224. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2225. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2226. if (skillid == SM_MAGNUM) {
  2227. //Initiate 10% of your damage becomes fire element.
  2228. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2229. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2230. }
  2231. }
  2232. break;
  2233. case KN_BRANDISHSPEAR:
  2234. //Coded apart for it needs the flag passed to the damage calculation.
  2235. if (skill_area_temp[1] != bl->id)
  2236. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2237. else
  2238. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2239. break;
  2240. case KN_BOWLINGBASH:
  2241. if(flag&1){
  2242. if(bl->id==skill_area_temp[1])
  2243. break;
  2244. //two hits for 500%
  2245. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2246. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2247. } else {
  2248. int i,c;
  2249. c = skill_get_blewcount(skillid,skilllv);
  2250. // keep moving target in the direction that src is looking, square by square
  2251. for(i=0;i<c;i++){
  2252. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2253. break; //Can't knockback
  2254. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2255. if( skill_area_temp[0] > 1 ) break; // collision
  2256. }
  2257. clif_blown(bl); //Update target pos.
  2258. if (i!=c) { //Splash
  2259. skill_area_temp[1] = bl->id;
  2260. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2261. }
  2262. //Weirdo dual-hit property, two attacks for 500%
  2263. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2264. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2265. }
  2266. break;
  2267. case KN_SPEARSTAB:
  2268. if(flag&1) {
  2269. if (bl->id==skill_area_temp[1])
  2270. break;
  2271. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2272. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2273. } else {
  2274. int x=bl->x,y=bl->y,i,dir;
  2275. dir = map_calc_dir(bl,src->x,src->y);
  2276. skill_area_temp[1] = bl->id;
  2277. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2278. // all the enemies between the caster and the target are hit, as well as the target
  2279. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2280. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2281. for (i=0;i<4;i++) {
  2282. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2283. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2284. x += dirx[dir];
  2285. y += diry[dir];
  2286. }
  2287. }
  2288. break;
  2289. case TK_TURNKICK:
  2290. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2291. {
  2292. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2293. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2294. map_foreachinrange(skill_area_sub,bl,
  2295. skill_get_splash(skillid, skilllv),BL_CHAR,
  2296. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2297. skill_castend_nodamage_id);
  2298. }
  2299. break;
  2300. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2301. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2302. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2303. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2304. break;
  2305. case PR_TURNUNDEAD:
  2306. case ALL_RESURRECTION:
  2307. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2308. break;
  2309. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2310. break;
  2311. case MG_SOULSTRIKE:
  2312. case NPC_DARKSTRIKE:
  2313. case MG_COLDBOLT:
  2314. case MG_FIREBOLT:
  2315. case MG_LIGHTNINGBOLT:
  2316. case WZ_EARTHSPIKE:
  2317. case AL_HEAL:
  2318. case AL_HOLYLIGHT:
  2319. case WZ_JUPITEL:
  2320. case NPC_DARKTHUNDER:
  2321. case PR_ASPERSIO:
  2322. case MG_FROSTDIVER:
  2323. case WZ_SIGHTBLASTER:
  2324. case WZ_SIGHTRASHER:
  2325. case NJ_KOUENKA:
  2326. case NJ_HYOUSENSOU:
  2327. case NJ_HUUJIN:
  2328. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2329. break;
  2330. case NPC_MAGICALATTACK:
  2331. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2332. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2333. break;
  2334. case HVAN_CAPRICE: //[blackhole89]
  2335. {
  2336. int ran=rand()%4;
  2337. int sid = 0;
  2338. switch(ran)
  2339. {
  2340. case 0: sid=MG_COLDBOLT; break;
  2341. case 1: sid=MG_FIREBOLT; break;
  2342. case 2: sid=MG_LIGHTNINGBOLT; break;
  2343. case 3: sid=WZ_EARTHSPIKE; break;
  2344. }
  2345. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2346. }
  2347. break;
  2348. case WZ_WATERBALL:
  2349. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2350. {
  2351. int range = skilllv/2;
  2352. int size = 2*range + 1;
  2353. int count = 0;
  2354. if( src->type == BL_PC )
  2355. {// count the number of water cells in range
  2356. struct skill_unit* unit;
  2357. int x, y;
  2358. for( y = src->y - range; y <= src->y + range; ++y )
  2359. for( x = src->x - range; x <= src->x + range; ++x )
  2360. {
  2361. if( map_getcell(src->m,x,y,CELL_CHKWATER) )
  2362. count++; // natural water cell
  2363. else
  2364. if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
  2365. || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2366. {
  2367. count++; // skill-induced water cell
  2368. skill_delunit(unit); // consume cell
  2369. }
  2370. }
  2371. }
  2372. else // non-players bypass the water requirement
  2373. count = size*size;
  2374. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2375. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2376. }
  2377. break;
  2378. case PR_BENEDICTIO:
  2379. //Should attack undead and demons. [Skotlex]
  2380. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2381. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2382. break;
  2383. case SL_SMA:
  2384. if (sc && sc->data[SC_SMA])
  2385. status_change_end(src,SC_SMA,-1);
  2386. case SL_STIN:
  2387. case SL_STUN:
  2388. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2389. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2390. clif_skill_fail(sd,skillid,0,0);
  2391. break;
  2392. }
  2393. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2394. break;
  2395. case NPC_DARKBREATH:
  2396. clif_emotion(src,7);
  2397. case SN_FALCONASSAULT:
  2398. case PA_PRESSURE:
  2399. case CR_ACIDDEMONSTRATION:
  2400. case TF_THROWSTONE:
  2401. case NPC_SMOKING:
  2402. case GS_FLING:
  2403. case NJ_ZENYNAGE:
  2404. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2405. break;
  2406. case HVAN_EXPLOSION:
  2407. case NPC_SELFDESTRUCTION:
  2408. if (src != bl)
  2409. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2410. break;
  2411. // Celest
  2412. case PF_SOULBURN:
  2413. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2414. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2415. if (skilllv == 5)
  2416. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2417. status_percent_damage(src, bl, 0, 100, false);
  2418. } else {
  2419. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2420. if (skilllv == 5)
  2421. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2422. status_percent_damage(src, src, 0, 100, false);
  2423. }
  2424. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2425. break;
  2426. case NPC_BLOODDRAIN:
  2427. case NPC_ENERGYDRAIN:
  2428. {
  2429. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2430. src, src, bl, skillid, skilllv, tick, flag);
  2431. if (heal > 0){
  2432. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2433. status_heal(src, heal, 0, 0);
  2434. }
  2435. }
  2436. break;
  2437. case GS_BULLSEYE:
  2438. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2439. break;
  2440. case NJ_KASUMIKIRI:
  2441. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2442. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2443. break;
  2444. case NJ_KIRIKAGE:
  2445. if (!map_flag_gvg(src->m))
  2446. { //You don't move on GVG grounds.
  2447. short x, y;
  2448. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2449. if (unit_movepos(src, x, y, 0, 0))
  2450. clif_slide(src,src->x,src->y);
  2451. }
  2452. if (sc && sc->data[SC_HIDING])
  2453. status_change_end(src, SC_HIDING, -1);
  2454. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2455. break;
  2456. case 0:
  2457. if(sd) {
  2458. if (flag & 3){
  2459. if (bl->id != skill_area_temp[1])
  2460. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2461. } else {
  2462. skill_area_temp[1] = bl->id;
  2463. map_foreachinrange(skill_area_sub, bl,
  2464. sd->splash_range, BL_CHAR,
  2465. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2466. skill_castend_damage_id);
  2467. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2468. }
  2469. }
  2470. break;
  2471. default:
  2472. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2473. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2474. 0, abs(skill_get_num(skillid, skilllv)),
  2475. skillid, skilllv, skill_get_hit(skillid));
  2476. map_freeblock_unlock();
  2477. return 1;
  2478. }
  2479. map_freeblock_unlock();
  2480. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2481. battle_consume_ammo(sd, skillid, skilllv);
  2482. return 0;
  2483. }
  2484. /*==========================================
  2485. *
  2486. *------------------------------------------*/
  2487. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2488. {
  2489. struct map_session_data *sd;
  2490. struct homun_data *hd;
  2491. struct map_session_data *dstsd;
  2492. struct status_data *sstatus, *tstatus;
  2493. struct status_change *tsc;
  2494. struct status_change_entry *tsce;
  2495. struct mob_data *md;
  2496. struct mob_data *dstmd;
  2497. int i;
  2498. enum sc_type type;
  2499. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2500. nullpo_retr(1, src);
  2501. nullpo_retr(1, bl);
  2502. if (src->m != bl->m)
  2503. return 1;
  2504. sd = BL_CAST(BL_PC, src);
  2505. hd = BL_CAST(BL_HOM, src);
  2506. md = BL_CAST(BL_MOB, src);
  2507. dstsd = BL_CAST(BL_PC, bl);
  2508. dstmd = BL_CAST(BL_MOB, bl);
  2509. if(bl->prev == NULL)
  2510. return 1;
  2511. if(status_isdead(src))
  2512. return 1;
  2513. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2514. return 1;
  2515. tstatus = status_get_status_data(bl);
  2516. sstatus = status_get_status_data(src);
  2517. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2518. switch (skillid) {
  2519. case HLIF_HEAL: //[orn]
  2520. if (bl->type != BL_HOM) {
  2521. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2522. break ;
  2523. }
  2524. case AL_HEAL:
  2525. case ALL_RESURRECTION:
  2526. case PR_ASPERSIO:
  2527. //Apparently only player casted skills can be offensive like this.
  2528. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2529. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2530. //Offensive heal does not works on non-enemies. [Skotlex]
  2531. clif_skill_fail(sd,skillid,0,0);
  2532. return 0;
  2533. }
  2534. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2535. }
  2536. break;
  2537. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2538. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2539. default:
  2540. //Skill is actually ground placed.
  2541. if (src == bl && skill_get_unit_id(skillid,0))
  2542. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2543. }
  2544. type = status_skill2sc(skillid);
  2545. tsc = status_get_sc(bl);
  2546. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2547. if (src!=bl && type > -1 &&
  2548. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2549. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2550. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2551. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2552. map_freeblock_lock();
  2553. switch(skillid)
  2554. {
  2555. case HLIF_HEAL: //[orn]
  2556. case AL_HEAL:
  2557. {
  2558. int heal = skill_calc_heal(src, bl, skilllv);
  2559. int heal_get_jobexp;
  2560. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2561. heal=0;
  2562. if (sd) {
  2563. if ((i = pc_skillheal_bonus(sd, skillid)))
  2564. heal += heal * i / 100;
  2565. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2566. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2567. heal = heal*2;
  2568. }
  2569. if (tsc && tsc->count)
  2570. {
  2571. if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)
  2572. ) { //Bounce back heal
  2573. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2574. status_change_end(bl, SC_KAITE, -1);
  2575. if (src == bl)
  2576. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2577. else {
  2578. bl = src;
  2579. dstsd = sd;
  2580. }
  2581. } else
  2582. if (tsc->data[SC_BERSERK])
  2583. heal = 0; //Needed so that it actually displays 0 when healing.
  2584. }
  2585. heal_get_jobexp = status_heal(bl,heal,0,0);
  2586. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2587. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2588. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2589. if (heal_get_jobexp <= 0)
  2590. heal_get_jobexp = 1;
  2591. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2592. }
  2593. }
  2594. break;
  2595. case PR_REDEMPTIO:
  2596. if (sd && !(flag&1)) {
  2597. if (sd->status.party_id == 0) {
  2598. clif_skill_fail(sd,skillid,0,0);
  2599. break;
  2600. }
  2601. skill_area_temp[0] = 0;
  2602. party_foreachsamemap(skill_area_sub,
  2603. sd,skill_get_splash(skillid, skilllv),
  2604. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2605. skill_castend_nodamage_id);
  2606. if (skill_area_temp[0] == 0) {
  2607. clif_skill_fail(sd,skillid,0,0);
  2608. break;
  2609. }
  2610. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2611. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2612. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2613. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2614. clif_updatestatus(sd,SP_BASEEXP);
  2615. clif_updatestatus(sd,SP_JOBEXP);
  2616. }
  2617. status_set_hp(src, 1, 0);
  2618. status_set_sp(src, 0, 0);
  2619. break;
  2620. } else if (status_isdead(bl) && flag&1) { //Revive
  2621. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2622. skilllv = 3; //Resurrection level 3 is used
  2623. } else //Invalid target, skip resurrection.
  2624. break;
  2625. case ALL_RESURRECTION:
  2626. if(sd && map_flag_gvg(bl->m))
  2627. { //No reviving in WoE grounds!
  2628. clif_skill_fail(sd,skillid,0,0);
  2629. break;
  2630. }
  2631. if (!status_isdead(bl))
  2632. break;
  2633. {
  2634. int per = 0, sper = 0;
  2635. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2636. break;
  2637. switch(skilllv){
  2638. case 1: per=10; break;
  2639. case 2: per=30; break;
  2640. case 3: per=50; break;
  2641. case 4: per=80; break;
  2642. }
  2643. if(dstsd && dstsd->special_state.restart_full_recover)
  2644. per = sper = 100;
  2645. if (status_revive(bl, per, sper))
  2646. {
  2647. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2648. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2649. {
  2650. int exp = 0,jexp = 0;
  2651. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2652. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2653. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2654. if (exp < 1) exp = 1;
  2655. }
  2656. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2657. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2658. if (jexp < 1) jexp = 1;
  2659. }
  2660. if(exp > 0 || jexp > 0)
  2661. pc_gainexp (sd, bl, exp, jexp);
  2662. }
  2663. }
  2664. }
  2665. break;
  2666. case AL_DECAGI:
  2667. clif_skill_nodamage (src, bl, skillid, skilllv,
  2668. sc_start(bl, type,
  2669. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2670. skilllv, skill_get_time(skillid,skilllv)));
  2671. break;
  2672. case AL_CRUCIS:
  2673. if (flag&1)
  2674. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2675. else {
  2676. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2677. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2678. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2679. }
  2680. break;
  2681. case PR_LEXDIVINA:
  2682. if (tsce) {
  2683. status_change_end(bl,type, -1);
  2684. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2685. } else
  2686. clif_skill_nodamage (src, bl, skillid, skilllv,
  2687. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2688. break;
  2689. case SA_ABRACADABRA:
  2690. {
  2691. int abra_skillid = 0, abra_skilllv;
  2692. do {
  2693. i = rand() % MAX_SKILL_ABRA_DB;
  2694. abra_skillid = skill_abra_db[i].skillid;
  2695. } while (abra_skillid == 0 ||
  2696. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2697. rand()%10000 >= skill_abra_db[i].per
  2698. );
  2699. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2700. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2701. if( sd )
  2702. {// player-casted
  2703. sd->state.abra_flag = 1;
  2704. sd->skillitem = abra_skillid;
  2705. sd->skillitemlv = abra_skilllv;
  2706. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2707. }
  2708. else
  2709. {// mob-casted
  2710. struct unit_data *ud = unit_bl2ud(src);
  2711. int inf = skill_get_inf(abra_skillid);
  2712. int target_id = 0;
  2713. if (!ud) break;
  2714. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2715. if (src->type == BL_PET)
  2716. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2717. if (!bl) bl = src;
  2718. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2719. } else { //Assume offensive skills
  2720. if (ud->target)
  2721. target_id = ud->target;
  2722. else switch (src->type) {
  2723. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2724. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2725. }
  2726. if (!target_id)
  2727. break;
  2728. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2729. bl = map_id2bl(target_id);
  2730. if (!bl) bl = src;
  2731. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2732. } else
  2733. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2734. }
  2735. }
  2736. }
  2737. break;
  2738. case SA_COMA:
  2739. clif_skill_nodamage(src,bl,skillid,skilllv,
  2740. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2741. break;
  2742. case SA_FULLRECOVERY:
  2743. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2744. if (status_isimmune(bl))
  2745. break;
  2746. status_percent_heal(bl, 100, 100);
  2747. break;
  2748. case SA_SUMMONMONSTER:
  2749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2750. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2751. break;
  2752. case SA_LEVELUP:
  2753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2754. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2755. break;
  2756. case SA_INSTANTDEATH:
  2757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2758. status_set_hp(bl,1,0);
  2759. break;
  2760. case SA_QUESTION:
  2761. case SA_GRAVITY:
  2762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2763. break;
  2764. case SA_CLASSCHANGE:
  2765. case SA_MONOCELL:
  2766. if (dstmd)
  2767. {
  2768. int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2769. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2770. mob_class_change(dstmd,class_);
  2771. if( tsc && dstmd->status.mode&MD_BOSS )
  2772. {
  2773. 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 };
  2774. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2775. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  2776. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2777. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2778. }
  2779. }
  2780. break;
  2781. case SA_DEATH:
  2782. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2783. status_kill(bl);
  2784. break;
  2785. case SA_REVERSEORCISH:
  2786. clif_skill_nodamage(src,bl,skillid,skilllv,
  2787. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2788. break;
  2789. case SA_FORTUNE:
  2790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2791. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2792. break;
  2793. case SA_TAMINGMONSTER:
  2794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2795. if (sd && dstmd) {
  2796. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2797. if( i < MAX_PET_DB )
  2798. pet_catch_process1(sd, dstmd->class_);
  2799. }
  2800. break;
  2801. case CR_PROVIDENCE:
  2802. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2803. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2804. clif_skill_fail(sd,skillid,0,0);
  2805. map_freeblock_unlock();
  2806. return 1;
  2807. }
  2808. }
  2809. clif_skill_nodamage(src,bl,skillid,skilllv,
  2810. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2811. break;
  2812. case CG_MARIONETTE:
  2813. {
  2814. struct status_change *sc= status_get_sc(src);
  2815. enum sc_type type2 = SC_MARIONETTE2;
  2816. if(sc && tsc){
  2817. if (!sc->data[type] && !tsc->data[type2]) {
  2818. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2819. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2820. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2821. }
  2822. else if (sc->data[type] && tsc->data[type2] &&
  2823. sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
  2824. status_change_end(src, type, -1);
  2825. status_change_end(bl, type2, -1);
  2826. }
  2827. else {
  2828. if (sd) clif_skill_fail(sd,skillid,0,0);
  2829. map_freeblock_unlock();
  2830. return 1;
  2831. }
  2832. }
  2833. }
  2834. break;
  2835. case RG_CLOSECONFINE:
  2836. clif_skill_nodamage(src,bl,skillid,skilllv,
  2837. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2838. break;
  2839. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2840. case SA_FROSTWEAPON:
  2841. case SA_LIGHTNINGLOADER:
  2842. case SA_SEISMICWEAPON:
  2843. if (dstsd) {
  2844. if(dstsd->status.weapon == W_FIST ||
  2845. (dstsd->sc.count && !dstsd->sc.data[type] &&
  2846. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2847. dstsd->sc.data[SC_FIREWEAPON] ||
  2848. dstsd->sc.data[SC_WATERWEAPON] ||
  2849. dstsd->sc.data[SC_WINDWEAPON] ||
  2850. dstsd->sc.data[SC_EARTHWEAPON] ||
  2851. dstsd->sc.data[SC_SHADOWWEAPON] ||
  2852. dstsd->sc.data[SC_GHOSTWEAPON] ||
  2853. dstsd->sc.data[SC_ENCPOISON]
  2854. ))
  2855. ) {
  2856. if (sd) clif_skill_fail(sd,skillid,0,0);
  2857. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2858. break;
  2859. }
  2860. }
  2861. if (sd) {
  2862. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2863. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2864. clif_skill_fail(sd,skillid,0,0);
  2865. break;
  2866. }
  2867. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2868. }
  2869. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2870. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2871. if (sd)
  2872. clif_skill_fail(sd,skillid,0,0);
  2873. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2874. clif_displaymessage(sd->fd,"You broke target's weapon");
  2875. }
  2876. break;
  2877. case PR_ASPERSIO:
  2878. if (sd && dstmd) {
  2879. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2880. break;
  2881. }
  2882. clif_skill_nodamage(src,bl,skillid,skilllv,
  2883. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2884. break;
  2885. case ITEM_ENCHANTARMS:
  2886. clif_skill_nodamage(src,bl,skillid,skilllv,
  2887. sc_start2(bl,type,100,skilllv,
  2888. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2889. break;
  2890. case TK_SEVENWIND:
  2891. switch(skill_get_ele(skillid,skilllv)) {
  2892. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2893. case ELE_WIND : type = SC_WINDWEAPON; break;
  2894. case ELE_WATER : type = SC_WATERWEAPON; break;
  2895. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2896. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2897. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2898. case ELE_HOLY : type = SC_ASPERSIO; break;
  2899. }
  2900. clif_skill_nodamage(src,bl,skillid,skilllv,
  2901. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2902. break;
  2903. case PR_KYRIE:
  2904. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2905. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2906. break;
  2907. //Passive Magnum, should had been casted on yourself.
  2908. case SM_MAGNUM:
  2909. skill_area_temp[1] = 0;
  2910. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  2911. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2912. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2913. //Initiate 10% of your damage becomes fire element.
  2914. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2915. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2916. break;
  2917. case AL_INCAGI:
  2918. case AL_BLESSING:
  2919. case PR_SLOWPOISON:
  2920. case PR_IMPOSITIO:
  2921. case PR_LEXAETERNA:
  2922. case PR_SUFFRAGIUM:
  2923. case PR_BENEDICTIO:
  2924. case LK_BERSERK:
  2925. case KN_AUTOCOUNTER:
  2926. case KN_TWOHANDQUICKEN:
  2927. case KN_ONEHAND:
  2928. case CR_SPEARQUICKEN:
  2929. case CR_REFLECTSHIELD:
  2930. case AS_POISONREACT:
  2931. case MC_LOUD:
  2932. case MG_ENERGYCOAT:
  2933. case MO_EXPLOSIONSPIRITS:
  2934. case MO_STEELBODY:
  2935. case MO_BLADESTOP:
  2936. case LK_AURABLADE:
  2937. case LK_PARRYING:
  2938. case LK_CONCENTRATION:
  2939. case WS_CARTBOOST:
  2940. case SN_SIGHT:
  2941. case WS_MELTDOWN:
  2942. case WS_OVERTHRUSTMAX:
  2943. case ST_REJECTSWORD:
  2944. case HW_MAGICPOWER:
  2945. case PF_MEMORIZE:
  2946. case PA_SACRIFICE:
  2947. case ASC_EDP:
  2948. case NPC_STOP:
  2949. case PF_DOUBLECASTING:
  2950. case SG_SUN_COMFORT:
  2951. case SG_MOON_COMFORT:
  2952. case SG_STAR_COMFORT:
  2953. case NPC_HALLUCINATION:
  2954. case HP_ASSUMPTIO:
  2955. case GS_MADNESSCANCEL:
  2956. case GS_ADJUSTMENT:
  2957. case GS_INCREASING:
  2958. case NJ_KASUMIKIRI:
  2959. case NJ_UTSUSEMI:
  2960. case NJ_NEN:
  2961. case NPC_DEFENDER:
  2962. case NPC_MAGICMIRROR:
  2963. clif_skill_nodamage(src,bl,skillid,skilllv,
  2964. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2965. break;
  2966. case MG_SIGHT:
  2967. case AL_RUWACH:
  2968. case WZ_SIGHTBLASTER:
  2969. case NPC_WIDESIGHT:
  2970. case NPC_STONESKIN:
  2971. case NPC_ANTIMAGIC:
  2972. clif_skill_nodamage(src,bl,skillid,skilllv,
  2973. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2974. break;
  2975. case HLIF_AVOID:
  2976. case HAMI_DEFENCE:
  2977. i = skill_get_time(skillid,skilllv);
  2978. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  2979. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  2980. break;
  2981. case NJ_BUNSINJYUTSU:
  2982. clif_skill_nodamage(src,bl,skillid,skilllv,
  2983. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2984. if (tsc && tsc->data[SC_NEN])
  2985. status_change_end(bl,SC_NEN,-1);
  2986. break;
  2987. /* Was modified to only affect targetted char. [Skotlex]
  2988. case HP_ASSUMPTIO:
  2989. if (flag&1)
  2990. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2991. else
  2992. {
  2993. map_foreachinrange(skill_area_sub, bl,
  2994. skill_get_splash(skillid, skilllv), BL_PC,
  2995. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  2996. skill_castend_nodamage_id);
  2997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2998. }
  2999. break;
  3000. */
  3001. case SM_ENDURE:
  3002. clif_skill_nodamage(src,bl,skillid,skilllv,
  3003. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3004. if (sd)
  3005. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3006. break;
  3007. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3008. if (sd && dstsd && dstsd->sc.count) {
  3009. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3010. dstsd->sc.data[SC_WATERWEAPON] ||
  3011. dstsd->sc.data[SC_WINDWEAPON] ||
  3012. dstsd->sc.data[SC_EARTHWEAPON] ||
  3013. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3014. dstsd->sc.data[SC_GHOSTWEAPON]
  3015. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3016. ) {
  3017. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3018. clif_skill_fail(sd,skillid,0,0);
  3019. break;
  3020. }
  3021. }
  3022. clif_skill_nodamage(src,bl,skillid,skilllv,
  3023. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3024. break;
  3025. case LK_TENSIONRELAX:
  3026. clif_skill_nodamage(src,bl,skillid,skilllv,
  3027. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3028. skill_get_time(skillid,skilllv)));
  3029. break;
  3030. case MC_CHANGECART:
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3032. break;
  3033. case TK_MISSION:
  3034. if (sd) {
  3035. int id;
  3036. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3037. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3038. clif_skill_fail(sd,skillid,0,0);
  3039. break;
  3040. }
  3041. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3042. if (!id) {
  3043. clif_skill_fail(sd,skillid,0,0);
  3044. break;
  3045. }
  3046. sd->mission_mobid = id;
  3047. sd->mission_count = 0;
  3048. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3049. clif_mission_info(sd, id, 0);
  3050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3051. }
  3052. break;
  3053. case AC_CONCENTRATION:
  3054. {
  3055. clif_skill_nodamage(src,bl,skillid,skilllv,
  3056. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3057. map_foreachinrange( status_change_timer_sub, src,
  3058. skill_get_splash(skillid, skilllv), BL_CHAR,
  3059. src,NULL,type,tick);
  3060. }
  3061. break;
  3062. case SM_PROVOKE:
  3063. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3064. map_freeblock_unlock();
  3065. return 1;
  3066. }
  3067. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3068. clif_skill_nodamage(src,bl,skillid,skilllv,
  3069. (i=sc_start(bl,type,
  3070. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3071. skilllv,skill_get_time(skillid,skilllv))));
  3072. if (!i)
  3073. {
  3074. if (sd)
  3075. clif_skill_fail(sd,skillid,0,0);
  3076. map_freeblock_unlock();
  3077. return 0;
  3078. }
  3079. unit_skillcastcancel(bl, 2);
  3080. if(tsc && tsc->count){
  3081. if(tsc->data[SC_FREEZE])
  3082. status_change_end(bl,SC_FREEZE,-1);
  3083. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  3084. status_change_end(bl,SC_STONE,-1);
  3085. if(tsc->data[SC_SLEEP])
  3086. status_change_end(bl,SC_SLEEP,-1);
  3087. }
  3088. if(dstmd) {
  3089. dstmd->state.provoke_flag = src->id;
  3090. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3091. }
  3092. break;
  3093. case CR_DEVOTION:
  3094. if(sd && dstsd)
  3095. {
  3096. int count = min(skilllv, 5);
  3097. int lv = sd->status.base_level - dstsd->status.base_level;
  3098. if (lv < 0) lv = -lv;
  3099. if (lv > battle_config.devotion_level_difference ||
  3100. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
  3101. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3102. clif_skill_fail(sd,skillid,0,0);
  3103. map_freeblock_unlock();
  3104. return 1;
  3105. }
  3106. // check if the char isn't devoted already
  3107. ARR_FIND( 0, count, i, sd->devotion[i] == bl->id );
  3108. if( i == count )
  3109. {// not there, find first empty slot
  3110. ARR_FIND( 0, count, i, sd->devotion[i] == 0 );
  3111. if( i == count )
  3112. {// all slots full, fail
  3113. clif_skill_fail(sd,skillid,0,0);
  3114. map_freeblock_unlock();
  3115. return 1;
  3116. }
  3117. }
  3118. sd->devotion[i] = bl->id;
  3119. clif_skill_nodamage(src,bl,skillid,skilllv,
  3120. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3121. clif_devotion(sd,NULL);
  3122. }
  3123. else
  3124. if (sd)
  3125. clif_skill_fail(sd,skillid,0,0);
  3126. break;
  3127. case MO_CALLSPIRITS:
  3128. if(sd) {
  3129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3130. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3131. }
  3132. break;
  3133. case CH_SOULCOLLECT:
  3134. if(sd) {
  3135. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3136. for (i = 0; i < 5; i++)
  3137. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3138. }
  3139. break;
  3140. case MO_KITRANSLATION:
  3141. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3142. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3143. }
  3144. break;
  3145. case TK_TURNKICK:
  3146. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3147. if (skill_area_temp[1] != bl->id) {
  3148. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3149. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3150. }
  3151. break;
  3152. case MO_ABSORBSPIRITS:
  3153. i = 0;
  3154. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3155. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3156. i = dstsd->spiritball * 10;
  3157. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3158. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3159. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3160. i = 2 * dstmd->level;
  3161. mob_target(dstmd,src,0);
  3162. }
  3163. if (i) status_heal(src, 0, i, 3);
  3164. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3165. break;
  3166. case AC_MAKINGARROW:
  3167. if(sd) {
  3168. clif_arrow_create_list(sd);
  3169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3170. }
  3171. break;
  3172. case AM_PHARMACY:
  3173. if(sd) {
  3174. clif_skill_produce_mix_list(sd,22);
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3176. }
  3177. break;
  3178. case SA_CREATECON:
  3179. if(sd) {
  3180. clif_skill_produce_mix_list(sd,23);
  3181. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3182. }
  3183. break;
  3184. case BS_HAMMERFALL:
  3185. clif_skill_nodamage(src,bl,skillid,skilllv,
  3186. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3187. break;
  3188. case RG_RAID:
  3189. skill_area_temp[1] = 0;
  3190. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3191. map_foreachinrange(skill_area_sub, bl,
  3192. skill_get_splash(skillid, skilllv), splash_target(src),
  3193. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3194. skill_castend_damage_id);
  3195. status_change_end(src, SC_HIDING, -1);
  3196. break;
  3197. case ASC_METEORASSAULT:
  3198. case GS_SPREADATTACK:
  3199. case NPC_EARTHQUAKE:
  3200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3201. case NPC_HELLJUDGEMENT:
  3202. case NPC_PULSESTRIKE:
  3203. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3204. break;
  3205. case KN_BRANDISHSPEAR:
  3206. {
  3207. int c,n=4;
  3208. int dir = map_calc_dir(src,bl->x,bl->y);
  3209. struct square tc;
  3210. int x=bl->x,y=bl->y;
  3211. skill_brandishspear_first(&tc,dir,x,y);
  3212. skill_brandishspear_dir(&tc,dir,4);
  3213. skill_area_temp[1] = bl->id;
  3214. if(skilllv > 9){
  3215. for(c=1;c<4;c++){
  3216. map_foreachincell(skill_area_sub,
  3217. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3218. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3219. skill_castend_damage_id);
  3220. }
  3221. }
  3222. if(skilllv > 6){
  3223. skill_brandishspear_dir(&tc,dir,-1);
  3224. n--;
  3225. }else{
  3226. skill_brandishspear_dir(&tc,dir,-2);
  3227. n-=2;
  3228. }
  3229. if(skilllv > 3){
  3230. for(c=0;c<5;c++){
  3231. map_foreachincell(skill_area_sub,
  3232. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3233. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3234. skill_castend_damage_id);
  3235. if(skilllv > 6 && n==3 && c==4){
  3236. skill_brandishspear_dir(&tc,dir,-1);
  3237. n--;c=-1;
  3238. }
  3239. }
  3240. }
  3241. for(c=0;c<10;c++){
  3242. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3243. map_foreachincell(skill_area_sub,
  3244. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3245. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3246. skill_castend_damage_id);
  3247. }
  3248. }
  3249. break;
  3250. case WZ_SIGHTRASHER:
  3251. //Passive side of the attack.
