skill.cpp 800 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk(uint16 skill_id, map_session_data *sd)
  735. {
  736. nullpo_retr(1,sd);
  737. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  738. return false; // can do any damn thing they want
  739. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  740. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  741. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  742. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  743. return true;
  744. // Epoque:
  745. // This code will compare the player's attack motion value which is influenced by ASPD before
  746. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  747. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  748. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  749. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  750. {// attempted to cast a skill before the attack motion has finished
  751. return true;
  752. }
  753. if (skill_blockpc_get(sd, skill_id) != -1){
  754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  755. return true;
  756. }
  757. /**
  758. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  759. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  760. */
  761. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  762. return false;
  763. uint32 skill_nocast = skill_get_nocast(skill_id);
  764. // Check skill restrictions [Celest]
  765. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  766. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  767. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  768. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  769. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  770. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  771. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  772. return true;
  773. }
  774. if( sd->sc.getSCE(SC_ALL_RIDING) )
  775. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  776. switch (skill_id) {
  777. case AL_WARP:
  778. case RETURN_TO_ELDICASTES:
  779. case ALL_GUARDIAN_RECALL:
  780. case ECLAGE_RECALL:
  781. case ALL_PRONTERA_RECALL:
  782. if(mapdata->flag[MF_NOWARP]) {
  783. clif_skill_teleportmessage(sd,0);
  784. return true;
  785. }
  786. return false;
  787. case AL_TELEPORT:
  788. case NPC_FATALMENACE:
  789. case SC_DIMENSIONDOOR:
  790. case ALL_ODINS_RECALL:
  791. case WE_CALLALLFAMILY:
  792. if(mapdata->flag[MF_NOTELEPORT]) {
  793. clif_skill_teleportmessage(sd,0);
  794. return true;
  795. }
  796. return false; // gonna be checked in 'skill_castend_nodamage_id'
  797. case WE_CALLPARTNER:
  798. case WE_CALLPARENT:
  799. case WE_CALLBABY:
  800. if (mapdata->flag[MF_NOMEMO]) {
  801. clif_skill_teleportmessage(sd,1);
  802. return true;
  803. }
  804. break;
  805. case MC_VENDING:
  806. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  807. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  808. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  809. return true;
  810. }
  811. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  812. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  813. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  814. return true;
  815. }
  816. if (npc_isnear(&sd->bl)) {
  817. // uncomment to send msg_txt.
  818. //char output[150];
  819. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  820. //clif_displaymessage(sd->fd, output);
  821. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  822. return true;
  823. }
  824. break;
  825. case ALL_BUYING_STORE:
  826. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  827. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  829. return true;
  830. }
  831. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  832. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  834. return true;
  835. }
  836. if( npc_isnear(&sd->bl) ) {
  837. // uncomment to send msg_txt.
  838. //char output[150];
  839. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  840. //clif_displaymessage(sd->fd, output);
  841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  842. return true;
  843. }
  844. break;
  845. case MC_IDENTIFY:
  846. return false; // always allowed
  847. case WZ_ICEWALL:
  848. // noicewall flag [Valaris]
  849. if (mapdata->flag[MF_NOICEWALL]) {
  850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  851. return true;
  852. }
  853. break;
  854. case GC_DARKILLUSION:
  855. if( mapdata_flag_gvg2(mapdata) ) {
  856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  857. return true;
  858. }
  859. break;
  860. case GD_EMERGENCYCALL:
  861. case GD_ITEMEMERGENCYCALL:
  862. if (
  863. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  864. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  865. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  866. ) {
  867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  868. return true;
  869. }
  870. break;
  871. case WM_SIRCLEOFNATURE:
  872. case WM_SOUND_OF_DESTRUCTION:
  873. case WM_LULLABY_DEEPSLEEP:
  874. case WM_GLOOMYDAY:
  875. case WM_SATURDAY_NIGHT_FEVER:
  876. if( !mapdata_flag_vs(mapdata) ) {
  877. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  878. return true;
  879. }
  880. break;
  881. }
  882. return false;
  883. }
  884. /**
  885. * Check if the homunculus skill is ok to be processed
  886. * After checking from Homunculus side, also check the master condition
  887. * @param hd: Homunculus who casted
  888. * @param skill_id: Skill ID casted
  889. * @param skill_lv: Skill level casted
  890. * @return true: Skill cannot be used, false: otherwise
  891. */
  892. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  893. {
  894. map_session_data *sd = NULL;
  895. status_change *sc;
  896. int8 spiritball = 0;
  897. nullpo_retr(true, hd);
  898. spiritball = skill_get_spiritball(skill_id, skill_lv);
  899. sd = hd->master;
  900. sc = status_get_sc(&hd->bl);
  901. if (!sd)
  902. return true;
  903. if (sc && !sc->count)
  904. sc = NULL;
  905. if (util::vector_exists(hd->blockskill, skill_id))
  906. return true;
  907. switch(skill_id) {
  908. case HFLI_SBR44:
  909. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  911. return true;
  912. }
  913. break;
  914. case HVAN_EXPLOSION:
  915. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  917. return true;
  918. }
  919. break;
  920. case MH_LIGHT_OF_REGENE: // Must be cordial
  921. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  923. return true;
  924. }
  925. break;
  926. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  927. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  937. return true;
  938. }
  939. break;
  940. case MH_SONIC_CRAW: // Must be in fighting mode
  941. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  943. return true;
  944. }
  945. break;
  946. case MH_SILVERVEIN_RUSH:
  947. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  948. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  949. return true;
  950. }
  951. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  953. return true;
  954. }
  955. break;
  956. case MH_MIDNIGHT_FRENZY:
  957. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  958. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  959. return true;
  960. }
  961. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  962. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  963. return true;
  964. }
  965. break;
  966. case MH_CBC:
  967. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  969. return true;
  970. }
  971. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  972. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  973. return true;
  974. }
  975. break;
  976. case MH_EQC:
  977. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  979. return true;
  980. }
  981. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  982. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  983. return true;
  984. }
  985. break;
  986. }
  987. if (spiritball) {
  988. if (hd->homunculus.spiritball < spiritball) {
  989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  990. return true;
  991. }
  992. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  993. if (skill_id != MH_BLAZING_AND_FURIOUS)
  994. hom_delspiritball(hd, spiritball, 1);
  995. }
  996. //Use master's criteria.
  997. return skill_isNotOk(skill_id, hd->master);
  998. }
  999. /**
  1000. * Check if the mercenary skill is ok to be processed
  1001. * After checking from Homunculus side, also check the master condition
  1002. * @param skill_id: Skill ID that casted
  1003. * @param md: Mercenary who casted
  1004. * @return true: Skill cannot be used, false: otherwise
  1005. */
  1006. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  1007. {
  1008. nullpo_retr(1, md);
  1009. if (util::vector_exists(md->blockskill, skill_id))
  1010. return true;
  1011. return skill_isNotOk(skill_id, md->master);
  1012. }
  1013. /**
  1014. * Check if the skill can be casted near NPC or not
  1015. * @param src Object who casted
  1016. * @param skill_id Skill ID that casted
  1017. * @param skill_lv Skill Lv
  1018. * @param pos_x Position x of the target
  1019. * @param pos_y Position y of the target
  1020. * @return true: Skill cannot be used, false: otherwise
  1021. * @author [Cydh]
  1022. */
  1023. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1024. if (!src)
  1025. return false;
  1026. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1027. return false;
  1028. //if self skill
  1029. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1030. pos_x = src->x;
  1031. pos_y = src->y;
  1032. }
  1033. if (pos_x <= 0) pos_x = src->x;
  1034. if (pos_y <= 0) pos_y = src->y;
  1035. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1036. }
  1037. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1038. {
  1039. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1040. uint8 dir;
  1041. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1042. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1043. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1044. }
  1045. nullpo_retr(NULL, src);
  1046. //Monsters sometimes deploy more units on level 10
  1047. if (src->type == BL_MOB && skill_lv >= 10) {
  1048. if (skill_id == WZ_WATERBALL)
  1049. pos = 4; //9x9 Area
  1050. }
  1051. if (pos != -1) // simple single-definition layout
  1052. return &skill_unit_layout[pos];
  1053. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1054. if (skill_id == MG_FIREWALL)
  1055. return &skill_unit_layout [firewall_unit_pos + dir];
  1056. else if (skill_id == WZ_ICEWALL)
  1057. return &skill_unit_layout [icewall_unit_pos + dir];
  1058. else if( skill_id == WL_EARTHSTRAIN )
  1059. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1060. else if( skill_id == RL_FIRE_RAIN )
  1061. return &skill_unit_layout[firerain_unit_pos + dir];
  1062. else if( skill_id == GN_WALLOFTHORN )
  1063. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1064. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1065. return &skill_unit_layout[0]; // default 1x1 layout
  1066. }
  1067. /** Stores temporary values.
  1068. * Common usages:
  1069. * [0] holds number of targets in area
  1070. * [1] holds the id of the original target
  1071. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1072. */
  1073. static int skill_area_temp[8];
  1074. /*==========================================
  1075. * Add effect to skill when hit succesfully target
  1076. *------------------------------------------*/
  1077. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1078. {
  1079. map_session_data *sd, *dstsd;
  1080. struct mob_data *md, *dstmd;
  1081. struct status_data *sstatus, *tstatus;
  1082. status_change *sc, *tsc;
  1083. int skill;
  1084. int rate;
  1085. nullpo_ret(src);
  1086. nullpo_ret(bl);
  1087. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1088. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1089. return 0;
  1090. sd = BL_CAST(BL_PC, src);
  1091. md = BL_CAST(BL_MOB, src);
  1092. dstsd = BL_CAST(BL_PC, bl);
  1093. dstmd = BL_CAST(BL_MOB, bl);
  1094. sc = status_get_sc(src);
  1095. tsc = status_get_sc(bl);
  1096. sstatus = status_get_status_data(src);
  1097. tstatus = status_get_status_data(bl);
  1098. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1099. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1100. // Chance to trigger Taekwon kicks
  1101. if (sc->getSCE(SC_READYSTORM) &&
  1102. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1103. 0, 2, 0,
  1104. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1105. ; //Stance triggered
  1106. else if (sc->getSCE(SC_READYDOWN) &&
  1107. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1108. 0, 2, 0,
  1109. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1110. ; //Stance triggered
  1111. else if (sc->getSCE(SC_READYTURN) &&
  1112. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1113. 0, 2, 0,
  1114. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1115. ; //Stance triggered
  1116. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1117. rate = 20;
  1118. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1119. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1120. status_change_end(src, SC_SKILLRATE_UP);
  1121. }
  1122. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1123. 0, 2, 0,
  1124. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1125. ; //Stance triggered
  1126. }
  1127. }
  1128. if (!tsc) //skill additional effect is about adding effects to the target...
  1129. //So if the target can't be inflicted with statuses, this is pointless.
  1130. return 0;
  1131. if( sd )
  1132. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1133. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1134. #ifndef RENEWAL
  1135. && skill_id != ASC_BREAKER
  1136. #endif
  1137. ) {
  1138. // Trigger status effects
  1139. for (const auto &it : sd->addeff) {
  1140. rate = it.rate;
  1141. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1142. rate += it.arrow_rate;
  1143. if( !rate )
  1144. continue;
  1145. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1146. // Trigger has attack type consideration.
  1147. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1148. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1149. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1150. ;
  1151. else
  1152. continue;
  1153. }
  1154. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1155. // Trigger has range consideration.
  1156. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1157. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1158. continue; //Range Failed.