  3252. status_change_end(src,SC_SIGHT,-1);
  3253. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3254. map_foreachinrange(skill_area_sub,src,
  3255. skill_get_splash(skillid, skilllv),splash_target(src),
  3256. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3257. skill_castend_damage_id);
  3258. break;
  3259. case NJ_HYOUSYOURAKU:
  3260. case NJ_RAIGEKISAI:
  3261. case WZ_FROSTNOVA:
  3262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3263. skill_area_temp[1] = 0;
  3264. map_foreachinrange(skill_attack_area, src,
  3265. skill_get_splash(skillid, skilllv), splash_target(src),
  3266. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3267. break;
  3268. case HVAN_EXPLOSION: //[orn]
  3269. case NPC_SELFDESTRUCTION:
  3270. //Self Destruction hits everyone in range (allies+enemies)
  3271. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3272. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3273. BCT_ENEMY:BCT_ALL;
  3274. clif_skill_nodamage(src, src, skillid, -1, 1);
  3275. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3276. map_foreachinrange(skill_area_sub, bl,
  3277. skill_get_splash(skillid, skilllv), splash_target(src),
  3278. src, skillid, skilllv, tick, flag|i,
  3279. skill_castend_damage_id);
  3280. map_addblock(src);
  3281. status_damage(src, src, sstatus->max_hp,0,0,1);
  3282. break;
  3283. case AL_ANGELUS:
  3284. case PR_MAGNIFICAT:
  3285. case PR_GLORIA:
  3286. case SN_WINDWALK:
  3287. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3288. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3289. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3290. } else if (sd) {
  3291. party_foreachsamemap (skill_area_sub,
  3292. sd,skill_get_splash(skillid, skilllv),
  3293. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3294. skill_castend_nodamage_id);
  3295. }
  3296. break;
  3297. case BS_ADRENALINE:
  3298. case BS_ADRENALINE2:
  3299. case BS_WEAPONPERFECT:
  3300. case BS_OVERTHRUST:
  3301. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3302. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3303. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3304. } else if (sd) {
  3305. party_foreachsamemap(skill_area_sub,
  3306. sd,skill_get_splash(skillid, skilllv),
  3307. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3308. skill_castend_nodamage_id);
  3309. }
  3310. break;
  3311. case BS_MAXIMIZE:
  3312. case NV_TRICKDEAD:
  3313. case CR_DEFENDER:
  3314. case CR_AUTOGUARD:
  3315. case TK_READYSTORM:
  3316. case TK_READYDOWN:
  3317. case TK_READYTURN:
  3318. case TK_READYCOUNTER:
  3319. case TK_DODGE:
  3320. case CR_SHRINK:
  3321. case ST_PRESERVE:
  3322. case SG_FUSION:
  3323. case GS_GATLINGFEVER:
  3324. if (tsce)
  3325. i = status_change_end(bl, type, -1);
  3326. else
  3327. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3328. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3329. break;
  3330. case SL_KAITE:
  3331. case SL_KAAHI:
  3332. case SL_KAIZEL:
  3333. case SL_KAUPE:
  3334. if (sd) {
  3335. if (!dstsd || !(
  3336. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3337. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3338. dstsd->status.char_id == sd->status.char_id ||
  3339. dstsd->status.char_id == sd->status.partner_id ||
  3340. dstsd->status.char_id == sd->status.child
  3341. )) {
  3342. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3343. clif_skill_fail(sd,skillid,0,0);
  3344. break;
  3345. }
  3346. }
  3347. clif_skill_nodamage(src,bl,skillid,skilllv,
  3348. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3349. break;
  3350. case SM_AUTOBERSERK: // Celest
  3351. if (tsce)
  3352. i = status_change_end(bl, type, -1);
  3353. else
  3354. i = sc_start(bl,type,100,skilllv,60000);
  3355. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3356. break;
  3357. case TF_HIDING:
  3358. case ST_CHASEWALK:
  3359. if (tsce)
  3360. i = status_change_end(bl, type, -1);
  3361. else
  3362. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3363. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3364. break;
  3365. case TK_RUN:
  3366. if (tsce)
  3367. clif_skill_nodamage(src,bl,skillid,skilllv,
  3368. status_change_end(bl, type, -1));
  3369. else {
  3370. clif_skill_nodamage(src,bl,skillid,skilllv,
  3371. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3372. // If the client receives a skill-use packet inmediately before
  3373. // a walkok packet, it will discard the walk packet! [Skotlex]
  3374. // So aegis has to resend the walk ok.
  3375. if (sd) clif_walkok(sd);
  3376. }
  3377. break;
  3378. case AS_CLOAKING:
  3379. if( !tsce )
  3380. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3381. else
  3382. i = status_change_end(bl, type, -1);
  3383. if( i )
  3384. clif_skill_nodamage(src,bl,skillid,-1,i);
  3385. else
  3386. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3387. break;
  3388. case BD_ADAPTATION:
  3389. if(tsc && tsc->data[SC_DANCING]){
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3391. skill_stop_dancing(bl);
  3392. }
  3393. break;
  3394. case BA_FROSTJOKE:
  3395. case DC_SCREAM:
  3396. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3397. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3398. if (md) {
  3399. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3400. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3401. char temp[70];
  3402. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3403. clif_message(&md->bl,temp);
  3404. }
  3405. break;
  3406. case BA_PANGVOICE:
  3407. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3408. break;
  3409. case DC_WINKCHARM:
  3410. if( dstsd )
  3411. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3412. else
  3413. if( dstmd )
  3414. {
  3415. if( status_get_lv(src) > status_get_lv(bl)
  3416. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3417. && !(tstatus->mode&MD_BOSS) )
  3418. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3419. else
  3420. {
  3421. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3422. if(sd) clif_skill_fail(sd,skillid,0,0);
  3423. }
  3424. }
  3425. break;
  3426. case TF_STEAL:
  3427. if(sd) {
  3428. if(pc_steal_item(sd,bl,skilllv))
  3429. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3430. else
  3431. clif_skill_fail(sd,skillid,0x0a,0);
  3432. }
  3433. break;
  3434. case RG_STEALCOIN:
  3435. if(sd) {
  3436. if(pc_steal_coin(sd,bl))
  3437. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3438. else
  3439. clif_skill_fail(sd,skillid,0,0);
  3440. }
  3441. break;
  3442. case MG_STONECURSE:
  3443. {
  3444. if (tstatus->mode&MD_BOSS) {
  3445. if (sd) clif_skill_fail(sd,skillid,0,0);
  3446. break;
  3447. }
  3448. if(status_isimmune(bl) || !tsc)
  3449. break;
  3450. if (dstmd)
  3451. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3452. if (tsc->data[SC_STONE]) {
  3453. status_change_end(bl,SC_STONE,-1);
  3454. if (sd) clif_skill_fail(sd,skillid,0,0);
  3455. break;
  3456. }
  3457. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3458. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3459. skill_get_time2(skillid,skilllv)))
  3460. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3461. else if(sd) {
  3462. clif_skill_fail(sd,skillid,0,0);
  3463. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3464. if (skilllv > 5) break;
  3465. }
  3466. if (sd) {
  3467. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3468. break; //Do not delete the gemstone.
  3469. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3470. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3471. }
  3472. }
  3473. break;
  3474. case NV_FIRSTAID:
  3475. clif_skill_nodamage(src,bl,skillid,5,1);
  3476. status_heal(bl,5,0,0);
  3477. break;
  3478. case AL_CURE:
  3479. if(status_isimmune(bl)) {
  3480. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3481. break;
  3482. }
  3483. status_change_end(bl, SC_SILENCE , -1 );
  3484. status_change_end(bl, SC_BLIND , -1 );
  3485. status_change_end(bl, SC_CONFUSION, -1 );
  3486. //Confusion on undead won't trigger on undead players.
  3487. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3488. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3489. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3490. break;
  3491. case TF_DETOXIFY:
  3492. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3493. status_change_end(bl, SC_POISON , -1 );
  3494. status_change_end(bl, SC_DPOISON , -1 );
  3495. break;
  3496. case PR_STRECOVERY:
  3497. if(status_isimmune(bl)) {
  3498. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3499. break;
  3500. }
  3501. if (tsc && tsc->opt1) {
  3502. status_change_end(bl, SC_FREEZE, -1 );
  3503. status_change_end(bl, SC_STONE, -1 );
  3504. status_change_end(bl, SC_SLEEP, -1 );
  3505. status_change_end(bl, SC_STUN, -1 );
  3506. }
  3507. //Is this equation really right? It looks so... special.
  3508. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3509. {
  3510. status_change_start(bl, SC_BLIND,
  3511. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3512. 1,0,0,0,
  3513. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3514. }
  3515. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3516. if(dstmd)
  3517. mob_unlocktarget(dstmd,tick);
  3518. break;
  3519. case WZ_ESTIMATION:
  3520. if(sd) {
  3521. if (dstsd) {
  3522. clif_skill_fail(sd,skillid,0,0);
  3523. break;
  3524. }
  3525. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3526. clif_skill_estimation((struct map_session_data *)src,bl);
  3527. }
  3528. break;
  3529. case BS_REPAIRWEAPON:
  3530. if(sd && dstsd)
  3531. clif_item_repair_list(sd,dstsd);
  3532. break;
  3533. case MC_IDENTIFY:
  3534. if(sd)
  3535. clif_item_identify_list(sd);
  3536. break;
  3537. // Weapon Refining [Celest]
  3538. case WS_WEAPONREFINE:
  3539. if(sd)
  3540. clif_item_refine_list(sd);
  3541. break;
  3542. case MC_VENDING:
  3543. if(sd)
  3544. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3545. if ( !pc_can_give_items(pc_isGM(sd)) )
  3546. clif_skill_fail(sd,skillid,0,0);
  3547. else
  3548. clif_openvendingreq(sd,2+skilllv);
  3549. }
  3550. break;
  3551. case AL_TELEPORT:
  3552. if(sd)
  3553. {
  3554. if (map[bl->m].flag.noteleport) {
  3555. clif_skill_teleportmessage(sd,0);
  3556. break;
  3557. }
  3558. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3559. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3560. break;
  3561. }
  3562. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3563. if(skilllv == 1) {
  3564. // possibility to skip menu [LuzZza]
  3565. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3566. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3567. else
  3568. pc_randomwarp(sd,3);
  3569. } else {
  3570. if (sd->skillitem != AL_TELEPORT)
  3571. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3572. else //Autocasted Teleport level 2??
  3573. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3574. }
  3575. } else
  3576. unit_warp(bl,-1,-1,-1,3);
  3577. break;
  3578. case NPC_EXPULSION:
  3579. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3580. unit_warp(bl,-1,-1,-1,3);
  3581. break;
  3582. case AL_HOLYWATER:
  3583. if(sd) {
  3584. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3585. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3586. else
  3587. clif_skill_fail(sd,skillid,0,0);
  3588. }
  3589. break;
  3590. case TF_PICKSTONE:
  3591. if(sd) {
  3592. int eflag;
  3593. struct item item_tmp;
  3594. struct block_list tbl;
  3595. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3596. memset(&item_tmp,0,sizeof(item_tmp));
  3597. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3598. item_tmp.nameid = 7049;
  3599. item_tmp.identify = 1;
  3600. tbl.id = 0;
  3601. clif_takeitem(&sd->bl,&tbl);
  3602. eflag = pc_additem(sd,&item_tmp,1);
  3603. if(eflag) {
  3604. clif_additem(sd,0,0,eflag);
  3605. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3606. }
  3607. }
  3608. break;
  3609. case ASC_CDP:
  3610. if(sd) {
  3611. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3612. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3613. }
  3614. break;
  3615. case RG_STRIPWEAPON:
  3616. case RG_STRIPSHIELD:
  3617. case RG_STRIPARMOR:
  3618. case RG_STRIPHELM:
  3619. case ST_FULLSTRIP:
  3620. {
  3621. unsigned short location = 0;
  3622. i = 5+2*skilllv;
  3623. if (sstatus->dex > tstatus->dex)
  3624. i += (sstatus->dex - tstatus->dex)/5;
  3625. switch (skillid) {
  3626. case RG_STRIPWEAPON:
  3627. location = EQP_WEAPON;
  3628. break;
  3629. case RG_STRIPSHIELD:
  3630. location = EQP_SHIELD;
  3631. break;
  3632. case RG_STRIPARMOR:
  3633. location = EQP_ARMOR;
  3634. break;
  3635. case RG_STRIPHELM:
  3636. location = EQP_HELM;
  3637. break;
  3638. case ST_FULLSTRIP:
  3639. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3640. break;
  3641. }
  3642. //Note that Full Strip autospell doesn't use a duration
  3643. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3644. skill_strip_equip(bl, location, i, skilllv,
  3645. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3646. && sd)
  3647. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3648. }
  3649. break;
  3650. case AM_BERSERKPITCHER:
  3651. case AM_POTIONPITCHER:
  3652. {
  3653. int i,x,hp = 0,sp = 0,bonus=100;
  3654. if(sd) {
  3655. x = skilllv%11 - 1;
  3656. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3657. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3658. clif_skill_fail(sd,skillid,0,0);
  3659. map_freeblock_unlock();
  3660. return 1;
  3661. }
  3662. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3663. clif_skill_fail(sd,skillid,0,0);
  3664. map_freeblock_unlock();
  3665. return 1;
  3666. }
  3667. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3668. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3669. clif_skill_fail(sd,skillid,0,0);
  3670. map_freeblock_unlock();
  3671. return 1;
  3672. }
  3673. }
  3674. potion_flag = 1;
  3675. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3676. potion_target = bl->id;
  3677. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3678. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3679. potion_flag = potion_target = 0;
  3680. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
  3681. bonus += sd->status.base_level;
  3682. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3683. hp = tstatus->max_hp * potion_per_hp / 100;
  3684. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3685. if(dstsd) {
  3686. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3687. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3688. }
  3689. }
  3690. else {
  3691. if(potion_hp > 0) {
  3692. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3693. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3694. if(dstsd)
  3695. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3696. }
  3697. if(potion_sp > 0) {
  3698. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3699. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3700. if(dstsd)
  3701. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3702. }
  3703. }
  3704. if (sd->itemgrouphealrate[IG_POTION]>0)
  3705. {
  3706. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  3707. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  3708. }
  3709. if ((i = pc_skillheal_bonus(sd, skillid)))
  3710. {
  3711. hp += hp * i / 100;
  3712. sp += sp * i / 100;
  3713. }
  3714. }
  3715. else {
  3716. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3717. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3718. if(dstsd)
  3719. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3720. }
  3721. if (tsc && tsc->data[SC_CRITICALWOUND])
  3722. {
  3723. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3724. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3725. }
  3726. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3727. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3728. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3729. if(sp > 0)
  3730. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3731. status_heal(bl,hp,sp,0);
  3732. }
  3733. break;
  3734. case AM_CP_WEAPON:
  3735. case AM_CP_SHIELD:
  3736. case AM_CP_ARMOR:
  3737. case AM_CP_HELM:
  3738. {
  3739. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  3740. if(tsc && tsc->data[scid])
  3741. status_change_end(bl, scid, -1 );
  3742. clif_skill_nodamage(src,bl,skillid,skilllv,
  3743. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3744. }
  3745. break;
  3746. case AM_TWILIGHT1:
  3747. if (sd) {
  3748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3749. //Prepare 200 White Potions.
  3750. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3751. clif_skill_fail(sd,skillid,0,0);
  3752. }
  3753. break;
  3754. case AM_TWILIGHT2:
  3755. if (sd) {
  3756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3757. //Prepare 200 Slim White Potions.
  3758. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3759. clif_skill_fail(sd,skillid,0,0);
  3760. }
  3761. break;
  3762. case AM_TWILIGHT3:
  3763. if (sd) {
  3764. //check if you can produce all three, if not, then fail:
  3765. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3766. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3767. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3768. ) {
  3769. clif_skill_fail(sd,skillid,0,0);
  3770. break;
  3771. }
  3772. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3773. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3774. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3775. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3776. }
  3777. break;
  3778. case SA_DISPELL:
  3779. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3780. {
  3781. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3782. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  3783. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  3784. || rand()%100 >= 50+10*skilllv)
  3785. {
  3786. if (sd)
  3787. clif_skill_fail(sd,skillid,0,0);
  3788. break;
  3789. }
  3790. if(status_isimmune(bl) || !tsc || !tsc->count)
  3791. break;
  3792. for(i=0;i<SC_MAX;i++)
  3793. {
  3794. if (!tsc->data[i])
  3795. continue;
  3796. switch (i) {
  3797. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3798. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3799. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3800. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3801. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3802. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3803. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3804. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3805. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3806. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3807. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3808. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3809. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3810. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  3811. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  3812. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  3813. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  3814. case SC_SPEEDUP1: case SC_AUTOTRADE:
  3815. continue;
  3816. }
  3817. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  3818. status_change_end(bl,(sc_type)i,-1);
  3819. }
  3820. break;
  3821. }
  3822. //Affect all targets on splash area.
  3823. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3824. src, skillid, skilllv, tick, flag|1,
  3825. skill_castend_damage_id);
  3826. break;
  3827. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3828. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3829. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3830. break;
  3831. case TK_HIGHJUMP:
  3832. {
  3833. int x,y, dir = unit_getdir(src);
  3834. //Fails on noteleport maps, except for vs maps [Skotlex]
  3835. if(map[src->m].flag.noteleport &&
  3836. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3837. ) {
  3838. x = src->x;
  3839. y = src->y;
  3840. } else {
  3841. x = src->x + dirx[dir]*skilllv*2;
  3842. y = src->y + diry[dir]*skilllv*2;
  3843. }
  3844. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3845. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  3846. clif_slide(src,x,y);
  3847. unit_movepos(src, x, y, 1, 0);
  3848. }
  3849. }
  3850. break;
  3851. case SA_CASTCANCEL:
  3852. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3853. unit_skillcastcancel(src,1);
  3854. if(sd) {
  3855. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3856. sp = sp * (90 - (skilllv-1)*20) / 100;
  3857. if(sp < 0) sp = 0;
  3858. status_zap(src, 0, sp);
  3859. }
  3860. break;
  3861. case SA_SPELLBREAKER:
  3862. {
  3863. int sp;
  3864. if(tsc && tsc->data[SC_MAGICROD]) {
  3865. sp = skill_get_sp(skillid,skilllv);
  3866. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3867. if(sp < 1) sp = 1;
  3868. status_heal(bl,0,sp,2);
  3869. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  3870. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  3871. } else {
  3872. struct unit_data *ud = unit_bl2ud(bl);
  3873. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3874. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3875. bl_skillid = ud->skillid;
  3876. bl_skilllv = ud->skilllv;
  3877. if (tstatus->mode & MD_BOSS)
  3878. { //Only 10% success chance against bosses. [Skotlex]
  3879. if (rand()%100 < 90)
  3880. {
  3881. if (sd) clif_skill_fail(sd,skillid,0,0);
  3882. break;
  3883. }
  3884. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3885. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3886. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3887. unit_skillcastcancel(bl,0);
  3888. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3889. status_zap(bl, hp, sp);
  3890. if (hp && skilllv >= 5)
  3891. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3892. else
  3893. hp = 0;
  3894. if (sp) //Recover some of the SP used
  3895. sp = sp*(25*(skilllv-1))/100;
  3896. if(hp || sp)
  3897. status_heal(src, hp, sp, 2);
  3898. }
  3899. }
  3900. break;
  3901. case SA_MAGICROD:
  3902. //It activates silently, no use animation.
  3903. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3904. break;
  3905. case SA_AUTOSPELL:
  3906. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3907. if(sd)
  3908. clif_autospell(sd,skilllv);
  3909. else {
  3910. int maxlv=1,spellid=0;
  3911. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3912. if(skilllv >= 10) {
  3913. spellid = MG_FROSTDIVER;
  3914. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  3915. // maxlv = 10;
  3916. // else
  3917. maxlv = skilllv - 9;
  3918. }
  3919. else if(skilllv >=8) {
  3920. spellid = MG_FIREBALL;
  3921. maxlv = skilllv - 7;
  3922. }
  3923. else if(skilllv >=5) {
  3924. spellid = MG_SOULSTRIKE;
  3925. maxlv = skilllv - 4;
  3926. }
  3927. else if(skilllv >=2) {
  3928. int i = rand()%3;
  3929. spellid = spellarray[i];
  3930. maxlv = skilllv - 1;
  3931. }
  3932. else if(skilllv > 0) {
  3933. spellid = MG_NAPALMBEAT;
  3934. maxlv = 3;
  3935. }
  3936. if(spellid > 0)
  3937. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3938. skill_get_time(SA_AUTOSPELL,skilllv));
  3939. }
  3940. break;
  3941. case BS_GREED:
  3942. if(sd){
  3943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3944. map_foreachinrange(skill_greed,bl,
  3945. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3946. }
  3947. break;
  3948. case SA_ELEMENTWATER:
  3949. case SA_ELEMENTFIRE:
  3950. case SA_ELEMENTGROUND:
  3951. case SA_ELEMENTWIND:
  3952. if(sd && !dstmd) //Only works on monsters.
  3953. break;
  3954. if(tstatus->mode&MD_BOSS)
  3955. break;
  3956. case NPC_ATTRICHANGE:
  3957. case NPC_CHANGEWATER:
  3958. case NPC_CHANGEGROUND:
  3959. case NPC_CHANGEFIRE:
  3960. case NPC_CHANGEWIND:
  3961. case NPC_CHANGEPOISON:
  3962. case NPC_CHANGEHOLY:
  3963. case NPC_CHANGEDARKNESS:
  3964. case NPC_CHANGETELEKINESIS:
  3965. case NPC_CHANGEUNDEAD:
  3966. clif_skill_nodamage(src,bl,skillid,skilllv,
  3967. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3968. skill_get_time(skillid, skilllv)));
  3969. break;
  3970. case NPC_PROVOCATION:
  3971. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3972. if (md) mob_unlocktarget(md, tick);
  3973. break;
  3974. case NPC_KEEPING:
  3975. case NPC_BARRIER:
  3976. {
  3977. int skill_time = skill_get_time(skillid,skilllv);
  3978. struct unit_data *ud = unit_bl2ud(bl);
  3979. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  3980. sc_start(bl,type,100,skilllv,skill_time))
  3981. && ud) { //Disable attacking/acting/moving for skill's duration.
  3982. ud->attackabletime =
  3983. ud->canact_tick =
  3984. ud->canmove_tick = tick + skill_time;
  3985. }
  3986. }
  3987. break;
  3988. case NPC_REBIRTH:
  3989. //New rebirth System uses Kaizel [Skotlex]
  3990. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  3991. break;
  3992. case NPC_DARKBLESSING:
  3993. clif_skill_nodamage(src,bl,skillid,skilllv,
  3994. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  3995. break;
  3996. case NPC_LICK:
  3997. status_zap(bl, 0, 100);
  3998. clif_skill_nodamage(src,bl,skillid,skilllv,
  3999. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4000. break;
  4001. case NPC_SUICIDE:
  4002. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4003. status_kill(src); //When suiciding, neither exp nor drops is given.
  4004. break;
  4005. case NPC_SUMMONSLAVE:
  4006. case NPC_SUMMONMONSTER:
  4007. if(md && md->skillidx >= 0)
  4008. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4009. break;
  4010. case NPC_CALLSLAVE:
  4011. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4012. break;
  4013. case NPC_RANDOMMOVE:
  4014. if (md) {
  4015. md->next_walktime = tick - 1;
  4016. mob_randomwalk(md,tick);
  4017. }
  4018. break;
  4019. case NPC_SPEEDUP:
  4020. {
  4021. // or does it increase casting rate? just a guess xD
  4022. int i = SC_ASPDPOTION0 + skilllv - 1;
  4023. if (i > SC_ASPDPOTION3)
  4024. i = SC_ASPDPOTION3;
  4025. clif_skill_nodamage(src,bl,skillid,skilllv,
  4026. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4027. }
  4028. break;
  4029. case NPC_REVENGE:
  4030. // not really needed... but adding here anyway ^^
  4031. if (md && md->master_id > 0) {
  4032. struct block_list *mbl, *tbl;
  4033. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4034. (tbl = battle_gettargeted(mbl)) == NULL)
  4035. break;
  4036. md->state.provoke_flag = tbl->id;
  4037. mob_target(md, tbl, sstatus->rhw.range);
  4038. }
  4039. break;
  4040. case NPC_RUN:
  4041. {
  4042. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4043. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4044. unit_stop_attack(src);
  4045. //Run skillv tiles overriding the can-move check.
  4046. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4047. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4048. }
  4049. break;
  4050. case NPC_TRANSFORMATION:
  4051. case NPC_METAMORPHOSIS:
  4052. if(md && md->skillidx >= 0) {
  4053. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4054. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4055. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4056. if (class_) mob_class_change(md, class_);
  4057. }
  4058. break;
  4059. case NPC_EMOTION_ON:
  4060. case NPC_EMOTION:
  4061. //va[0] is the emotion to use.
  4062. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4063. //val[1] 'sets' the mode
  4064. //val[2] adds to the current mode
  4065. //val[3] removes from the current mode
  4066. //val[4] if set, asks to delete the previous mode change.
  4067. if(md && md->skillidx >= 0 && tsc)
  4068. {
  4069. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4070. if(md->db->skill[md->skillidx].val[4] && tsce)
  4071. status_change_end(bl, type, -1);
  4072. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4073. sc_start4(src, type, 100, skilllv,
  4074. md->db->skill[md->skillidx].val[1],
  4075. md->db->skill[md->skillidx].val[2],
  4076. md->db->skill[md->skillidx].val[3],
  4077. skill_get_time(skillid, skilllv));
  4078. }
  4079. break;
  4080. case NPC_POWERUP:
  4081. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4082. clif_skill_nodamage(src,bl,skillid,skilllv,
  4083. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4084. break;
  4085. case NPC_AGIUP:
  4086. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4087. clif_skill_nodamage(src,bl,skillid,skilllv,
  4088. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4089. break;
  4090. case NPC_INVISIBLE:
  4091. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4092. clif_skill_nodamage(src,bl,skillid,skilllv,
  4093. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4094. break;
  4095. case NPC_SIEGEMODE:
  4096. // not sure what it does
  4097. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4098. break;
  4099. case WE_MALE:
  4100. {
  4101. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4102. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4103. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4104. }
  4105. break;
  4106. case WE_FEMALE:
  4107. {
  4108. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4109. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4110. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4111. }
  4112. break;
  4113. // parent-baby skills
  4114. case WE_BABY:
  4115. if(sd){
  4116. struct map_session_data *f_sd = pc_get_father(sd);
  4117. struct map_session_data *m_sd = pc_get_mother(sd);
  4118. // if neither was found
  4119. if(!f_sd && !m_sd){
  4120. clif_skill_fail(sd,skillid,0,0);
  4121. map_freeblock_unlock();
  4122. return 0;
  4123. }
  4124. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4125. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4126. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4127. }
  4128. break;
  4129. case PF_HPCONVERSION:
  4130. {
  4131. int hp, sp;
  4132. hp = sstatus->max_hp/10;
  4133. sp = hp * 10 * skilllv / 100;
  4134. if (!status_charge(src,hp,0)) {
  4135. if (sd) clif_skill_fail(sd,skillid,0,0);
  4136. break;
  4137. }
  4138. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4139. status_heal(bl,0,sp,2);
  4140. }
  4141. break;
  4142. case HT_REMOVETRAP:
  4143. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4144. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4145. {
  4146. struct skill_unit* su;
  4147. struct skill_unit_group* sg;
  4148. su = BL_CAST(BL_SKILL, bl);
  4149. if( (su)
  4150. && (sg = su->group)
  4151. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4152. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4153. { // prevent picking up expired traps
  4154. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4155. {
  4156. if( battle_config.skill_removetrap_type )
  4157. { // get back all items used to deploy the trap
  4158. for(i=0;i<10;i++) {
  4159. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4160. int flag;
  4161. struct item item_tmp;
  4162. memset(&item_tmp,0,sizeof(item_tmp));
  4163. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4164. item_tmp.identify = 1;
  4165. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4166. clif_additem(sd,0,0,flag);
  4167. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4168. }
  4169. }
  4170. }
  4171. } else { // get back 1 trap
  4172. struct item item_tmp;
  4173. memset(&item_tmp,0,sizeof(item_tmp));
  4174. item_tmp.nameid = ITEMID_TRAP;
  4175. item_tmp.identify = 1;
  4176. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4177. clif_additem(sd,0,0,flag);
  4178. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4179. }
  4180. }
  4181. }
  4182. skill_delunit(su);
  4183. }
  4184. }
  4185. break;
  4186. case HT_SPRINGTRAP:
  4187. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4188. {
  4189. struct skill_unit *su=NULL;
  4190. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4191. switch(su->group->unit_id){
  4192. case UNT_ANKLESNARE: // ankle snare
  4193. if (su->group->val2 != 0)
  4194. // if it is already trapping something don't spring it,
  4195. // remove trap should be used instead
  4196. break;
  4197. // otherwise fallthrough to below
  4198. case UNT_BLASTMINE:
  4199. case UNT_SKIDTRAP:
  4200. case UNT_LANDMINE:
  4201. case UNT_SHOCKWAVE:
  4202. case UNT_SANDMAN:
  4203. case UNT_FLASHER:
  4204. case UNT_FREEZINGTRAP:
  4205. case UNT_CLAYMORETRAP:
  4206. case UNT_TALKIEBOX:
  4207. su->group->unit_id = UNT_USED_TRAPS;
  4208. clif_changetraplook(bl, UNT_USED_TRAPS);
  4209. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4210. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4211. }
  4212. }
  4213. }
  4214. break;
  4215. case BD_ENCORE:
  4216. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4217. if(sd)
  4218. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4219. break;
  4220. case AS_SPLASHER:
  4221. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4222. if (sd) clif_skill_fail(sd,skillid,0,0);
  4223. map_freeblock_unlock();
  4224. return 1;
  4225. }
  4226. clif_skill_nodamage(src,bl,skillid,skilllv,
  4227. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4228. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4229. break;
  4230. case PF_MINDBREAKER:
  4231. {
  4232. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4233. {
  4234. map_freeblock_unlock();
  4235. return 1;
  4236. }
  4237. if (tsce)
  4238. { //HelloKitty2 (?) explained that this silently fails when target is
  4239. //already inflicted. [Skotlex]
  4240. map_freeblock_unlock();
  4241. return 1;
  4242. }
  4243. //Has a 55% + skilllv*5% success chance.