  1159. }
  1160. if (it.flag&ATF_TARGET)
  1161. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1162. if (it.flag&ATF_SELF)
  1163. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1164. }
  1165. }
  1166. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1167. if (sc != nullptr) {
  1168. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1169. unit_data *ud = unit_bl2ud(bl);
  1170. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1171. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1172. }
  1173. }
  1174. if( skill_id ) {
  1175. // Trigger status effects on skills
  1176. for (const auto &it : sd->addeff_onskill) {
  1177. if (skill_id != it.skill_id || !it.rate)
  1178. continue;
  1179. if (it.target&ATF_TARGET)
  1180. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1181. if (it.target&ATF_SELF)
  1182. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1183. }
  1184. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1185. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1186. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1187. #ifdef RENEWAL
  1188. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1189. #else
  1190. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1191. #endif
  1192. clif_emotion(bl,ET_HUK);
  1193. }
  1194. }
  1195. }
  1196. if( dmg_lv < ATK_DEF ) // no damage, return;
  1197. return 0;
  1198. switch(skill_id) {
  1199. case 0:
  1200. { // Normal attacks (no skill used)
  1201. if( attack_type&BF_SKILL )
  1202. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1203. if(sd) {
  1204. // Automatic trigger of Blitz Beat
  1205. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1206. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1207. rate = 5;
  1208. else
  1209. rate = (sd->status.job_level + 9) / 10;
  1210. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1211. }
  1212. // Automatic trigger of Warg Strike
  1213. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1214. rate = sstatus->luk * 10 / 3 + 1;
  1215. if (pc_isfalcon(sd))
  1216. rate = rate / 3;
  1217. if (rnd() % 1000 <= rate)
  1218. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1219. }
  1220. // Automatic trigger of Hawk Rush
  1221. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1222. rate = sstatus->con * 10 / 3 + 1;
  1223. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1224. if (rnd() % 1000 <= rate)
  1225. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1226. }
  1227. // Gank
  1228. if(dstmd && sd->status.weapon != W_BOW &&
  1229. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1230. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1231. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1232. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1233. else
  1234. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1235. }
  1236. }
  1237. if (sc) {
  1238. struct status_change_entry *sce;
  1239. // Enchant Poison gives a chance to poison attacked enemies
  1240. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1241. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1242. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1243. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1244. if((sce=sc->getSCE(SC_EDP)))
  1245. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1246. skill_get_time2(ASC_EDP,sce->val1));
  1247. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1248. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1249. }
  1250. }
  1251. break;
  1252. case SM_BASH:
  1253. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1254. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1255. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1256. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1257. }
  1258. break;
  1259. case MER_CRASH:
  1260. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case AS_VENOMKNIFE:
  1263. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1264. skill_lv = pc_checkskill(sd, TF_POISON);
  1265. case TF_POISON:
  1266. case AS_SPLASHER:
  1267. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1268. && sd && skill_id==TF_POISON
  1269. )
  1270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1271. break;
  1272. case AS_SONICBLOW:
  1273. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1274. break;
  1275. case AS_GRIMTOOTH:
  1276. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1277. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1278. break;
  1279. case WZ_FIREPILLAR:
  1280. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1281. break;
  1282. case MG_FROSTDIVER:
  1283. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1285. break;
  1286. case WZ_FROSTNOVA:
  1287. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1288. break;
  1289. case WZ_STORMGUST:
  1290. // Storm Gust counter was dropped in renewal
  1291. #ifdef RENEWAL
  1292. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1293. #else
  1294. //On third hit, there is a 150% to freeze the target
  1295. if(tsc->sg_counter >= 3 &&
  1296. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1297. tsc->sg_counter = 0;
  1298. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1299. else if( tsc->sg_counter > 250 )
  1300. tsc->sg_counter = 0;
  1301. #endif
  1302. break;
  1303. case NPC_STORMGUST2:
  1304. if (skill_lv == 1)
  1305. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1306. else if (skill_lv == 2)
  1307. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. else
  1309. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1310. break;
  1311. case WZ_METEOR:
  1312. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1313. break;
  1314. case WZ_VERMILION:
  1315. #ifdef RENEWAL
  1316. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #else
  1318. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1319. #endif
  1320. break;
  1321. case WZ_HEAVENDRIVE:
  1322. status_change_end(bl, SC_SV_ROOTTWIST);
  1323. break;
  1324. case HT_FREEZINGTRAP:
  1325. case MA_FREEZINGTRAP:
  1326. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1327. break;
  1328. case HT_FLASHER:
  1329. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1330. break;
  1331. case HT_LANDMINE:
  1332. case MA_LANDMINE:
  1333. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1334. break;
  1335. case HT_SHOCKWAVE:
  1336. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1337. break;
  1338. case HT_SANDMAN:
  1339. case MA_SANDMAN:
  1340. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1341. break;
  1342. case TF_SPRINKLESAND:
  1343. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1344. break;
  1345. case TF_THROWSTONE:
  1346. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1347. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1348. break;
  1349. case NPC_DARKCROSS:
  1350. case CR_HOLYCROSS:
  1351. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_GRANDDARKNESS:
  1354. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1355. attack_type |= BF_WEAPON;
  1356. break;
  1357. case CR_GRANDCROSS:
  1358. //Chance to cause blind status vs demon and undead element, but not against players
  1359. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1360. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1361. attack_type |= BF_WEAPON;
  1362. break;
  1363. case AM_ACIDTERROR:
  1364. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1365. #ifdef RENEWAL
  1366. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1367. #else
  1368. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1369. #endif
  1370. clif_emotion(bl,ET_HUK);
  1371. break;
  1372. case AM_DEMONSTRATION:
  1373. #ifdef RENEWAL
  1374. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1375. #else
  1376. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1377. #endif
  1378. break;
  1379. case CR_SHIELDCHARGE:
  1380. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1381. break;
  1382. #ifndef RENEWAL
  1383. case PA_PRESSURE:
  1384. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1385. //Fall through
  1386. case HW_GRAVITATION:
  1387. //Pressure and Gravitation can trigger physical autospells
  1388. attack_type |= BF_NORMAL;
  1389. attack_type |= BF_WEAPON;
  1390. break;
  1391. #endif
  1392. case RG_RAID:
  1393. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1394. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1395. #ifdef RENEWAL
  1396. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1397. break;
  1398. case RG_BACKSTAP:
  1399. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1400. #endif
  1401. break;
  1402. case BA_FROSTJOKER:
  1403. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1404. break;
  1405. case DC_SCREAM:
  1406. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1407. break;
  1408. case BD_LULLABY:
  1409. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1410. break;
  1411. case DC_UGLYDANCE:
  1412. rate = 5+5*skill_lv;
  1413. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1414. rate += 5+skill;
  1415. #ifdef RENEWAL
  1416. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1417. #else
  1418. status_zap(bl, 0, rate);
  1419. #endif
  1420. break;
  1421. case SL_STUN:
  1422. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1423. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1424. break;
  1425. case NPC_PETRIFYATTACK:
  1426. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1427. break;
  1428. case NPC_CURSEATTACK:
  1429. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1430. break;
  1431. case NPC_SLEEPATTACK:
  1432. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1433. break;
  1434. case NPC_BLINDATTACK:
  1435. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case NPC_POISON:
  1438. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case NPC_SILENCEATTACK:
  1441. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1442. break;
  1443. case NPC_STUNATTACK:
  1444. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1445. break;
  1446. case NPC_BLEEDING:
  1447. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1448. break;
  1449. case NPC_BLEEDING2:
  1450. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1451. break;
  1452. case NPC_CHANGEUNDEAD:
  1453. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1454. break;
  1455. case NPC_ACIDBREATH:
  1456. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1457. break;
  1458. case NPC_ICEBREATH:
  1459. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NPC_ICEBREATH2:
  1462. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case NPC_MENTALBREAKER:
  1465. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1466. //equal to Matk*skLevel.
  1467. rate = sstatus->matk_min;
  1468. if (rate < sstatus->matk_max)
  1469. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1470. rate*=skill_lv;
  1471. status_zap(bl, 0, rate);
  1472. break;
  1473. }
  1474. // Equipment breaking monster skills [Celest]
  1475. case NPC_ARMORBRAKE:
  1476. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1477. break;
  1478. case NPC_HELMBRAKE:
  1479. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1480. break;
  1481. case NPC_SHIELDBRAKE:
  1482. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1483. break;
  1484. case CH_TIGERFIST: {
  1485. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1486. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1487. if (status_get_class_(bl) == CLASS_BOSS)
  1488. basetime /= 5;
  1489. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1490. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1491. }
  1492. break;
  1493. case LK_SPIRALPIERCE:
  1494. case ML_SPIRALPIERCE:
  1495. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1496. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1497. break;
  1498. case ST_REJECTSWORD:
  1499. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1500. break;
  1501. case PF_FOGWALL:
  1502. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1503. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1504. break;
  1505. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1506. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1507. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1508. break;
  1509. case ASC_METEORASSAULT:
  1510. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1511. switch(rnd()%3) {
  1512. case 0:
  1513. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1514. break;
  1515. case 1:
  1516. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1517. break;
  1518. default:
  1519. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1520. }
  1521. break;
  1522. case HW_NAPALMVULCAN:
  1523. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1524. break;
  1525. case WS_CARTTERMINATION: // Cart termination
  1526. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1527. break;
  1528. case CR_ACIDDEMONSTRATION:
  1529. case GN_FIRE_EXPANSION_ACID:
  1530. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1531. break;
  1532. case TK_DOWNKICK:
  1533. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1534. break;
  1535. case TK_JUMPKICK:
  1536. // debuff the following statuses
  1537. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1538. status_change_end(bl, SC_SPIRIT);
  1539. status_change_end(bl, SC_ADRENALINE2);
  1540. status_change_end(bl, SC_KAITE);
  1541. status_change_end(bl, SC_KAAHI);
  1542. status_change_end(bl, SC_ONEHAND);
  1543. status_change_end(bl, SC_ASPDPOTION2);
  1544. // New soul links confirmed to not dispell with this skill
  1545. // but thats likely a bug since soul links can't stack and
  1546. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1547. status_change_end(bl, SC_SOULGOLEM);
  1548. status_change_end(bl, SC_SOULSHADOW);
  1549. status_change_end(bl, SC_SOULFALCON);
  1550. status_change_end(bl, SC_SOULFAIRY);
  1551. }
  1552. break;
  1553. case TK_TURNKICK:
  1554. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1555. if(attack_type&BF_MISC) //70% base stun chance...
  1556. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1557. break;
  1558. case GS_BULLSEYE: //0.1% coma rate.
  1559. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1560. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1561. break;
  1562. case GS_PIERCINGSHOT:
  1563. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1564. break;
  1565. case NJ_HYOUSYOURAKU:
  1566. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1567. break;
  1568. case GS_FLING:
  1569. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1570. break;
  1571. case GS_DISARM:
  1572. skill_strip_equip(src, bl, skill_id, skill_lv);
  1573. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1574. break;
  1575. case NPC_EVILLAND:
  1576. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1577. break;
  1578. case NPC_HELLJUDGEMENT:
  1579. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1580. break;
  1581. case NPC_HELLJUDGEMENT2:
  1582. switch(rnd()%6) {
  1583. case 0:
  1584. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1585. break;
  1586. case 1:
  1587. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case 2:
  1590. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case 3:
  1593. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1594. break;
  1595. case 4:
  1596. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1597. break;
  1598. default:
  1599. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1600. break;
  1601. }
  1602. break;
  1603. case NPC_CRITICALWOUND:
  1604. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case NPC_FIRESTORM:
  1607. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1608. break;
  1609. case RK_DRAGONBREATH:
  1610. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1611. break;
  1612. case RK_DRAGONBREATH_WATER:
  1613. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1614. break;
  1615. case NPC_DRAGONBREATH:
  1616. if (skill_lv > 5)
  1617. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1618. else
  1619. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1620. break;
  1621. case AB_ADORAMUS:
  1622. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1623. break;
  1624. case WL_COMET:
  1625. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1626. break;
  1627. case NPC_COMET:
  1628. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1629. break;
  1630. case NPC_JACKFROST:
  1631. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1632. break;
  1633. case RA_WUGBITE: {
  1634. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1635. if (wug_rate < 50)
  1636. wug_rate = 50;
  1637. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1638. }
  1639. break;
  1640. case RA_SENSITIVEKEEN:
  1641. if( rnd()%100 < 8 * skill_lv )
  1642. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1643. break;
  1644. case RA_FIRINGTRAP:
  1645. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1646. break;
  1647. case RA_ICEBOUNDTRAP:
  1648. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case NC_PILEBUNKER:
  1651. if( rnd()%100 < 25 + 15*skill_lv ) {
  1652. status_change_end(bl, SC_KYRIE);
  1653. status_change_end(bl, SC_ASSUMPTIO);
  1654. status_change_end(bl, SC_STEELBODY);
  1655. status_change_end(bl, SC_GT_CHANGE);
  1656. status_change_end(bl, SC_GT_REVITALIZE);
  1657. status_change_end(bl, SC_AUTOGUARD);
  1658. status_change_end(bl, SC_REFLECTDAMAGE);
  1659. status_change_end(bl, SC_DEFENDER);
  1660. status_change_end(bl, SC_PRESTIGE);
  1661. status_change_end(bl, SC_BANDING);
  1662. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1663. }
  1664. break;
  1665. case NC_FLAMELAUNCHER:
  1666. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1667. break;
  1668. case NC_COLDSLOWER:
  1669. // Status chances are applied officially through a check
  1670. // The skill first trys to give the frozen status to targets that are hit
  1671. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1672. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1673. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1674. break;
  1675. case NC_POWERSWING:
  1676. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1677. break;
  1678. case GC_WEAPONCRUSH:
  1679. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1680. break;
  1681. case LG_PINPOINTATTACK:
  1682. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1683. switch( skill_lv ) {
  1684. case 1:
  1685. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1686. break;
  1687. case 2:
  1688. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1689. break;
  1690. case 3:
  1691. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1692. break;
  1693. case 4:
  1694. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1695. break;
  1696. case 5:
  1697. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1698. break;
  1699. }
  1700. break;
  1701. case LG_MOONSLASHER:
  1702. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1703. break;
  1704. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1705. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1706. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1707. break;
  1708. case NPC_RAYOFGENESIS:
  1709. if (skill_lv < 8)
  1710. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1711. else
  1712. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1713. break;
  1714. case LG_HESPERUSLIT:
  1715. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1716. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1717. break;
  1718. case SR_DRAGONCOMBO:
  1719. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1720. break;
  1721. case SR_WINDMILL:
  1722. if( dstsd )
  1723. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1724. else if( dstmd )
  1725. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1726. break;
  1727. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1728. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1729. break;
  1730. case SR_EARTHSHAKER:
  1731. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1732. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1733. status_change_end(bl, SC_SV_ROOTTWIST);
  1734. break;
  1735. case SO_EARTHGRAVE:
  1736. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1737. break;
  1738. case SO_DIAMONDDUST:
  1739. rate = 5 + 5 * skill_lv;
  1740. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1741. rate += (sd ? sd->status.job_level / 5 : 0);
  1742. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1743. break;
  1744. case SO_VARETYR_SPEAR:
  1745. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. break;
  1747. case SO_POISON_BUSTER:
  1748. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1749. break;
  1750. case GN_SPORE_EXPLOSION:
  1751. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1752. break;
  1753. case GN_SLINGITEM_RANGEMELEEATK:
  1754. if( sd ) {
  1755. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1756. case ITEMID_COCONUT_BOMB:
  1757. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1758. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1759. break;
  1760. case ITEMID_MELON_BOMB:
  1761. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1762. break;
  1763. case ITEMID_BANANA_BOMB:
  1764. {
  1765. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1766. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1767. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1768. break;
  1769. }
  1770. }
  1771. sd->itemid = 0;
  1772. }
  1773. break;
  1774. case GN_HELLS_PLANT_ATK:
  1775. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1776. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1777. break;
  1778. case EL_WIND_SLASH: // Non confirmed rate.