  4244. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4245. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4246. {
  4247. if (sd) clif_skill_fail(sd,skillid,0,0);
  4248. map_freeblock_unlock();
  4249. return 0;
  4250. }
  4251. unit_skillcastcancel(bl,0);
  4252. if(tsc && tsc->count){
  4253. if(tsc->data[SC_FREEZE])
  4254. status_change_end(bl,SC_FREEZE,-1);
  4255. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4256. status_change_end(bl,SC_STONE,-1);
  4257. if(tsc->data[SC_SLEEP])
  4258. status_change_end(bl,SC_SLEEP,-1);
  4259. }
  4260. if(dstmd)
  4261. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4262. }
  4263. break;
  4264. case PF_SOULCHANGE:
  4265. {
  4266. unsigned int sp1 = 0, sp2 = 0;
  4267. if (dstmd) {
  4268. if (dstmd->state.soul_change_flag) {
  4269. if(sd) clif_skill_fail(sd,skillid,0,0);
  4270. break;
  4271. }
  4272. dstmd->state.soul_change_flag = 1;
  4273. sp2 = sstatus->max_sp * 3 /100;
  4274. status_heal(src, 0, sp2, 2);
  4275. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4276. break;
  4277. }
  4278. sp1 = sstatus->sp;
  4279. sp2 = tstatus->sp;
  4280. status_set_sp(src, sp2, 3);
  4281. status_set_sp(bl, sp1, 3);
  4282. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4283. }
  4284. break;
  4285. // Slim Pitcher
  4286. case CR_SLIMPITCHER:
  4287. if (potion_hp || potion_sp) {
  4288. int hp = potion_hp, sp = potion_sp;
  4289. hp = hp * (100 + (tstatus->vit<<1))/100;
  4290. sp = sp * (100 + (tstatus->int_<<1))/100;
  4291. if (dstsd) {
  4292. if (hp)
  4293. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4294. if (sp)
  4295. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4296. }
  4297. if (tsc && tsc->data[SC_CRITICALWOUND])
  4298. {
  4299. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4300. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4301. }
  4302. if(hp > 0)
  4303. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4304. if(sp > 0)
  4305. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4306. status_heal(bl,hp,sp,0);
  4307. }
  4308. break;
  4309. // Full Chemical Protection
  4310. case CR_FULLPROTECTION:
  4311. {
  4312. int i, skilltime;
  4313. skilltime = skill_get_time(skillid,skilllv);
  4314. if (!tsc) {
  4315. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4316. break;
  4317. }
  4318. for (i=0; i<4; i++) {
  4319. if(tsc->data[SC_STRIPWEAPON + i])
  4320. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4321. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4322. }
  4323. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4324. }
  4325. break;
  4326. case RG_CLEANER: //AppleGirl
  4327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4328. break;
  4329. case CG_LONGINGFREEDOM:
  4330. {
  4331. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4332. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4333. {
  4334. clif_skill_nodamage(src,bl,skillid,skilllv,
  4335. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4336. }
  4337. }
  4338. break;
  4339. case CG_TAROTCARD:
  4340. {
  4341. int eff, count = -1;
  4342. if (rand() % 100 > skilllv * 8) {
  4343. if (sd) clif_skill_fail(sd,skillid,0,0);
  4344. map_freeblock_unlock();
  4345. return 0;
  4346. }
  4347. do {
  4348. eff = rand() % 14;
  4349. clif_specialeffect(bl, 523 + eff, AREA);
  4350. switch (eff)
  4351. {
  4352. case 0: // heals SP to 0
  4353. status_percent_damage(src, bl, 0, 100, false);
  4354. break;
  4355. case 1: // matk halved
  4356. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4357. break;
  4358. case 2: // all buffs removed
  4359. status_change_clear_buffs(bl,1);
  4360. break;
  4361. case 3: // 1000 damage, random armor destroyed
  4362. {
  4363. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4364. status_fix_damage(src, bl, 1000, 0);
  4365. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4366. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4367. }
  4368. break;
  4369. case 4: // atk halved
  4370. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4371. break;
  4372. case 5: // 2000HP heal, random teleported
  4373. status_heal(src, 2000, 0, 0);
  4374. unit_warp(src, -1,-1,-1, 3);
  4375. break;
  4376. case 6: // random 2 other effects
  4377. if (count == -1)
  4378. count = 3;
  4379. else
  4380. count++; //Should not retrigger this one.
  4381. break;
  4382. case 7: // stop freeze or stoned
  4383. {
  4384. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4385. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4386. }
  4387. break;
  4388. case 8: // curse coma and poison
  4389. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4390. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4391. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4392. break;
  4393. case 9: // confusion
  4394. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4395. break;
  4396. case 10: // 6666 damage, atk matk halved, cursed
  4397. status_fix_damage(src, bl, 6666, 0);
  4398. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4399. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4400. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4401. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4402. break;
  4403. case 11: // 4444 damage
  4404. status_fix_damage(src, bl, 4444, 0);
  4405. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4406. break;
  4407. case 12: // stun
  4408. sc_start(bl,SC_STUN,100,skilllv,5000);
  4409. break;
  4410. case 13: // atk,matk,hit,flee,def reduced
  4411. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4412. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4413. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4414. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4415. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4416. break;
  4417. default:
  4418. break;
  4419. }
  4420. } while ((--count) > 0);
  4421. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4422. }
  4423. break;
  4424. case SL_ALCHEMIST:
  4425. case SL_ASSASIN:
  4426. case SL_BARDDANCER:
  4427. case SL_BLACKSMITH:
  4428. case SL_CRUSADER:
  4429. case SL_HUNTER:
  4430. case SL_KNIGHT:
  4431. case SL_MONK:
  4432. case SL_PRIEST:
  4433. case SL_ROGUE:
  4434. case SL_SAGE:
  4435. case SL_SOULLINKER:
  4436. case SL_STAR:
  4437. case SL_SUPERNOVICE:
  4438. case SL_WIZARD:
  4439. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4440. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4441. clif_skill_fail(sd,skillid,0,0);
  4442. break;
  4443. }
  4444. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4445. { //Erase death count 1% of the casts
  4446. dstsd->die_counter = 0;
  4447. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4448. clif_misceffect2(bl, 0x152);
  4449. //SC_SPIRIT invokes status_calc_pc for us.
  4450. }
  4451. clif_skill_nodamage(src,bl,skillid,skilllv,
  4452. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4453. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4454. break;
  4455. case SL_HIGH:
  4456. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4457. clif_skill_fail(sd,skillid,0,0);
  4458. break;
  4459. }
  4460. clif_skill_nodamage(src,bl,skillid,skilllv,
  4461. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4462. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4463. break;
  4464. case SL_SWOO:
  4465. if (tsce) {
  4466. sc_start(src,SC_STUN,100,skilllv,10000);
  4467. break;
  4468. }
  4469. case SL_SKA: // [marquis007]
  4470. case SL_SKE:
  4471. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4472. clif_skill_fail(sd,skillid,0,0);
  4473. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4474. } else
  4475. clif_skill_nodamage(src,bl,skillid,skilllv,
  4476. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4477. if (skillid == SL_SKE)
  4478. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4479. break;
  4480. // New guild skills [Celest]
  4481. case GD_BATTLEORDER:
  4482. if(flag&1) {
  4483. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4484. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4485. } else if (status_get_guild_id(src)) {
  4486. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4487. map_foreachinrange(skill_area_sub, src,
  4488. skill_get_splash(skillid, skilllv), BL_CHAR,
  4489. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4490. skill_castend_nodamage_id);
  4491. if (sd)
  4492. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4493. }
  4494. break;
  4495. case GD_REGENERATION:
  4496. if(flag&1) {
  4497. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4498. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4499. } else if (status_get_guild_id(src)) {
  4500. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4501. map_foreachinrange(skill_area_sub, src,
  4502. skill_get_splash(skillid, skilllv), BL_CHAR,
  4503. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4504. skill_castend_nodamage_id);
  4505. if (sd)
  4506. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4507. }
  4508. break;
  4509. case GD_RESTORE:
  4510. if(flag&1) {
  4511. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4512. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4513. } else if (status_get_guild_id(src)) {
  4514. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4515. map_foreachinrange(skill_area_sub, src,
  4516. skill_get_splash(skillid, skilllv), BL_CHAR,
  4517. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4518. skill_castend_nodamage_id);
  4519. if (sd)
  4520. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4521. }
  4522. break;
  4523. case GD_EMERGENCYCALL:
  4524. {
  4525. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4526. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4527. int j = 0;
  4528. struct guild *g = NULL;
  4529. // i don't know if it actually summons in a circle, but oh well. ;P
  4530. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4531. if (!g)
  4532. break;
  4533. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4534. for(i = 0; i < g->max_member; i++, j++) {
  4535. if (j>8) j=0;
  4536. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4537. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4538. continue;
  4539. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4540. dx[j] = dy[j] = 0;
  4541. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4542. }
  4543. }
  4544. if (sd)
  4545. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4546. }
  4547. break;
  4548. case SG_FEEL:
  4549. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4550. if (sd) {
  4551. if(!sd->feel_map[skilllv-1].index)
  4552. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4553. else
  4554. clif_feel_info(sd, skilllv-1, 1);
  4555. }
  4556. break;
  4557. case SG_HATE:
  4558. if (sd) {
  4559. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4560. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4561. clif_skill_fail(sd,skillid,0,0);
  4562. }
  4563. break;
  4564. case GS_GLITTERING:
  4565. if(sd) {
  4566. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4567. if(rand()%100 < (20+10*skilllv))
  4568. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4569. else if(sd->spiritball > 0)
  4570. pc_delspiritball(sd,1,0);
  4571. }
  4572. break;
  4573. case GS_CRACKER:
  4574. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4575. {
  4576. i =65 -5*distance_bl(src,bl); //Base rate
  4577. if (i < 30) i = 30;
  4578. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4579. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4580. }
  4581. else if (sd)
  4582. clif_skill_fail(sd,skillid,0,0);
  4583. break;
  4584. case AM_CALLHOMUN: //[orn]
  4585. if (sd && !merc_call_homunculus(sd))
  4586. clif_skill_fail(sd,skillid,0,0);
  4587. break;
  4588. case AM_REST:
  4589. if (sd)
  4590. {
  4591. if (merc_hom_vaporize(sd,1))
  4592. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4593. else
  4594. clif_skill_fail(sd,skillid,0,0);
  4595. }
  4596. break;
  4597. case HAMI_CASTLE: //[orn]
  4598. if(rand()%100 < 20*skilllv && src != bl)
  4599. {
  4600. int x,y;
  4601. x = src->x;
  4602. y = src->y;
  4603. if (hd)
  4604. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4605. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4606. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4607. clif_slide(src,bl->x,bl->y) ;
  4608. if (unit_movepos(bl,x,y,0,0))
  4609. {
  4610. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4611. clif_slide(bl,x,y) ;
  4612. }
  4613. //TODO: Shouldn't also players and the like switch targets?
  4614. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4615. AREA_SIZE, BL_MOB, bl, src);
  4616. }
  4617. }
  4618. // Failed
  4619. else if (hd && hd->master)
  4620. clif_skill_fail(hd->master, skillid, 0, 0);
  4621. else if (sd)
  4622. clif_skill_fail(sd, skillid, 0, 0);
  4623. break;
  4624. case HVAN_CHAOTIC: //[orn]
  4625. {
  4626. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4627. int rnd = rand()%100;
  4628. i = (skilllv-1)%5;
  4629. if(rnd<per[i][0]) //Self
  4630. bl = src;
  4631. else if(rnd<per[i][1]) //Master
  4632. bl = battle_get_master(src);
  4633. else //Enemy
  4634. bl = map_id2bl(battle_gettarget(src));
  4635. if (!bl) bl = src;
  4636. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4637. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4638. i += i * rnd / 100;
  4639. //Eh? why double skill packet?
  4640. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4641. clif_skill_nodamage(src,bl,skillid,i,1);
  4642. status_heal(bl, i, 0, 0);
  4643. }
  4644. break;
  4645. //Homun single-target support skills [orn]
  4646. case HAMI_BLOODLUST:
  4647. case HFLI_FLEET:
  4648. case HFLI_SPEED:
  4649. case HLIF_CHANGE:
  4650. clif_skill_nodamage(src,bl,skillid,skilllv,
  4651. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4652. if (hd)
  4653. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4654. break;
  4655. case NPC_DRAGONFEAR:
  4656. if (flag&1) {
  4657. const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4658. i = rand()%ARRAYLENGTH(sc);
  4659. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4660. } else {
  4661. // hacked-together packet (not correct) that shows the animation
  4662. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  4663. map_foreachinrange(skill_area_sub, bl,
  4664. skill_get_splash(skillid, skilllv),BL_CHAR,
  4665. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4666. skill_castend_nodamage_id);
  4667. }
  4668. break;
  4669. case NPC_WIDEBLEEDING:
  4670. case NPC_WIDECONFUSE:
  4671. case NPC_WIDECURSE:
  4672. case NPC_WIDEFREEZE:
  4673. case NPC_WIDESLEEP:
  4674. case NPC_WIDESILENCE:
  4675. case NPC_WIDESTONE:
  4676. case NPC_WIDESTUN:
  4677. case NPC_SLOWCAST:
  4678. if (flag&1)
  4679. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4680. else {
  4681. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4682. map_foreachinrange(skill_area_sub, bl,
  4683. skill_get_splash(skillid, skilllv),BL_CHAR,
  4684. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4685. skill_castend_nodamage_id);
  4686. }
  4687. break;
  4688. default:
  4689. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4690. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4691. map_freeblock_unlock();
  4692. return 1;
  4693. }
  4694. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4695. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4696. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4697. }
  4698. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4699. battle_consume_ammo(sd, skillid, skilllv);
  4700. map_freeblock_unlock();
  4701. return 0;
  4702. }
  4703. /*==========================================
  4704. *
  4705. *------------------------------------------*/
  4706. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  4707. {
  4708. struct block_list *target, *src = map_id2bl(id);
  4709. struct map_session_data* sd = NULL;
  4710. struct homun_data* hd = NULL; //[orn]
  4711. struct mob_data* md = NULL;
  4712. struct unit_data* ud = unit_bl2ud(src);
  4713. struct status_change *sc = NULL;
  4714. int inf,inf2,flag=0;
  4715. nullpo_retr(0, ud);
  4716. sd = BL_CAST(BL_PC, src);
  4717. hd = BL_CAST(BL_HOM, src);
  4718. md = BL_CAST(BL_MOB, src);
  4719. if( src->prev == NULL ) {
  4720. ud->skilltimer = -1;
  4721. return 0;
  4722. }
  4723. if(ud->skillid != SA_CASTCANCEL ) {
  4724. if( ud->skilltimer != tid ) {
  4725. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4726. ud->skilltimer = -1;
  4727. return 0;
  4728. }
  4729. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4730. status_freecast_switch(sd);
  4731. ud->skilltimer=-1;
  4732. }
  4733. if (ud->skilltarget == id)
  4734. target = src;
  4735. else
  4736. target = map_id2bl(ud->skilltarget);
  4737. // Use a do so that you can break out of it when the skill fails.
  4738. do {
  4739. if(!target || target->prev==NULL) break;
  4740. if(src->m != target->m || status_isdead(src)) break;
  4741. switch (ud->skillid) {
  4742. //These should become skill_castend_pos
  4743. case WE_CALLPARTNER:
  4744. case WE_CALLPARENT:
  4745. case WE_CALLBABY:
  4746. case AM_RESURRECTHOMUN:
  4747. case PF_SPIDERWEB:
  4748. //Find a random spot to place the skill. [Skotlex]
  4749. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4750. ud->skillx = target->x + inf2;
  4751. ud->skilly = target->y + inf2;
  4752. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4753. ud->skillx = target->x;
  4754. ud->skilly = target->y;
  4755. }
  4756. ud->skilltimer=tid;
  4757. return skill_castend_pos(tid,tick,id,data);
  4758. }
  4759. if(ud->skillid == RG_BACKSTAP) {
  4760. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4761. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4762. break;
  4763. }
  4764. }
  4765. if (ud->skillid == PR_LEXDIVINA)
  4766. {
  4767. sc = status_get_sc(target);
  4768. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4769. (!sc || !sc->data[SC_SILENCE]))
  4770. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4771. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4772. break;
  4773. }
  4774. } else {
  4775. //Check target validity.
  4776. inf = skill_get_inf(ud->skillid);
  4777. inf2 = skill_get_inf2(ud->skillid);
  4778. if(inf&INF_ATTACK_SKILL ||
  4779. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4780. inf = BCT_ENEMY; //Offensive skill.
  4781. else if(inf2&INF2_NO_ENEMY)
  4782. inf = BCT_NOENEMY;
  4783. else
  4784. inf = 0;
  4785. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4786. {
  4787. inf |=
  4788. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4789. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4790. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4791. inf &= ~BCT_NEUTRAL;
  4792. }
  4793. if (inf && battle_check_target(src, target, inf) <= 0)
  4794. break;
  4795. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4796. sc->data[SC_FOGWALL] &&
  4797. rand()%100 < 75)
  4798. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4799. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4800. break;
  4801. }
  4802. }
  4803. //Avoid doing double checks for instant-cast skills.
  4804. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4805. break;
  4806. if(md) {
  4807. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4808. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4809. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4810. }
  4811. if(src != target && battle_config.skill_add_range &&
  4812. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4813. {
  4814. if (sd) {
  4815. clif_skill_fail(sd,ud->skillid,0,0);
  4816. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4817. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4818. }
  4819. break;
  4820. }
  4821. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4822. break;
  4823. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4824. break;
  4825. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  4826. flag = 1;
  4827. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4828. unit_stop_walking(src,1);
  4829. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4830. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4831. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4832. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4833. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  4834. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4835. map_freeblock_lock();
  4836. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4837. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4838. else
  4839. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4840. sc = status_get_sc(src);
  4841. if(sc && sc->count) {
  4842. if(sc->data[SC_MAGICPOWER] &&
  4843. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4844. status_change_end(src,SC_MAGICPOWER,-1);
  4845. if(sc->data[SC_SPIRIT] &&
  4846. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4847. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  4848. ud->skillid != WZ_WATERBALL)
  4849. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4850. }
  4851. if (ud->skilltimer == -1) {
  4852. if(md) md->skillidx = -1;
  4853. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4854. ud->skilllv = ud->skilltarget = 0;
  4855. }
  4856. map_freeblock_unlock();
  4857. return 1;
  4858. } while(0);
  4859. //Skill failed.
  4860. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  4861. { //When Asura fails... (except when it fails from Fog of Wall)
  4862. //Consume SP/spheres
  4863. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4864. status_set_sp(src, 0, 0);
  4865. sc = &sd->sc;
  4866. if (sc->count)
  4867. { //End states
  4868. if (sc->data[SC_EXPLOSIONSPIRITS])
  4869. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4870. if (sc->data[SC_BLADESTOP])
  4871. status_change_end(src,SC_BLADESTOP,-1);
  4872. }
  4873. if (target && target->m == src->m)
  4874. { //Move character to target anyway.
  4875. int dx,dy;
  4876. dx = target->x - src->x;
  4877. dy = target->y - src->y;
  4878. if(dx > 0) dx++;
  4879. else if(dx < 0) dx--;
  4880. if (dy > 0) dy++;
  4881. else if(dy < 0) dy--;
  4882. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4883. { //Display movement + animation.
  4884. clif_slide(src,src->x,src->y);
  4885. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4886. }
  4887. clif_skill_fail(sd,ud->skillid,0,0);
  4888. }
  4889. }
  4890. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4891. ud->canact_tick = tick;
  4892. //You can't place a skill failed packet here because it would be
  4893. //sent in ALL cases, even cases where skill_check_condition fails
  4894. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4895. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4896. else
  4897. if(md) md->skillidx = -1;
  4898. return 0;
  4899. }
  4900. /*==========================================
  4901. *
  4902. *------------------------------------------*/
  4903. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  4904. {
  4905. struct block_list* src = map_id2bl(id);
  4906. int maxcount;
  4907. struct map_session_data *sd = NULL;
  4908. struct homun_data *hd = NULL; //[orn]
  4909. struct unit_data *ud = unit_bl2ud(src);
  4910. struct mob_data *md = NULL;
  4911. nullpo_retr(0, ud);
  4912. sd = BL_CAST(BL_PC , src);
  4913. hd = BL_CAST(BL_HOM, src);
  4914. md = BL_CAST(BL_MOB, src);
  4915. if( src->prev == NULL ) {
  4916. ud->skilltimer = -1;
  4917. return 0;
  4918. }
  4919. if( ud->skilltimer != tid )
  4920. {
  4921. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4922. ud->skilltimer = -1;
  4923. return 0;
  4924. }
  4925. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4926. status_freecast_switch(sd);
  4927. ud->skilltimer=-1;
  4928. do {
  4929. if(status_isdead(src))
  4930. break;
  4931. if( !(src->type&battle_config.skill_reiteration) &&
  4932. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4933. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4934. )
  4935. {
  4936. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4937. break;
  4938. }
  4939. if( src->type&battle_config.skill_nofootset &&
  4940. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4941. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4942. )
  4943. {
  4944. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4945. break;
  4946. }
  4947. if( src->type&battle_config.land_skill_limit &&
  4948. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4949. ) {
  4950. int i;
  4951. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4952. if(ud->skillunit[i]->skill_id == ud->skillid)
  4953. maxcount--;
  4954. }
  4955. if( maxcount == 0 )
  4956. {
  4957. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4958. break;
  4959. }
  4960. }
  4961. if(tid != -1)
  4962. { //Avoid double checks on instant cast skills. [Skotlex]
  4963. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  4964. break;
  4965. if(battle_config.skill_add_range &&
  4966. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  4967. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  4968. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4969. break;
  4970. }
  4971. }
  4972. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  4973. break;
  4974. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  4975. break;
  4976. if(md) {
  4977. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4978. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4979. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4980. }
  4981. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4982. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  4983. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  4984. unit_stop_walking(src,1);
  4985. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4986. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4987. map_freeblock_lock();
  4988. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  4989. if (ud->skilltimer == -1) {
  4990. if (md) md->skillidx = -1;
  4991. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  4992. ud->skilllv = ud->skillx = ud->skilly = 0;
  4993. }
  4994. map_freeblock_unlock();
  4995. return 1;
  4996. } while(0);
  4997. ud->canact_tick = tick;
  4998. ud->skillid = ud->skilllv = 0;
  4999. if(sd)
  5000. sd->skillitem = sd->skillitemlv = 0;
  5001. else if(md)
  5002. md->skillidx = -1;
  5003. return 0;
  5004. }
  5005. /*==========================================
  5006. *
  5007. *------------------------------------------*/
  5008. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5009. {
  5010. struct map_session_data* sd;
  5011. struct status_change* sc;
  5012. struct status_change_entry *sce;
  5013. struct skill_unit_group* sg;
  5014. enum sc_type type;
  5015. int i;
  5016. //if(skilllv <= 0) return 0;
  5017. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5018. nullpo_retr(0, src);
  5019. if(status_isdead(src))
  5020. return 0;
  5021. sd = BL_CAST(BL_PC, src);
  5022. sc = status_get_sc(src);
  5023. type = status_skill2sc(skillid);
  5024. sce = (sc && type != -1)?sc->data[type]:NULL;
  5025. switch (skillid) { //Skill effect.
  5026. case WZ_METEOR:
  5027. case MO_BODYRELOCATION:
  5028. case CR_CULTIVATION:
  5029. case HW_GANBANTEIN:
  5030. break; //Effect is displayed on respective switch case.
  5031. default:
  5032. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5033. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5034. else
  5035. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5036. }
  5037. switch(skillid)
  5038. {
  5039. case PR_BENEDICTIO:
  5040. skill_area_temp[1] = src->id;
  5041. i = skill_get_splash(skillid, skilllv);
  5042. map_foreachinarea(skill_area_sub,
  5043. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5044. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5045. skill_castend_nodamage_id);
  5046. map_foreachinarea(skill_area_sub,
  5047. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5048. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5049. skill_castend_damage_id);
  5050. break;
  5051. case BS_HAMMERFALL:
  5052. i = skill_get_splash(skillid, skilllv);
  5053. map_foreachinarea (skill_area_sub,
  5054. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5055. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5056. skill_castend_nodamage_id);
  5057. break;
  5058. case HT_DETECTING:
  5059. i = skill_get_splash(skillid, skilllv);
  5060. map_foreachinarea( status_change_timer_sub,
  5061. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5062. src,NULL,SC_SIGHT,tick);
  5063. if(battle_config.traps_setting&1)
  5064. map_foreachinarea( skill_reveal_trap,
  5065. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5066. break;
  5067. case MG_SAFETYWALL:
  5068. case MG_FIREWALL:
  5069. case MG_THUNDERSTORM:
  5070. case AL_PNEUMA:
  5071. case WZ_ICEWALL:
  5072. case WZ_FIREPILLAR:
  5073. case WZ_QUAGMIRE:
  5074. case WZ_VERMILION:
  5075. case WZ_STORMGUST:
  5076. case WZ_HEAVENDRIVE:
  5077. case PR_SANCTUARY:
  5078. case PR_MAGNUS:
  5079. case CR_GRANDCROSS:
  5080. case NPC_GRANDDARKNESS:
  5081. case HT_SKIDTRAP:
  5082. case HT_LANDMINE:
  5083. case HT_ANKLESNARE:
  5084. case HT_SHOCKWAVE:
  5085. case HT_SANDMAN:
  5086. case HT_FLASHER:
  5087. case HT_FREEZINGTRAP:
  5088. case HT_BLASTMINE:
  5089. case HT_CLAYMORETRAP:
  5090. case AS_VENOMDUST:
  5091. case AM_DEMONSTRATION:
  5092. case PF_FOGWALL:
  5093. case PF_SPIDERWEB:
  5094. case HT_TALKIEBOX:
  5095. case WE_CALLPARTNER:
  5096. case WE_CALLPARENT:
  5097. case WE_CALLBABY:
  5098. case AC_SHOWER: //Ground-placed skill implementation.
  5099. case SA_VOLCANO:
  5100. case SA_DELUGE:
  5101. case SA_VIOLENTGALE:
  5102. case SA_LANDPROTECTOR:
  5103. case BD_LULLABY:
  5104. case BD_RICHMANKIM:
  5105. case BD_ETERNALCHAOS:
  5106. case BD_DRUMBATTLEFIELD:
  5107. case BD_RINGNIBELUNGEN:
  5108. case BD_ROKISWEIL:
  5109. case BD_INTOABYSS:
  5110. case BD_SIEGFRIED:
  5111. case BA_DISSONANCE:
  5112. case BA_POEMBRAGI:
  5113. case BA_WHISTLE:
  5114. case BA_ASSASSINCROSS:
  5115. case BA_APPLEIDUN:
  5116. case DC_UGLYDANCE:
  5117. case DC_HUMMING:
  5118. case DC_DONTFORGETME:
  5119. case DC_FORTUNEKISS:
  5120. case DC_SERVICEFORYOU:
  5121. case CG_MOONLIT:
  5122. case GS_DESPERADO:
  5123. case NJ_KAENSIN:
  5124. case NJ_BAKUENRYU:
  5125. case NJ_SUITON:
  5126. case NJ_HYOUSYOURAKU:
  5127. case NJ_RAIGEKISAI:
  5128. case NJ_KAMAITACHI:
  5129. case NPC_EVILLAND:
  5130. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5131. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5132. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5133. break;
  5134. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5135. skill_clear_unitgroup(src);
  5136. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5137. flag|=1;
  5138. break;
  5139. case HP_BASILICA:
  5140. skill_clear_unitgroup(src);
  5141. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5142. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5143. flag|=1;
  5144. break;
  5145. case CG_HERMODE:
  5146. skill_clear_unitgroup(src);
  5147. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5148. sc_start4(src,SC_DANCING,100,
  5149. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5150. flag|=1;
  5151. break;
  5152. case RG_CLEANER: // [Valaris]
  5153. i = skill_get_splash(skillid, skilllv);
  5154. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5155. break;
  5156. case WZ_METEOR:
  5157. {
  5158. int flag=0, area = skill_get_splash(skillid, skilllv);
  5159. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5160. if (sc && sc->data[SC_MAGICPOWER])
  5161. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5162. for(i=0;i<2+(skilllv>>1);i++) {
  5163. tmpx = x;
  5164. tmpy = y;
  5165. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5166. continue;
  5167. if(!(flag&1)){
  5168. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5169. flag=flag|1;
  5170. }
  5171. if(i > 0)
  5172. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5173. x1 = tmpx;
  5174. y1 = tmpy;
  5175. }
  5176. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5177. }
  5178. break;
  5179. case AL_WARP:
  5180. if(sd)
  5181. {
  5182. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5183. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5184. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5185. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5186. );
  5187. }
  5188. break;
  5189. case MO_BODYRELOCATION:
  5190. if (unit_movepos(src, x, y, 1, 1)) {
  5191. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5192. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5193. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5194. }
  5195. break;
  5196. case NJ_SHADOWJUMP:
  5197. {
  5198. if (!map_flag_gvg(src->m))
  5199. { //You don't move on GVG grounds.