  1779. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1780. break;
  1781. case EL_STONE_HAMMER:
  1782. rate = 10 * skill_lv;
  1783. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1784. break;
  1785. case EL_ROCK_CRUSHER:
  1786. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1787. break;
  1788. case EL_ROCK_CRUSHER_ATK:
  1789. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1790. break;
  1791. case EL_TYPOON_MIS:
  1792. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1793. break;
  1794. case KO_JYUMONJIKIRI:
  1795. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1796. break;
  1797. case SP_SOULEXPLOSION:
  1798. case KO_SETSUDAN: // Remove soul link when hit.
  1799. status_change_end(bl, SC_SPIRIT);
  1800. status_change_end(bl, SC_SOULGOLEM);
  1801. status_change_end(bl, SC_SOULSHADOW);
  1802. status_change_end(bl, SC_SOULFALCON);
  1803. status_change_end(bl, SC_SOULFAIRY);
  1804. break;
  1805. case KO_MAKIBISHI:
  1806. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1807. break;
  1808. case MH_EQC:
  1809. {
  1810. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1811. if (hd) {
  1812. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1813. status_change_end(bl, SC_TINDER_BREAKER2);
  1814. }
  1815. }
  1816. break;
  1817. case MH_STAHL_HORN:
  1818. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1819. break;
  1820. case MH_NEEDLE_OF_PARALYZE:
  1821. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1822. break;
  1823. case MH_TOXIN_OF_MANDARA:
  1824. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1825. break;
  1826. case MH_XENO_SLASHER:
  1827. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1828. break;
  1829. case NPC_MAGMA_ERUPTION:
  1830. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1831. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1832. break;
  1833. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1834. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1835. break;
  1836. case GN_ILLUSIONDOPING:
  1837. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1838. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1839. break;
  1840. case RL_MASS_SPIRAL:
  1841. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1842. break;
  1843. case RL_SLUGSHOT:
  1844. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1845. break;
  1846. case RL_BANISHING_BUSTER: {
  1847. if (!tsc || !tsc->count)
  1848. break;
  1849. if (status_isimmune(bl))
  1850. break;
  1851. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1852. if (sd)
  1853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1854. break;
  1855. }
  1856. uint16 n = skill_lv;
  1857. for (const auto &it : status_db) {
  1858. sc_type status = static_cast<sc_type>(it.first);
  1859. if (n <= 0)
  1860. break;
  1861. if (!tsc->getSCE(status))
  1862. continue;
  1863. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1864. continue;
  1865. switch (status) {
  1866. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1867. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1868. case SC_FORTUNE: case SC_SERVICE4U:
  1869. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1870. continue; //If in song area don't end it, even if config enabled
  1871. break;
  1872. case SC_ASSUMPTIO:
  1873. if( bl->type == BL_MOB )
  1874. continue;
  1875. break;
  1876. }
  1877. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1878. tsc->getSCE(status)->val2 = 0;
  1879. status_change_end(bl,status);
  1880. n--;
  1881. }
  1882. //Remove bonus_script by Banishing Buster
  1883. if (dstsd)
  1884. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1885. }
  1886. break;
  1887. case RL_S_STORM:
  1888. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1889. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1890. break;
  1891. case RL_AM_BLAST:
  1892. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1893. break;
  1894. case SU_SCRATCH:
  1895. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1896. break;
  1897. case SU_SV_STEMSPEAR:
  1898. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1899. break;
  1900. case SU_CN_METEOR2:
  1901. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1902. break;
  1903. case SU_SCAROFTAROU:
  1904. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1905. break;
  1906. case SU_LUNATICCARROTBEAT2:
  1907. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1908. break;
  1909. case SJ_FULLMOONKICK:
  1910. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1911. break;
  1912. case SJ_STAREMPEROR:
  1913. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1914. break;
  1915. case SP_CURSEEXPLOSION:
  1916. status_change_end(bl, SC_SOULCURSE);
  1917. break;
  1918. case SP_SHA:
  1919. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1920. break;
  1921. case DK_SERVANT_W_PHANTOM:
  1922. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1923. break;
  1924. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1925. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1926. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1927. break;
  1928. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1929. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1930. break;
  1931. case IQ_OLEUM_SANCTUM:
  1932. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1933. break;
  1934. case IQ_FIRST_BRAND:
  1935. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1936. break;
  1937. case IQ_SECOND_FLAME:
  1938. case IQ_SECOND_FAITH:
  1939. case IQ_SECOND_JUDGEMENT:
  1940. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1941. break;
  1942. case IQ_THIRD_PUNISH:
  1943. case IQ_THIRD_FLAME_BOMB:
  1944. case IQ_THIRD_CONSECRATION:
  1945. status_change_end(bl, SC_SECOND_BRAND);
  1946. break;
  1947. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1948. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1949. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1950. break;
  1951. case SHC_FATAL_SHADOW_CROW:
  1952. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1953. break;
  1954. case ABC_UNLUCKY_RUSH:
  1955. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1956. break;
  1957. case ABC_CHAIN_REACTION_SHOT:
  1958. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1959. break;
  1960. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1961. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1962. break;
  1963. case WH_SOLIDTRAP:
  1964. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1965. break;
  1966. case WH_SWIFTTRAP:
  1967. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1968. break;
  1969. case WH_FLAMETRAP:
  1970. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1971. break;
  1972. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1973. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1974. case WM_METALICSOUND:
  1975. case WM_REVERBERATION:
  1976. case TR_RHYTHMSHOOTING:
  1977. case TR_METALIC_FURY:
  1978. status_change_end(bl, SC_SOUNDBLEND);
  1979. break;
  1980. case EM_DIAMOND_STORM:
  1981. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1982. break;
  1983. case EM_LIGHTNING_LAND:
  1984. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1985. break;
  1986. case EM_VENOM_SWAMP:
  1987. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1988. break;
  1989. case EM_CONFLAGRATION:
  1990. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1991. break;
  1992. case EM_TERRA_DRIVE:
  1993. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1994. break;
  1995. } //end switch skill_id
  1996. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1997. { //Pass heritage to Master for status causing effects. [Skotlex]
  1998. sd = map_id2sd(md->master_id);
  1999. src = sd?&sd->bl:src;
  2000. }
  2001. // Coma
  2002. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  2003. rate = 0;
  2004. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  2005. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  2006. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  2007. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  2008. }
  2009. if (attack_type&BF_WEAPON) {
  2010. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  2011. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  2012. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  2013. }
  2014. if (rate > 0)
  2015. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  2016. }
  2017. if( attack_type&BF_WEAPON )
  2018. { // Breaking Equipment
  2019. if( sd && battle_config.equip_self_break_rate )
  2020. { // Self weapon breaking
  2021. rate = battle_config.equip_natural_break_rate;
  2022. #ifndef RENEWAL
  2023. if( sc )
  2024. {
  2025. if(sc->getSCE(SC_OVERTHRUST))
  2026. rate += 10;
  2027. if(sc->getSCE(SC_MAXOVERTHRUST))
  2028. rate += 10;
  2029. }
  2030. #endif
  2031. if( rate )
  2032. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2033. }
  2034. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2035. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2036. // Target weapon breaking
  2037. rate = 0;
  2038. if( sd )
  2039. rate += sd->bonus.break_weapon_rate;
  2040. if (sc) {
  2041. if (sc->getSCE(SC_MELTDOWN))
  2042. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2043. if (sc->getSCE(SC_WEAPONBREAKER))
  2044. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2045. }
  2046. if( rate )
  2047. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2048. // Target armor breaking
  2049. rate = 0;
  2050. if( sd )
  2051. rate += sd->bonus.break_armor_rate;
  2052. if( sc && sc->getSCE(SC_MELTDOWN) )
  2053. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2054. if( rate )
  2055. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2056. }
  2057. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2058. if (sd->def_set_race[tstatus->race].rate)
  2059. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2060. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2061. if (sd->mdef_set_race[tstatus->race].rate)
  2062. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2063. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2064. if (sd->norecover_state_race[tstatus->race].rate)
  2065. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2066. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2067. }
  2068. }
  2069. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2070. struct unit_data *ud = unit_bl2ud(src);
  2071. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2072. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2073. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2074. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2075. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2076. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2077. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2078. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2079. else
  2080. skill = 0;
  2081. if ( rnd()%100 < 25 && skill ){
  2082. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2083. if (ud) {
  2084. rate = skill_delayfix(src, skill, skill_lv);
  2085. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2086. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2087. if ( battle_config.display_status_timers )
  2088. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2089. }
  2090. }
  2091. }
  2092. }
  2093. // Autospell when attacking
  2094. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2095. {
  2096. for (const auto &it : sd->autospell) {
  2097. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2098. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2099. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2100. continue; // one or more trigger conditions were not fulfilled
  2101. skill = it.id;
  2102. sd->state.autocast = 1;
  2103. if ( skill_isNotOk(skill, sd) ) {
  2104. sd->state.autocast = 0;
  2105. continue;
  2106. }
  2107. sd->state.autocast = 0;
  2108. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2109. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2110. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2111. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2112. if (rnd()%1000 >= rate)
  2113. continue;
  2114. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2115. e_cast_type type = skill_get_casttype(skill);
  2116. if (type == CAST_GROUND) {
  2117. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2118. continue;
  2119. }
  2120. if (battle_config.autospell_check_range &&
  2121. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2122. continue;
  2123. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2124. type = CAST_GROUND;
  2125. #ifndef RENEWAL
  2126. else if (skill == AS_SONICBLOW)
  2127. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2128. #endif
  2129. sd->state.autocast = 1;
  2130. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2131. #ifndef RENEWAL
  2132. skill_toggle_magicpower(src, skill);
  2133. #endif
  2134. switch (type) {
  2135. case CAST_GROUND:
  2136. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2137. break;
  2138. case CAST_NODAMAGE:
  2139. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2140. break;
  2141. case CAST_DAMAGE:
  2142. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2143. break;
  2144. }
  2145. sd->state.autocast = 0;
  2146. //Set canact delay. [Skotlex]
  2147. unit_data *ud = unit_bl2ud(src);
  2148. if (ud) {
  2149. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2150. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2151. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2152. if ( battle_config.display_status_timers && sd )
  2153. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2154. }
  2155. }
  2156. }
  2157. }
  2158. // Check for player and pet autobonuses when attacking
  2159. if (sd != nullptr) {
  2160. // Player
  2161. if (!sd->autobonus.empty()) {
  2162. for (auto &it : sd->autobonus) {
  2163. if (it == nullptr)
  2164. continue;
  2165. if (rnd_value(0, 1000) >= it->rate)
  2166. continue;
  2167. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2168. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2169. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2170. continue; // one or more trigger conditions were not fulfilled
  2171. pc_exeautobonus(*sd, &sd->autobonus, it);
  2172. }
  2173. }
  2174. // Pet
  2175. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2176. for (auto &it : sd->pd->autobonus) {
  2177. if (it == nullptr)
  2178. continue;
  2179. if (rnd_value(0, 1000) >= it->rate)
  2180. continue;
  2181. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2182. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2183. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2184. continue; // one or more trigger conditions were not fulfilled
  2185. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2186. }
  2187. }
  2188. }
  2189. //Polymorph
  2190. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2191. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2192. (rnd()%10000 < sd->bonus.classchange))
  2193. {
  2194. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2195. if (class_ != 0 && mobdb_checkid(class_))
  2196. mob_class_change(dstmd,class_);
  2197. }
  2198. if (sd && sc) {
  2199. struct status_change_entry *sce;
  2200. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2201. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2202. }
  2203. return 0;
  2204. }
  2205. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2206. if( sd == nullptr || !skill_id )
  2207. return 0;
  2208. for (auto &it : sd->autospell3) {
  2209. if (it.trigger_skill != skill_id)
  2210. continue;
  2211. if (it.lock)
  2212. continue; // autospell already being executed
  2213. uint16 skill = it.id;
  2214. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2215. if( skill_isNotOk(skill, sd) ) {
  2216. sd->state.autocast = 0;
  2217. continue;
  2218. }
  2219. sd->state.autocast = 0;
  2220. // DANGER DANGER: here force target actually means use yourself as target!
  2221. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2222. if( tbl == nullptr ){
  2223. continue; // No target
  2224. }
  2225. if( rnd()%1000 >= it.rate )
  2226. continue;
  2227. uint16 skill_lv = it.lv ? it.lv : 1;
  2228. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2229. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2230. e_cast_type type = skill_get_casttype(skill);
  2231. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2232. continue;
  2233. if (battle_config.autospell_check_range &&
  2234. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2235. continue;
  2236. sd->state.autocast = 1;
  2237. it.lock = true;
  2238. skill_consume_requirement(sd,skill,skill_lv,1);
  2239. switch( type ) {
  2240. case CAST_GROUND:
  2241. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2242. break;
  2243. case CAST_NODAMAGE:
  2244. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2245. break;
  2246. case CAST_DAMAGE:
  2247. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2248. break;
  2249. }
  2250. it.lock = false;
  2251. sd->state.autocast = 0;
  2252. }
  2253. // Check for player and pet autobonuses when being attacked by skill_id
  2254. if (sd != nullptr) {
  2255. // Player
  2256. if (!sd->autobonus3.empty()) {
  2257. for (auto &it : sd->autobonus3) {
  2258. if (it == nullptr)
  2259. continue;
  2260. if (rnd_value(0, 1000) >= it->rate)
  2261. continue;
  2262. if (it->atk_type != skill_id)
  2263. continue;
  2264. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2265. }
  2266. }
  2267. // Pet
  2268. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2269. for (auto &it : sd->pd->autobonus3) {
  2270. if (it == nullptr)
  2271. continue;
  2272. if (rnd_value(0, 1000) >= it->rate)
  2273. continue;
  2274. if (it->atk_type != skill_id)
  2275. continue;
  2276. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2277. }
  2278. }
  2279. }
  2280. return 1;
  2281. }
  2282. /* Splitted off from skill_additional_effect, which is never called when the
  2283. * attack skill kills the enemy. Place in this function counter status effects
  2284. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2285. * from cards) that will take effect on the source, not the target. [Skotlex]
  2286. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2287. * type of skills, so not every instance of skill_additional_effect needs a call
  2288. * to this one.
  2289. */
  2290. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2291. {
  2292. int rate;
  2293. map_session_data *sd=NULL;
  2294. map_session_data *dstsd=NULL;
  2295. nullpo_ret(src);
  2296. nullpo_ret(bl);
  2297. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2298. sd = BL_CAST(BL_PC, src);
  2299. dstsd = BL_CAST(BL_PC, bl);
  2300. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2301. for (const auto &it : dstsd->addeff_atked) {
  2302. rate = it.rate;
  2303. if (attack_type&BF_LONG)
  2304. rate += it.arrow_rate;
  2305. if (rate == 0)
  2306. continue;
  2307. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2308. // Trigger has attack type consideration.
  2309. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2310. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2311. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2312. ;
  2313. else
  2314. continue;
  2315. }
  2316. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2317. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2318. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2319. continue; //Range Failed.
  2320. }
  2321. if (it.flag&ATF_TARGET && src != bl)
  2322. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2323. if (it.flag&ATF_SELF && !status_isdead(bl))
  2324. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2325. }
  2326. }
  2327. switch(skill_id) {
  2328. case MO_EXTREMITYFIST:
  2329. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2330. break;
  2331. case GS_FULLBUSTER:
  2332. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2333. break;
  2334. case HFLI_SBR44: //[orn]
  2335. if(src->type == BL_HOM){
  2336. struct homun_data *hd = (struct homun_data *)src;
  2337. if (hd != nullptr) {
  2338. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2339. if (hd->master)
  2340. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2341. }
  2342. }
  2343. break;
  2344. case CR_GRANDCROSS:
  2345. case NPC_GRANDDARKNESS:
  2346. attack_type |= BF_WEAPON;
  2347. break;
  2348. case LG_HESPERUSLIT:
  2349. {
  2350. status_change *sc = status_get_sc(src);
  2351. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2352. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2353. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2354. }
  2355. }
  2356. break;
  2357. case SP_SPA:
  2358. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2359. break;
  2360. case SP_SHA:
  2361. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2362. break;
  2363. case SP_SWHOO:
  2364. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2365. break;
  2366. }
  2367. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2368. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2369. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2370. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2371. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2372. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2373. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2374. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2375. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2376. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2377. }
  2378. if( sd && status_isdead(bl) ) {
  2379. int sp = 0, hp = 0;
  2380. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2381. sp += sd->bonus.sp_gain_value;
  2382. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2383. hp += sd->bonus.hp_gain_value;
  2384. }
  2385. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2386. sp += sd->bonus.long_sp_gain_value;
  2387. hp += sd->bonus.long_hp_gain_value;
  2388. }
  2389. if( attack_type&BF_MAGIC ) {
  2390. sp += sd->bonus.magic_sp_gain_value;
  2391. hp += sd->bonus.magic_hp_gain_value;
  2392. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2393. status_change *sc = NULL;
  2394. if( ( sc = status_get_sc(src) ) ) {
  2395. if(sc->getSCE(SC_SPIRIT) &&
  2396. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2397. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2398. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2399. }
  2400. }
  2401. }
  2402. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2403. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2404. }
  2405. }
  2406. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2407. status_change *sc = status_get_sc(bl);
  2408. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2409. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2410. }
  2411. // Trigger counter-spells to retaliate against damage causing skills.
  2412. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2413. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2414. {
  2415. for (const auto &it : dstsd->autospell2) {
  2416. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2417. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2418. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2419. continue; // one or more trigger conditions were not fulfilled
  2420. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2421. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2422. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2423. int autospl_rate = it.rate;
  2424. //Physical range attacks only trigger autospells half of the time
  2425. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2426. autospl_rate /= 2;
  2427. dstsd->state.autocast = 1;
  2428. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2429. dstsd->state.autocast = 0;
  2430. continue;
  2431. }
  2432. dstsd->state.autocast = 0;
  2433. if (rnd()%1000 >= autospl_rate)
  2434. continue;
  2435. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2436. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2437. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2438. continue;
  2439. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2440. continue;
  2441. dstsd->state.autocast = 1;
  2442. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2443. switch (type) {
  2444. case CAST_GROUND:
  2445. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2446. break;
  2447. case CAST_NODAMAGE:
  2448. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2449. break;
  2450. case CAST_DAMAGE:
  2451. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2452. break;
  2453. }
  2454. dstsd->state.autocast = 0;
  2455. //Set canact delay. [Skotlex]
  2456. unit_data *ud = unit_bl2ud(bl);
  2457. if (ud) {
  2458. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2459. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2460. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2461. if ( battle_config.display_status_timers && dstsd )
  2462. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2463. }
  2464. }
  2465. }
  2466. }
  2467. // Check for player and pet autobonuses when attacked
  2468. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2469. // Player
  2470. if (!dstsd->autobonus2.empty()) {
  2471. for (auto &it : dstsd->autobonus2) {
  2472. if (it == nullptr)
  2473. continue;
  2474. if (rnd_value(0, 1000) >= it->rate)
  2475. continue;
  2476. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2477. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2478. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2479. continue; // one or more trigger conditions were not fulfilled
  2480. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2481. }
  2482. }
  2483. // Pet
  2484. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2485. for (auto &it : dstsd->pd->autobonus2) {
  2486. if (it == nullptr)
  2487. continue;
  2488. if (rnd_value(0, 1000) >= it->rate)
  2489. continue;
  2490. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2491. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2492. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2493. continue; // one or more trigger conditions were not fulfilled
  2494. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2495. }
  2496. }
  2497. }
  2498. return 0;
  2499. }
  2500. /*=========================================================================
  2501. Breaks equipment. On-non players causes the corresponding strip effect.
  2502. - rate goes from 0 to 10000 (100.00%)
  2503. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2504. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2505. --------------------------------------------------------------------------*/
  2506. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2507. {
  2508. status_change *src_sc = status_get_sc(src);
  2509. // Grant player skills/items the ability to "break" non-player equipment.
  2510. // WS_MELTDOWN is exempt from this check.
  2511. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2512. return 0;
  2513. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2514. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2515. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2516. status_change *sc = status_get_sc(bl);
  2517. int i;
  2518. TBL_PC *sd;
  2519. sd = BL_CAST(BL_PC, bl);
  2520. if (sc && !sc->count)
  2521. sc = NULL;
  2522. if (sd) {
  2523. if (sd->bonus.unbreakable_equip)
  2524. where &= ~sd->bonus.unbreakable_equip;
  2525. if (sd->bonus.unbreakable)
  2526. rate -= rate*sd->bonus.unbreakable/100;
  2527. if (where&EQP_WEAPON) {
  2528. switch (sd->status.weapon) {
  2529. case W_FIST: //Bare fists should not break :P
  2530. case W_1HAXE:
  2531. case W_2HAXE:
  2532. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2533. case W_2HMACE:
  2534. case W_STAFF:
  2535. case W_2HSTAFF:
  2536. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2537. case W_HUUMA:
  2538. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2539. case W_DOUBLE_DA:
  2540. case W_DOUBLE_SA:
  2541. where &= ~EQP_WEAPON;
  2542. }
  2543. }
  2544. }
  2545. if (flag&BCT_ENEMY) {
  2546. if (battle_config.equip_skill_break_rate != 100)
  2547. rate = rate*battle_config.equip_skill_break_rate/100;
  2548. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2549. if (battle_config.equip_self_break_rate != 100)
  2550. rate = rate*battle_config.equip_self_break_rate/100;
  2551. }
  2552. for (i = 0; i < 6; i++) {
  2553. if (where&where_list[i]) {
  2554. if (sc && sc->count && sc->getSCE(scdef[i]))
  2555. where&=~where_list[i];
  2556. else if (rnd()%10000 >= rate)
  2557. where&=~where_list[i];
  2558. else if (!sd) //Cause Strip effect.
  2559. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2560. }
  2561. }
  2562. if (!where) //Nothing to break.
  2563. return 0;
  2564. if (sd) {
  2565. for (i = 0; i < EQI_MAX; i++) {
  2566. short j = sd->equip_index[i];
  2567. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2568. continue;
  2569. switch(i) {
  2570. case EQI_HEAD_TOP: //Upper Head
  2571. flag = (where&EQP_HELM);
  2572. break;
  2573. case EQI_ARMOR: //Body
  2574. flag = (where&EQP_ARMOR);
  2575. break;
  2576. case EQI_HAND_R: //Left/Right hands
  2577. case EQI_HAND_L:
  2578. flag = (
  2579. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2580. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2581. break;
  2582. case EQI_SHOES:
  2583. flag = (where&EQP_SHOES);
  2584. break;
  2585. case EQI_GARMENT:
  2586. flag = (where&EQP_GARMENT);
  2587. break;
  2588. case EQI_ACC_L:
  2589. flag = (where&EQP_ACC_L);
  2590. break;
  2591. case EQI_ACC_R:
  2592. flag = (where&EQP_ACC_R);
  2593. break;
  2594. case EQI_SHADOW_ARMOR:
  2595. flag = (where&EQP_SHADOW_ARMOR);
  2596. break;
  2597. case EQI_SHADOW_WEAPON:
  2598. flag = (where&EQP_SHADOW_WEAPON);
  2599. break;
  2600. case EQI_SHADOW_SHIELD:
  2601. flag = (where&EQP_SHADOW_SHIELD);
  2602. break;
  2603. case EQI_SHADOW_SHOES:
  2604. flag = (where&EQP_SHADOW_SHOES);
  2605. break;
  2606. case EQI_SHADOW_ACC_R:
  2607. flag = (where&EQP_SHADOW_ACC_R);
  2608. break;
  2609. case EQI_SHADOW_ACC_L:
  2610. flag = (where&EQP_SHADOW_ACC_L);
  2611. break;
  2612. default:
  2613. continue;
  2614. }
  2615. if (flag) {
  2616. sd->inventory.u.items_inventory[j].attribute = 1;
  2617. pc_unequipitem(sd, j, 3);
  2618. }
  2619. }
  2620. clif_equiplist(sd);
  2621. }
  2622. return where; //Return list of pieces broken.
  2623. }
  2624. /**
  2625. * Strip equipment from a target
  2626. * @param src: Source of call
  2627. * @param target: Target to strip
  2628. * @param skill_id: Skill used
  2629. * @param skill_lv: Skill level used
  2630. * @return True on successful strip or false otherwise
  2631. */
  2632. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2633. {
  2634. nullpo_retr(false, src);
  2635. nullpo_retr(false, target);
  2636. status_change *tsc = status_get_sc(target);
  2637. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2638. return false;
  2639. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2640. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2641. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2642. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2643. int rate, time, location, mod = 100;
  2644. switch (skill_id) { // Rate
  2645. case RG_STRIPWEAPON:
  2646. case RG_STRIPARMOR:
  2647. case RG_STRIPSHIELD:
  2648. case RG_STRIPHELM:
  2649. case GC_WEAPONCRUSH:
  2650. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2651. mod = 1000;
  2652. break;
  2653. case ST_FULLSTRIP: {
  2654. int min_rate = 50 + 20 * skill_lv;
  2655. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2656. rate = max(min_rate, rate);
  2657. mod = 1000;
  2658. break;
  2659. }
  2660. case GS_DISARM:
  2661. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2662. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2663. break;
  2664. case WL_EARTHSTRAIN: {
  2665. int job_lv = 0;
  2666. if (src->type == BL_PC)
  2667. job_lv = ((TBL_PC*)src)->status.job_level;
  2668. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2669. break;
  2670. }
  2671. case SC_STRIPACCESSARY:
  2672. rate = 12 + 2 * skill_lv;
  2673. break;
  2674. case ABC_STRIP_SHADOW:
  2675. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2676. mod = 1000;
  2677. break;
  2678. default:
  2679. return false;
  2680. }
  2681. if (rnd()%mod >= rate)
  2682. return false;
  2683. switch (skill_id) { // Duration
  2684. case SC_STRIPACCESSARY:
  2685. case GS_DISARM:
  2686. time = skill_get_time(skill_id, skill_lv);
  2687. break;
  2688. case WL_EARTHSTRAIN:
  2689. case RG_STRIPWEAPON:
  2690. case RG_STRIPARMOR:
  2691. case RG_STRIPSHIELD:
  2692. case RG_STRIPHELM:
  2693. case GC_WEAPONCRUSH:
  2694. case ST_FULLSTRIP:
  2695. case ABC_STRIP_SHADOW:
  2696. if (skill_id == WL_EARTHSTRAIN)
  2697. time = skill_get_time2(skill_id, skill_lv);
  2698. else
  2699. time = skill_get_time(skill_id, skill_lv);
  2700. if (target->type == BL_PC)
  2701. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2702. else {
  2703. time += 15000;
  2704. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2705. }
  2706. break;
  2707. }
  2708. switch (skill_id) { // Location
  2709. case GC_WEAPONCRUSH:
  2710. case RG_STRIPWEAPON:
  2711. case GS_DISARM:
  2712. location = EQP_WEAPON;
  2713. break;
  2714. case RG_STRIPARMOR:
  2715. location = EQP_ARMOR;
  2716. break;
  2717. case RG_STRIPSHIELD:
  2718. location = EQP_SHIELD;
  2719. break;
  2720. case RG_STRIPHELM:
  2721. location = EQP_HELM;
  2722. break;
  2723. case ST_FULLSTRIP:
  2724. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2725. break;
  2726. case SC_STRIPACCESSARY:
  2727. location = EQP_ACC;
  2728. break;
  2729. case ABC_STRIP_SHADOW:
  2730. location = EQP_SHADOW_GEAR;
  2731. break;
  2732. }
  2733. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2734. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2735. location &=~ pos[i];
  2736. }
  2737. if (!location)
  2738. return false;
  2739. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2740. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2741. location &=~ pos[i];
  2742. }
  2743. return location ? true : false;
  2744. }
  2745. /**
  2746. * Used to knock back players, monsters, traps, etc
  2747. * @param src Object that give knock back
  2748. * @param target Object that receive knock back
  2749. * @param count Number of knock back cell requested
  2750. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2751. * @param flag
  2752. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2753. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2754. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2755. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2756. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2757. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2758. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2759. * @return Number of knocked back cells done
  2760. */
  2761. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2762. {
  2763. int dx = 0, dy = 0;
  2764. uint8 checkflag = 0;
  2765. status_change *tsc = status_get_sc(target);
  2766. enum e_unit_blown reason = UB_KNOCKABLE;
  2767. nullpo_ret(src);
  2768. nullpo_ret(target);
  2769. if (!count)
  2770. return count; // Actual knockback distance is 0.