  5200. unit_movepos(src, x, y, 1, 0);
  5201. clif_slide(src,x,y);
  5202. }
  5203. if (sc && sc->data[SC_HIDING])
  5204. status_change_end(src, SC_HIDING, -1);
  5205. }
  5206. break;
  5207. case AM_SPHEREMINE:
  5208. case AM_CANNIBALIZE:
  5209. {
  5210. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5211. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5212. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5213. struct mob_data *md;
  5214. // Correct info, don't change any of this! [celest]
  5215. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5216. if (md) {
  5217. md->master_id = src->id;
  5218. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5219. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5220. mob_spawn (md); //Now it is ready for spawning.
  5221. }
  5222. }
  5223. break;
  5224. // Slim Pitcher [Celest]
  5225. case CR_SLIMPITCHER:
  5226. if (sd) {
  5227. int i = skilllv%11 - 1;
  5228. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5229. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5230. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5231. clif_skill_fail(sd,skillid,0,0);
  5232. return 1;
  5233. }
  5234. potion_flag = 1;
  5235. potion_hp = 0;
  5236. potion_sp = 0;
  5237. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5238. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5239. potion_flag = 0;
  5240. //Apply skill bonuses
  5241. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5242. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5243. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5244. + pc_skillheal_bonus(sd, skillid);
  5245. potion_hp = potion_hp * (100+i)/100;
  5246. potion_sp = potion_sp * (100+i)/100;
  5247. if(potion_hp > 0 || potion_sp > 0) {
  5248. i = skill_get_splash(skillid, skilllv);
  5249. map_foreachinarea(skill_area_sub,
  5250. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5251. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5252. skill_castend_nodamage_id);
  5253. }
  5254. } else {
  5255. int i = skilllv%11 - 1;
  5256. struct item_data *item = itemdb_search(i);
  5257. i = skill_db[skillid].itemid[i];
  5258. item = itemdb_search(i);
  5259. potion_flag = 1;
  5260. potion_hp = 0;
  5261. potion_sp = 0;
  5262. run_script(item->script,0,src->id,0);
  5263. potion_flag = 0;
  5264. i = skill_get_max(CR_SLIMPITCHER)*10;
  5265. potion_hp = potion_hp * (100+i)/100;
  5266. potion_sp = potion_sp * (100+i)/100;
  5267. if(potion_hp > 0 || potion_sp > 0) {
  5268. i = skill_get_splash(skillid, skilllv);
  5269. map_foreachinarea(skill_area_sub,
  5270. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5271. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5272. skill_castend_nodamage_id);
  5273. }
  5274. }
  5275. break;
  5276. case HW_GANBANTEIN:
  5277. if (rand()%100 < 80) {
  5278. int dummy = 1;
  5279. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5280. i = skill_get_splash(skillid, skilllv);
  5281. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5282. } else {
  5283. if (sd) clif_skill_fail(sd,skillid,0,0);
  5284. return 1;
  5285. }
  5286. break;
  5287. case HW_GRAVITATION:
  5288. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5289. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5290. flag|=1;
  5291. break;
  5292. // Plant Cultivation [Celest]
  5293. case CR_CULTIVATION:
  5294. if (sd) {
  5295. int i = skilllv - 1;
  5296. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5297. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5298. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5299. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5300. ) {
  5301. clif_skill_fail(sd,skillid,0,0);
  5302. return 1;
  5303. }
  5304. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5305. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5306. if (rand()%100 < 50) {
  5307. clif_skill_fail(sd,skillid,0,0);
  5308. } else {
  5309. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5310. if (!md) break;
  5311. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5312. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5313. mob_spawn (md);
  5314. }
  5315. }
  5316. break;
  5317. case SG_SUN_WARM:
  5318. case SG_MOON_WARM:
  5319. case SG_STAR_WARM:
  5320. skill_clear_unitgroup(src);
  5321. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5322. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5323. flag|=1;
  5324. break;
  5325. case PA_GOSPEL:
  5326. if (sce && sce->val4 == BCT_SELF)
  5327. status_change_end(src,SC_GOSPEL,-1);
  5328. else
  5329. {
  5330. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5331. if (!sg) break;
  5332. if (sce)
  5333. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5334. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5335. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5336. }
  5337. break;
  5338. case NJ_TATAMIGAESHI:
  5339. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5340. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5341. break;
  5342. case AM_RESURRECTHOMUN: //[orn]
  5343. if (sd)
  5344. {
  5345. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5346. {
  5347. clif_skill_fail(sd,skillid,0,0);
  5348. break;
  5349. }
  5350. }
  5351. break;
  5352. default:
  5353. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5354. return 1;
  5355. }
  5356. if (sc && sc->data[SC_MAGICPOWER])
  5357. status_change_end(src,SC_MAGICPOWER,-1);
  5358. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5359. battle_consume_ammo(sd, skillid, skilllv);
  5360. return 0;
  5361. }
  5362. /*==========================================
  5363. *
  5364. *------------------------------------------*/
  5365. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5366. {
  5367. nullpo_retr(0, sd);
  5368. //Simplify skill_failed code.
  5369. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5370. if(skill_num != sd->menuskill_id)
  5371. return 0;
  5372. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5373. skill_failed(sd);
  5374. return 0;
  5375. }
  5376. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5377. skill_failed(sd);
  5378. return 0;
  5379. }
  5380. if(sd->sc.count && (
  5381. sd->sc.data[SC_SILENCE] ||
  5382. sd->sc.data[SC_ROKISWEIL] ||
  5383. sd->sc.data[SC_AUTOCOUNTER] ||
  5384. sd->sc.data[SC_STEELBODY] ||
  5385. sd->sc.data[SC_DANCING] ||
  5386. sd->sc.data[SC_BERSERK] ||
  5387. sd->sc.data[SC_MARIONETTE]
  5388. )) {
  5389. skill_failed(sd);
  5390. return 0;
  5391. }
  5392. pc_stop_attack(sd);
  5393. pc_stop_walking(sd,0);
  5394. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5395. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5396. if(strcmp(map,"cancel")==0) {
  5397. skill_failed(sd);
  5398. return 0;
  5399. }
  5400. switch(skill_num)
  5401. {
  5402. case AL_TELEPORT:
  5403. if(strcmp(map,"Random")==0)
  5404. pc_randomwarp(sd,3);
  5405. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5406. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5407. break;
  5408. case AL_WARP:
  5409. {
  5410. const struct point *p[4];
  5411. struct skill_unit_group *group;
  5412. int i, lv, wx, wy;
  5413. int maxcount=0;
  5414. int x,y;
  5415. unsigned short mapindex;
  5416. mapindex = mapindex_name2id((char*)map);
  5417. if(!mapindex) { //Given map not found?
  5418. clif_skill_fail(sd,skill_num,0,0);
  5419. skill_failed(sd);
  5420. return 0;
  5421. }
  5422. p[0] = &sd->status.save_point;
  5423. p[1] = &sd->status.memo_point[0];
  5424. p[2] = &sd->status.memo_point[1];
  5425. p[3] = &sd->status.memo_point[2];
  5426. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5427. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5428. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5429. maxcount--;
  5430. }
  5431. if(!maxcount) {
  5432. clif_skill_fail(sd,skill_num,0,0);
  5433. skill_failed(sd);
  5434. return 0;
  5435. }
  5436. }
  5437. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5438. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5439. wx = sd->menuskill_val>>16;
  5440. wy = sd->menuskill_val&0xffff;
  5441. if( lv <= 0 ) return 0;
  5442. if( lv > 4 ) lv = 4; // crash prevention
  5443. // check if the chosen map exists in the memo list
  5444. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5445. if( i < lv ) {
  5446. x=p[i]->x;
  5447. y=p[i]->y;
  5448. } else {
  5449. skill_failed(sd);
  5450. return 0;
  5451. }
  5452. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5453. {
  5454. skill_failed(sd);
  5455. return 0;
  5456. }
  5457. // This makes Warp Portal fail if the cell is not empty
  5458. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5459. // clif_skill_fail(sd,0,0,0);
  5460. // skill_failed(sd);
  5461. // return 0;
  5462. //}
  5463. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5464. skill_failed(sd);
  5465. return 0;
  5466. }
  5467. // record the destination coordinates
  5468. group->val2 = (x<<16)|y;
  5469. group->val3 = mapindex;
  5470. }
  5471. break;
  5472. }
  5473. sd->menuskill_id = sd->menuskill_val = 0;
  5474. return 0;
  5475. #undef skill_failed
  5476. }
  5477. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5478. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5479. {
  5480. struct skill_unit* target = (struct skill_unit*)bl;
  5481. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5482. int flag = va_arg(ap, int);
  5483. if (src == target)
  5484. return 0;
  5485. if (!target->group || !(target->group->state.song_dance&0x1))
  5486. return 0;
  5487. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5488. return 0;
  5489. if (flag) //Set dissonance
  5490. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5491. else //Remove dissonance
  5492. target->val2 &= ~UF_ENSEMBLE;
  5493. clif_skill_setunit(target); //Update look of affected cell.
  5494. return 1;
  5495. }
  5496. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5497. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5498. //When 1, this unit has been positioned, so start the cancel effect.
  5499. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5500. {
  5501. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5502. return 0;
  5503. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5504. return 0; //Nothing to remove, this unit is not overlapped.
  5505. if (unit->val1 != unit->group->skill_id)
  5506. { //Reset state
  5507. unit->val1 = unit->group->skill_id;
  5508. unit->val2 &= ~UF_ENSEMBLE;
  5509. }
  5510. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5511. }
  5512. /*==========================================
  5513. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5514. * Flag: 0 - Convert, 1 - Revert.
  5515. *------------------------------------------*/
  5516. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5517. {
  5518. static struct skill_unit_group backup;
  5519. struct skill_unit_group* group = unit->group;
  5520. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5521. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5522. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5523. return false;
  5524. if( !flag )
  5525. { //Transform
  5526. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5527. // backup
  5528. backup.skill_id = group->skill_id;
  5529. backup.skill_lv = group->skill_lv;
  5530. backup.unit_id = group->unit_id;
  5531. backup.target_flag = group->target_flag;
  5532. backup.bl_flag = group->bl_flag;
  5533. backup.interval = group->interval;
  5534. // replace
  5535. group->skill_id = skillid;
  5536. group->skill_lv = 1;
  5537. group->unit_id = skill_get_unit_id(skillid,0);
  5538. group->target_flag = skill_get_unit_target(skillid);
  5539. group->bl_flag = skill_get_unit_bl_target(skillid);
  5540. group->interval = skill_get_unit_interval(skillid);
  5541. }
  5542. else
  5543. { //Restore
  5544. group->skill_id = backup.skill_id;
  5545. group->skill_lv = backup.skill_lv;
  5546. group->unit_id = backup.unit_id;
  5547. group->target_flag = backup.target_flag;
  5548. group->bl_flag = backup.bl_flag;
  5549. group->interval = backup.interval;
  5550. }
  5551. return true;
  5552. }
  5553. /*==========================================
  5554. * Initializes and sets a ground skill.
  5555. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5556. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5557. *------------------------------------------*/
  5558. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5559. {
  5560. struct skill_unit_group *group;
  5561. int i,limit,val1=0,val2=0,val3=0;
  5562. int target,interval,range,unit_flag;
  5563. struct s_skill_unit_layout *layout;
  5564. struct map_session_data *sd;
  5565. struct status_data *status;
  5566. struct status_change *sc;
  5567. int active_flag=1;
  5568. int subunt=0;
  5569. nullpo_retr(NULL, src);
  5570. limit = skill_get_time(skillid,skilllv);
  5571. range = skill_get_unit_range(skillid,skilllv);
  5572. interval = skill_get_unit_interval(skillid);
  5573. target = skill_get_unit_target(skillid);
  5574. unit_flag = skill_get_unit_flag(skillid);
  5575. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5576. sd = BL_CAST(BL_PC, src);
  5577. status = status_get_status_data(src);
  5578. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5579. switch(skillid)
  5580. {
  5581. case MG_SAFETYWALL:
  5582. val2=skilllv+1;
  5583. break;
  5584. case MG_FIREWALL:
  5585. if(sc && sc->data[SC_VIOLENTGALE])
  5586. limit = limit*3/2;
  5587. val2=4+skilllv;
  5588. break;
  5589. case AL_WARP:
  5590. val1=skilllv+6;
  5591. if(!(flag&1))
  5592. limit=2000;
  5593. else // previous implementation (not used anymore)
  5594. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5595. if( src->type != BL_SKILL ) return NULL;
  5596. group = ((TBL_SKILL*)src)->group;
  5597. src = map_id2bl(group->src_id);
  5598. if( !src ) return NULL;
  5599. val2 = group->val2; //Copy the (x,y) position you warp to
  5600. val3 = group->val3; //as well as the mapindex to warp to.
  5601. }
  5602. break;
  5603. case PR_SANCTUARY:
  5604. case NPC_EVILLAND:
  5605. val1=(skilllv+3)*2;
  5606. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5607. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5608. val2 += val2 * i / 100;
  5609. break;
  5610. case WZ_FIREPILLAR:
  5611. if((flag&1)!=0)
  5612. limit=1000;
  5613. val1=skilllv+2;
  5614. break;
  5615. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5616. case AM_DEMONSTRATION:
  5617. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5618. && (src->type&battle_config.vs_traps_bctall))
  5619. target = BCT_ALL;
  5620. break;
  5621. case HT_SHOCKWAVE:
  5622. val1=skilllv*15+10;
  5623. case HT_SANDMAN:
  5624. case HT_CLAYMORETRAP:
  5625. case HT_SKIDTRAP:
  5626. case HT_LANDMINE:
  5627. case HT_ANKLESNARE:
  5628. case HT_FLASHER:
  5629. case HT_FREEZINGTRAP:
  5630. case HT_BLASTMINE:
  5631. if( map_flag_gvg(src->m) )
  5632. limit *= 4; // longer trap times in WOE [celest]
  5633. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5634. target = BCT_ALL;
  5635. break;
  5636. case SA_LANDPROTECTOR:
  5637. case SA_VOLCANO:
  5638. case SA_DELUGE:
  5639. case SA_VIOLENTGALE:
  5640. {
  5641. struct skill_unit_group *old_sg;
  5642. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5643. { //HelloKitty confirmed that these are interchangeable,
  5644. //so you can change element and not consume gemstones.
  5645. if ((
  5646. old_sg->skill_id == SA_VOLCANO ||
  5647. old_sg->skill_id == SA_DELUGE ||
  5648. old_sg->skill_id == SA_VIOLENTGALE
  5649. ) && old_sg->limit > 0)
  5650. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5651. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5652. if (limit < 0) //This can happen...
  5653. limit = skill_get_time(skillid,skilllv);
  5654. }
  5655. skill_clear_group(src,1);
  5656. }
  5657. break;
  5658. }
  5659. case BA_DISSONANCE:
  5660. case DC_UGLYDANCE:
  5661. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5662. break;
  5663. case BA_WHISTLE:
  5664. val1 = skilllv +status->agi/10; // Flee increase
  5665. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5666. if(sd){
  5667. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5668. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5669. }
  5670. break;
  5671. case DC_HUMMING:
  5672. val1 = 2*skilllv+status->dex/10; // Hit increase
  5673. if(sd)
  5674. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5675. break;
  5676. case BA_POEMBRAGI:
  5677. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5678. //For some reason at level 10 the base delay reduction is 50%.
  5679. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5680. if(sd){
  5681. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5682. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5683. }
  5684. break;
  5685. case DC_DONTFORGETME:
  5686. val1 = 30*skilllv+status->dex; // ASPD decrease
  5687. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  5688. if(sd){
  5689. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5690. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  5691. }
  5692. if (val2 < 1) val2 = 1;
  5693. break;
  5694. case BA_APPLEIDUN:
  5695. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5696. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5697. if(sd){
  5698. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5699. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5700. if ((i = pc_skillheal_bonus(sd, skillid)))
  5701. val2 += val2 * i / 100;
  5702. }
  5703. break;
  5704. case DC_SERVICEFORYOU:
  5705. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5706. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5707. if(sd){
  5708. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5709. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5710. }
  5711. break;
  5712. case BA_ASSASSINCROSS:
  5713. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5714. if(sd)
  5715. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5716. break;
  5717. case DC_FORTUNEKISS:
  5718. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5719. if(sd)
  5720. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5721. val1*=10; //Because every 10 crit is an actual cri point.
  5722. break;
  5723. case BD_DRUMBATTLEFIELD:
  5724. val1 = (skilllv+1)*25; //Watk increase
  5725. val2 = (skilllv+1)*2; //Def increase
  5726. break;
  5727. case BD_RINGNIBELUNGEN:
  5728. val1 = (skilllv+2)*25; //Watk increase
  5729. break;
  5730. case BD_RICHMANKIM:
  5731. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5732. break;
  5733. case BD_SIEGFRIED:
  5734. val1 = 55 + skilllv*5; //Elemental Resistance
  5735. val2 = skilllv*10; //Status ailment resistance
  5736. break;
  5737. case WE_CALLPARTNER:
  5738. if (sd) val1 = sd->status.partner_id;
  5739. break;
  5740. case WE_CALLPARENT:
  5741. if (sd) {
  5742. val1 = sd->status.father;
  5743. val2 = sd->status.mother;
  5744. }
  5745. break;
  5746. case WE_CALLBABY:
  5747. if (sd) val1 = sd->status.child;
  5748. break;
  5749. case NJ_KAENSIN:
  5750. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5751. val2 = (skilllv+1)/2 + 4;
  5752. break;
  5753. case NJ_SUITON:
  5754. skill_clear_group(src, 1);
  5755. break;
  5756. case GS_GROUNDDRIFT:
  5757. {
  5758. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5759. val1 = status->rhw.ele;
  5760. if (!val1)
  5761. val1=element[rand()%5];
  5762. switch (val1)
  5763. {
  5764. case ELE_FIRE:
  5765. subunt++;
  5766. case ELE_WATER:
  5767. subunt++;
  5768. case ELE_POISON:
  5769. subunt++;
  5770. case ELE_DARK:
  5771. subunt++;
  5772. case ELE_WIND:
  5773. break;
  5774. default:
  5775. subunt=rand()%5;
  5776. break;
  5777. }
  5778. break;
  5779. }
  5780. }
  5781. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5782. group->val1=val1;
  5783. group->val2=val2;
  5784. group->val3=val3;
  5785. group->target_flag=target;
  5786. group->bl_flag= skill_get_unit_bl_target(skillid);
  5787. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  5788. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5789. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  5790. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5791. if (DIFF_TICK(group->tick, gettick()) > 100)
  5792. active_flag = 0;
  5793. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5794. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5795. if (sd)
  5796. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5797. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5798. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5799. }
  5800. limit = group->limit;
  5801. for( i = 0; i < layout->count; i++ )
  5802. {
  5803. struct skill_unit *unit;
  5804. int ux = x + layout->dx[i];
  5805. int uy = y + layout->dy[i];
  5806. int val1 = skilllv;
  5807. int val2 = 0;
  5808. int alive = 1;
  5809. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  5810. continue; // don't place skill units on walls (except for songs/dances/encores)
  5811. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  5812. continue; // no path between cell and center of casting.
  5813. switch (skillid) {
  5814. case MG_FIREWALL:
  5815. case NJ_KAENSIN:
  5816. val2=group->val2;
  5817. break;
  5818. case WZ_ICEWALL:
  5819. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5820. break;
  5821. case GS_DESPERADO:
  5822. val1 = abs(layout->dx[i]);
  5823. val2 = abs(layout->dy[i]);
  5824. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5825. if (val2 > val1) val1 = val2;
  5826. if (val1) val1--;
  5827. val1 = 36 -12*val1;
  5828. } else //Diagonal edges
  5829. val1 = 28 -4*val1 -4*val2;
  5830. if (val1 < 1) val1 = 1;
  5831. val2 = 0;
  5832. break;
  5833. default:
  5834. if (group->state.song_dance&0x1)
  5835. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5836. break;
  5837. }
  5838. if( range <= 0 )
  5839. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5840. if( !alive )
  5841. continue;
  5842. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5843. unit->limit=limit;
  5844. unit->range=range;
  5845. if (skillid == PF_FOGWALL && alive == 2)
  5846. { //Double duration of cells on top of Deluge/Suiton
  5847. unit->limit *= 2;
  5848. group->limit = unit->limit;
  5849. }
  5850. // execute on all targets standing on this cell
  5851. if (range==0 && active_flag)
  5852. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5853. }
  5854. if (!group->alive_count)
  5855. { //No cells? Something that was blocked completely by Land Protector?
  5856. skill_delunitgroup(src, group);
  5857. return NULL;
  5858. }
  5859. if (group->state.song_dance) {
  5860. if(sd){
  5861. sd->skillid_dance = skillid;
  5862. sd->skilllv_dance = skilllv;
  5863. }
  5864. if (
  5865. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5866. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5867. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5868. )
  5869. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5870. }
  5871. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5872. group->val1 = group->alive_count;
  5873. return group;
  5874. }
  5875. /*==========================================
  5876. *
  5877. *------------------------------------------*/
  5878. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5879. {
  5880. struct skill_unit_group *sg;
  5881. struct block_list *ss;
  5882. struct status_change *sc;
  5883. struct status_change_entry *sce;
  5884. enum sc_type type;
  5885. int skillid;
  5886. nullpo_retr(0, src);
  5887. nullpo_retr(0, bl);
  5888. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5889. return 0;
  5890. nullpo_retr(0, sg=src->group);
  5891. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5892. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5893. return 0; //AoE skills are ineffective. [Skotlex]
  5894. sc = status_get_sc(bl);
  5895. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5896. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5897. type = status_skill2sc(sg->skill_id);
  5898. sce = (sc && type != -1)?sc->data[type]:NULL;
  5899. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5900. switch (sg->unit_id) {
  5901. case UNT_SAFETYWALL:
  5902. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5903. if (!sce)
  5904. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5905. break;
  5906. case UNT_PNEUMA:
  5907. if (!sce)
  5908. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5909. break;
  5910. case UNT_WARP_WAITING:
  5911. if(bl->type==BL_PC){
  5912. struct map_session_data *sd = (struct map_session_data *)bl;
  5913. if((!sd->chatID || battle_config.chat_warpportal)
  5914. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  5915. {
  5916. int x = sg->val2>>16;
  5917. int y = sg->val2&0xffff;
  5918. unsigned short m = sg->val3;
  5919. if( --sg->val1 <= 0 )
  5920. skill_delunitgroup(NULL, sg);
  5921. pc_setpos(sd,m,x,y,3);
  5922. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  5923. }
  5924. } else
  5925. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5926. {
  5927. int m = map_mapindex2mapid(sg->val3);
  5928. if (m < 0) break; //Map not available on this map-server.
  5929. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5930. }
  5931. break;
  5932. case UNT_QUAGMIRE:
  5933. if(!sce)
  5934. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5935. break;
  5936. case UNT_VOLCANO:
  5937. case UNT_DELUGE:
  5938. case UNT_VIOLENTGALE:
  5939. if(!sce)
  5940. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5941. break;
  5942. case UNT_SUITON:
  5943. if(!sce)
  5944. sc_start4(bl,type,100,sg->skill_lv,
  5945. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  5946. 0,0,sg->limit);
  5947. break;
  5948. case UNT_HERMODE:
  5949. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  5950. status_change_clear_buffs(bl,1); //Should dispell only allies.
  5951. case UNT_RICHMANKIM:
  5952. case UNT_ETERNALCHAOS:
  5953. case UNT_DRUMBATTLEFIELD:
  5954. case UNT_RINGNIBELUNGEN:
  5955. case UNT_ROKISWEIL:
  5956. case UNT_INTOABYSS:
  5957. case UNT_SIEGFRIED:
  5958. //Needed to check when a dancer/bard leaves their ensemble area.
  5959. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5960. return skillid;
  5961. if (!sce)
  5962. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5963. break;
  5964. case UNT_WHISTLE:
  5965. case UNT_ASSASSINCROSS:
  5966. case UNT_POEMBRAGI:
  5967. case UNT_APPLEIDUN:
  5968. case UNT_HUMMING:
  5969. case UNT_DONTFORGETME:
  5970. case UNT_FORTUNEKISS:
  5971. case UNT_SERVICEFORYOU:
  5972. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5973. return 0;
  5974. if (!sc) return 0;
  5975. if (!sce)
  5976. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5977. else if (sce->val4 == 1) {
  5978. //Readjust timers since the effect will not last long.
  5979. sce->val4 = 0;
  5980. delete_timer(sce->timer, status_change_timer);
  5981. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  5982. }
  5983. break;
  5984. case UNT_FOGWALL:
  5985. if (!sce)
  5986. {
  5987. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  5988. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  5989. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  5990. }
  5991. break;
  5992. case UNT_GRAVITATION:
  5993. if (!sce)
  5994. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  5995. break;
  5996. // officially, icewall has no problems existing on occupied cells [ultramage]
  5997. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  5998. // src->val1 = 0;
  5999. // if(src->limit + sg->tick > tick + 700)
  6000. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6001. // break;
  6002. case UNT_MOONLIT:
  6003. //Knockback out of area if affected char isn't in Moonlit effect
  6004. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6005. break;
  6006. if (ss == bl) //Also needed to prevent infinite loop crash.
  6007. break;
  6008. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6009. break;
  6010. }
  6011. return skillid;
  6012. }
  6013. /*==========================================
  6014. *
  6015. *------------------------------------------*/
  6016. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6017. {
  6018. struct skill_unit_group *sg;
  6019. struct block_list *ss;
  6020. TBL_PC* sd;
  6021. TBL_PC* tsd;
  6022. struct status_data *tstatus, *sstatus;
  6023. struct status_change *tsc, *sc;
  6024. struct skill_unit_group_tickset *ts;
  6025. enum sc_type type;
  6026. int skillid;
  6027. int diff=0;
  6028. nullpo_retr(0, src);
  6029. nullpo_retr(0, bl);
  6030. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6031. return 0;
  6032. nullpo_retr(0, sg=src->group);
  6033. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6034. sd = BL_CAST(BL_PC, ss);
  6035. tsd = BL_CAST(BL_PC, bl);
  6036. tsc = status_get_sc(bl);
  6037. tstatus = status_get_status_data(bl);
  6038. if (sg->state.magic_power) //For magic power.
  6039. {
  6040. sc = status_get_sc(ss);
  6041. sstatus = status_get_status_data(ss);
  6042. } else {
  6043. sc = NULL;
  6044. sstatus = NULL;
  6045. }
  6046. type = status_skill2sc(sg->skill_id);
  6047. skillid = sg->skill_id;
  6048. if (sg->interval == -1) {
  6049. switch (sg->unit_id) {
  6050. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6051. case UNT_SPIDERWEB:
  6052. case UNT_FIREPILLAR_ACTIVE:
  6053. return 0;
  6054. default:
  6055. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6056. return 0;
  6057. }
  6058. }
  6059. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6060. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6061. diff = DIFF_TICK(tick,ts->tick);
  6062. if (diff < 0)
  6063. return 0;
  6064. ts->tick = tick+sg->interval;
  6065. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6066. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6067. }
  6068. //Temporarily set magic power to have it take effect. [Skotlex]
  6069. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6070. { //Store previous values.
  6071. swap(sstatus->matk_min, sc->mp_matk_min);
  6072. swap(sstatus->matk_max, sc->mp_matk_max);
  6073. //Note to NOT return from the function until this is unset!
  6074. }
  6075. switch (sg->unit_id)
  6076. {
  6077. case UNT_FIREWALL:
  6078. case UNT_KAENSIN:
  6079. {
  6080. int count=0;
  6081. const int x = bl->x, y = bl->y;
  6082. //Take into account these hit more times than the timer interval can handle.
  6083. do
  6084. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6085. while(--src->val2 && x == bl->x && y == bl->y &&
  6086. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6087. if (src->val2<=0)
  6088. skill_delunit(src);
  6089. }
  6090. break;
  6091. case UNT_SANCTUARY:
  6092. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6093. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6094. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6095. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6096. // reduce healing count if this was meant for damaging [hekate]
  6097. sg->val1 -= 2;
  6098. } else {
  6099. int heal = sg->val2;
  6100. if (tstatus->hp >= tstatus->max_hp)
  6101. break;
  6102. if( tsc )
  6103. {
  6104. if( tsc->data[SC_INCHEALRATE] )
  6105. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6106. if( tsc->data[SC_CRITICALWOUND] )
  6107. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6108. }
  6109. if (status_isimmune(bl))
  6110. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6111. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6112. status_heal(bl, heal, 0, 0);
  6113. if (diff >= 500)
  6114. sg->val1--;
  6115. }
  6116. if (sg->val1 <= 0)
  6117. skill_delunitgroup(NULL,sg);
  6118. break;
  6119. case UNT_EVILLAND:
  6120. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6121. { //Damage enemies
  6122. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6123. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6124. } else {
  6125. int heal = sg->val2;
  6126. if (tstatus->hp >= tstatus->max_hp)
  6127. break;
  6128. if (tsc && tsc->data[SC_CRITICALWOUND])
  6129. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6130. if (status_isimmune(bl))
  6131. heal = 0;
  6132. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6133. status_heal(bl, heal, 0, 0);
  6134. }
  6135. break;
  6136. case UNT_MAGNUS:
  6137. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6138. break;
  6139. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6140. break;
  6141. case UNT_ATTACK_SKILLS:
  6142. switch (sg->skill_id)
  6143. {
  6144. case SG_SUN_WARM: //SG skills [Komurka]
  6145. case SG_MOON_WARM:
  6146. case SG_STAR_WARM:
  6147. {
  6148. int count = 0;
  6149. const int x = bl->x, y = bl->y;
  6150. //If target isn't knocked back it should hit every 20ms [Playtester]
  6151. do
  6152. {
  6153. if( bl->type == BL_PC )
  6154. status_zap(bl, 0, 15); // sp damage to players
  6155. else // mobs
  6156. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6157. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6158. else { //should end when out of sp.
  6159. sg->limit = DIFF_TICK(tick,sg->tick);
  6160. break;
  6161. }
  6162. } while( x == bl->x && y == bl->y &&
  6163. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6164. }
  6165. break;
  6166. case WZ_STORMGUST:
  6167. if (tsc)
  6168. { //Reset hit counter when under new storm gust.