  2771. // Create flag needed in unit_blown_immune
  2772. if(src != target)
  2773. checkflag |= 0x1; // Offensive
  2774. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2775. checkflag |= 0x2; // Knockback type
  2776. if(status_get_class_(src) == CLASS_BOSS)
  2777. checkflag |= 0x4; // Boss attack
  2778. // Get reason and check for flags
  2779. reason = unit_blown_immune(target, checkflag);
  2780. switch(reason) {
  2781. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2782. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2783. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2784. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2785. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2786. }
  2787. if (dir == -1) // <optimized>: do the computation here instead of outside
  2788. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2789. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2790. dx = -dirx[dir];
  2791. dy = -diry[dir];
  2792. }
  2793. if (tsc) {
  2794. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2795. status_change_end(target, SC_SU_STOOP);
  2796. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2797. status_change_end(target, SC_ROLLINGCUTTER);
  2798. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2799. status_change_end(target, SC_CRESCIVEBOLT);
  2800. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2801. return 0;
  2802. }
  2803. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2804. }
  2805. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2806. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2807. // In case of success returns type of reflection, otherwise 0
  2808. // 1 - Regular reflection (Maya)
  2809. // 2 - SL_KAITE reflection
  2810. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2811. {
  2812. status_change *sc = status_get_sc(bl);
  2813. map_session_data* sd = BL_CAST(BL_PC, bl);
  2814. // Deadly Projection null's all magic reflection.
  2815. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2816. return 0;
  2817. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2818. // Item-based reflection - Bypasses Boss check
  2819. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2820. return 1;
  2821. }
  2822. // Magic Mirror reflection - Bypasses Boss check
  2823. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2824. return 1;
  2825. if( status_get_class_(src) == CLASS_BOSS )
  2826. return 0;
  2827. // status-based reflection
  2828. if( !sc || sc->count == 0 )
  2829. return 0;
  2830. // Kaite reflection - Does not bypass Boss check
  2831. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2832. #ifdef RENEWAL
  2833. && type // Does not reflect AoE
  2834. #endif
  2835. ) {
  2836. // Kaite only works against non-players if they are low-level.
  2837. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2838. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2839. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2840. status_change_end(bl, SC_KAITE);
  2841. return 2;
  2842. }
  2843. return 0;
  2844. }
  2845. /**
  2846. * Checks whether a skill can be used in combos or not
  2847. * @param skill_id: Target skill
  2848. * @return 0: Skill is not a combo
  2849. * 1: Skill is a normal combo
  2850. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2851. * @author Panikon
  2852. */
  2853. int skill_is_combo(uint16 skill_id) {
  2854. switch(skill_id) {
  2855. case MO_CHAINCOMBO:
  2856. case MO_COMBOFINISH:
  2857. case CH_TIGERFIST:
  2858. case CH_CHAINCRUSH:
  2859. case MO_EXTREMITYFIST:
  2860. case TK_TURNKICK:
  2861. case TK_STORMKICK:
  2862. case TK_DOWNKICK:
  2863. case TK_COUNTER:
  2864. case TK_JUMPKICK:
  2865. case HT_POWER:
  2866. case SR_DRAGONCOMBO:
  2867. return 1;
  2868. case SR_FALLENEMPIRE:
  2869. case SR_TIGERCANNON:
  2870. case SR_GATEOFHELL:
  2871. return 2;
  2872. }
  2873. return 0;
  2874. }
  2875. /*
  2876. * Combo handler, start stop combo status
  2877. */
  2878. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2879. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2880. switch (skill_id) {
  2881. case MH_MIDNIGHT_FRENZY:
  2882. case MH_EQC:
  2883. {
  2884. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2885. short idx = hom_skill_get_index(skill_id2);
  2886. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2887. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2888. if (idx == -1)
  2889. break;
  2890. sd = hd->master;
  2891. hd->homunculus.hskill[idx].flag= flag;
  2892. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2893. }
  2894. break;
  2895. case MO_COMBOFINISH:
  2896. case CH_TIGERFIST:
  2897. case CH_CHAINCRUSH:
  2898. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2899. break;
  2900. case TK_JUMPKICK:
  2901. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2902. break;
  2903. case MO_TRIPLEATTACK:
  2904. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2905. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2906. break;
  2907. case SR_FALLENEMPIRE:
  2908. if (sd){
  2909. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2910. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2911. }
  2912. break;
  2913. }
  2914. }
  2915. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2916. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2917. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2918. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2919. struct status_change_entry *sce;
  2920. TBL_PC *sd = BL_CAST(BL_PC,src);
  2921. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2922. status_change *sc = status_get_sc(src);
  2923. if(sc == NULL) return;
  2924. //End previous combo state after skill is invoked
  2925. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2926. switch (skill_id) {
  2927. case TK_TURNKICK:
  2928. case TK_STORMKICK:
  2929. case TK_DOWNKICK:
  2930. case TK_COUNTER:
  2931. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2932. sce->val1 = skill_id; //Update combo-skill
  2933. sce->val3 = skill_id;
  2934. if( sce->timer != INVALID_TIMER )
  2935. delete_timer(sce->timer, status_change_timer);
  2936. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2937. break;
  2938. }
  2939. unit_cancel_combo(src); // Cancel combo wait
  2940. break;
  2941. default:
  2942. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2943. status_change_end(src, SC_COMBO);
  2944. }
  2945. }
  2946. //start new combo
  2947. if (sd) { //player only
  2948. switch (skill_id) {
  2949. case MO_TRIPLEATTACK:
  2950. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2951. duration = 1;
  2952. target_id = 0; // Will target current auto-target instead
  2953. }
  2954. break;
  2955. case MO_CHAINCOMBO:
  2956. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2957. duration = 1;
  2958. target_id = 0; // Will target current auto-target instead
  2959. }
  2960. break;
  2961. case MO_COMBOFINISH:
  2962. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2963. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2964. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2965. duration = 1;
  2966. target_id = 0; // Will target current auto-target instead
  2967. }
  2968. case CH_TIGERFIST:
  2969. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2970. duration = 1;
  2971. target_id = 0; // Will target current auto-target instead
  2972. }
  2973. case CH_CHAINCRUSH:
  2974. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2975. duration = 1;
  2976. target_id = 0; // Will target current auto-target instead
  2977. }
  2978. break;
  2979. case AC_DOUBLE:
  2980. if (pc_checkskill(sd, HT_POWER)) {
  2981. duration = 2000;
  2982. nodelay = 1; //Neither gives walk nor attack delay
  2983. target_id = 0; //Does not need to be used on previous target
  2984. }
  2985. break;
  2986. case SR_DRAGONCOMBO:
  2987. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2988. duration = 1;
  2989. break;
  2990. case SR_FALLENEMPIRE:
  2991. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2992. duration = 1;
  2993. break;
  2994. case SJ_PROMINENCEKICK:
  2995. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2996. duration = 1;
  2997. break;
  2998. }
  2999. }
  3000. else { //other
  3001. switch(skill_id) {
  3002. case MH_TINDER_BREAKER:
  3003. case MH_CBC:
  3004. case MH_SONIC_CRAW:
  3005. case MH_SILVERVEIN_RUSH:
  3006. if(hd->homunculus.spiritball > 0) duration = 2000;
  3007. nodelay = 1;
  3008. break;
  3009. case MH_EQC:
  3010. case MH_MIDNIGHT_FRENZY:
  3011. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3012. nodelay = 1;
  3013. break;
  3014. }
  3015. }
  3016. if (duration) { //Possible to chain
  3017. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3018. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3019. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3020. clif_combo_delay(src, duration);
  3021. }
  3022. }
  3023. /**
  3024. * Copy skill by Plagiarism or Reproduce
  3025. * @param src: The caster
  3026. * @param bl: The target
  3027. * @param skill_id: Skill that casted
  3028. * @param skill_lv: Skill level of the casted skill
  3029. */
  3030. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3031. {
  3032. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3033. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3034. return;
  3035. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3036. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3037. return;
  3038. else {
  3039. uint16 idx;
  3040. uint8 lv;
  3041. skill_id = skill_dummy2skill_id(skill_id);
  3042. //Use skill index, avoiding out-of-bound array [Cydh]
  3043. if (!(idx = skill_get_index(skill_id)))
  3044. return;
  3045. switch (skill_isCopyable(tsd,skill_id)) {
  3046. case 1: //Copied by Plagiarism
  3047. {
  3048. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3049. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3050. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3051. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3052. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3053. }
  3054. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3055. tsd->cloneskill_idx = idx;
  3056. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3057. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3058. }
  3059. break;
  3060. case 2: //Copied by Reproduce
  3061. {
  3062. status_change *tsc = status_get_sc(bl);
  3063. //Already did SC check
  3064. //Skill level copied depends on Reproduce skill that used
  3065. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3066. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3067. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3068. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3069. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3070. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3071. }
  3072. //Level dependent and limitation.
  3073. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3074. lv = min(lv,skill_get_max(skill_id));
  3075. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3076. lv = min(lv,skill_lv);
  3077. tsd->reproduceskill_idx = idx;
  3078. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3079. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3080. }
  3081. break;
  3082. default: return;
  3083. }
  3084. tsd->status.skill[idx].id = skill_id;
  3085. tsd->status.skill[idx].lv = lv;
  3086. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3087. clif_addskill(tsd,skill_id);
  3088. }
  3089. }
  3090. /**
  3091. * Knockback the target on skill_attack
  3092. * @param src is the master behind the attack
  3093. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3094. * @param target is the target to be attacked.
  3095. * @param blewcount
  3096. * @param skill_id
  3097. * @param skill_lv
  3098. * @param damage
  3099. * @param tick
  3100. * @param flag can hold a bunch of information:
  3101. */
  3102. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3103. int8 dir = -1; // Default direction
  3104. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3105. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3106. if (!blewcount || target == dsrc || status_isdead(target))
  3107. return;
  3108. // Skill specific direction
  3109. switch (skill_id) {
  3110. case MG_FIREWALL:
  3111. case EL_FIRE_MANTLE:
  3112. dir = unit_getdir(target); // Backwards
  3113. break;
  3114. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3115. case NPC_STORMGUST2:
  3116. case WZ_STORMGUST:
  3117. if(!battle_config.stormgust_knockback)
  3118. dir = rnd()%8;
  3119. break;
  3120. case MC_CARTREVOLUTION:
  3121. if (battle_config.cart_revo_knockback)
  3122. dir = 6; // Official servers push target to the West
  3123. break;
  3124. case AC_SHOWER:
  3125. case WL_CRIMSONROCK:
  3126. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3127. dir = map_calc_dir(target, src->x, src->y);
  3128. else
  3129. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3130. break;
  3131. case HT_PHANTASMIC: // issue #1378
  3132. if (status_get_hp(target) - damage <= 0) return;
  3133. break;
  3134. }
  3135. // Blown-specific handling
  3136. switch( skill_id ) {
  3137. case SR_KNUCKLEARROW:
  3138. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3139. // Boss & Immune Knockback stay in place and don't get bonus damage
  3140. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3141. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3142. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3143. dir_ka = -1;
  3144. break;
  3145. case RL_R_TRIP:
  3146. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3147. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3148. break;
  3149. default:
  3150. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3151. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3152. TBL_SKILL *su = (TBL_SKILL*)target;
  3153. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3154. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3155. }
  3156. break;
  3157. }
  3158. clif_fixpos(target);
  3159. }
  3160. /*
  3161. * =========================================================================
  3162. * Does a skill attack with the given properties.
  3163. * @param src is the master behind the attack (player/mob/pet)
  3164. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3165. * @param bl is the target to be attacked.
  3166. * @param flag can hold a bunch of information:
  3167. * flag&1
  3168. * flag&2 - Disable re-triggered by double casting
  3169. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3170. * flag&8 - SC_COMBO state used to deal bonus damage
  3171. *
  3172. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3173. * (usually holds number of targets, or just 1 for simple splash attacks)
  3174. *
  3175. * flag&0xF000 - Values from enum e_skill_display
  3176. * flag&0x3F0000 - Values from enum e_battle_check_target
  3177. *
  3178. * flag&0x1000000 - Return 0 if damage was reflected
  3179. *-------------------------------------------------------------------------*/
  3180. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3181. {
  3182. struct Damage dmg;
  3183. struct status_data *sstatus, *tstatus;
  3184. status_change *sc, *tsc;
  3185. map_session_data *sd, *tsd;
  3186. int64 damage;
  3187. bool rmdamage = false;//magic reflected
  3188. int type;
  3189. enum e_damage_type dmg_type;
  3190. bool shadow_flag = false;
  3191. bool additional_effects = true;
  3192. if(skill_id > 0 && !skill_lv)
  3193. return 0;
  3194. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3195. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3196. nullpo_ret(bl); //Target to be attacked.