  6169. if (tsc->sg_id != sg->group_id) {
  6170. tsc->sg_id = sg->group_id;
  6171. tsc->sg_counter = 0;
  6172. }
  6173. tsc->sg_counter++; //SG hit counter.
  6174. }
  6175. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6176. tsc->sg_counter=0; //Attack absorbed.
  6177. break;
  6178. default:
  6179. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6180. }
  6181. break;
  6182. case UNT_FIREPILLAR_WAITING:
  6183. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6184. skill_delunit(src);
  6185. break;
  6186. case UNT_SKIDTRAP:
  6187. {
  6188. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6189. sg->unit_id = UNT_USED_TRAPS;
  6190. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6191. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6192. }
  6193. break;
  6194. case UNT_SPIDERWEB:
  6195. case UNT_ANKLESNARE:
  6196. if(sg->val2==0 && tsc){
  6197. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6198. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6199. {
  6200. struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6201. if (td) sec = DIFF_TICK(td->tick, tick);
  6202. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6203. clif_fixpos(bl);
  6204. sg->val2=bl->id;
  6205. } else
  6206. sec = 3000; //Couldn't trap it?
  6207. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6208. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6209. sg->interval = -1;
  6210. src->range = 0;
  6211. }
  6212. break;
  6213. case UNT_VENOMDUST:
  6214. if(tsc && !tsc->data[type])
  6215. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6216. break;
  6217. case UNT_LANDMINE:
  6218. case UNT_CLAYMORETRAP:
  6219. case UNT_BLASTMINE:
  6220. case UNT_SHOCKWAVE:
  6221. case UNT_SANDMAN:
  6222. case UNT_FLASHER:
  6223. case UNT_FREEZINGTRAP:
  6224. case UNT_FIREPILLAR_ACTIVE:
  6225. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6226. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6227. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6228. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6229. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6230. break;
  6231. case UNT_TALKIEBOX:
  6232. if (sg->src_id == bl->id)
  6233. break;
  6234. if (sg->val2 == 0){
  6235. clif_talkiebox(&src->bl, sg->valstr);
  6236. sg->unit_id = UNT_USED_TRAPS;
  6237. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6238. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6239. sg->val2 = -1;
  6240. }
  6241. break;
  6242. case UNT_LULLABY:
  6243. if (ss->id == bl->id)
  6244. break;
  6245. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6246. break;
  6247. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6248. if (ss->id != bl->id)
  6249. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6250. break;
  6251. case UNT_DISSONANCE:
  6252. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6253. break;
  6254. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6255. {
  6256. int heal;
  6257. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6258. break; // affects self only when soullinked
  6259. heal = sg->val2;
  6260. if(tsc && tsc->data[SC_CRITICALWOUND])
  6261. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6262. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6263. status_heal(bl, heal, 0, 0);
  6264. break;
  6265. }
  6266. case UNT_TATAMIGAESHI:
  6267. case UNT_DEMONSTRATION:
  6268. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6269. break;
  6270. case UNT_GOSPEL:
  6271. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6272. break;
  6273. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6274. { // Support Effect only on party, not guild
  6275. int heal;
  6276. int i = rand()%13; // Positive buff count
  6277. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6278. switch (i)
  6279. {
  6280. case 0: // Heal 1~9999 HP
  6281. heal = rand() %9999+1;
  6282. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6283. status_heal(bl,heal,0,0);
  6284. break;
  6285. case 1: // End all negative status
  6286. status_change_clear_buffs(bl,2);
  6287. if (tsd) clif_gospel_info(tsd, 0x15);
  6288. break;
  6289. case 2: // Immunity to all status
  6290. sc_start(bl,SC_SCRESIST,100,100,time);
  6291. if (tsd) clif_gospel_info(tsd, 0x16);
  6292. break;
  6293. case 3: // MaxHP +100%
  6294. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6295. if (tsd) clif_gospel_info(tsd, 0x17);
  6296. break;
  6297. case 4: // MaxSP +100%
  6298. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6299. if (tsd) clif_gospel_info(tsd, 0x18);
  6300. break;
  6301. case 5: // All stats +20
  6302. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6303. if (tsd) clif_gospel_info(tsd, 0x19);
  6304. break;
  6305. case 6: // Level 10 Blessing
  6306. sc_start(bl,SC_BLESSING,100,10,time);
  6307. break;
  6308. case 7: // Level 10 Increase AGI
  6309. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6310. break;
  6311. case 8: // Enchant weapon with Holy element
  6312. sc_start(bl,SC_ASPERSIO,100,1,time);
  6313. if (tsd) clif_gospel_info(tsd, 0x1c);
  6314. break;
  6315. case 9: // Enchant armor with Holy element
  6316. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6317. if (tsd) clif_gospel_info(tsd, 0x1d);
  6318. break;
  6319. case 10: // DEF +25%
  6320. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6321. if (tsd) clif_gospel_info(tsd, 0x1e);
  6322. break;
  6323. case 11: // ATK +100%
  6324. sc_start(bl,SC_INCATKRATE,100,100,time);
  6325. if (tsd) clif_gospel_info(tsd, 0x1f);
  6326. break;
  6327. case 12: // HIT/Flee +50
  6328. sc_start(bl,SC_INCHIT,100,50,time);
  6329. sc_start(bl,SC_INCFLEE,100,50,time);
  6330. if (tsd) clif_gospel_info(tsd, 0x20);
  6331. break;
  6332. }
  6333. }
  6334. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6335. { // Offensive Effect
  6336. int i = rand()%9; // Negative buff count
  6337. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6338. switch (i)
  6339. {
  6340. case 0: // Deal 1~9999 damage
  6341. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6342. break;
  6343. case 1: // Curse
  6344. sc_start(bl,SC_CURSE,100,1,time);
  6345. break;
  6346. case 2: // Blind
  6347. sc_start(bl,SC_BLIND,100,1,time);
  6348. break;
  6349. case 3: // Poison
  6350. sc_start(bl,SC_POISON,100,1,time);
  6351. break;
  6352. case 4: // Level 10 Provoke
  6353. sc_start(bl,SC_PROVOKE,100,10,time);
  6354. break;
  6355. case 5: // DEF -100%
  6356. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6357. break;
  6358. case 6: // ATK -100%
  6359. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6360. break;
  6361. case 7: // Flee -100%
  6362. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6363. break;
  6364. case 8: // Speed/ASPD -25%
  6365. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6366. break;
  6367. }
  6368. }
  6369. break;
  6370. case UNT_GRAVITATION:
  6371. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6372. break;
  6373. case UNT_DESPERADO:
  6374. if (rand()%100 < src->val1)
  6375. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6376. break;
  6377. case UNT_GROUNDDRIFT_WIND:
  6378. case UNT_GROUNDDRIFT_DARK:
  6379. case UNT_GROUNDDRIFT_POISON:
  6380. case UNT_GROUNDDRIFT_WATER:
  6381. case UNT_GROUNDDRIFT_FIRE:
  6382. map_foreachinrange(skill_trap_splash,&src->bl,
  6383. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6384. &src->bl,tick);
  6385. sg->unit_id = UNT_USED_TRAPS;
  6386. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6387. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6388. break;
  6389. }
  6390. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6391. { //Unset magic power.
  6392. swap(sstatus->matk_min, sc->mp_matk_min);
  6393. swap(sstatus->matk_max, sc->mp_matk_max);
  6394. }
  6395. if (bl->type == BL_MOB && ss != bl)
  6396. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6397. return skillid;
  6398. }
  6399. /*==========================================
  6400. * Triggered when a char steps out of a skill cell
  6401. *------------------------------------------*/
  6402. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6403. {
  6404. struct skill_unit_group *sg;
  6405. struct status_change *sc;
  6406. struct status_change_entry *sce;
  6407. enum sc_type type;
  6408. nullpo_retr(0, src);
  6409. nullpo_retr(0, bl);
  6410. nullpo_retr(0, sg=src->group);
  6411. sc = status_get_sc(bl);
  6412. type = status_skill2sc(sg->skill_id);
  6413. sce = (sc && type != -1)?sc->data[type]:NULL;
  6414. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6415. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6416. return 0;
  6417. switch(sg->unit_id){
  6418. case UNT_SAFETYWALL:
  6419. case UNT_PNEUMA:
  6420. if (sce)
  6421. status_change_end(bl,type,-1);
  6422. break;
  6423. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6424. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6425. status_change_end(bl,type,-1);
  6426. break;
  6427. case UNT_SPIDERWEB:
  6428. {
  6429. struct block_list *target = map_id2bl(sg->val2);
  6430. if (target && target==bl)
  6431. {
  6432. if (sce && sce->val2 == sg->group_id)
  6433. status_change_end(bl,type,-1);
  6434. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6435. }
  6436. break;
  6437. }
  6438. }
  6439. return sg->skill_id;
  6440. }
  6441. /*==========================================
  6442. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6443. *------------------------------------------*/
  6444. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6445. {
  6446. struct status_change *sc;
  6447. struct status_change_entry *sce;
  6448. enum sc_type type;
  6449. sc = status_get_sc(bl);
  6450. if (sc && !sc->count)
  6451. sc = NULL;
  6452. type = status_skill2sc(skill_id);
  6453. sce = (sc && type != -1)?sc->data[type]:NULL;
  6454. switch (skill_id)
  6455. {
  6456. case WZ_QUAGMIRE:
  6457. if (bl->type==BL_MOB)
  6458. break;
  6459. if (sce)
  6460. status_change_end(bl, type, -1);
  6461. break;
  6462. case BD_LULLABY:
  6463. case BD_RICHMANKIM:
  6464. case BD_ETERNALCHAOS:
  6465. case BD_DRUMBATTLEFIELD:
  6466. case BD_RINGNIBELUNGEN:
  6467. case BD_ROKISWEIL:
  6468. case BD_INTOABYSS:
  6469. case BD_SIEGFRIED:
  6470. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6471. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6472. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6473. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6474. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6475. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6476. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6477. skill_stop_dancing(bl);
  6478. }
  6479. case MG_SAFETYWALL:
  6480. case AL_PNEUMA:
  6481. case SA_VOLCANO:
  6482. case SA_DELUGE:
  6483. case SA_VIOLENTGALE:
  6484. case CG_HERMODE:
  6485. case HW_GRAVITATION:
  6486. case NJ_SUITON:
  6487. if (sce)
  6488. status_change_end(bl, type, -1);
  6489. break;
  6490. case BA_POEMBRAGI:
  6491. case BA_WHISTLE:
  6492. case BA_ASSASSINCROSS:
  6493. case BA_APPLEIDUN:
  6494. case DC_HUMMING:
  6495. case DC_DONTFORGETME:
  6496. case DC_FORTUNEKISS:
  6497. case DC_SERVICEFORYOU:
  6498. if (sce)
  6499. {
  6500. delete_timer(sce->timer, status_change_timer);
  6501. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6502. //not possible on our current implementation.
  6503. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6504. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6505. }
  6506. break;
  6507. case PF_FOGWALL:
  6508. if (sce)
  6509. {
  6510. status_change_end(bl,type,-1);
  6511. if ((sce=sc->data[SC_BLIND]))
  6512. {
  6513. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6514. status_change_end(bl, SC_BLIND, -1);
  6515. else {
  6516. delete_timer(sce->timer, status_change_timer);
  6517. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6518. }
  6519. }
  6520. }
  6521. break;
  6522. }
  6523. return skill_id;
  6524. }
  6525. /*==========================================
  6526. * Invoked when a unit cell has been placed/removed/deleted.
  6527. * flag values:
  6528. * flag&1: Invoke onplace function (otherwise invoke onout)
  6529. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6530. *------------------------------------------*/
  6531. static int skill_unit_effect (struct block_list* bl, va_list ap)
  6532. {
  6533. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6534. struct skill_unit_group* group = unit->group;
  6535. unsigned int tick = va_arg(ap,unsigned int);
  6536. unsigned int flag = va_arg(ap,unsigned int);
  6537. int skill_id;
  6538. bool dissonance;
  6539. if( !unit->alive || bl->prev == NULL )
  6540. return 0;
  6541. nullpo_retr(0, group);
  6542. dissonance = skill_dance_switch(unit, 0);
  6543. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6544. skill_id = group->skill_id;
  6545. //Target-type check.
  6546. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6547. {
  6548. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6549. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6550. }
  6551. else
  6552. {
  6553. if( flag&1 )
  6554. skill_unit_onplace(unit,bl,tick);
  6555. else
  6556. skill_unit_onout(unit,bl,tick);
  6557. if( flag&4 )
  6558. skill_unit_onleft(skill_id, bl, tick);
  6559. }
  6560. if( dissonance ) skill_dance_switch(unit, 1);
  6561. return 0;
  6562. }
  6563. /*==========================================
  6564. *
  6565. *------------------------------------------*/
  6566. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6567. {
  6568. struct skill_unit_group *sg;
  6569. nullpo_retr(0, src);
  6570. nullpo_retr(0, sg=src->group);
  6571. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6572. skill_delunitgroup(NULL,sg);
  6573. else
  6574. switch(sg->unit_id){
  6575. case UNT_ICEWALL:
  6576. src->val1-=damage;
  6577. break;
  6578. default:
  6579. damage = 0;
  6580. break;
  6581. }
  6582. return damage;
  6583. }
  6584. /*==========================================
  6585. *
  6586. *------------------------------------------*/
  6587. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6588. {
  6589. int *c, skillid;
  6590. struct block_list *src;
  6591. struct map_session_data *sd;
  6592. struct map_session_data *tsd;
  6593. int *p_sd; //Contains the list of characters found.
  6594. nullpo_retr(0, bl);
  6595. nullpo_retr(0, ap);
  6596. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6597. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6598. nullpo_retr(0, sd=(struct map_session_data*)src);
  6599. c=va_arg(ap,int *);
  6600. p_sd = va_arg(ap, int *);
  6601. skillid = va_arg(ap,int);
  6602. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6603. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6604. if (bl == src)
  6605. return 0;
  6606. if(pc_isdead(tsd))
  6607. return 0;
  6608. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  6609. return 0;
  6610. switch(skillid)
  6611. {
  6612. case PR_BENEDICTIO:
  6613. {
  6614. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6615. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6616. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6617. && sd->status.sp >= 10)
  6618. p_sd[(*c)++]=tsd->bl.id;
  6619. return 1;
  6620. }
  6621. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6622. {
  6623. int skilllv;
  6624. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6625. return 0;
  6626. if (sd->status.sex != tsd->status.sex &&
  6627. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6628. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6629. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6630. sd->status.party_id && tsd->status.party_id &&
  6631. sd->status.party_id == tsd->status.party_id &&
  6632. !tsd->sc.data[SC_DANCING])
  6633. {
  6634. p_sd[(*c)++]=tsd->bl.id;
  6635. return skilllv;
  6636. } else {
  6637. return 0;
  6638. }
  6639. }
  6640. break;
  6641. }
  6642. return 0;
  6643. }
  6644. /*==========================================
  6645. * Checks and stores partners for ensemble skills [Skotlex]
  6646. *------------------------------------------*/
  6647. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  6648. {
  6649. static int c=0;
  6650. static int p_sd[2] = { 0, 0 };
  6651. int i;
  6652. if (!battle_config.player_skill_partner_check ||
  6653. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  6654. return 99; //As if there were infinite partners.
  6655. if (cast_flag)
  6656. { //Execute the skill on the partners.
  6657. struct map_session_data* tsd;
  6658. switch (skill_id)
  6659. {
  6660. case PR_BENEDICTIO:
  6661. for (i = 0; i < c; i++)
  6662. {
  6663. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6664. status_charge(&tsd->bl, 0, 10);
  6665. }
  6666. return c;
  6667. default: //Warning: Assuming Ensemble skills here (for speed)
  6668. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  6669. {
  6670. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  6671. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6672. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6673. tsd->skillid_dance = skill_id;
  6674. tsd->skilllv_dance = *skill_lv;
  6675. }
  6676. return c;
  6677. }
  6678. }
  6679. //Else: new search for partners.
  6680. c = 0;
  6681. memset (p_sd, 0, sizeof(p_sd));
  6682. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6683. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6684. *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.
  6685. return c;
  6686. }
  6687. /*==========================================
  6688. *
  6689. *------------------------------------------*/
  6690. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6691. {
  6692. int *c,src_id,mob_class,skill;
  6693. struct mob_data *md;
  6694. md=(struct mob_data*)bl;
  6695. src_id=va_arg(ap,int);
  6696. mob_class=va_arg(ap,int);
  6697. skill=va_arg(ap,int);
  6698. c=va_arg(ap,int *);
  6699. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  6700. return 0; //Non alchemist summoned mobs have nothing to do here.
  6701. if(md->class_==mob_class)
  6702. (*c)++;
  6703. return 1;
  6704. }
  6705. /*==========================================
  6706. * Determines if a given skill should be made to consume ammo
  6707. * when used by the player. [Skotlex]
  6708. *------------------------------------------*/
  6709. int skill_isammotype (struct map_session_data *sd, int skill)
  6710. {
  6711. return (
  6712. battle_config.arrow_decrement==2 &&
  6713. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6714. skill != HT_PHANTASMIC &&
  6715. skill_get_type(skill) == BF_WEAPON &&
  6716. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  6717. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  6718. );
  6719. }
  6720. /*==========================================
  6721. * Checks that you have the requirements for casting a skill.
  6722. * Flag:
  6723. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6724. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6725. *------------------------------------------*/
  6726. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  6727. {
  6728. struct status_data *status;
  6729. struct status_change *sc;
  6730. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6731. int itemid[10],amount[10];
  6732. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  6733. nullpo_retr(0, sd);
  6734. if (lv <= 0 || sd->chatID) return 0;
  6735. if( battle_config.gm_skilluncond &&
  6736. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6737. sd->skillitem != skill)
  6738. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6739. sd->skillitem = sd->skillitemlv = 0;
  6740. //Need to do arrow state check.
  6741. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  6742. //Need to do Spiritball check.
  6743. sd->spiritball_old = sd->spiritball;
  6744. return 1;
  6745. }
  6746. status = &sd->battle_status;
  6747. sc = &sd->sc;
  6748. if (!sc->count)
  6749. sc = NULL;
  6750. if(pc_is90overweight(sd)) {
  6751. clif_skill_fail(sd,skill,9,0);
  6752. sd->skillitem = sd->skillitemlv = 0;
  6753. return 0;
  6754. }
  6755. if (sd->state.abra_flag)
  6756. {
  6757. if (sd->skillitem != skill)
  6758. { //Cancelled, using a different skill.
  6759. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6760. } else {
  6761. //Abracadabra skill, skip requisites!
  6762. if(type&1)
  6763. { //Clear out the data.
  6764. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6765. }
  6766. return 1;
  6767. }
  6768. }
  6769. if (sd->menuskill_id == AM_PHARMACY &&
  6770. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6771. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6772. )) {
  6773. sd->skillitem = sd->skillitemlv = 0;
  6774. return 0;
  6775. }
  6776. if(sd->skillitem == skill) {
  6777. if(!type) //When a target was selected
  6778. { //Consume items that were skipped in pc_use_item [Skotlex]
  6779. if((i = sd->itemindex) == -1 ||
  6780. sd->status.inventory[i].nameid != sd->itemid ||
  6781. sd->inventory_data[i] == NULL ||
  6782. !sd->inventory_data[i]->flag.delay_consume ||
  6783. sd->status.inventory[i].amount < 1
  6784. )
  6785. { //Something went wrong, item exploit?
  6786. sd->itemid = sd->itemindex = -1;
  6787. return 0;
  6788. }
  6789. //Consume
  6790. sd->itemid = sd->itemindex = -1;
  6791. if(skill == WZ_EARTHSPIKE && sc &&
  6792. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  6793. ; //Do not consume item.
  6794. else
  6795. pc_delitem(sd,i,1,0);
  6796. }
  6797. if (type&1) //Casting finished
  6798. sd->skillitem = sd->skillitemlv = 0;
  6799. return 1;
  6800. }
  6801. //Code speedup, rather than using skill_get_* over and over again.
  6802. j = skill_get_index(skill);
  6803. if( j == 0 ) // invalid skill id
  6804. return 0;
  6805. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6806. return 0;
  6807. hp = skill_db[j].hp[lv-1];
  6808. sp = skill_db[j].sp[lv-1];
  6809. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6810. sp=sp/2;
  6811. hp_rate = skill_db[j].hp_rate[lv-1];
  6812. sp_rate = skill_db[j].sp_rate[lv-1];
  6813. zeny = skill_db[j].zeny[lv-1];
  6814. weapon = skill_db[j].weapon;
  6815. ammo = skill_db[j].ammo;
  6816. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6817. state = skill_db[j].state;
  6818. spiritball = skill_db[j].spiritball[lv-1];
  6819. mhp = skill_db[j].mhp[lv-1];
  6820. for(i = 0; i < 10; i++) {
  6821. itemid[i] = skill_db[j].itemid[i];
  6822. amount[i] = skill_db[j].amount[i];
  6823. }
  6824. if(mhp > 0 && status_calc_life(status->hp, status->max_hp) > mhp) {
  6825. //mhp is the max-hp-requirement, that is,
  6826. //you must have this % or less of HP to cast it.
  6827. clif_skill_fail(sd,skill,2,0);
  6828. return 0;
  6829. }
  6830. if(hp_rate > 0)
  6831. hp += (status->hp * hp_rate)/100;
  6832. else
  6833. hp += (status->max_hp * (-hp_rate))/100;
  6834. if(sp_rate > 0)
  6835. sp += (status->sp * sp_rate)/100;
  6836. else
  6837. sp += (status->max_sp * (-sp_rate))/100;
  6838. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6839. { //Assume this skill is using the weapon, therefore it requires arrows.
  6840. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6841. ammo_qty = 1;
  6842. }
  6843. //Can only update state when weapon/arrow info is checked.
  6844. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6845. switch(skill) { // Check for cost reductions due to skills & SCs
  6846. case MC_MAMMONITE:
  6847. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6848. zeny -= zeny*10/100;
  6849. break;
  6850. case AL_HOLYLIGHT:
  6851. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  6852. sp *= 5;
  6853. break;
  6854. case SL_SMA:
  6855. case SL_STUN:
  6856. case SL_STIN:
  6857. {
  6858. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6859. if(kaina_lv==0 || sd->status.base_level<70)
  6860. break;
  6861. if(sd->status.base_level>=90)
  6862. sp -= sp*7*kaina_lv/100;
  6863. else if(sd->status.base_level>=80)
  6864. sp -= sp*5*kaina_lv/100;
  6865. else if(sd->status.base_level>=70)
  6866. sp -= sp*3*kaina_lv/100;
  6867. }
  6868. break;
  6869. case MO_TRIPLEATTACK:
  6870. case MO_CHAINCOMBO:
  6871. case MO_COMBOFINISH:
  6872. case CH_TIGERFIST:
  6873. case CH_CHAINCRUSH:
  6874. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  6875. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6876. break;
  6877. }
  6878. if(sd->dsprate!=100)
  6879. sp=sp*sd->dsprate/100;
  6880. // perform skill-specific checks (and actions)
  6881. switch( skill )
  6882. {
  6883. case SA_CASTCANCEL:
  6884. if(sd->ud.skilltimer == -1) {
  6885. clif_skill_fail(sd,skill,0,0);
  6886. return 0;
  6887. }
  6888. break;
  6889. case BS_MAXIMIZE:
  6890. case NV_TRICKDEAD:
  6891. case TF_HIDING:
  6892. case AS_CLOAKING:
  6893. case CR_AUTOGUARD:
  6894. case CR_DEFENDER:
  6895. case ST_CHASEWALK:
  6896. case PA_GOSPEL:
  6897. case CR_SHRINK:
  6898. case TK_RUN:
  6899. case GS_GATLINGFEVER:
  6900. if(sc && sc->data[status_skill2sc(skill)])
  6901. return 1; //Allow turning off.
  6902. break;
  6903. case AL_WARP:
  6904. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6905. item_flag = 1;
  6906. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6907. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6908. return 0;
  6909. }
  6910. break;
  6911. case MO_CALLSPIRITS:
  6912. if(sd->spiritball >= lv) {
  6913. clif_skill_fail(sd,skill,0,0);
  6914. return 0;
  6915. }
  6916. break;
  6917. case MO_FINGEROFFENSIVE: //謖�シセ
  6918. case GS_FLING:
  6919. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6920. spiritball = sd->spiritball;
  6921. sd->spiritball_old = sd->spiritball;
  6922. }
  6923. else sd->spiritball_old = spiritball;
  6924. break;
  6925. case MO_BODYRELOCATION:
  6926. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  6927. spiritball = 0;
  6928. break;
  6929. case MO_CHAINCOMBO:
  6930. if(!sc)
  6931. return 0;
  6932. if(sc->data[SC_BLADESTOP])
  6933. break;
  6934. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  6935. break;
  6936. return 0;
  6937. case MO_COMBOFINISH:
  6938. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  6939. return 0;
  6940. break;
  6941. case CH_TIGERFIST:
  6942. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  6943. return 0;
  6944. break;
  6945. case CH_CHAINCRUSH:
  6946. if(!(sc && sc->data[SC_COMBO]))
  6947. return 0;
  6948. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  6949. return 0;
  6950. break;
  6951. case MO_EXTREMITYFIST:
  6952. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  6953. // return 0;
  6954. if(sc && sc->data[SC_BLADESTOP])
  6955. spiritball--;
  6956. else if (sc && sc->data[SC_COMBO]) {
  6957. switch(sc->data[SC_COMBO]->val1) {
  6958. case MO_COMBOFINISH:
  6959. spiritball = 4;
  6960. break;
  6961. case CH_TIGERFIST:
  6962. spiritball = 3;
  6963. break;
  6964. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  6965. spiritball = sd->spiritball?sd->spiritball:1;
  6966. break;
  6967. default:
  6968. return 0;
  6969. }
  6970. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  6971. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  6972. clif_skill_fail(sd,skill,0,0);
  6973. return 0;
  6974. }
  6975. break;
  6976. case TK_MISSION: //Does not works on Non-Taekwon
  6977. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  6978. clif_skill_fail(sd,skill,0,0);
  6979. return 0;
  6980. }
  6981. break;
  6982. case TK_READYCOUNTER:
  6983. case TK_READYDOWN:
  6984. case TK_READYSTORM:
  6985. case TK_READYTURN:
  6986. if(sc && sc->data[status_skill2sc(skill)])
  6987. return 1; //Enable disabling them regardless of who you are.
  6988. case TK_JUMPKICK:
  6989. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  6990. //They do not work on Soul Linkers.
  6991. clif_skill_fail(sd,skill,0,0);
  6992. return 0;
  6993. }
  6994. break;
  6995. case TK_TURNKICK:
  6996. case TK_STORMKICK:
  6997. case TK_DOWNKICK:
  6998. case TK_COUNTER:
  6999. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7000. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7001. if(!(sc && sc->data[SC_COMBO]))
  7002. return 0; //Combo needs to be ready
  7003. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7004. { //Unlimited Combo
  7005. if (skill == sd->skillid_old) {
  7006. status_change_end(&sd->bl, SC_COMBO, -1);
  7007. sd->skillid_old = sd->skilllv_old = 0;
  7008. return 0; //Can't repeat previous combo skill.
  7009. }
  7010. break;
  7011. } else
  7012. if(sc->data[SC_COMBO]->val1 == skill)
  7013. break; //Combo ready.
  7014. //Cancel combo wait.
  7015. unit_cancel_combo(&sd->bl);
  7016. return 0;
  7017. case BD_ADAPTATION:
  7018. {
  7019. int time;
  7020. if(!(sc && sc->data[SC_DANCING]))
  7021. {
  7022. clif_skill_fail(sd,skill,0,0);
  7023. return 0;
  7024. }
  7025. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7026. if (skill_get_time(
  7027. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7028. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7029. - time <= skill_get_time2(skill,lv))
  7030. {
  7031. clif_skill_fail(sd,skill,0,0);
  7032. return 0;
  7033. }
  7034. }
  7035. break;
  7036. case PR_BENEDICTIO:
  7037. if (!(type&1))
  7038. { //Started casting.
  7039. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7040. {
  7041. clif_skill_fail(sd,skill,0,0);
  7042. return 0;
  7043. }
  7044. }
  7045. else
  7046. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7047. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7048. break;
  7049. case AM_CANNIBALIZE:
  7050. case AM_SPHEREMINE:
  7051. if(type&1){
  7052. int c=0;
  7053. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7054. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7055. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7056. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7057. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7058. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7059. if(c >= maxcount ||
  7060. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7061. { //Fails when: exceed max limit. There are other plant types already out.
  7062. clif_skill_fail(sd,skill,0,0);
  7063. return 0;
  7064. }
  7065. }
  7066. }
  7067. break;
  7068. case WZ_FIREPILLAR: // celest
  7069. if (lv <= 5) // no gems required at level 1-5
  7070. itemid[0] = 0;
  7071. break;
  7072. case SL_SMA:
  7073. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7074. if(!(sc && sc->data[SC_SMA]))
  7075. return 0;
  7076. break;
  7077. case HT_POWER:
  7078. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7079. return 0;
  7080. break;
  7081. case AM_BERSERKPITCHER:
  7082. case AM_POTIONPITCHER:
  7083. case CR_SLIMPITCHER:
  7084. case MG_STONECURSE:
  7085. case CR_CULTIVATION:
  7086. case SA_FLAMELAUNCHER:
  7087. case SA_FROSTWEAPON:
  7088. case SA_LIGHTNINGLOADER:
  7089. case SA_SEISMICWEAPON:
  7090. item_flag = 1;
  7091. break;
  7092. case SA_DELUGE:
  7093. case SA_VOLCANO:
  7094. case SA_VIOLENTGALE:
  7095. { //Does not consumes if the skill is already active. [Skotlex]
  7096. struct skill_unit_group *sg;
  7097. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7098. (
  7099. sg->skill_id == SA_VOLCANO ||
  7100. sg->skill_id == SA_DELUGE ||
  7101. sg->skill_id == SA_VIOLENTGALE
  7102. )) {
  7103. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7104. item_flag = 0;
  7105. else
  7106. sg->limit = 0; //Disable it.