  3197. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3198. return 0;
  3199. if (src != dsrc) {
  3200. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3201. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3202. return 0;
  3203. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3204. //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]
  3205. if (!status_check_skilluse(src, bl, skill_id, 2))
  3206. return 0;
  3207. }
  3208. sd = BL_CAST(BL_PC, src);
  3209. tsd = BL_CAST(BL_PC, bl);
  3210. sstatus = status_get_status_data(src);
  3211. tstatus = status_get_status_data(bl);
  3212. sc= status_get_sc(src);
  3213. tsc= status_get_sc(bl);
  3214. if (tsc && !tsc->count)
  3215. tsc = NULL; //Don't need it.
  3216. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3217. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3218. return 0;
  3219. #ifndef RENEWAL
  3220. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3221. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3222. return 0;
  3223. #endif
  3224. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3225. //If the damage source is a unit, the damage is not delayed
  3226. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3227. dmg.amotion = 0;
  3228. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3229. // Adjusted to the new system [Skotlex]
  3230. if( src->type == BL_PET ) { // [Valaris]
  3231. struct pet_data *pd = (TBL_PET*)src;
  3232. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3233. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3234. int element = skill_get_ele(skill_id, skill_lv);
  3235. /*if (skill_id == -1) Does it ever worked?
  3236. element = sstatus->rhw.ele;*/
  3237. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3238. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3239. else
  3240. dmg.damage = pd->a_skill->damage; // Fixed damage
  3241. }
  3242. else
  3243. dmg.damage = 1*pd->a_skill->div_;
  3244. dmg.damage2 = 0;
  3245. dmg.div_= pd->a_skill->div_;
  3246. }
  3247. }
  3248. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3249. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3250. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3251. { //Magic reflection, switch caster/target
  3252. struct block_list *tbl = bl;
  3253. rmdamage = true;
  3254. bl = src;
  3255. src = tbl;
  3256. dsrc = tbl;
  3257. sd = BL_CAST(BL_PC, src);
  3258. tsd = BL_CAST(BL_PC, bl);
  3259. tsc = status_get_sc(bl);
  3260. if (tsc && !tsc->count)
  3261. tsc = NULL; //Don't need it.
  3262. /* bugreport:2564 flag&2 disables double casting trigger */
  3263. flag |= 2;
  3264. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3265. flag |= 4;
  3266. //Spirit of Wizard blocks Kaite's reflection
  3267. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3268. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3269. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3270. if (type >= 0) {
  3271. if ( tsd )
  3272. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3273. dmg.damage = dmg.damage2 = 0;
  3274. dmg.dmg_lv = ATK_MISS;
  3275. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3276. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3277. }
  3278. } else if( type != 2 ) /* Kaite bypasses */
  3279. additional_effects = false;
  3280. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3281. #if MAGIC_REFLECTION_TYPE
  3282. #ifdef RENEWAL
  3283. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3284. #else
  3285. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3286. // regardless of caster's equipment (Aegis 11.1)
  3287. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3288. #endif
  3289. short s_ele = skill_get_ele(skill_id, skill_lv);
  3290. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3291. s_ele = sstatus->rhw.ele;
  3292. else if (s_ele == ELE_ENDOWED) //Use status element
  3293. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3294. else if( s_ele == ELE_RANDOM) //Use random element
  3295. s_ele = rnd()%ELE_ALL;
  3296. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3297. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3298. struct status_data *status = status_get_status_data(bl);
  3299. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3300. per /=20; //Uses 20% SP intervals.
  3301. //SP Cost: 1% + 0.5% per every 20% SP
  3302. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3303. status_change_end(bl, SC_ENERGYCOAT);
  3304. //Reduction: 6% + 6% every 20%
  3305. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3306. }
  3307. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3308. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3309. dmg.damage = i64max(dmg.damage, 1);
  3310. }
  3311. }
  3312. #endif
  3313. }
  3314. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3315. int sp = skill_get_sp(skill_id,skill_lv);
  3316. #ifndef RENEWAL
  3317. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3318. #endif
  3319. dmg.damage = dmg.damage2 = 0;
  3320. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3321. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3322. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3323. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3324. status_heal(bl, 0, sp, 2);
  3325. }
  3326. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3327. dmg.damage = dmg.damage2 = 0;
  3328. dmg.dmg_lv = ATK_MISS;
  3329. }
  3330. }
  3331. damage = dmg.damage + dmg.damage2;
  3332. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3333. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3334. sce->val3 = (int)damage;
  3335. sce->val2 = 0;
  3336. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3337. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3338. }
  3339. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3340. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3341. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3342. damage = 1;
  3343. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3344. struct block_list *nbl;
  3345. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3346. if( nbl ){ // Only one target is chosen.
  3347. damage = damage / 2; // Deflect half of the damage to a target nearby
  3348. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3349. }
  3350. }
  3351. //Skill hit type
  3352. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3353. switch( skill_id ) {
  3354. case SC_TRIANGLESHOT:
  3355. if( rnd()%100 > (1 + skill_lv) )
  3356. dmg.blewcount = 0;
  3357. break;
  3358. default:
  3359. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3360. dmg.blewcount = 0; //only pushback when it hit for other
  3361. break;
  3362. }
  3363. switch( skill_id ) {
  3364. case CR_GRANDCROSS:
  3365. case NPC_GRANDDARKNESS:
  3366. if( battle_config.gx_disptype)
  3367. dsrc = src;
  3368. if( src == bl)
  3369. dmg_type = DMG_ENDURE;
  3370. else
  3371. flag|= SD_ANIMATION;
  3372. break;
  3373. case NJ_TATAMIGAESHI: //For correct knockback.
  3374. dsrc = src;
  3375. flag|= SD_ANIMATION;
  3376. break;
  3377. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3378. int level;
  3379. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3380. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3381. }
  3382. break;
  3383. case SL_STIN:
  3384. case SL_STUN:
  3385. if (skill_lv >= 7) {
  3386. status_change *sc_cur = status_get_sc(src);
  3387. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3388. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3389. }
  3390. break;
  3391. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3392. pc_addservantball( *sd );
  3393. break;
  3394. case KN_PIERCE:
  3395. case LK_SPIRALPIERCE:
  3396. case RK_HUNDREDSPEAR:
  3397. case DK_MADNESS_CRUSHER:
  3398. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3399. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3400. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3401. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3402. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3403. clif_specialeffect(bl, 1767, AREA);
  3404. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3405. }
  3406. } else // No count status detected? Start charge count at 1.
  3407. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3408. }
  3409. break;
  3410. }
  3411. //combo handling
  3412. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3413. //Display damage.
  3414. switch( skill_id ) {
  3415. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3416. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3417. break;
  3418. //Skills that need be passed as a normal attack for the client to display correctly.
  3419. case HVAN_EXPLOSION:
  3420. case NPC_SELFDESTRUCTION:
  3421. if(src->type == BL_PC)
  3422. dmg.blewcount = 10;
  3423. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3424. // fall through
  3425. case KN_AUTOCOUNTER:
  3426. case NPC_CRITICALSLASH:
  3427. case TF_DOUBLE:
  3428. case GS_CHAINACTION:
  3429. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3430. break;
  3431. case AS_SPLASHER:
  3432. if( flag&SD_ANIMATION ) // the surrounding targets
  3433. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3434. else // the central target doesn't display an animation
  3435. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3436. break;
  3437. case SR_EARTHSHAKER:
  3438. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3439. break;
  3440. case WL_SOULEXPANSION:
  3441. case WL_COMET:
  3442. case NPC_COMET:
  3443. case KO_MUCHANAGE:
  3444. #ifndef RENEWAL
  3445. case NJ_HUUMA:
  3446. #endif
  3447. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3448. break;
  3449. case WL_CHAINLIGHTNING_ATK:
  3450. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3451. break;
  3452. case WL_TETRAVORTEX_FIRE:
  3453. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3454. break;
  3455. case LG_SHIELDPRESS:
  3456. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3457. break;
  3458. case NPC_EARTHQUAKE:
  3459. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3460. break;
  3461. case NPC_DARKPIERCING:
  3462. case EL_FIRE_BOMB:
  3463. case EL_FIRE_BOMB_ATK:
  3464. case EL_FIRE_WAVE:
  3465. case EL_FIRE_WAVE_ATK:
  3466. case EL_FIRE_MANTLE:
  3467. case EL_CIRCLE_OF_FIRE:
  3468. case EL_FIRE_ARROW:
  3469. case EL_ICE_NEEDLE:
  3470. case EL_WATER_SCREW:
  3471. case EL_WATER_SCREW_ATK:
  3472. case EL_WIND_SLASH:
  3473. case EL_TIDAL_WEAPON:
  3474. case EL_ROCK_CRUSHER:
  3475. case EL_ROCK_CRUSHER_ATK:
  3476. case EL_HURRICANE:
  3477. case EL_HURRICANE_ATK:
  3478. case KO_BAKURETSU:
  3479. case GN_HELLS_PLANT_ATK:
  3480. case SU_SV_ROOTTWIST_ATK:
  3481. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3482. break;
  3483. case GN_FIRE_EXPANSION_ACID:
  3484. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3485. break;
  3486. case GN_SLINGITEM_RANGEMELEEATK:
  3487. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3488. break;
  3489. case EL_STONE_RAIN:
  3490. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3491. break;
  3492. case WM_SEVERE_RAINSTORM_MELEE:
  3493. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3494. break;
  3495. case HT_CLAYMORETRAP:
  3496. case HT_BLASTMINE:
  3497. case HT_FLASHER:
  3498. case HT_FREEZINGTRAP:
  3499. case RA_CLUSTERBOMB:
  3500. case RA_FIRINGTRAP:
  3501. case RA_ICEBOUNDTRAP:
  3502. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3503. if( dsrc != src ) // avoid damage display redundancy
  3504. break;
  3505. //Fall through
  3506. case HT_LANDMINE:
  3507. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3508. break;
  3509. case WZ_SIGHTBLASTER:
  3510. //Sightblaster should never call clif_skill_damage twice
  3511. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3512. break;
  3513. case RL_R_TRIP_PLUSATK:
  3514. case RL_S_STORM:
  3515. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3516. break;
  3517. case SU_LUNATICCARROTBEAT:
  3518. case SU_LUNATICCARROTBEAT2:
  3519. case SP_CURSEEXPLOSION:
  3520. case SP_SPA:
  3521. case SP_SHA:
  3522. if (dmg.div_ < 2)
  3523. type = DMG_SPLASH;
  3524. if (!(flag&SD_ANIMATION))
  3525. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3526. // Fall through
  3527. case WM_REVERBERATION:
  3528. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3529. break;
  3530. case SJ_FALLINGSTAR_ATK:
  3531. case SJ_FALLINGSTAR_ATK2:
  3532. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3533. break;
  3534. case SJ_NOVAEXPLOSING:
  3535. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3536. break;
  3537. case DK_HACKANDSLASHER_ATK:
  3538. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3539. break;
  3540. case AG_STORM_CANNON:
  3541. case AG_CRIMSON_ARROW:
  3542. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3543. break;
  3544. case TR_ROSEBLOSSOM_ATK:
  3545. case ABC_FROM_THE_ABYSS_ATK:
  3546. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3547. break;
  3548. case TR_SOUNDBLEND:
  3549. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3550. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3551. else
  3552. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3553. break;
  3554. case AB_DUPLELIGHT_MELEE:
  3555. case AB_DUPLELIGHT_MAGIC:
  3556. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3557. default:
  3558. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3559. dmg_type = DMG_SPLASH;
  3560. if (src->type == BL_SKILL) {
  3561. TBL_SKILL *su = (TBL_SKILL*)src;
  3562. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3563. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3564. break;
  3565. }
  3566. }
  3567. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3568. break;
  3569. }
  3570. map_freeblock_lock();
  3571. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3572. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3573. skill_do_copy(src,bl,skill_id,skill_lv);
  3574. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3575. { //Skills with can't walk delay also stop normal attacking for that
  3576. //duration when the attack connects. [Skotlex]
  3577. struct unit_data *ud = unit_bl2ud(src);
  3578. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3579. ud->attackabletime = tick + type;
  3580. }
  3581. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3582. // Instant damage
  3583. if( !dmg.amotion ) {
  3584. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3585. #ifndef RENEWAL
  3586. || skill_id == HW_GRAVITATION
  3587. #endif
  3588. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3589. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3590. if( !status_isdead(bl) && additional_effects )
  3591. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3592. if( damage > 0 ) //Counter status effects [Skotlex]
  3593. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3594. }
  3595. // Blow!
  3596. if (!(flag&4))
  3597. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3598. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3599. if( dmg.amotion ) {
  3600. if( shadow_flag ) {
  3601. if( !status_isdead(bl) && additional_effects )
  3602. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3603. if( dmg.flag > ATK_BLOCK )
  3604. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3605. } else
  3606. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3607. } else {
  3608. // Trigger monster skill condition for damage skills with no amotion.
  3609. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3610. if (damage > 0)
  3611. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3612. if (skill_id > 0)
  3613. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3614. }
  3615. }
  3616. // Trigger monster skill condition for damage skills.