  7107. }
  7108. break;
  7109. }
  7110. case CG_HERMODE:
  7111. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7112. {
  7113. clif_skill_fail(sd,skill,0,0);
  7114. return 0;
  7115. }
  7116. break;
  7117. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7118. {
  7119. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7120. int size = range*2+1;
  7121. for (i=0;i<size*size;i++) {
  7122. x = sd->bl.x+(i%size-range);
  7123. y = sd->bl.y+(i/size-range);
  7124. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7125. clif_skill_fail(sd,skill,0,0);
  7126. return 0;
  7127. }
  7128. }
  7129. }
  7130. break;
  7131. case PR_REDEMPTIO:
  7132. {
  7133. int exp;
  7134. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7135. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7136. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7137. return 0;
  7138. }
  7139. break;
  7140. }
  7141. case AM_TWILIGHT2:
  7142. case AM_TWILIGHT3:
  7143. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7144. {
  7145. clif_skill_fail(sd,skill,0,0);
  7146. return 0;
  7147. }
  7148. break;
  7149. case SG_SUN_WARM:
  7150. case SG_MOON_WARM:
  7151. case SG_STAR_WARM:
  7152. if (sc && sc->data[SC_MIRACLE])
  7153. break;
  7154. i = skill-SG_SUN_WARM;
  7155. if (sd->bl.m == sd->feel_map[i].m)
  7156. break;
  7157. clif_skill_fail(sd,skill,0,0);
  7158. return 0;
  7159. break;
  7160. case SG_SUN_COMFORT:
  7161. case SG_MOON_COMFORT:
  7162. case SG_STAR_COMFORT:
  7163. if (sc && sc->data[SC_MIRACLE])
  7164. break;
  7165. i = skill-SG_SUN_COMFORT;
  7166. if (sd->bl.m == sd->feel_map[i].m &&
  7167. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7168. break;
  7169. clif_skill_fail(sd,skill,0,0);
  7170. return 0;
  7171. case SG_FUSION:
  7172. if (sc && sc->data[SC_FUSION])
  7173. return 1;
  7174. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7175. break;
  7176. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7177. if(sp>0 && type&1)
  7178. {
  7179. if (status->sp < (unsigned int)sp)
  7180. clif_skill_fail(sd,skill,1,0);
  7181. else
  7182. status_zap(&sd->bl, 0, sp);
  7183. }
  7184. return 0;
  7185. case GD_BATTLEORDER:
  7186. case GD_REGENERATION:
  7187. case GD_RESTORE:
  7188. if (!map_flag_gvg(sd->bl.m)) {
  7189. clif_skill_fail(sd,skill,0,0);
  7190. return 0;
  7191. }
  7192. case GD_EMERGENCYCALL:
  7193. // other checks were already done in skillnotok()
  7194. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7195. return 0;
  7196. break;
  7197. case GS_GLITTERING:
  7198. if(sd->spiritball >= 10) {
  7199. clif_skill_fail(sd,skill,0,0);
  7200. return 0;
  7201. }
  7202. break;
  7203. case NJ_ISSEN:
  7204. if (status->hp < 2) {
  7205. clif_skill_fail(sd,skill,0,0);
  7206. return 0;
  7207. }
  7208. case NJ_BUNSINJYUTSU:
  7209. if (!(sc && sc->data[SC_NEN])) {
  7210. clif_skill_fail(sd,skill,0,0);
  7211. return 0;
  7212. }
  7213. break;
  7214. case NJ_ZENYNAGE:
  7215. if(sd->status.zeny < zeny) {
  7216. clif_skill_fail(sd,skill,5,0);
  7217. return 0;
  7218. }
  7219. zeny = 0; //Zeny is reduced on skill_attack.
  7220. break;
  7221. case PF_HPCONVERSION:
  7222. if (status->sp == status->max_sp)
  7223. return 0; //Unusable when at full SP.
  7224. break;
  7225. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7226. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7227. clif_skill_fail(sd,skill,0,0);
  7228. return 0;
  7229. }
  7230. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7231. item_flag = 0;
  7232. break;
  7233. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7234. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7235. {
  7236. clif_skill_fail(sd,skill,0,0);
  7237. return 0;
  7238. }
  7239. break;
  7240. }
  7241. if(!(type&2)){
  7242. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7243. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7244. return 0;
  7245. }
  7246. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7247. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7248. return 0;
  7249. }
  7250. if(zeny>0 && sd->status.zeny < zeny) {
  7251. clif_skill_fail(sd,skill,5,0);
  7252. return 0;
  7253. }
  7254. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7255. clif_skill_fail(sd,skill,6,0);
  7256. return 0;
  7257. }
  7258. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7259. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7260. !sd->inventory_data[i] ||
  7261. sd->status.inventory[i].amount < ammo_qty
  7262. ) {
  7263. clif_arrow_fail(sd,0);
  7264. return 0;
  7265. }
  7266. if (!(ammo&1<<sd->inventory_data[i]->look))
  7267. { //Ammo type check. Send the "wrong weapon type" message
  7268. //which is the closest we have to wrong ammo type. [Skotlex]
  7269. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7270. //clif_skill_fail(sd,skill,6,0);
  7271. return 0;
  7272. }
  7273. }
  7274. if( spiritball > 0 && sd->spiritball < spiritball) {
  7275. clif_skill_fail(sd,skill,0,0);
  7276. return 0;
  7277. }
  7278. }
  7279. switch(state) {
  7280. case ST_HIDING:
  7281. if(!(sc && sc->option&OPTION_HIDE)) {
  7282. clif_skill_fail(sd,skill,0,0);
  7283. return 0;
  7284. }
  7285. break;
  7286. case ST_CLOAKING:
  7287. if(!pc_iscloaking(sd)) {
  7288. clif_skill_fail(sd,skill,0,0);
  7289. return 0;
  7290. }
  7291. break;
  7292. case ST_HIDDEN:
  7293. if(!pc_ishiding(sd)) {
  7294. clif_skill_fail(sd,skill,0,0);
  7295. return 0;
  7296. }
  7297. break;
  7298. case ST_RIDING:
  7299. if(!pc_isriding(sd)) {
  7300. clif_skill_fail(sd,skill,0,0);
  7301. return 0;
  7302. }
  7303. break;
  7304. case ST_FALCON:
  7305. if(!pc_isfalcon(sd)) {
  7306. clif_skill_fail(sd,skill,0,0);
  7307. return 0;
  7308. }
  7309. break;
  7310. case ST_CARTBOOST:
  7311. if(!(sc && sc->data[SC_CARTBOOST])) {
  7312. clif_skill_fail(sd,skill,0,0);
  7313. return 0;
  7314. }
  7315. case ST_CART:
  7316. if(!pc_iscarton(sd)) {
  7317. clif_skill_fail(sd,skill,0,0);
  7318. return 0;
  7319. }
  7320. break;
  7321. case ST_SHIELD:
  7322. if(sd->status.shield <= 0) {
  7323. clif_skill_fail(sd,skill,0,0);
  7324. return 0;
  7325. }
  7326. break;
  7327. case ST_SIGHT:
  7328. if(!(sc && sc->data[SC_SIGHT])) {
  7329. clif_skill_fail(sd,skill,0,0);
  7330. return 0;
  7331. }
  7332. break;
  7333. case ST_EXPLOSIONSPIRITS:
  7334. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7335. clif_skill_fail(sd,skill,0,0);
  7336. return 0;
  7337. }
  7338. break;
  7339. case ST_RECOV_WEIGHT_RATE:
  7340. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7341. clif_skill_fail(sd,skill,0,0);
  7342. return 0;
  7343. }
  7344. break;
  7345. case ST_MOVE_ENABLE:
  7346. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7347. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7348. if (!unit_can_move(&sd->bl)) {
  7349. clif_skill_fail(sd,skill,0,0);
  7350. return 0;
  7351. }
  7352. break;
  7353. case ST_WATER:
  7354. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7355. break;
  7356. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7357. break;
  7358. clif_skill_fail(sd,skill,0,0);
  7359. return 0;
  7360. }
  7361. if(!(type&1))
  7362. return 1; // consumption only happens on cast-end
  7363. if( item_flag )
  7364. {
  7365. int index[ARRAYLENGTH(itemid)];
  7366. // Check consumed items and reduce required amounts
  7367. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7368. {
  7369. index[i] = -1;
  7370. if( itemid[i] <= 0 )
  7371. continue;// no item
  7372. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7373. {
  7374. if (sd->special_state.no_gemstone)
  7375. { //Make it substract 1 gem rather than skipping the cost.
  7376. if (--amount[i] < 1)
  7377. continue;
  7378. }
  7379. if(sc && sc->data[SC_INTOABYSS])
  7380. {
  7381. if( skill != SA_ABRACADABRA )
  7382. continue;
  7383. else if( --amount[i] < 1 )
  7384. amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7385. }
  7386. }
  7387. if((skill == AM_POTIONPITCHER ||
  7388. skill == CR_SLIMPITCHER ||
  7389. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7390. continue;
  7391. index[i] = pc_search_inventory(sd,itemid[i]);
  7392. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7393. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7394. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7395. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7396. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7397. else
  7398. clif_skill_fail(sd,skill,0,0);
  7399. return 0;
  7400. }
  7401. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7402. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7403. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7404. }
  7405. // Consume items
  7406. if (item_flag==2)
  7407. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7408. {
  7409. if(index[i] >= 0)
  7410. pc_delitem(sd,index[i],amount[i],0);
  7411. }
  7412. }
  7413. if(type&2)
  7414. return 1;
  7415. if(sp || hp)
  7416. status_zap(&sd->bl, hp, sp);
  7417. if(zeny > 0) // Zeny豸郁イサ
  7418. pc_payzeny(sd,zeny);
  7419. if(spiritball > 0)
  7420. pc_delspiritball(sd,spiritball,0);
  7421. return 1;
  7422. }
  7423. /*==========================================
  7424. * Does cast-time reductions based on dex, item bonuses and config setting
  7425. *------------------------------------------*/
  7426. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7427. {
  7428. int time = skill_get_cast(skill_id, skill_lv);
  7429. struct map_session_data *sd;
  7430. nullpo_retr(0, bl);
  7431. sd = BL_CAST(BL_PC, bl);
  7432. // calculate base cast time (reduced by dex)
  7433. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7434. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7435. if (scale > 0) // not instant cast
  7436. time = time * scale / battle_config.castrate_dex_scale;
  7437. else return 0; // instant cast
  7438. }
  7439. // calculate cast time reduced by item/card bonuses
  7440. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7441. {
  7442. int i;
  7443. if (sd->castrate != 100)
  7444. time = time * sd->castrate / 100;
  7445. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7446. {
  7447. if (sd->skillcast[i].id == skill_id)
  7448. {
  7449. time+= time * sd->skillcast[i].val / 100;
  7450. break;
  7451. }
  7452. }
  7453. }
  7454. // config cast time multiplier
  7455. if (battle_config.cast_rate != 100)
  7456. time = time * battle_config.cast_rate / 100;
  7457. // return final cast time
  7458. return (time > 0) ? time : 0;
  7459. }
  7460. /*==========================================
  7461. * Does cast-time reductions based on sc data.
  7462. *------------------------------------------*/
  7463. int skill_castfix_sc (struct block_list *bl, int time)
  7464. {
  7465. struct status_change *sc = status_get_sc(bl);
  7466. if (sc && sc->count) {
  7467. if (sc->data[SC_SLOWCAST])
  7468. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7469. if (sc->data[SC_FASTCAST])
  7470. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7471. if (sc->data[SC_SUFFRAGIUM]) {
  7472. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7473. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7474. }
  7475. if (sc->data[SC_MEMORIZE]) {
  7476. time>>=1;
  7477. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7478. status_change_end(bl, SC_MEMORIZE, -1);
  7479. }
  7480. if (sc->data[SC_POEMBRAGI])
  7481. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7482. }
  7483. return (time > 0) ? time : 0;
  7484. }
  7485. /*==========================================
  7486. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7487. *------------------------------------------*/
  7488. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7489. {
  7490. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7491. int time = skill_get_delay(skill_id, skill_lv);
  7492. nullpo_retr(0, bl);
  7493. if (skill_id == SA_ABRACADABRA)
  7494. return 0; //Will use picked skill's delay.
  7495. if (bl->type&battle_config.no_skill_delay)
  7496. return battle_config.min_skill_delay_limit;
  7497. if (time < 0)
  7498. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7499. // Delay reductions
  7500. switch (skill_id)
  7501. { //Monk combo skills have their delay reduced by agi/dex.
  7502. case MO_TRIPLEATTACK:
  7503. case MO_CHAINCOMBO:
  7504. case MO_COMBOFINISH:
  7505. case CH_TIGERFIST:
  7506. case CH_CHAINCRUSH:
  7507. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7508. break;
  7509. default:
  7510. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7511. { // if skill delay is allowed to be reduced by dex
  7512. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7513. if (scale > 0)
  7514. time = time * scale / battle_config.castrate_dex_scale;
  7515. else //To be capped later to minimum.
  7516. time = 0;
  7517. }
  7518. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7519. { // if skill delay is allowed to be reduced by agi
  7520. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7521. if (scale > 0)
  7522. time = time * scale / battle_config.castrate_dex_scale;
  7523. else //To be capped later to minimum.
  7524. time = 0;
  7525. }
  7526. }
  7527. if (!(delaynodex&2))
  7528. {
  7529. struct status_change *sc;
  7530. sc= status_get_sc(bl);
  7531. if (sc && sc->count) {
  7532. if (sc->data[SC_POEMBRAGI])
  7533. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7534. if (sc->data[SC_SPIRIT])
  7535. switch (skill_id) {
  7536. case CR_SHIELDBOOMERANG:
  7537. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7538. time /=2;
  7539. break;
  7540. case AS_SONICBLOW:
  7541. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7542. time /= 2;
  7543. break;
  7544. }
  7545. }
  7546. }
  7547. if (!(delaynodex&4))
  7548. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7549. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7550. if (battle_config.delay_rate != 100)
  7551. time = time * battle_config.delay_rate / 100;
  7552. if (time < status_get_amotion(bl))
  7553. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7554. return max(time, battle_config.min_skill_delay_limit);
  7555. }
  7556. /*=========================================
  7557. *
  7558. *-----------------------------------------*/
  7559. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7560. {
  7561. nullpo_retv(tc);
  7562. if(dir == 0){
  7563. tc->val1[0]=x-2;
  7564. tc->val1[1]=x-1;
  7565. tc->val1[2]=x;
  7566. tc->val1[3]=x+1;
  7567. tc->val1[4]=x+2;
  7568. tc->val2[0]=
  7569. tc->val2[1]=
  7570. tc->val2[2]=
  7571. tc->val2[3]=
  7572. tc->val2[4]=y-1;
  7573. }
  7574. else if(dir==2){
  7575. tc->val1[0]=
  7576. tc->val1[1]=
  7577. tc->val1[2]=
  7578. tc->val1[3]=
  7579. tc->val1[4]=x+1;
  7580. tc->val2[0]=y+2;
  7581. tc->val2[1]=y+1;
  7582. tc->val2[2]=y;
  7583. tc->val2[3]=y-1;
  7584. tc->val2[4]=y-2;
  7585. }
  7586. else if(dir==4){
  7587. tc->val1[0]=x-2;
  7588. tc->val1[1]=x-1;
  7589. tc->val1[2]=x;
  7590. tc->val1[3]=x+1;
  7591. tc->val1[4]=x+2;
  7592. tc->val2[0]=
  7593. tc->val2[1]=
  7594. tc->val2[2]=
  7595. tc->val2[3]=
  7596. tc->val2[4]=y+1;
  7597. }
  7598. else if(dir==6){
  7599. tc->val1[0]=
  7600. tc->val1[1]=
  7601. tc->val1[2]=
  7602. tc->val1[3]=
  7603. tc->val1[4]=x-1;
  7604. tc->val2[0]=y+2;
  7605. tc->val2[1]=y+1;
  7606. tc->val2[2]=y;
  7607. tc->val2[3]=y-1;
  7608. tc->val2[4]=y-2;
  7609. }
  7610. else if(dir==1){
  7611. tc->val1[0]=x-1;
  7612. tc->val1[1]=x;
  7613. tc->val1[2]=x+1;
  7614. tc->val1[3]=x+2;
  7615. tc->val1[4]=x+3;
  7616. tc->val2[0]=y-4;
  7617. tc->val2[1]=y-3;
  7618. tc->val2[2]=y-1;
  7619. tc->val2[3]=y;
  7620. tc->val2[4]=y+1;
  7621. }
  7622. else if(dir==3){
  7623. tc->val1[0]=x+3;
  7624. tc->val1[1]=x+2;
  7625. tc->val1[2]=x+1;
  7626. tc->val1[3]=x;
  7627. tc->val1[4]=x-1;
  7628. tc->val2[0]=y-1;
  7629. tc->val2[1]=y;
  7630. tc->val2[2]=y+1;
  7631. tc->val2[3]=y+2;
  7632. tc->val2[4]=y+3;
  7633. }
  7634. else if(dir==5){
  7635. tc->val1[0]=x+1;
  7636. tc->val1[1]=x;
  7637. tc->val1[2]=x-1;
  7638. tc->val1[3]=x-2;
  7639. tc->val1[4]=x-3;
  7640. tc->val2[0]=y+3;
  7641. tc->val2[1]=y+2;
  7642. tc->val2[2]=y+1;
  7643. tc->val2[3]=y;
  7644. tc->val2[4]=y-1;
  7645. }
  7646. else if(dir==7){
  7647. tc->val1[0]=x-3;
  7648. tc->val1[1]=x-2;
  7649. tc->val1[2]=x-1;
  7650. tc->val1[3]=x;
  7651. tc->val1[4]=x+1;
  7652. tc->val2[1]=y;
  7653. tc->val2[0]=y+1;
  7654. tc->val2[2]=y-1;
  7655. tc->val2[3]=y-2;
  7656. tc->val2[4]=y-3;
  7657. }
  7658. }
  7659. /*=========================================
  7660. *
  7661. *-----------------------------------------*/
  7662. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7663. {
  7664. int c;
  7665. nullpo_retv(tc);
  7666. for( c = 0; c < 5; c++ )
  7667. {
  7668. switch( dir )
  7669. {
  7670. case 0: tc->val2[c]+=are; break;
  7671. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7672. case 2: tc->val1[c]-=are; break;
  7673. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7674. case 4: tc->val2[c]-=are; break;
  7675. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7676. case 6: tc->val1[c]+=are; break;
  7677. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7678. }
  7679. }
  7680. }
  7681. /*==========================================
  7682. * Weapon Repair [Celest/DracoRPG]
  7683. *------------------------------------------*/
  7684. void skill_repairweapon (struct map_session_data *sd, int idx)
  7685. {
  7686. int material;
  7687. int materials[4] = { 1002, 998, 999, 756 };
  7688. struct item *item;
  7689. struct map_session_data *target_sd;
  7690. nullpo_retv(sd);
  7691. target_sd = map_id2sd(sd->menuskill_val);
  7692. if (!target_sd) //Failed....
  7693. return;
  7694. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7695. return;
  7696. if(idx < 0 || idx >= MAX_INVENTORY)
  7697. return; //Invalid index??
  7698. item = &target_sd->status.inventory[idx];
  7699. if(item->nameid <= 0 || item->attribute == 0)
  7700. return; //Again invalid item....
  7701. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7702. clif_item_repaireffect(sd,item->nameid,1);
  7703. return;
  7704. }
  7705. if (itemdb_type(item->nameid)==4)
  7706. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7707. else
  7708. material = materials [2]; // Armors consume 1 Steel
  7709. if (pc_search_inventory(sd,material) < 0 ) {
  7710. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7711. return;
  7712. }
  7713. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7714. item->attribute=0;
  7715. clif_equiplist(target_sd);
  7716. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7717. clif_item_repaireffect(sd,item->nameid,0);
  7718. if(sd!=target_sd)
  7719. clif_item_repaireffect(target_sd,item->nameid,0);
  7720. }
  7721. /*==========================================
  7722. * Item Appraisal
  7723. *------------------------------------------*/
  7724. void skill_identify (struct map_session_data *sd, int idx)
  7725. {
  7726. int flag=1;
  7727. nullpo_retv(sd);
  7728. if(idx >= 0 && idx < MAX_INVENTORY) {
  7729. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7730. flag=0;
  7731. sd->status.inventory[idx].identify=1;
  7732. }
  7733. }
  7734. clif_item_identified(sd,idx,flag);
  7735. }
  7736. /*==========================================
  7737. * Weapon Refine [Celest]
  7738. *------------------------------------------*/
  7739. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7740. {
  7741. int i = 0, ep = 0, per;
  7742. int material[5] = { 0, 1010, 1011, 984, 984 };
  7743. struct item *item;
  7744. nullpo_retv(sd);
  7745. if (idx >= 0 && idx < MAX_INVENTORY)
  7746. {
  7747. struct item_data *ditem = sd->inventory_data[idx];
  7748. item = &sd->status.inventory[idx];
  7749. if(item->nameid > 0 && ditem->type == 4)
  7750. {
  7751. if( item->refine >= sd->menuskill_val
  7752. || item->refine >= MAX_REFINE // if it's no longer refineable
  7753. || ditem->flag.no_refine // if the item isn't refinable
  7754. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7755. {
  7756. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7757. return;
  7758. }
  7759. per = percentrefinery [ditem->wlv][(int)item->refine];
  7760. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7761. pc_delitem(sd, i, 1, 0);
  7762. if (per > rand() % 100) {
  7763. item->refine++;
  7764. if(item->equip) {
  7765. ep = item->equip;
  7766. pc_unequipitem(sd,idx,3);
  7767. }
  7768. clif_refine(sd->fd,0,idx,item->refine);
  7769. clif_delitem(sd,idx,1);
  7770. clif_additem(sd,idx,1,0);
  7771. if (ep)
  7772. pc_equipitem(sd,idx,ep);
  7773. clif_misceffect(&sd->bl,3);
  7774. if(item->refine == MAX_REFINE &&
  7775. item->card[0] == CARD0_FORGE &&
  7776. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7777. { // Fame point system [DracoRPG]
  7778. switch(ditem->wlv){
  7779. case 1:
  7780. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7781. break;
  7782. case 2:
  7783. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7784. break;
  7785. case 3:
  7786. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7787. break;
  7788. }
  7789. }
  7790. } else {
  7791. item->refine = 0;
  7792. if(item->equip)
  7793. pc_unequipitem(sd,idx,3);
  7794. clif_refine(sd->fd,1,idx,item->refine);
  7795. pc_delitem(sd,idx,1,0);
  7796. clif_misceffect(&sd->bl,2);
  7797. clif_emotion(&sd->bl, 23);
  7798. }
  7799. }
  7800. }
  7801. }
  7802. /*==========================================
  7803. *
  7804. *------------------------------------------*/
  7805. int skill_autospell (struct map_session_data *sd, int skillid)
  7806. {
  7807. int skilllv;
  7808. int maxlv=1,lv;
  7809. nullpo_retr(0, sd);
  7810. skilllv = sd->menuskill_val;
  7811. lv=pc_checkskill(sd,skillid);
  7812. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7813. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7814. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7815. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  7816. maxlv =10; //Soul Linker bonus. [Skotlex]
  7817. else if(skilllv==2) maxlv=1;
  7818. else if(skilllv==3) maxlv=2;
  7819. else if(skilllv>=4) maxlv=3;
  7820. }
  7821. else if(skillid==MG_SOULSTRIKE){
  7822. if(skilllv==5) maxlv=1;
  7823. else if(skilllv==6) maxlv=2;
  7824. else if(skilllv>=7) maxlv=3;
  7825. }
  7826. else if(skillid==MG_FIREBALL){
  7827. if(skilllv==8) maxlv=1;
  7828. else if(skilllv>=9) maxlv=2;
  7829. }
  7830. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7831. else return 0;
  7832. if(maxlv > lv)
  7833. maxlv = lv;
  7834. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7835. skill_get_time(SA_AUTOSPELL,skilllv));
  7836. return 0;
  7837. }
  7838. /*==========================================
  7839. * Sitting skills functions.
  7840. *------------------------------------------*/
  7841. static int skill_sit_count (struct block_list *bl, va_list ap)
  7842. {
  7843. struct map_session_data *sd;
  7844. int type =va_arg(ap,int);
  7845. sd=(struct map_session_data*)bl;
  7846. if(!pc_issit(sd))
  7847. return 0;
  7848. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7849. return 1;
  7850. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7851. return 1;
  7852. return 0;
  7853. }
  7854. static int skill_sit_in (struct block_list *bl, va_list ap)
  7855. {
  7856. struct map_session_data *sd;
  7857. int type =va_arg(ap,int);
  7858. sd=(struct map_session_data*)bl;
  7859. if(!pc_issit(sd))
  7860. return 0;
  7861. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7862. sd->state.gangsterparadise=1;
  7863. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7864. {
  7865. sd->state.rest=1;
  7866. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7867. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7868. }
  7869. return 0;
  7870. }
  7871. static int skill_sit_out (struct block_list *bl, va_list ap)
  7872. {
  7873. struct map_session_data *sd;
  7874. int type =va_arg(ap,int);
  7875. sd=(struct map_session_data*)bl;
  7876. if(sd->state.gangsterparadise && type&1)
  7877. sd->state.gangsterparadise=0;
  7878. if(sd->state.rest && type&2) {
  7879. sd->state.rest=0;
  7880. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7881. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7882. }
  7883. return 0;
  7884. }
  7885. int skill_sit (struct map_session_data *sd, int type)
  7886. {
  7887. int flag = 0;
  7888. int range = 0, lv;
  7889. nullpo_retr(0, sd);
  7890. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7891. flag|=1;
  7892. range = skill_get_splash(RG_GANGSTER, lv);
  7893. }
  7894. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7895. flag|=2;
  7896. range = skill_get_splash(TK_HPTIME, lv);
  7897. }
  7898. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7899. flag|=2;
  7900. range = skill_get_splash(TK_SPTIME, lv);
  7901. }
  7902. if (!flag) return 0;
  7903. if(type) {
  7904. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7905. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7906. } else {
  7907. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7908. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7909. }
  7910. return 0;
  7911. }
  7912. /*==========================================
  7913. *
  7914. *------------------------------------------*/
  7915. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7916. {
  7917. struct block_list *src;
  7918. int skillnum,skilllv;
  7919. unsigned int tick;
  7920. nullpo_retr(0, bl);
  7921. nullpo_retr(0, ap);
  7922. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7923. skillnum=va_arg(ap,int);
  7924. skilllv=va_arg(ap,int);
  7925. if(skilllv <= 0) return 0;
  7926. tick=va_arg(ap,unsigned int);
  7927. if (src == bl || status_isdead(bl))
  7928. return 0;
  7929. if (bl->type == BL_PC) {
  7930. struct map_session_data *sd = (struct map_session_data *)bl;
  7931. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7932. return 0;
  7933. }
  7934. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  7935. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7936. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7937. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  7938. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7939. return 0;
  7940. }
  7941. /*==========================================
  7942. *
  7943. *------------------------------------------*/
  7944. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  7945. {
  7946. int range = skill_get_unit_range(skill_num,skill_lv);
  7947. int x,y;
  7948. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  7949. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  7950. map_setcell(src->bl.m, x, y, cell, flag);
  7951. }
  7952. /*==========================================
  7953. *
  7954. *------------------------------------------*/
  7955. int skill_attack_area (struct block_list *bl, va_list ap)
  7956. {
  7957. struct block_list *src,*dsrc;
  7958. int atk_type,skillid,skilllv,flag,type;
  7959. unsigned int tick;
  7960. if(status_isdead(bl))
  7961. return 0;
  7962. atk_type = va_arg(ap,int);
  7963. src=va_arg(ap,struct block_list*);
  7964. dsrc=va_arg(ap,struct block_list*);
  7965. skillid=va_arg(ap,int);
  7966. skilllv=va_arg(ap,int);
  7967. tick=va_arg(ap,unsigned int);
  7968. flag=va_arg(ap,int);
  7969. type=va_arg(ap,int);
  7970. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  7971. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7972. if(battle_check_target(dsrc,bl,type) <= 0 ||
  7973. !status_check_skilluse(NULL, bl, skillid, 2))
  7974. return 0;
  7975. switch (skillid) {
  7976. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  7977. case NPC_ACIDBREATH:
  7978. case NPC_DARKNESSBREATH:
  7979. case NPC_FIREBREATH:
  7980. case NPC_ICEBREATH:
  7981. case NPC_THUNDERBREATH:
  7982. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7983. default:
  7984. //Area-splash, disable skill animation.
  7985. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  7986. }
  7987. }
  7988. /*==========================================
  7989. *
  7990. *------------------------------------------*/
  7991. int skill_clear_group (struct block_list *bl, int flag)
  7992. {
  7993. struct unit_data *ud = unit_bl2ud(bl);
  7994. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  7995. int i, count=0;
  7996. nullpo_retr(0, bl);
  7997. if (!ud) return 0;
  7998. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  7999. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8000. {
  8001. switch (ud->skillunit[i]->skill_id) {
  8002. case SA_DELUGE:
  8003. case SA_VOLCANO:
  8004. case SA_VIOLENTGALE:
  8005. case SA_LANDPROTECTOR:
  8006. case NJ_SUITON:
  8007. case NJ_KAENSIN:
  8008. if (flag&1)
  8009. group[count++]= ud->skillunit[i];
  8010. break;
  8011. default:
  8012. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8013. group[count++]= ud->skillunit[i];
  8014. break;
  8015. }
  8016. }
  8017. for (i=0;i<count;i++)
  8018. skill_delunitgroup(bl, group[i]);
  8019. return count;
  8020. }
  8021. /*==========================================
  8022. * Returns the first element field found [Skotlex]
  8023. *------------------------------------------*/
  8024. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8025. {
  8026. struct unit_data *ud = unit_bl2ud(bl);
  8027. int i;
  8028. nullpo_retr(0, bl);
  8029. if (!ud) return NULL;
  8030. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8031. switch (ud->skillunit[i]->skill_id) {
  8032. case SA_DELUGE:
  8033. case SA_VOLCANO:
  8034. case SA_VIOLENTGALE:
  8035. case SA_LANDPROTECTOR:
  8036. case NJ_SUITON:
  8037. return ud->skillunit[i];
  8038. }
  8039. }
  8040. return NULL;
  8041. }
  8042. // for graffiti cleaner [Valaris]
  8043. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8044. {
  8045. struct skill_unit *unit=NULL;
  8046. nullpo_retr(0, bl);
  8047. nullpo_retr(0, ap);
  8048. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8049. return 0;
  8050. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8051. skill_delunit(unit);
  8052. return 0;
  8053. }
  8054. int skill_greed (struct block_list *bl, va_list ap)
  8055. {
  8056. struct block_list *src;
  8057. struct map_session_data *sd=NULL;
  8058. struct flooritem_data *fitem=NULL;
  8059. nullpo_retr(0, bl);
  8060. nullpo_retr(0, ap);
  8061. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8062. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8063. pc_takeitem(sd, fitem);
  8064. return 0;
  8065. }
  8066. /*==========================================
  8067. *
  8068. *------------------------------------------*/
  8069. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8070. {
  8071. int skillid;
  8072. int *alive;
  8073. struct skill_unit *unit;
  8074. struct block_list *src;
  8075. skillid = va_arg(ap,int);
  8076. alive = va_arg(ap,int *);
  8077. src = va_arg(ap,struct block_list *);
  8078. unit = (struct skill_unit *)bl;
  8079. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8080. return 0;
  8081. switch (skillid)
  8082. {
  8083. case SA_LANDPROTECTOR:
  8084. if( unit->group->skill_id == SA_LANDPROTECTOR &&
  8085. battle_check_target(bl, src, BCT_ENEMY) > 0 )
  8086. { //Check for offensive Land Protector to delete both. [Skotlex]
  8087. (*alive) = 0;
  8088. skill_delunit(unit);
  8089. return 1;
  8090. }
  8091. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8092. { //It deletes everything except songs/dances and traps
  8093. skill_delunit(unit);
  8094. return 1;
  8095. }
  8096. break;
  8097. case HW_GANBANTEIN:
  8098. if( !(unit->group->state.song_dance&0x1) )
  8099. {// Don't touch song/dance.
  8100. skill_delunit(unit);
  8101. return 1;
  8102. }
  8103. break;
  8104. case SA_VOLCANO:
  8105. case SA_DELUGE:
  8106. case SA_VIOLENTGALE:
  8107. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8108. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8109. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8110. if (unit->range <= 0)
  8111. {
  8112. (*alive) = 0;
  8113. return 1;
  8114. }
  8115. /*
  8116. switch (unit->group->skill_id)
  8117. { //These cannot override each other.
  8118. case SA_VOLCANO:
  8119. case SA_DELUGE:
  8120. case SA_VIOLENTGALE:
  8121. (*alive) = 0;
  8122. return 1;
  8123. }
  8124. */
  8125. break;
  8126. case PF_FOGWALL:
  8127. switch(unit->group->skill_id)
  8128. {
  8129. case SA_VOLCANO: //Can't be placed on top of these
  8130. case SA_VIOLENTGALE:
  8131. (*alive) = 0;
  8132. return 1;
  8133. case SA_DELUGE:
  8134. case NJ_SUITON:
  8135. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8136. (*alive) = 2;
  8137. break;
  8138. }
  8139. break;
  8140. case HP_BASILICA:
  8141. if (unit->group->skill_id == HP_BASILICA)
  8142. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8143. (*alive) = 0;
  8144. return 1;
  8145. }
  8146. break;
  8147. }
  8148. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8149. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8150. { //It deletes everything except songs/dances/traps
  8151. (*alive) = 0;
  8152. return 1;
  8153. }
  8154. return 0;
  8155. }
  8156. /*==========================================
  8157. *
  8158. *------------------------------------------*/
  8159. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8160. {
  8161. struct mob_data* md;
  8162. struct unit_data*ud = unit_bl2ud(bl);
  8163. struct block_list *from_bl;
  8164. struct block_list *to_bl;
  8165. md = (struct mob_data*)bl;
  8166. from_bl = va_arg(ap,struct block_list *);
  8167. to_bl = va_arg(ap,struct block_list *);
  8168. if(ud && ud->target == from_bl->id)
  8169. ud->target = to_bl->id;
  8170. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8171. md->target_id = to_bl->id;
  8172. return 0;
  8173. }
  8174. /*==========================================
  8175. *
  8176. *------------------------------------------*/
  8177. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8178. {
  8179. struct block_list *src;
  8180. int tick;
  8181. struct skill_unit *unit;
  8182. struct skill_unit_group *sg;
  8183. struct block_list *ss;
  8184. src = va_arg(ap,struct block_list *);
  8185. unit = (struct skill_unit *)src;
  8186. tick = va_arg(ap,int);
  8187. nullpo_retr(0, sg = unit->group);
  8188. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8189. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8190. return 0;
  8191. switch(sg->unit_id){
  8192. case UNT_SHOCKWAVE:
  8193. case UNT_SANDMAN:
  8194. case UNT_FLASHER:
  8195. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8196. break;
  8197. case UNT_GROUNDDRIFT_WIND:
  8198. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8199. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8200. break;
  8201. case UNT_GROUNDDRIFT_DARK:
  8202. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8203. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8204. break;
  8205. case UNT_GROUNDDRIFT_POISON:
  8206. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8207. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8208. break;
  8209. case UNT_GROUNDDRIFT_WATER:
  8210. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8211. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8212. break;
  8213. case UNT_GROUNDDRIFT_FIRE:
  8214. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8215. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8216. break;
  8217. default:
  8218. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8219. break;
  8220. }
  8221. return 1;
  8222. }
  8223. /*==========================================
  8224. *
  8225. *------------------------------------------*/
  8226. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8227. {
  8228. struct status_change *sc;
  8229. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8230. int i;
  8231. nullpo_retr(0, bl);
  8232. nullpo_retr(0, sc= status_get_sc(bl));
  8233. if (!sc->count) return 0;
  8234. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8235. if (type != scs[i] && sc->data[scs[i]])
  8236. status_change_end(bl, scs[i], -1);
  8237. return 0;
  8238. }
  8239. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8240. {
  8241. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8242. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8243. bool wall = true;
  8244. int i;
  8245. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8246. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8247. { //Check for walls.
  8248. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8249. if( i == 8 )
  8250. wall = false;
  8251. }
  8252. if( sce )
  8253. {
  8254. if( !wall )
  8255. {
  8256. if( sce->val1 < 3 ) //End cloaking.
  8257. status_change_end(bl, SC_CLOAKING, -1);
  8258. else
  8259. if( sce->val4&1 )
  8260. { //Remove wall bonus
  8261. sce->val4&=~1;
  8262. status_calc_bl(bl,SCB_SPEED);
  8263. }
  8264. }
  8265. else
  8266. {
  8267. if( !(sce->val4&1) )
  8268. { //Add wall speed bonus
  8269. sce->val4|=1;
  8270. status_calc_bl(bl,SCB_SPEED);
  8271. }
  8272. }
  8273. }
  8274. return wall;
  8275. }
  8276. /*==========================================
  8277. *
  8278. *
  8279. *------------------------------------------*/
  8280. void skill_stop_dancing (struct block_list *src)
  8281. {
  8282. struct status_change* sc;
  8283. struct status_change_entry *sce;
  8284. struct skill_unit_group* group;
  8285. struct map_session_data* dsd = NULL;
  8286. nullpo_retv(src);
  8287. nullpo_retv(sc = status_get_sc(src));
  8288. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8289. return;
  8290. group = (struct skill_unit_group *)sce->val2;
  8291. sce->val2 = 0;
  8292. if (sce->val4)
  8293. {
  8294. if (sce->val4 != BCT_SELF)
  8295. dsd = map_id2sd(sce->val4);
  8296. sce->val4 = 0;
  8297. }
  8298. status_change_end(src, SC_DANCING, -1);
  8299. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8300. {
  8301. sce->val4 = sce->val2 = 0;
  8302. status_change_end(&dsd->bl, SC_DANCING, -1);
  8303. }
  8304. if (group)
  8305. skill_delunitgroup(NULL, group);
  8306. }
  8307. /*==========================================
  8308. *
  8309. *------------------------------------------*/
  8310. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8311. {
  8312. struct skill_unit *unit;
  8313. nullpo_retr(NULL, group);
  8314. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8315. nullpo_retr(NULL, unit=&group->unit[idx]);
  8316. if(!unit->alive)
  8317. group->alive_count++;
  8318. unit->bl.id=map_addobject(&unit->bl);
  8319. unit->bl.type=BL_SKILL;
  8320. unit->bl.m=group->map;
  8321. unit->bl.x=x;
  8322. unit->bl.y=y;
  8323. unit->group=group;
  8324. unit->alive=1;
  8325. unit->val1=val1;
  8326. unit->val2=val2;
  8327. map_addblock(&unit->bl);
  8328. // perform oninit actions
  8329. switch (group->skill_id) {
  8330. case WZ_ICEWALL:
  8331. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8332. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8333. break;
  8334. case SA_LANDPROTECTOR:
  8335. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8336. break;
  8337. case HP_BASILICA:
  8338. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8339. break;
  8340. default:
  8341. if (group->state.song_dance&0x1) //Check for dissonance.
  8342. skill_dance_overlap(unit, 1);
  8343. break;
  8344. }
  8345. clif_skill_setunit(unit);
  8346. return unit;
  8347. }
  8348. /*==========================================
  8349. *
  8350. *------------------------------------------*/
  8351. int skill_delunit (struct skill_unit* unit)
  8352. {
  8353. struct skill_unit_group *group;
  8354. nullpo_retr(0, unit);
  8355. if( !unit->alive )
  8356. return 0;
  8357. nullpo_retr(0, group=unit->group);
  8358. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8359. skill_dance_overlap(unit, 0);
  8360. // invoke onout event
  8361. if( !unit->range )
  8362. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8363. // perform ondelete actions
  8364. switch (group->skill_id) {
  8365. case HT_ANKLESNARE:
  8366. {
  8367. struct block_list* target = map_id2bl(group->val2);
  8368. if( target )
  8369. status_change_end(target,SC_ANKLE,-1);
  8370. }
  8371. break;
  8372. case WZ_ICEWALL:
  8373. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8374. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8375. break;
  8376. case SA_LANDPROTECTOR:
  8377. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8378. break;
  8379. case HP_BASILICA:
  8380. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8381. break;
  8382. }
  8383. clif_skill_delunit(unit);
  8384. unit->group=NULL;
  8385. unit->alive=0;
  8386. map_delobjectnofree(unit->bl.id);
  8387. if(--group->alive_count==0)
  8388. skill_delunitgroup(NULL, group);
  8389. return 0;
  8390. }
  8391. /*==========================================
  8392. *
  8393. *------------------------------------------*/
  8394. static int skill_unit_group_newid = MAX_SKILL_DB;
  8395. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8396. {
  8397. struct unit_data* ud = unit_bl2ud( src );
  8398. struct skill_unit_group* group;
  8399. int i;
  8400. if(skilllv <= 0) return 0;
  8401. nullpo_retr(NULL, src);
  8402. nullpo_retr(NULL, ud);
  8403. // find a free spot to store the new unit group
  8404. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8405. if(i == MAX_SKILLUNITGROUP)
  8406. {
  8407. // array is full, make room by discarding oldest group
  8408. int j=0;
  8409. unsigned maxdiff=0,x,tick=gettick();
  8410. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8411. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8412. maxdiff=x;
  8413. j=i;
  8414. }
  8415. skill_delunitgroup(src, ud->skillunit[j]);
  8416. //Since elements must have shifted, we use the last slot.
  8417. i = MAX_SKILLUNITGROUP-1;
  8418. }
  8419. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8420. group->src_id = src->id;
  8421. group->party_id = status_get_party_id(src);
  8422. group->guild_id = status_get_guild_id(src);
  8423. group->group_id = skill_unit_group_newid++;
  8424. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8425. group->unit_count = count;
  8426. group->alive_count = 0;
  8427. group->val1 = 0;
  8428. group->val2 = 0;
  8429. group->val3 = 0;
  8430. group->skill_id = skillid;
  8431. group->skill_lv = skilllv;
  8432. group->unit_id = unit_id;
  8433. group->map = src->m;
  8434. group->limit = limit;
  8435. group->interval = interval;
  8436. group->tick = gettick();
  8437. group->valstr = NULL;
  8438. ud->skillunit[i] = group;
  8439. if(skill_unit_group_newid<=0)
  8440. skill_unit_group_newid = MAX_SKILL_DB;
  8441. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8442. group->tick += 1500;
  8443. return group;
  8444. }
  8445. /*==========================================
  8446. *
  8447. *------------------------------------------*/
  8448. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8449. {
  8450. struct unit_data *ud;
  8451. int i,j;
  8452. nullpo_retr(0, group);
  8453. if (!src) src=map_id2bl(group->src_id);
  8454. ud = unit_bl2ud(src);
  8455. if(!src || !ud) {
  8456. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8457. return 0;
  8458. }
  8459. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8460. {
  8461. struct status_change* sc = status_get_sc(src);
  8462. if (sc && sc->data[SC_DANCING])
  8463. {
  8464. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8465. status_change_end(src,SC_DANCING,-1);
  8466. }
  8467. }
  8468. // end Gospel's status change on 'src'
  8469. // (needs to be done when the group is deleted by other means than skill deactivation)
  8470. if (group->unit_id == UNT_GOSPEL) {
  8471. struct status_change *sc = status_get_sc(src);
  8472. if(sc && sc->data[SC_GOSPEL]) {
  8473. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8474. status_change_end(src,SC_GOSPEL,-1);
  8475. }
  8476. }
  8477. if (group->skill_id == SG_SUN_WARM ||
  8478. group->skill_id == SG_MOON_WARM ||
  8479. group->skill_id == SG_STAR_WARM) {
  8480. struct status_change *sc = status_get_sc(src);
  8481. if(sc && sc->data[SC_WARM]) {
  8482. sc->data[SC_WARM]->val4 = 0;
  8483. status_change_end(src,SC_WARM,-1);
  8484. }
  8485. }
  8486. if (src->type==BL_PC && group->state.ammo_consume)
  8487. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8488. group->alive_count=0;
  8489. // remove all unit cells
  8490. if(group->unit != NULL)
  8491. for( i = 0; i < group->unit_count; i++ )
  8492. skill_delunit(&group->unit[i]);
  8493. // clear Talkie-box string
  8494. if( group->valstr != NULL )
  8495. {
  8496. aFree(group->valstr);
  8497. group->valstr = NULL;
  8498. }
  8499. map_freeblock(&group->unit->bl);
  8500. group->unit=NULL;
  8501. group->group_id=0;
  8502. group->unit_count=0;
  8503. // locate this group, swap with the last entry and delete it
  8504. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8505. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8506. if( i < MAX_SKILLUNITGROUP )
  8507. {
  8508. ud->skillunit[i] = ud->skillunit[j];
  8509. ud->skillunit[j] = NULL;
  8510. ers_free(skill_unit_ers, group);
  8511. }
  8512. else
  8513. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8514. return 1;
  8515. }
  8516. /*==========================================
  8517. *
  8518. *------------------------------------------*/
  8519. int skill_clear_unitgroup (struct block_list *src)
  8520. {
  8521. struct unit_data *ud = unit_bl2ud(src);
  8522. nullpo_retr(0, ud);
  8523. while (ud->skillunit[0])
  8524. skill_delunitgroup(src, ud->skillunit[0]);
  8525. return 1;
  8526. }
  8527. /*==========================================
  8528. *
  8529. *------------------------------------------*/
  8530. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8531. {
  8532. int i,j=-1,k,s,id;
  8533. struct unit_data *ud;
  8534. struct skill_unit_group_tickset *set;
  8535. nullpo_retr(0, bl);
  8536. if (group->interval==-1)
  8537. return NULL;
  8538. ud = unit_bl2ud(bl);
  8539. if (!ud) return NULL;
  8540. set = ud->skillunittick;
  8541. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8542. id = s = group->skill_id;
  8543. else
  8544. id = s = group->group_id;
  8545. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8546. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8547. if (set[k].id == id)
  8548. return &set[k];
  8549. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8550. j=k;
  8551. }
  8552. if (j == -1) {
  8553. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8554. j = id % MAX_SKILLUNITGROUPTICKSET;
  8555. }
  8556. set[j].id = id;
  8557. set[j].tick = tick;
  8558. return &set[j];
  8559. }
  8560. /*==========================================
  8561. *
  8562. *------------------------------------------*/
  8563. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8564. {
  8565. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8566. struct skill_unit_group* group = unit->group;
  8567. unsigned int tick = va_arg(ap,unsigned int);
  8568. if( !unit->alive || bl->prev == NULL )
  8569. return 0;
  8570. nullpo_retr(0, group);
  8571. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8572. return 0; //AoE skills are ineffective. [Skotlex]
  8573. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8574. return 0;
  8575. skill_unit_onplace_timer(unit,bl,tick);
  8576. return 1;
  8577. }
  8578. /*==========================================
  8579. *
  8580. *------------------------------------------*/
  8581. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8582. {
  8583. struct skill_unit* unit = (struct skill_unit *)bl;
  8584. struct skill_unit_group* group = unit->group;
  8585. unsigned int tick = va_arg(ap,unsigned int);
  8586. bool dissonance;
  8587. if( !unit->alive )
  8588. return 0;
  8589. nullpo_retr(0, group);
  8590. dissonance = skill_dance_switch(unit, 0);
  8591. if( unit->range >= 0 && group->interval != -1 )
  8592. {
  8593. if( battle_config.skill_wall_check )
  8594. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8595. else
  8596. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8597. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8598. group->unit_id = UNT_USED_TRAPS;
  8599. if( !unit->alive )
  8600. {
  8601. if( dissonance ) skill_dance_switch(unit, 1);
  8602. return 0;
  8603. }
  8604. }
  8605. if( dissonance ) skill_dance_switch(unit, 1);
  8606. // check for expiration
  8607. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8608. {// skill unit expired (inlined from skill_unit_onlimit())
  8609. switch( group->unit_id )
  8610. {
  8611. case UNT_BLASTMINE:
  8612. case UNT_GROUNDDRIFT_WIND:
  8613. case UNT_GROUNDDRIFT_DARK:
  8614. case UNT_GROUNDDRIFT_POISON:
  8615. case UNT_GROUNDDRIFT_WATER:
  8616. case UNT_GROUNDDRIFT_FIRE:
  8617. group->unit_id = UNT_USED_TRAPS;
  8618. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8619. group->limit=DIFF_TICK(tick+1500,group->tick);
  8620. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8621. break;
  8622. case UNT_ANKLESNARE:
  8623. if( group->val2 > 0 ) { // used trap
  8624. struct block_list *target = map_id2bl(group->val2);
  8625. if(target)
  8626. status_change_end(target,SC_ANKLE,-1);
  8627. skill_delunit(unit);
  8628. break;
  8629. }
  8630. // else fall through
  8631. case UNT_SKIDTRAP:
  8632. case UNT_LANDMINE:
  8633. case UNT_SHOCKWAVE:
  8634. case UNT_SANDMAN:
  8635. case UNT_FLASHER:
  8636. case UNT_FREEZINGTRAP:
  8637. case UNT_CLAYMORETRAP:
  8638. case UNT_TALKIEBOX:
  8639. {
  8640. struct block_list* src = map_id2bl(group->src_id);
  8641. if( src && src->type == BL_PC )
  8642. { // revert unit back into a trap
  8643. struct item item_tmp;
  8644. memset(&item_tmp,0,sizeof(item_tmp));
  8645. item_tmp.nameid = ITEMID_TRAP;
  8646. item_tmp.identify = 1;
  8647. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8648. }
  8649. skill_delunit(unit);
  8650. }
  8651. break;
  8652. case UNT_WARP_ACTIVE:
  8653. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8654. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8655. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8656. // restart timers
  8657. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8658. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8659. // apply effect to all units standing on it
  8660. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8661. break;
  8662. case UNT_CALLFAMILY:
  8663. {
  8664. struct map_session_data *sd = NULL;
  8665. if(group->val1) {
  8666. sd = map_charid2sd(group->val1);
  8667. group->val1 = 0;
  8668. if (sd && !map[sd->bl.m].flag.nowarp)
  8669. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8670. }
  8671. if(group->val2) {
  8672. sd = map_charid2sd(group->val2);
  8673. group->val2 = 0;
  8674. if (sd && !map[sd->bl.m].flag.nowarp)
  8675. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8676. }
  8677. skill_delunit(unit);
  8678. }
  8679. break;
  8680. default:
  8681. skill_delunit(unit);
  8682. }
  8683. }
  8684. else
  8685. {// skill unit is still active
  8686. switch( group->unit_id )
  8687. {
  8688. case UNT_ICEWALL:
  8689. // icewall loses 50 hp every second
  8690. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8691. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8692. unit->limit = DIFF_TICK(tick+700,group->tick);
  8693. break;
  8694. case UNT_TATAMIGAESHI:
  8695. if( unit->range >= 0 )
  8696. { //Disable processed cell.
  8697. unit->range = -1;
  8698. if (--group->val1 <= 0) // number of live cells
  8699. { //All tiles were processed, disable skill.
  8700. group->target_flag=BCT_NOONE;
  8701. group->bl_flag= BL_NUL;
  8702. }
  8703. }
  8704. break;
  8705. }
  8706. }
  8707. return 0;
  8708. }
  8709. /*==========================================
  8710. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8711. *------------------------------------------*/
  8712. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8713. {
  8714. map_freeblock_lock();
  8715. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8716. map_freeblock_unlock();
  8717. return 0;
  8718. }
  8719. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8720. /*==========================================
  8721. *
  8722. *------------------------------------------*/
  8723. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8724. {
  8725. struct skill_unit* unit = (struct skill_unit *)bl;
  8726. struct skill_unit_group* group = unit->group;
  8727. struct block_list* target = va_arg(ap,struct block_list*);
  8728. unsigned int tick = va_arg(ap,unsigned int);
  8729. int flag = va_arg(ap,int);
  8730. bool dissonance;
  8731. int skill_id;
  8732. int i;
  8733. nullpo_retr(0, group);
  8734. if( !unit->alive || target->prev == NULL )
  8735. return 0;
  8736. dissonance = skill_dance_switch(unit, 0);
  8737. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8738. skill_id = unit->group->skill_id;
  8739. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8740. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8741. if( dissonance ) skill_dance_switch(unit, 1);
  8742. return 0;
  8743. }
  8744. //Target-type check.
  8745. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8746. {
  8747. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8748. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8749. if( flag&1 )
  8750. {
  8751. if( flag&2 )
  8752. { //Clear this skill id.
  8753. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8754. if( i < ARRAYLENGTH(skill_unit_temp) )
  8755. skill_unit_temp[i] = 0;
  8756. }
  8757. }
  8758. else
  8759. {
  8760. if( flag&2 )
  8761. { //Store this skill id.
  8762. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8763. if( i < ARRAYLENGTH(skill_unit_temp) )
  8764. skill_unit_temp[i] = skill_id;
  8765. else
  8766. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8767. }
  8768. }
  8769. if( flag&4 )
  8770. skill_unit_onleft(skill_id,target,tick);
  8771. }
  8772. if( dissonance ) skill_dance_switch(unit, 1);
  8773. return 0;
  8774. }
  8775. else
  8776. {
  8777. if( flag&1 )
  8778. {
  8779. int result = skill_unit_onplace(unit,target,tick);
  8780. if( flag&2 && result )
  8781. { //Clear skill ids we have stored in onout.
  8782. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8783. if( i < ARRAYLENGTH(skill_unit_temp) )
  8784. skill_unit_temp[i] = 0;
  8785. }
  8786. }
  8787. else
  8788. {
  8789. int result = skill_unit_onout(unit,target,tick);
  8790. if( flag&2 && result )
  8791. { //Store this unit id.
  8792. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8793. if( i < ARRAYLENGTH(skill_unit_temp) )
  8794. skill_unit_temp[i] = skill_id;
  8795. else
  8796. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8797. }
  8798. }
  8799. //TODO: Normally, this is dangerous since the unit and group could be freed
  8800. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8801. //cells do not get deleted within them. [Skotlex]
  8802. if( dissonance ) skill_dance_switch(unit, 1);
  8803. if( flag&4 )
  8804. skill_unit_onleft(skill_id,target,tick);
  8805. return 1;
  8806. }
  8807. }
  8808. /*==========================================
  8809. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8810. * Flag values:
  8811. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8812. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8813. * units to figure out when they have left a group.
  8814. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8815. *------------------------------------------*/
  8816. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8817. {
  8818. nullpo_retr(0, bl);
  8819. if( bl->prev == NULL )
  8820. return 0;
  8821. if( flag&2 && !(flag&1) )
  8822. { //Onout, clear data
  8823. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8824. }
  8825. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8826. if( flag&2 && flag&1 )
  8827. { //Onplace, check any skill units you have left.
  8828. int i;
  8829. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8830. if( skill_unit_temp[i] )
  8831. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8832. }
  8833. return 0;
  8834. }
  8835. /*==========================================
  8836. *
  8837. *------------------------------------------*/
  8838. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8839. {
  8840. int i,j;
  8841. unsigned int tick = gettick();
  8842. int *m_flag;
  8843. struct skill_unit *unit1;
  8844. struct skill_unit *unit2;
  8845. if (group == NULL)
  8846. return 0;
  8847. if (group->unit_count<=0)
  8848. return 0;
  8849. if (group->unit==NULL)
  8850. return 0;
  8851. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  8852. return 0; //Ensembles may not be moved around.
  8853. if( group->unit_id == UNT_ICEWALL )
  8854. return 0; //Icewalls don't get knocked back
  8855. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8856. // m_flag
  8857. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8858. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8859. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8860. // 3: Both 1+2.
  8861. for(i=0;i<group->unit_count;i++){
  8862. unit1=&group->unit[i];
  8863. if (!unit1->alive || unit1->bl.m!=m)
  8864. continue;
  8865. for(j=0;j<group->unit_count;j++){
  8866. unit2=&group->unit[j];
  8867. if (!unit2->alive)
  8868. continue;
  8869. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8870. m_flag[i] |= 0x1;
  8871. }
  8872. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8873. m_flag[i] |= 0x2;
  8874. }
  8875. }
  8876. }
  8877. j = 0;
  8878. for (i=0;i<group->unit_count;i++) {
  8879. unit1=&group->unit[i];
  8880. if (!unit1->alive)
  8881. continue;
  8882. if (!(m_flag[i]&0x2)) {
  8883. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8884. skill_dance_overlap(unit1, 0);
  8885. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8886. }
  8887. //Move Cell using "smart" criteria (avoid useless moving around)
  8888. switch(m_flag[i])
  8889. {
  8890. case 0:
  8891. //Cell moves independently, safely move it.
  8892. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8893. break;
  8894. case 1:
  8895. //Cell moves unto another cell, look for a replacement cell that won't collide
  8896. //and has no cell moving into it (flag == 2)
  8897. for(;j<group->unit_count;j++)
  8898. {
  8899. if(m_flag[j]!=2 || !group->unit[j].alive)
  8900. continue;
  8901. //Move to where this cell would had moved.
  8902. unit2 = &group->unit[j];
  8903. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8904. j++; //Skip this cell as we have used it.
  8905. break;
  8906. }
  8907. break;
  8908. case 2:
  8909. case 3:
  8910. break; //Don't move the cell as a cell will end on this tile anyway.
  8911. }
  8912. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8913. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8914. skill_dance_overlap(unit1, 1);
  8915. clif_skill_setunit(unit1);
  8916. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8917. }
  8918. }
  8919. aFree(m_flag);
  8920. return 0;
  8921. }
  8922. /*==========================================
  8923. *
  8924. *------------------------------------------*/
  8925. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8926. {
  8927. int i,j;
  8928. nullpo_retr(0, sd);
  8929. if(nameid<=0)
  8930. return 0;
  8931. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8932. if(skill_produce_db[i].nameid == nameid )
  8933. break;
  8934. }
  8935. if( i >= MAX_SKILL_PRODUCE_DB )
  8936. return 0;
  8937. if(trigger>=0){
  8938. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8939. if(skill_produce_db[i].itemlv!=trigger)
  8940. return 0;
  8941. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  8942. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  8943. return 0;
  8944. } else { // Weapon (itemlv must be higher or equal)
  8945. if(skill_produce_db[i].itemlv>trigger)
  8946. return 0;
  8947. }
  8948. }
  8949. if((j=skill_produce_db[i].req_skill)>0 &&
  8950. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  8951. return 0;
  8952. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8953. int id,x,y;
  8954. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  8955. continue;
  8956. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8957. if(pc_search_inventory(sd,id) < 0)
  8958. return 0;
  8959. }
  8960. else {
  8961. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8962. if( sd->status.inventory[y].nameid == id )
  8963. x+=sd->status.inventory[y].amount;
  8964. if(x<qty*skill_produce_db[i].mat_amount[j])
  8965. return 0;
  8966. }
  8967. }
  8968. return i+1;
  8969. }
  8970. /*==========================================
  8971. *
  8972. *------------------------------------------*/
  8973. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  8974. {
  8975. int slot[3];
  8976. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8977. struct status_data *status;
  8978. nullpo_retr(0, sd);
  8979. status = status_get_status_data(&sd->bl);
  8980. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  8981. return 0;
  8982. idx--;
  8983. if (qty < 1)
  8984. qty = 1;
  8985. if (!skill_id) //A skill can be specified for some override cases.