  3617. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3618. if (damage > 0)
  3619. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3620. if (skill_id > 0)
  3621. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3622. }
  3623. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3624. #ifndef RENEWAL
  3625. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3626. #endif
  3627. ) {
  3628. if (tsc->getSCE(SC_DEVOTION)) {
  3629. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3630. struct block_list *d_bl = map_id2bl(sce->val1);
  3631. if (d_bl && (
  3632. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3633. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3634. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3635. {
  3636. int64 devotion_damage = damage;
  3637. // Needed to check the devotion master for Rebound Shield status.
  3638. status_change *d_sc = status_get_sc(d_bl);
  3639. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3640. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3641. if (!rmdamage) {
  3642. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3643. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3644. } else {
  3645. bool isDevotRdamage = false;
  3646. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3647. isDevotRdamage = true;
  3648. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3649. // This check is only for magical skill.
  3650. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3651. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3652. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3653. }
  3654. } else {
  3655. status_change_end(bl, SC_DEVOTION);
  3656. if (!dmg.amotion)
  3657. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3658. }
  3659. }
  3660. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3661. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3662. struct block_list *e_bl = map_id2bl(sce->val1);
  3663. if (e_bl) {
  3664. if (!rmdamage) {
  3665. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3666. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3667. } else {
  3668. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3669. status_fix_damage(bl, bl, damage, 0, 0);
  3670. }
  3671. }
  3672. }
  3673. }
  3674. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3675. if( skill_id == RG_INTIMIDATE ) {
  3676. int rate = 50 + skill_lv * 5;
  3677. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3678. if(rnd()%100 < rate)
  3679. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3680. } else if( skill_id == NPC_FATALMENACE ) {
  3681. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3682. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3683. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3684. }
  3685. }
  3686. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3687. dmg.flag |= BF_WEAPON;
  3688. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3689. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3690. {
  3691. if (battle_config.left_cardfix_to_right)
  3692. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3693. else
  3694. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3695. }
  3696. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3697. status_heal(src, 0, 0, 1, 0);
  3698. if( damage > 0 ) { // Post-damage effects
  3699. switch( skill_id ) {
  3700. case GC_VENOMPRESSURE: {
  3701. status_change *ssc = status_get_sc(src);
  3702. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3703. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3704. status_change_end(src,SC_POISONINGWEAPON);
  3705. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3706. }
  3707. }
  3708. break;
  3709. }
  3710. if( sd )
  3711. skill_onskillusage(sd, bl, skill_id, tick);
  3712. }
  3713. if (!(flag&2)) {
  3714. switch (skill_id) {
  3715. case MG_COLDBOLT:
  3716. case MG_FIREBOLT:
  3717. case MG_LIGHTNINGBOLT:
  3718. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3719. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3720. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3721. break;
  3722. case SU_BITE:
  3723. case SU_SCRATCH:
  3724. case SU_SV_STEMSPEAR:
  3725. case SU_SCAROFTAROU:
  3726. case SU_PICKYPECK:
  3727. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3728. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3729. break;
  3730. case ABC_DEFT_STAB:
  3731. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3732. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3733. break;
  3734. case ABC_FRENZY_SHOT:
  3735. if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3736. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3737. break;
  3738. }
  3739. }
  3740. map_freeblock_unlock();
  3741. if ((flag&0x1000000) && rmdamage)
  3742. return 0; //Should return 0 when damage was reflected
  3743. return damage;
  3744. }
  3745. /*==========================================
  3746. * Sub function for recursive skill call.
  3747. * Checking bl battle flag and display damage
  3748. * then call func with source,target,skill_id,skill_lv,tick,flag
  3749. *------------------------------------------*/
  3750. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3751. int skill_area_sub(struct block_list *bl, va_list ap)
  3752. {
  3753. struct block_list *src;
  3754. uint16 skill_id,skill_lv;
  3755. int flag;
  3756. t_tick tick;
  3757. SkillFunc func;
  3758. nullpo_ret(bl);
  3759. src = va_arg(ap,struct block_list *);
  3760. skill_id = va_arg(ap,int);
  3761. skill_lv = va_arg(ap,int);
  3762. tick = va_arg(ap,t_tick);
  3763. flag = va_arg(ap,int);
  3764. func = va_arg(ap,SkillFunc);
  3765. if (flag&BCT_WOS && src == bl)
  3766. return 0;
  3767. if(battle_check_target(src,bl,flag) > 0) {
  3768. // several splash skills need this initial dummy packet to display correctly
  3769. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3770. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3771. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3772. skill_area_temp[2]++;
  3773. return func(src,bl,skill_id,skill_lv,tick,flag);
  3774. }
  3775. return 0;
  3776. }
  3777. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3778. {
  3779. struct skill_unit *unit;
  3780. uint16 skill_id,g_skill_id;
  3781. unit = (struct skill_unit *)bl;
  3782. if(bl->prev == NULL || bl->type != BL_SKILL)
  3783. return 0;
  3784. if(!unit->alive)
  3785. return 0;
  3786. skill_id = va_arg(ap,int);
  3787. g_skill_id = unit->group->skill_id;
  3788. switch (skill_id) {
  3789. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3790. if(g_skill_id == SA_LANDPROTECTOR)
  3791. break;
  3792. //Fall through
  3793. case MH_STEINWAND:
  3794. case MG_SAFETYWALL:
  3795. case SC_MAELSTROM:
  3796. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3797. return 0;
  3798. break;
  3799. case AL_WARP:
  3800. case HT_SKIDTRAP:
  3801. case MA_SKIDTRAP:
  3802. case HT_LANDMINE:
  3803. case MA_LANDMINE:
  3804. case HT_ANKLESNARE:
  3805. case HT_SHOCKWAVE:
  3806. case HT_SANDMAN:
  3807. case MA_SANDMAN:
  3808. case HT_FLASHER:
  3809. case HT_FREEZINGTRAP:
  3810. case MA_FREEZINGTRAP:
  3811. case HT_BLASTMINE:
  3812. case HT_CLAYMORETRAP:
  3813. case HT_TALKIEBOX:
  3814. #ifndef RENEWAL
  3815. case HP_BASILICA:
  3816. #endif
  3817. case RA_ELECTRICSHOCKER:
  3818. case RA_CLUSTERBOMB:
  3819. case RA_MAGENTATRAP:
  3820. case RA_COBALTTRAP:
  3821. case RA_MAIZETRAP:
  3822. case RA_VERDURETRAP:
  3823. case RA_FIRINGTRAP:
  3824. case RA_ICEBOUNDTRAP:
  3825. case SC_DIMENSIONDOOR:
  3826. case SC_BLOODYLUST:
  3827. case NPC_REVERBERATION:
  3828. case GN_THORNS_TRAP:
  3829. case RL_B_TRAP:
  3830. case SC_ESCAPE:
  3831. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3832. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3833. return 0;
  3834. break;
  3835. default: //Avoid stacking with same kind of trap. [Skotlex]
  3836. if (g_skill_id != skill_id)
  3837. return 0;
  3838. break;
  3839. }
  3840. return 1;
  3841. }
  3842. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3843. {
  3844. //Non players do not check for the skill's splash-trigger area.
  3845. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3846. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3847. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3848. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3849. return 0;
  3850. }
  3851. range += layout_type;
  3852. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3853. }
  3854. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3855. {
  3856. uint16 skill_id;
  3857. if(bl->prev == NULL)
  3858. return 0;
  3859. skill_id = va_arg(ap,int);
  3860. if( status_isdead(bl) && skill_id != AL_WARP )
  3861. return 0;
  3862. #ifndef RENEWAL
  3863. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3864. return 0;
  3865. #endif
  3866. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3867. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3868. return 1;
  3869. }
  3870. /**
  3871. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3872. * @param bl Object that casted skill
  3873. * @param x Position x of the target
  3874. * @param y Position y of the target
  3875. * @param skill_id The casted skill
  3876. * @param skill_lv The skill Lv
  3877. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3878. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3879. */
  3880. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3881. {
  3882. int range = 0, type;
  3883. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3884. if (isNearNPC)
  3885. range = skill_get_splash(skill_id,skill_lv);
  3886. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3887. if (!isNearNPC || !range) {
  3888. switch (skill_id) { // to be expanded later
  3889. case WZ_ICEWALL:
  3890. range = 2;
  3891. break;
  3892. case SC_MANHOLE:
  3893. range = 0;
  3894. break;
  3895. default: {
  3896. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3897. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3898. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3899. return 0;
  3900. }
  3901. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3902. }
  3903. break;
  3904. }
  3905. }
  3906. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3907. //Check the additional range [Cydh]
  3908. if (isNearNPC && skill_npc_range > 0)
  3909. range += skill_npc_range;
  3910. if (!isNearNPC) { //Doesn't check the NPC range
  3911. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3912. if (bl->type&battle_config.skill_nofootset)
  3913. type = BL_CHAR;
  3914. else if(bl->type == BL_MOB)
  3915. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3916. else
  3917. return 0; //Don't check
  3918. } else
  3919. type = BL_NPC;
  3920. return (!isNearNPC) ?
  3921. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3922. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3923. //isNearNPC is used to check range from NPC
  3924. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3925. }
  3926. /*==========================================
  3927. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3928. * Flag:
  3929. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3930. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3931. *------------------------------------------*/
  3932. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3933. {
  3934. struct status_data *status;
  3935. map_session_data *sd = NULL;
  3936. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3937. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3938. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3939. nullpo_retr(0, bl);
  3940. switch( bl->type )
  3941. {
  3942. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3943. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3944. }
  3945. status = status_get_status_data(bl);
  3946. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3947. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3948. if (skill == nullptr)
  3949. return 0;
  3950. // Requirements
  3951. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3952. {
  3953. itemid[i] = skill->require.itemid[i];
  3954. amount[i] = skill->require.amount[i];
  3955. }
  3956. hp = skill->require.hp[skill_lv - 1];
  3957. sp = skill->require.sp[skill_lv - 1];
  3958. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3959. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3960. state = skill->require.state;
  3961. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3962. hp += (status->max_hp * mhp) / 100;
  3963. if( hp_rate > 0 )
  3964. hp += (status->hp * hp_rate) / 100;
  3965. else
  3966. hp += (status->max_hp * (-hp_rate)) / 100;
  3967. if( sp_rate > 0 )
  3968. sp += (status->sp * sp_rate) / 100;
  3969. else
  3970. sp += (status->max_sp * (-sp_rate)) / 100;
  3971. if( !(type&2) )
  3972. {
  3973. if( hp > 0 && status->hp <= (unsigned int)hp )
  3974. {
  3975. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3976. return 0;
  3977. }
  3978. if( sp > 0 && status->sp <= (unsigned int)sp )
  3979. {
  3980. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3981. return 0;
  3982. }
  3983. }
  3984. if( !type )
  3985. switch( state )
  3986. {
  3987. case ST_MOVE_ENABLE:
  3988. if( !unit_can_move(bl) )
  3989. {
  3990. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3991. return 0;
  3992. }
  3993. break;
  3994. }
  3995. if( !(type&1) )
  3996. return 1;
  3997. // Check item existences
  3998. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3999. {
  4000. index[i] = -1;
  4001. if( itemid[i] == 0 ) continue; // No item
  4002. index[i] = pc_search_inventory(sd, itemid[i]);
  4003. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4004. {
  4005. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4006. return 0;
  4007. }
  4008. }
  4009. // Consume items
  4010. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4011. {
  4012. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4013. }
  4014. if( type&2 )
  4015. return 1;
  4016. if( sp || hp )
  4017. status_zap(bl, hp, sp);
  4018. return 1;
  4019. }
  4020. /*==========================================
  4021. *
  4022. *------------------------------------------*/
  4023. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4024. {
  4025. switch (skill_id) {
  4026. case RL_QD_SHOT:
  4027. {
  4028. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4029. struct unit_data *ud = unit_bl2ud(src);
  4030. if (ud && ud->target == target->id)
  4031. return 1;
  4032. }
  4033. }
  4034. }
  4035. return 1;
  4036. }
  4037. /*==========================================
  4038. *
  4039. *------------------------------------------*/
  4040. static TIMER_FUNC(skill_timerskill){
  4041. struct block_list *src = map_id2bl(id),*target;
  4042. struct unit_data *ud = unit_bl2ud(src);
  4043. struct skill_timerskill *skl;
  4044. struct skill_unit *unit = NULL;
  4045. int range;
  4046. nullpo_ret(src);
  4047. nullpo_ret(ud);
  4048. skl = ud->skilltimerskill[data];
  4049. nullpo_ret(skl);
  4050. ud->skilltimerskill[data] = NULL;
  4051. do {
  4052. if(src->prev == NULL)
  4053. break; // Source not on Map
  4054. if(skl->target_id) {
  4055. target = map_id2bl(skl->target_id);
  4056. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4057. target = src; //Required since it has to warp.
  4058. if (skl->skill_id == SR_SKYNETBLOW) {
  4059. skill_area_temp[1] = 0;
  4060. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4061. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4062. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4063. break;
  4064. }
  4065. if(target == NULL)
  4066. break; // Target offline?