  8986. skill_id = skill_produce_db[idx].req_skill;
  8987. slot[0]=slot1;
  8988. slot[1]=slot2;
  8989. slot[2]=slot3;
  8990. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  8991. int j;
  8992. if( slot[i]<=0 )
  8993. continue;
  8994. j = pc_search_inventory(sd,slot[i]);
  8995. if(j < 0)
  8996. continue;
  8997. if(slot[i]==1000){ /* Star Crumb */
  8998. pc_delitem(sd,j,1,1);
  8999. sc++;
  9000. }
  9001. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9002. static const int ele_table[4]={3,1,4,2};
  9003. pc_delitem(sd,j,1,1);
  9004. ele=ele_table[slot[i]-994];
  9005. }
  9006. }
  9007. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9008. int j,id,x;
  9009. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9010. continue;
  9011. x=qty*skill_produce_db[idx].mat_amount[i];
  9012. do{
  9013. int y=0;
  9014. j = pc_search_inventory(sd,id);
  9015. if(j >= 0){
  9016. y = sd->status.inventory[j].amount;
  9017. if(y>x)y=x;
  9018. pc_delitem(sd,j,y,0);
  9019. } else
  9020. ShowError("skill_produce_mix: material item error\n");
  9021. x-=y;
  9022. }while( j>=0 && x>0 );
  9023. }
  9024. if((equip=itemdb_isequip(nameid)))
  9025. wlv = itemdb_wlv(nameid);
  9026. if(!equip) {
  9027. switch(skill_id){
  9028. case BS_IRON:
  9029. case BS_STEEL:
  9030. case BS_ENCHANTEDSTONE:
  9031. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9032. i = pc_checkskill(sd,skill_id);
  9033. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9034. switch(nameid){
  9035. case 998: // Iron
  9036. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9037. break;
  9038. case 999: // Steel
  9039. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9040. break;
  9041. case 1000: //Star Crumb
  9042. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9043. break;
  9044. default: // Enchanted Stones
  9045. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9046. break;
  9047. }
  9048. break;
  9049. case ASC_CDP:
  9050. make_per = (2000 + 40*status->dex + 20*status->luk);
  9051. break;
  9052. case AL_HOLYWATER:
  9053. make_per = 100000; //100% success
  9054. break;
  9055. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9056. case AM_TWILIGHT1:
  9057. case AM_TWILIGHT2:
  9058. case AM_TWILIGHT3:
  9059. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9060. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9061. + status->int_*5 + status->dex*10+status->luk*10;
  9062. switch(nameid){
  9063. case 501: // Red Potion
  9064. case 503: // Yellow Potion
  9065. case 504: // White Potion
  9066. case 605: // Anodyne
  9067. case 606: // Aloevera
  9068. make_per += 2000;
  9069. break;
  9070. case 505: // Blue Potion
  9071. make_per -= 500;
  9072. break;
  9073. case 545: // Condensed Red Potion
  9074. case 546: // Condensed Yellow Potion
  9075. case 547: // Condensed White Potion
  9076. make_per -= 1000;
  9077. break;
  9078. case 970: // Alcohol
  9079. make_per += 1000;
  9080. break;
  9081. case 7139: // Glistening Coat
  9082. make_per -= 1000;
  9083. break;
  9084. case 7135: // Bottle Grenade
  9085. case 7136: // Acid Bottle
  9086. case 7137: // Plant Bottle
  9087. case 7138: // Marine Sphere Bottle
  9088. default:
  9089. break;
  9090. }
  9091. if(battle_config.pp_rate != 100)
  9092. make_per = make_per * battle_config.pp_rate / 100;
  9093. break;
  9094. case SA_CREATECON: // Elemental Converter Creation
  9095. make_per = 100000; // should be 100% success rate
  9096. break;
  9097. default:
  9098. if (sd->menuskill_id == AM_PHARMACY &&
  9099. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9100. { //Assume Cooking Dish
  9101. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9102. make_per = 10000; //100% Success
  9103. else
  9104. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9105. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9106. break;
  9107. }
  9108. make_per = 5000;
  9109. break;
  9110. }
  9111. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9112. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9113. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9114. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9115. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9116. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9117. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9118. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9119. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9120. if(battle_config.wp_rate != 100)
  9121. make_per = make_per * battle_config.wp_rate / 100;
  9122. }
  9123. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9124. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9125. make_per = (make_per * 80) / 100; //Lupus
  9126. if(make_per < 1) make_per = 1;
  9127. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9128. struct item tmp_item;
  9129. memset(&tmp_item,0,sizeof(tmp_item));
  9130. tmp_item.nameid=nameid;
  9131. tmp_item.amount=1;
  9132. tmp_item.identify=1;
  9133. if(equip){
  9134. tmp_item.card[0]=CARD0_FORGE;
  9135. tmp_item.card[1]=((sc*5)<<8)+ele;
  9136. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9137. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9138. } else {
  9139. //Flag is only used on the end, so it can be used here. [Skotlex]
  9140. switch (skill_id) {
  9141. case BS_DAGGER:
  9142. case BS_SWORD:
  9143. case BS_TWOHANDSWORD:
  9144. case BS_AXE:
  9145. case BS_MACE:
  9146. case BS_KNUCKLE:
  9147. case BS_SPEAR:
  9148. flag = battle_config.produce_item_name_input&0x1;
  9149. break;
  9150. case AM_PHARMACY:
  9151. case AM_TWILIGHT1:
  9152. case AM_TWILIGHT2:
  9153. case AM_TWILIGHT3:
  9154. flag = battle_config.produce_item_name_input&0x2;
  9155. break;
  9156. case AL_HOLYWATER:
  9157. flag = battle_config.produce_item_name_input&0x8;
  9158. break;
  9159. case ASC_CDP:
  9160. flag = battle_config.produce_item_name_input&0x10;
  9161. break;
  9162. default:
  9163. flag = battle_config.produce_item_name_input&0x80;
  9164. break;
  9165. }
  9166. if (flag) {
  9167. tmp_item.card[0]=CARD0_CREATE;
  9168. tmp_item.card[1]=0;
  9169. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9170. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9171. }
  9172. }
  9173. // if(log_config.produce > 0)
  9174. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9175. //TODO update PICKLOG
  9176. if(equip){
  9177. clif_produceeffect(sd,0,nameid);
  9178. clif_misceffect(&sd->bl,3);
  9179. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9180. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9181. } else {
  9182. int fame = 0;
  9183. tmp_item.amount = 0;
  9184. for (i=0; i< qty; i++)
  9185. { //Apply quantity modifiers.
  9186. if (rand()%10000 < make_per || qty == 1)
  9187. { //Success
  9188. tmp_item.amount++;
  9189. if(nameid < 545 || nameid > 547)
  9190. continue;
  9191. if(skill_id != AM_PHARMACY &&
  9192. skill_id != AM_TWILIGHT1 &&
  9193. skill_id != AM_TWILIGHT2 &&
  9194. skill_id != AM_TWILIGHT3)
  9195. continue;
  9196. //Add fame as needed.
  9197. switch(++sd->potion_success_counter) {
  9198. case 3:
  9199. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9200. break;
  9201. case 5:
  9202. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9203. break;
  9204. case 7:
  9205. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9206. break;
  9207. case 10:
  9208. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9209. sd->potion_success_counter = 0;
  9210. break;
  9211. }
  9212. } else //Failure
  9213. sd->potion_success_counter = 0;
  9214. }
  9215. if (fame)
  9216. pc_addfame(sd,fame);
  9217. //Visual effects and the like.
  9218. switch (skill_id) {
  9219. case AM_PHARMACY:
  9220. case AM_TWILIGHT1:
  9221. case AM_TWILIGHT2:
  9222. case AM_TWILIGHT3:
  9223. case ASC_CDP:
  9224. clif_produceeffect(sd,2,nameid);
  9225. clif_misceffect(&sd->bl,5);
  9226. break;
  9227. case BS_IRON:
  9228. case BS_STEEL:
  9229. case BS_ENCHANTEDSTONE:
  9230. clif_produceeffect(sd,0,nameid);
  9231. clif_misceffect(&sd->bl,3);
  9232. break;
  9233. default: //Those that don't require a skill?
  9234. if (skill_produce_db[idx].itemlv>10 &&
  9235. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9236. clif_specialeffect(&sd->bl, 608, AREA);
  9237. break;
  9238. }
  9239. }
  9240. if (tmp_item.amount) { //Success
  9241. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9242. clif_additem(sd,0,0,flag);
  9243. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9244. }
  9245. return 1;
  9246. }
  9247. }
  9248. //Failure
  9249. // if(log_config.produce)
  9250. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9251. //TODO update PICKLOG
  9252. if(equip){
  9253. clif_produceeffect(sd,1,nameid);
  9254. clif_misceffect(&sd->bl,2);
  9255. } else {
  9256. switch (skill_id) {
  9257. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9258. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9259. case AM_PHARMACY:
  9260. case AM_TWILIGHT1:
  9261. case AM_TWILIGHT2:
  9262. case AM_TWILIGHT3:
  9263. clif_produceeffect(sd,3,nameid);
  9264. clif_misceffect(&sd->bl,6);
  9265. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9266. break;
  9267. case BS_IRON:
  9268. case BS_STEEL:
  9269. case BS_ENCHANTEDSTONE:
  9270. clif_produceeffect(sd,1,nameid);
  9271. clif_misceffect(&sd->bl,2);
  9272. break;
  9273. default:
  9274. if (skill_produce_db[idx].itemlv>10 &&
  9275. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9276. clif_specialeffect(&sd->bl, 609, AREA);
  9277. }
  9278. }
  9279. return 0;
  9280. }
  9281. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9282. {
  9283. int i,j,flag,index=-1;
  9284. struct item tmp_item;
  9285. nullpo_retr(0, sd);
  9286. if(nameid <= 0)
  9287. return 1;
  9288. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9289. if(nameid == skill_arrow_db[i].nameid) {
  9290. index = i;
  9291. break;
  9292. }
  9293. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9294. return 1;
  9295. pc_delitem(sd,j,1,0);
  9296. for(i=0;i<5;i++) {
  9297. memset(&tmp_item,0,sizeof(tmp_item));
  9298. tmp_item.identify = 1;
  9299. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9300. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9301. if(battle_config.produce_item_name_input&0x4) {
  9302. tmp_item.card[0]=CARD0_CREATE;
  9303. tmp_item.card[1]=0;
  9304. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9305. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9306. }
  9307. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9308. continue;
  9309. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9310. clif_additem(sd,0,0,flag);
  9311. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9312. }
  9313. }
  9314. return 0;
  9315. }
  9316. /*==========================================
  9317. *
  9318. *------------------------------------------*/
  9319. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9320. {
  9321. struct map_session_data *sd = map_id2sd(id);
  9322. if (data <= 0 || data >= MAX_SKILL)
  9323. return 0;
  9324. if (sd) sd->blockskill[data] = 0;
  9325. return 1;
  9326. }
  9327. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9328. {
  9329. nullpo_retr (-1, sd);
  9330. skillid = skill_get_index(skillid);
  9331. if (skillid == 0)
  9332. return -1;
  9333. if (tick < 1) {
  9334. sd->blockskill[skillid] = 0;
  9335. return -1;
  9336. }
  9337. sd->blockskill[skillid] = 1;
  9338. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9339. }
  9340. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9341. {
  9342. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9343. if (data <= 0 || data >= MAX_SKILL)
  9344. return 0;
  9345. if (hd) hd->blockskill[data] = 0;
  9346. return 1;
  9347. }
  9348. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9349. {
  9350. nullpo_retr (-1, hd);
  9351. skillid = skill_get_index(skillid);
  9352. if (skillid == 0)
  9353. return -1;
  9354. if (tick < 1) {
  9355. hd->blockskill[skillid] = 0;
  9356. return -1;
  9357. }
  9358. hd->blockskill[skillid] = 1;
  9359. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9360. }
  9361. /*
  9362. *
  9363. */
  9364. int skill_split_str (char *str, char **val, int num)
  9365. {
  9366. int i;
  9367. for( i = 0; i < num && str; i++ )
  9368. {
  9369. val[i] = str;
  9370. str = strchr(str,',');
  9371. if( str )
  9372. *str++=0;
  9373. }
  9374. return i;
  9375. }
  9376. /*
  9377. *
  9378. */
  9379. int skill_split_atoi (char *str, int *val)
  9380. {
  9381. int i, j, diff, step = 1;
  9382. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9383. if (!str) break;
  9384. val[i] = atoi(str);
  9385. str = strchr(str,':');
  9386. if (str)
  9387. *str++=0;
  9388. }
  9389. if(i==0) //No data found.
  9390. return 0;
  9391. if(i==1)
  9392. { //Single value, have the whole range have the same value.
  9393. for (; i < MAX_SKILL_LEVEL; i++)
  9394. val[i] = val[i-1];
  9395. return i;
  9396. }
  9397. //Check for linear change with increasing steps until we reach half of the data acquired.
  9398. for (step = 1; step <= i/2; step++)
  9399. {
  9400. diff = val[i-1] - val[i-step-1];
  9401. for(j = i-1; j >= step; j--)
  9402. if ((val[j]-val[j-step]) != diff)
  9403. break;
  9404. if (j>=step) //No match, try next step.
  9405. continue;
  9406. for(; i < MAX_SKILL_LEVEL; i++)
  9407. { //Apply linear increase
  9408. val[i] = val[i-step]+diff;
  9409. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9410. { val[i] = 1; diff = 0; step = 1; }
  9411. }
  9412. return i;
  9413. }
  9414. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9415. for (;i<MAX_SKILL_LEVEL; i++)
  9416. val[i] = val[i-1];
  9417. return i;
  9418. }
  9419. /*
  9420. *
  9421. */
  9422. void skill_init_unit_layout (void)
  9423. {
  9424. int i,j,size,pos = 0;
  9425. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9426. // standard square layouts go first
  9427. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9428. size = i*2+1;
  9429. skill_unit_layout[i].count = size*size;
  9430. for (j=0; j<size*size; j++) {
  9431. skill_unit_layout[i].dx[j] = (j%size-i);
  9432. skill_unit_layout[i].dy[j] = (j/size-i);
  9433. }
  9434. }
  9435. // afterwards add special ones
  9436. pos = i;
  9437. for (i=0;i<MAX_SKILL_DB;i++) {
  9438. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9439. continue;
  9440. switch (i) {
  9441. case MG_FIREWALL:
  9442. case WZ_ICEWALL:
  9443. // these will be handled later
  9444. break;
  9445. case PR_SANCTUARY:
  9446. case NPC_EVILLAND:
  9447. {
  9448. static const int dx[] = {
  9449. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9450. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9451. static const int dy[]={
  9452. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9453. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9454. skill_unit_layout[pos].count = 21;
  9455. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9456. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9457. break;
  9458. }
  9459. case PR_MAGNUS:
  9460. {
  9461. static const int dx[] = {
  9462. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9463. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9464. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9465. static const int dy[] = {
  9466. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9467. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9468. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9469. skill_unit_layout[pos].count = 33;
  9470. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9471. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9472. break;
  9473. }
  9474. case AS_VENOMDUST:
  9475. {
  9476. static const int dx[] = {-1, 0, 0, 0, 1};
  9477. static const int dy[] = { 0,-1, 0, 1, 0};
  9478. skill_unit_layout[pos].count = 5;
  9479. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9480. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9481. break;
  9482. }
  9483. case CR_GRANDCROSS:
  9484. case NPC_GRANDDARKNESS:
  9485. {
  9486. static const int dx[] = {
  9487. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9488. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9489. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9490. static const int dy[] = {
  9491. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9492. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9493. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9494. skill_unit_layout[pos].count = 29;
  9495. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9496. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9497. break;
  9498. }
  9499. case PF_FOGWALL:
  9500. {
  9501. static const int dx[] = {
  9502. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9503. static const int dy[] = {
  9504. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9505. skill_unit_layout[pos].count = 15;
  9506. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9507. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9508. break;
  9509. }
  9510. case PA_GOSPEL:
  9511. {
  9512. static const int dx[] = {
  9513. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9514. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9515. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9516. -1, 0, 1};
  9517. static const int dy[] = {
  9518. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9519. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9520. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9521. 3, 3, 3};
  9522. skill_unit_layout[pos].count = 33;
  9523. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9524. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9525. break;
  9526. }
  9527. case NJ_KAENSIN:
  9528. {
  9529. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9530. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  9531. skill_unit_layout[pos].count = 24;
  9532. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9533. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9534. break;
  9535. }
  9536. case NJ_TATAMIGAESHI:
  9537. {
  9538. //Level 1 (count 4, cross of 3x3)
  9539. static const int dx1[] = {-1, 1, 0, 0};
  9540. static const int dy1[] = { 0, 0,-1, 1};
  9541. //Level 2-3 (count 8, cross of 5x5)
  9542. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9543. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9544. //Level 4-5 (count 12, cross of 7x7
  9545. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9546. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9547. //lv1
  9548. j = 0;
  9549. skill_unit_layout[pos].count = 4;
  9550. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9551. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9552. skill_db[i].unit_layout_type[j] = pos;
  9553. //lv2/3
  9554. j++;
  9555. pos++;
  9556. skill_unit_layout[pos].count = 8;
  9557. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9558. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9559. skill_db[i].unit_layout_type[j] = pos;
  9560. skill_db[i].unit_layout_type[++j] = pos;
  9561. //lv4/5
  9562. j++;
  9563. pos++;
  9564. skill_unit_layout[pos].count = 12;
  9565. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9566. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9567. skill_db[i].unit_layout_type[j] = pos;
  9568. skill_db[i].unit_layout_type[++j] = pos;
  9569. //Fill in the rest using lv 5.
  9570. for (;j<MAX_SKILL_LEVEL;j++)
  9571. skill_db[i].unit_layout_type[j] = pos;
  9572. //Skip, this way the check below will fail and continue to the next skill.
  9573. pos++;
  9574. break;
  9575. }
  9576. default:
  9577. ShowError("unknown unit layout at skill %d\n",i);
  9578. break;
  9579. }
  9580. if (!skill_unit_layout[pos].count)
  9581. continue;
  9582. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9583. skill_db[i].unit_layout_type[j] = pos;
  9584. pos++;
  9585. }
  9586. // firewall and icewall have 8 layouts (direction-dependent)
  9587. firewall_unit_pos = pos;
  9588. for (i=0;i<8;i++) {
  9589. if (i&1) {
  9590. skill_unit_layout[pos].count = 5;
  9591. if (i&0x2) {
  9592. int dx[] = {-1,-1, 0, 0, 1};
  9593. int dy[] = { 1, 0, 0,-1,-1};
  9594. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9595. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9596. } else {
  9597. int dx[] = { 1, 1 ,0, 0,-1};
  9598. int dy[] = { 1, 0, 0,-1,-1};
  9599. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9600. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9601. }
  9602. } else {
  9603. skill_unit_layout[pos].count = 3;
  9604. if (i%4==0) {
  9605. int dx[] = {-1, 0, 1};
  9606. int dy[] = { 0, 0, 0};
  9607. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9608. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9609. } else {
  9610. int dx[] = { 0, 0, 0};
  9611. int dy[] = {-1, 0, 1};
  9612. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9613. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9614. }
  9615. }
  9616. pos++;
  9617. }
  9618. icewall_unit_pos = pos;
  9619. for (i=0;i<8;i++) {
  9620. skill_unit_layout[pos].count = 5;
  9621. if (i&1) {
  9622. if (i&0x2) {
  9623. int dx[] = {-2,-1, 0, 1, 2};
  9624. int dy[] = { 2, 1, 0,-1,-2};
  9625. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9626. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9627. } else {
  9628. int dx[] = { 2, 1 ,0,-1,-2};
  9629. int dy[] = { 2, 1, 0,-1,-2};
  9630. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9631. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9632. }
  9633. } else {
  9634. if (i%4==0) {
  9635. int dx[] = {-2,-1, 0, 1, 2};
  9636. int dy[] = { 0, 0, 0, 0, 0};
  9637. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9638. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9639. } else {
  9640. int dx[] = { 0, 0, 0, 0, 0};
  9641. int dy[] = {-2,-1, 0, 1, 2};
  9642. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9643. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9644. }
  9645. }
  9646. pos++;
  9647. }
  9648. }
  9649. /*==========================================
  9650. * DB reading.
  9651. * skill_db.txt
  9652. * skill_require_db.txt
  9653. * skill_cast_db.txt
  9654. * skill_unit_db.txt
  9655. * produce_db.txt
  9656. * create_arrow_db.txt
  9657. * abra_db.txt
  9658. * skill_castnodex_db.txt
  9659. * skill_nocast_db.txt
  9660. *------------------------------------------*/
  9661. /// Opens and parses a CSV file into columns, feeding them to the specified callback function row by row.
  9662. /// Tracks the progress of the operation (file position, number of successfully processed rows).
  9663. /// Returns 'true' if it was able to process the specified file, or 'false' if it could not be read.
  9664. static bool skill_read_csvdb( const char* directory, const char* filename, int mincolumns, bool (*parseproc)(char* split[], int columns, int current) )
  9665. {
  9666. FILE* fp;
  9667. int lines = 0;
  9668. int entries = 0;
  9669. char path[1024], line[1024];
  9670. // open file
  9671. snprintf(path, sizeof(path), "%s/%s", directory, filename);
  9672. fp = fopen(path,"r");
  9673. if( fp == NULL )
  9674. {
  9675. ShowError("skill_read_db: can't read %s\n", path);
  9676. return false;
  9677. }
  9678. // process rows one by one
  9679. while( fgets(line, sizeof(line), fp) )
  9680. {
  9681. char* split[50];
  9682. int columns;
  9683. lines++;
  9684. if( line[0] == '/' && line[1] == '/' )
  9685. continue;
  9686. //TODO: strip trailing // comment
  9687. //TODO: strip trailing whitespace
  9688. if( line[0] == '\0' || line[0] == '\n' )
  9689. continue;
  9690. memset(split,0,sizeof(split));
  9691. columns = skill_split_str(line,split,ARRAYLENGTH(split));
  9692. if( columns < 2 ) // FIXME: assumes db has at least 2 mandatory columns
  9693. continue; // empty line
  9694. if( columns < mincolumns )
  9695. {
  9696. ShowError("skill_read_csvdb: Insufficient columns in line %d of \"%s\" (found %d, need at least %d).\n", lines, path, columns, mincolumns);
  9697. continue; // not enough columns
  9698. }
  9699. if( columns > ARRAYLENGTH(split) )
  9700. {
  9701. ShowError("skill_read_csvdb: Too many columns in line %d of \"%s\" (found %d, capacity %d). Increase the capacity in the source code please.\n", lines, path, columns, ARRAYLENGTH(split) );
  9702. continue; // source code problem
  9703. }
  9704. // parse this row
  9705. if( !parseproc(split, columns, entries) )
  9706. {
  9707. ShowError("skill_read_csvdb: Could not process contents of line %d of \"%s\".\n", lines, path);
  9708. continue; // invalid row contents?
  9709. }
  9710. // success!
  9711. entries++;
  9712. }
  9713. fclose(fp);
  9714. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  9715. return true;
  9716. }
  9717. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9718. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9719. int i = atoi(split[0]);
  9720. if( i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX ) {
  9721. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9722. return false;
  9723. }
  9724. if( i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX ) {
  9725. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9726. return false;
  9727. }
  9728. i = skill_get_index(i);
  9729. if( !i ) // invalid skill id
  9730. return false;
  9731. skill_split_atoi(split[1],skill_db[i].range);
  9732. skill_db[i].hit = atoi(split[2]);
  9733. skill_db[i].inf = atoi(split[3]);
  9734. skill_split_atoi(split[4],skill_db[i].element);
  9735. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9736. skill_split_atoi(split[6],skill_db[i].splash);
  9737. skill_db[i].max = atoi(split[7]);
  9738. skill_split_atoi(split[8],skill_db[i].num);
  9739. if( strcmpi(split[9],"yes") == 0 )
  9740. skill_db[i].castcancel = 1;
  9741. else
  9742. skill_db[i].castcancel = 0;
  9743. skill_db[i].cast_def_rate = atoi(split[10]);
  9744. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9745. skill_split_atoi(split[12],skill_db[i].maxcount);
  9746. if( strcmpi(split[13],"weapon") == 0 )
  9747. skill_db[i].skill_type = BF_WEAPON;
  9748. else if( strcmpi(split[13],"magic") == 0 )
  9749. skill_db[i].skill_type = BF_MAGIC;
  9750. else if( strcmpi(split[13],"misc") == 0 )
  9751. skill_db[i].skill_type = BF_MISC;
  9752. else
  9753. skill_db[i].skill_type = 0;
  9754. skill_split_atoi(split[14],skill_db[i].blewcount);
  9755. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  9756. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  9757. return true;
  9758. }
  9759. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9760. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  9761. char* p;
  9762. int j;
  9763. int i = atoi(split[0]);
  9764. i = skill_get_index(i);
  9765. if( !i ) // invalid skill id
  9766. return false;
  9767. skill_split_atoi(split[1],skill_db[i].hp);
  9768. skill_split_atoi(split[2],skill_db[i].mhp);
  9769. skill_split_atoi(split[3],skill_db[i].sp);
  9770. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9771. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9772. skill_split_atoi(split[6],skill_db[i].zeny);
  9773. //FIXME: document this
  9774. p = split[7];
  9775. for( j = 0; j < 32; j++ )
  9776. {
  9777. int l = atoi(p);
  9778. if( l == 99 ) // magic value?
  9779. {
  9780. skill_db[i].weapon = 0xffffffff;
  9781. break;
  9782. }
  9783. else
  9784. skill_db[i].weapon |= 1<<l;
  9785. p = strchr(p,':');
  9786. if(!p)
  9787. break;
  9788. p++;
  9789. }
  9790. //FIXME: document this
  9791. p = split[8];
  9792. for( j = 0; j < 32; j++ )
  9793. {
  9794. int l = atoi(p);
  9795. if( l == 99 ) // magic value?
  9796. {
  9797. skill_db[i].ammo = 0xffffffff;
  9798. break;
  9799. }
  9800. else if( l ) // 0 not allowed?
  9801. skill_db[i].ammo |= 1<<l;
  9802. p = strchr(p,':');
  9803. if( !p )
  9804. break;
  9805. p++;
  9806. }
  9807. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9808. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9809. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9810. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9811. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9812. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9813. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9814. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9815. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9816. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9817. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9818. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9819. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9820. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9821. else skill_db[i].state = ST_NONE;
  9822. skill_split_atoi(split[11],skill_db[i].spiritball);
  9823. for( j = 0; j < 10; j++ ) {
  9824. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9825. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9826. }
  9827. return true;
  9828. }
  9829. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9830. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9831. int i = atoi(split[0]);
  9832. i = skill_get_index(i);
  9833. if( !i ) // invalid skill id
  9834. return false;
  9835. skill_split_atoi(split[1],skill_db[i].cast);
  9836. skill_split_atoi(split[2],skill_db[i].delay);
  9837. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9838. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9839. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9840. return true;
  9841. }
  9842. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9843. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9844. int i = atoi(split[0]);
  9845. i = skill_get_index(i);
  9846. if( !i ) // invalid skill id
  9847. return false;
  9848. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9849. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9850. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9851. skill_split_atoi(split[4],skill_db[i].unit_range);
  9852. skill_db[i].unit_interval = atoi(split[5]);
  9853. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9854. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9855. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9856. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9857. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9858. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9859. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9860. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9861. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9862. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9863. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9864. skill_db[i].unit_target = BCT_NOENEMY;
  9865. //By default, target just characters.
  9866. skill_db[i].unit_target |= BL_CHAR;
  9867. if (skill_db[i].unit_flag&UF_NOPC)
  9868. skill_db[i].unit_target &= ~BL_PC;
  9869. if (skill_db[i].unit_flag&UF_NOMOB)
  9870. skill_db[i].unit_target &= ~BL_MOB;
  9871. if (skill_db[i].unit_flag&UF_SKILL)
  9872. skill_db[i].unit_target |= BL_SKILL;
  9873. return true;
  9874. }
  9875. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9876. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9877. int x,y;
  9878. int i = atoi(split[0]);
  9879. if( !i )
  9880. return false;
  9881. if( current == MAX_SKILL_PRODUCE_DB )
  9882. return false;
  9883. skill_produce_db[current].nameid = i;
  9884. skill_produce_db[current].itemlv = atoi(split[1]);
  9885. skill_produce_db[current].req_skill = atoi(split[2]);
  9886. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9887. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9888. {
  9889. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9890. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9891. }
  9892. if( current == MAX_SKILL_PRODUCE_DB-1 )
  9893. ShowWarning("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  9894. return true;
  9895. }
  9896. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9897. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9898. int x,y;
  9899. int i = atoi(split[0]);
  9900. if( !i )
  9901. return false;
  9902. if( current == MAX_SKILL_ARROW_DB )
  9903. return false;
  9904. skill_arrow_db[current].nameid = i;
  9905. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  9906. {
  9907. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9908. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9909. }
  9910. //TODO?: add capacity warning here
  9911. return true;
  9912. }
  9913. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9914. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9915. int i = atoi(split[0]);
  9916. if( !skill_get_index(i) || !skill_get_max(i) )
  9917. {
  9918. ShowError("abra_db: Invalid skill ID %d\n", i);
  9919. return false;
  9920. }
  9921. if ( !skill_get_inf(i) )
  9922. {
  9923. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  9924. return false;
  9925. }
  9926. if( current == MAX_SKILL_ABRA_DB )
  9927. return false;
  9928. skill_abra_db[current].skillid = i;
  9929. skill_abra_db[current].req_lv = atoi(split[2]);
  9930. skill_abra_db[current].per = atoi(split[3]);
  9931. //TODO?: add capacity warning here
  9932. return true;
  9933. }
  9934. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9935. {// Skill id,Cast,Delay (optional)
  9936. int i = atoi(split[0]);
  9937. i = skill_get_index(i);
  9938. if( !i ) // invalid skill id
  9939. return false;
  9940. skill_split_atoi(split[1],skill_db[i].castnodex);
  9941. if( split[2] ) // optional column
  9942. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9943. return true;
  9944. }
  9945. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9946. {// SkillID,Flag
  9947. int i = atoi(split[0]);
  9948. i = skill_get_index(i);
  9949. if( !i ) // invalid skill id
  9950. return false;
  9951. skill_db[i].nocast |= atoi(split[1]);
  9952. return true;
  9953. }
  9954. int skill_readdb(void)
  9955. {
  9956. // init skill db structures
  9957. memset(skill_db,0,sizeof(skill_db));
  9958. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9959. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9960. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9961. // load skill databases
  9962. skill_read_csvdb(db_path, "skill_db.txt", 17, skill_parse_row_skilldb);
  9963. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9964. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9965. skill_read_csvdb(db_path, "skill_require_db.txt", 17, skill_parse_row_requiredb);
  9966. skill_read_csvdb(db_path, "skill_cast_db.txt", 6, skill_parse_row_castdb);
  9967. skill_read_csvdb(db_path, "skill_unit_db.txt", 8, skill_parse_row_unitdb);
  9968. skill_init_unit_layout();
  9969. skill_read_csvdb(db_path, "produce_db.txt", 4, skill_parse_row_producedb);
  9970. skill_read_csvdb(db_path, "create_arrow_db.txt", 1+2, skill_parse_row_createarrowdb);
  9971. skill_read_csvdb(db_path, "abra_db.txt", 4, skill_parse_row_abradb);
  9972. skill_read_csvdb(db_path, "skill_castnodex_db.txt", 2, skill_parse_row_castnodexdb);
  9973. skill_read_csvdb(db_path, "skill_nocast_db.txt", 2, skill_parse_row_nocastdb);
  9974. return 0;
  9975. }
  9976. void skill_reload (void)
  9977. {
  9978. skill_readdb();
  9979. }
  9980. /*==========================================
  9981. *
  9982. *------------------------------------------*/
  9983. int do_init_skill (void)
  9984. {
  9985. skill_readdb();
  9986. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  9987. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  9988. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  9989. add_timer_func_list(skill_castend_id,"skill_castend_id");
  9990. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  9991. add_timer_func_list(skill_timerskill,"skill_timerskill");
  9992. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  9993. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  9994. return 0;
  9995. }
  9996. int do_final_skill(void)
  9997. {
  9998. ers_destroy(skill_unit_ers);
  9999. ers_destroy(skill_timer_ers);
  10000. return 0;
  10001. }