  4067. if(target->prev == NULL)
  4068. break; // Target not on Map
  4069. if(src->m != target->m)
  4070. break; // Different Maps
  4071. if(status_isdead(src)) {
  4072. switch(skl->skill_id) {
  4073. case WL_CHAINLIGHTNING_ATK:
  4074. case WL_TETRAVORTEX_FIRE:
  4075. case WL_TETRAVORTEX_WATER:
  4076. case WL_TETRAVORTEX_WIND:
  4077. case WL_TETRAVORTEX_GROUND:
  4078. // For SR_FLASHCOMBO
  4079. case SR_DRAGONCOMBO:
  4080. case SR_FALLENEMPIRE:
  4081. case SR_TIGERCANNON:
  4082. case NPC_DANCINGBLADE_ATK:
  4083. if (src->type != BL_PC)
  4084. continue;
  4085. break; // Exceptions
  4086. default:
  4087. continue; // Caster is Dead
  4088. }
  4089. }
  4090. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4091. break;
  4092. switch(skl->skill_id) {
  4093. case KN_AUTOCOUNTER:
  4094. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4095. break;
  4096. case RG_INTIMIDATE:
  4097. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4098. short x,y;
  4099. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4100. if (target != src && !status_isdead(target))
  4101. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4102. }
  4103. break;
  4104. case BA_FROSTJOKER:
  4105. case DC_SCREAM:
  4106. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4107. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4108. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4109. break;
  4110. case PR_LEXDIVINA:
  4111. if (src->type == BL_MOB) {
  4112. // Monsters use the default duration when casting Lex Divina
  4113. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4114. break;
  4115. }
  4116. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4117. break;
  4118. case PR_STRECOVERY:
  4119. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4120. break;
  4121. case BS_HAMMERFALL:
  4122. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4123. break;
  4124. case MER_LEXDIVINA:
  4125. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4126. break;
  4127. case WZ_WATERBALL:
  4128. {
  4129. //Get the next waterball cell to consume
  4130. struct s_skill_unit_layout *layout;
  4131. int i;
  4132. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4133. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4134. int ux = skl->x + layout->dx[i];
  4135. int uy = skl->y + layout->dy[i];
  4136. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4137. if (unit)
  4138. break;
  4139. }
  4140. } // Fall through
  4141. case WZ_JUPITEL:
  4142. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4143. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4144. // Apply canact delay here to prevent hacks (unlimited casting)
  4145. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4146. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4147. }
  4148. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4149. skill_delunit(unit); // Consume unit for next waterball
  4150. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4151. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4152. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4153. } else {
  4154. status_change *sc = status_get_sc(src);
  4155. if(sc) {
  4156. if(sc->getSCE(SC_SPIRIT) &&
  4157. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4158. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4159. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4160. }
  4161. }
  4162. break;
  4163. case NPC_DANCINGBLADE_ATK:
  4164. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4165. if (skl->type < 4) {
  4166. struct block_list *nbl = NULL;
  4167. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4168. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4169. }
  4170. break;
  4171. case WL_CHAINLIGHTNING_ATK: {
  4172. #ifndef RENEWAL
  4173. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4174. #endif
  4175. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4176. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4177. { // Remaining Chains Hit
  4178. struct block_list *nbl = NULL; // Next Target of Chain
  4179. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4180. splash_target(src), target->id); // Search for a new Target around current one...
  4181. if( nbl == NULL )
  4182. skl->x++;
  4183. else
  4184. skl->x = 0;
  4185. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4186. }
  4187. }
  4188. break;
  4189. case WL_TETRAVORTEX_FIRE:
  4190. case WL_TETRAVORTEX_WATER:
  4191. case WL_TETRAVORTEX_WIND:
  4192. case WL_TETRAVORTEX_GROUND:
  4193. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4194. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4195. if (skl->type >= 3) { // Final Hit
  4196. if (!status_isdead(target)) { // Final Status Effect
  4197. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4198. applyeffects[4] = { 0, 0, 0, 0 },
  4199. i, j = 0, k = 0;
  4200. for(i = 1; i <= 8; i = i + i) {
  4201. if (skl->x&i) {
  4202. applyeffects[j] = effects[k];
  4203. j++;
  4204. }
  4205. k++;
  4206. }
  4207. if (j) {
  4208. i = applyeffects[rnd()%j];
  4209. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4210. }
  4211. }
  4212. }
  4213. break;
  4214. case NPC_REVERBERATION_ATK:
  4215. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4216. break;
  4217. case NPC_FATALMENACE:
  4218. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4219. break;
  4220. case SR_WINDMILL:
  4221. if( target->type == BL_PC ) {
  4222. map_session_data *tsd = NULL;
  4223. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4224. pc_setsit(tsd);
  4225. skill_sit(tsd, true);
  4226. clif_sitting(&tsd->bl);
  4227. }
  4228. }
  4229. break;
  4230. case SR_KNUCKLEARROW:
  4231. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4232. break;
  4233. case CH_PALMSTRIKE:
  4234. {
  4235. status_change* tsc = status_get_sc(target);
  4236. status_change* sc = status_get_sc(src);
  4237. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4238. ( sc && sc->option&OPTION_HIDE ) ){
  4239. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4240. break;
  4241. }
  4242. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4243. break;
  4244. }
  4245. // For SR_FLASHCOMBO
  4246. case SR_DRAGONCOMBO:
  4247. case SR_FALLENEMPIRE:
  4248. case SR_TIGERCANNON:
  4249. if( src->type == BL_PC ) {
  4250. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4251. break;
  4252. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4253. }
  4254. break;
  4255. case SU_SV_ROOTTWIST_ATK: {
  4256. status_change *tsc = status_get_sc(target);
  4257. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4258. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4259. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4260. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4261. }
  4262. }
  4263. break;
  4264. case NPC_PULSESTRIKE2:
  4265. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4266. break;
  4267. case ABC_DEFT_STAB:
  4268. case ABC_FRENZY_SHOT:
  4269. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4270. break;
  4271. default:
  4272. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4273. break;
  4274. }
  4275. }
  4276. else {
  4277. if(src->m != skl->map)
  4278. break;
  4279. switch( skl->skill_id )
  4280. {
  4281. case GN_CRAZYWEED_ATK:
  4282. {
  4283. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4284. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4285. }
  4286. case WL_EARTHSTRAIN:
  4287. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4288. break;
  4289. case RL_FIRE_RAIN: {
  4290. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4291. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4292. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4293. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4294. }
  4295. break;
  4296. case NPC_MAGMA_ERUPTION:
  4297. case NC_MAGMA_ERUPTION:
  4298. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4299. break;
  4300. }
  4301. }
  4302. } while (0);
  4303. //Free skl now that it is no longer needed.
  4304. ers_free(skill_timer_ers, skl);
  4305. return 0;
  4306. }
  4307. /*==========================================
  4308. *
  4309. *------------------------------------------*/
  4310. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4311. {
  4312. int i;
  4313. struct unit_data *ud;
  4314. nullpo_retr(1, src);
  4315. if (src->prev == NULL)
  4316. return 0;
  4317. ud = unit_bl2ud(src);
  4318. nullpo_retr(1, ud);
  4319. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4320. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4321. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4322. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4323. ud->skilltimerskill[i]->src_id = src->id;
  4324. ud->skilltimerskill[i]->target_id = target;
  4325. ud->skilltimerskill[i]->skill_id = skill_id;
  4326. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4327. ud->skilltimerskill[i]->map = src->m;
  4328. ud->skilltimerskill[i]->x = x;
  4329. ud->skilltimerskill[i]->y = y;
  4330. ud->skilltimerskill[i]->type = type;
  4331. ud->skilltimerskill[i]->flag = flag;
  4332. return 0;
  4333. }
  4334. /*==========================================
  4335. *
  4336. *------------------------------------------*/
  4337. int skill_cleartimerskill (struct block_list *src)
  4338. {
  4339. int i;
  4340. struct unit_data *ud;
  4341. nullpo_ret(src);
  4342. ud = unit_bl2ud(src);
  4343. nullpo_ret(ud);
  4344. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4345. if(ud->skilltimerskill[i]) {
  4346. switch(ud->skilltimerskill[i]->skill_id) {
  4347. case WL_TETRAVORTEX_FIRE:
  4348. case WL_TETRAVORTEX_WATER:
  4349. case WL_TETRAVORTEX_WIND:
  4350. case WL_TETRAVORTEX_GROUND:
  4351. // For SR_FLASHCOMBO
  4352. case SR_DRAGONCOMBO:
  4353. case SR_FALLENEMPIRE:
  4354. case SR_TIGERCANNON:
  4355. if (src->type != BL_PC)
  4356. break;
  4357. continue;
  4358. }
  4359. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4360. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4361. ud->skilltimerskill[i]=NULL;
  4362. }
  4363. }
  4364. return 1;
  4365. }
  4366. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4367. skill_unit *su = (skill_unit*)bl;
  4368. nullpo_ret(su);
  4369. if (bl->type != BL_SKILL)
  4370. return 0;
  4371. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4372. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4373. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4374. su->limit = DIFF_TICK(gettick(), sg->tick);
  4375. sg->unit_id = UNT_USED_TRAPS;
  4376. }
  4377. return 1;
  4378. }
  4379. /**
  4380. * Reveal hidden trap
  4381. **/
  4382. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4383. {
  4384. TBL_SKILL *su = (TBL_SKILL*)bl;
  4385. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4386. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4387. //clif_changetraplook(bl, su->group->unit_id);
  4388. su->hidden = false;
  4389. skill_getareachar_skillunit_visibilty(su, AREA);
  4390. return 1;
  4391. }
  4392. return 0;
  4393. }
  4394. /**
  4395. * Attempt to reveal trap in area
  4396. * @param src Skill caster
  4397. * @param range Affected range
  4398. * @param x
  4399. * @param y
  4400. * TODO: Remove hardcode usages for this function
  4401. **/
  4402. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4403. if (!battle_config.traps_setting)
  4404. return;
  4405. nullpo_retv(src);
  4406. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4407. }
  4408. /*========================================== [Playtester]
  4409. * Process tarot card's effects
  4410. * @param src: Source of the tarot card effect
  4411. * @param target: Target of the tartor card effect
  4412. * @param skill_id: ID of the skill used
  4413. * @param skill_lv: Level of the skill used
  4414. * @param tick: Processing tick time
  4415. * @return Card number
  4416. *------------------------------------------*/
  4417. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4418. {
  4419. int card = 0;
  4420. if (battle_config.tarotcard_equal_chance) {
  4421. //eAthena equal chances
  4422. card = rnd() % 14 + 1;
  4423. }
  4424. else {
  4425. //Official chances
  4426. int rate = rnd() % 100;
  4427. if (rate < 10) card = 1; // THE FOOL
  4428. else if (rate < 20) card = 2; // THE MAGICIAN
  4429. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4430. else if (rate < 37) card = 4; // THE CHARIOT
  4431. else if (rate < 47) card = 5; // STRENGTH
  4432. else if (rate < 62) card = 6; // THE LOVERS
  4433. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4434. else if (rate < 69) card = 8; // THE HANGED MAN
  4435. else if (rate < 74) card = 9; // DEATH
  4436. else if (rate < 82) card = 10; // TEMPERANCE
  4437. else if (rate < 83) card = 11; // THE DEVIL
  4438. else if (rate < 85) card = 12; // THE TOWER
  4439. else if (rate < 90) card = 13; // THE STAR
  4440. else card = 14; // THE SUN
  4441. }
  4442. switch (card) {
  4443. case 1: // THE FOOL - heals SP to 0
  4444. {
  4445. status_percent_damage(src, target, 0, 100, false);
  4446. break;
  4447. }
  4448. case 2: // THE MAGICIAN - matk halved
  4449. {
  4450. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4451. break;
  4452. }
  4453. case 3: // THE HIGH PRIESTESS - all buffs removed
  4454. {
  4455. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4456. break;
  4457. }
  4458. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4459. {
  4460. status_fix_damage(src, target, 1000, 0, skill_id);
  4461. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4462. if (!status_isdead(target))
  4463. {
  4464. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4465. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4466. }
  4467. break;
  4468. }
  4469. case 5: // STRENGTH - atk halved
  4470. {
  4471. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4472. break;
  4473. }
  4474. case 6: // THE LOVERS - 2000HP heal, random teleported
  4475. {
  4476. status_heal(target, 2000, 0, 0);
  4477. if (!map_flag_vs(target->m))
  4478. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4479. break;
  4480. }
  4481. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4482. {
  4483. // Recursive call
  4484. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4485. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4486. break;
  4487. }
  4488. case 8: // THE HANGED MAN - stop, freeze or stoned
  4489. {
  4490. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4491. uint8 rand_eff = rnd() % 3;
  4492. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4493. if (sc[rand_eff] == SC_STONEWAIT)
  4494. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4495. else
  4496. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4497. break;
  4498. }
  4499. case 9: // DEATH - curse, coma and poison
  4500. {
  4501. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4502. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4503. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4504. break;
  4505. }
  4506. case 10: // TEMPERANCE - confusion
  4507. {
  4508. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4509. break;
  4510. }
  4511. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4512. {
  4513. status_fix_damage(src, target, 6666, 0, skill_id);
  4514. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4515. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4516. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4517. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4518. break;
  4519. }
  4520. case 12: // THE TOWER - 4444 damage
  4521. {
  4522. status_fix_damage(src, target, 4444, 0, skill_id);
  4523. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4524. break;
  4525. }
  4526. case 13: // THE STAR - stun
  4527. {
  4528. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4529. break;
  4530. }
  4531. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4532. {
  4533. #ifdef RENEWAL
  4534. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4535. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4536. #endif
  4537. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4538. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4539. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4540. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4541. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4542. return 14; //To make sure a valid number is returned
  4543. }
  4544. }
  4545. return card;
  4546. }
  4547. /*==========================================
  4548. *
  4549. *
  4550. *------------------------------------------*/
  4551. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4552. {
  4553. map_session_data *sd = NULL;
  4554. struct status_data *tstatus;
  4555. status_change *sc, *tsc;
  4556. if (skill_id > 0 && !skill_lv) return 0;
  4557. nullpo_retr(1, src);
  4558. nullpo_retr(1, bl);
  4559. if (src->m != bl->m)
  4560. return 1;
  4561. if (bl->prev == NULL)
  4562. return 1;
  4563. sd = BL_CAST(BL_PC, src);
  4564. if (status_isdead(bl))
  4565. return 1;
  4566. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4567. { //GTB makes all targetted magic display miss with a single bolt.
  4568. sc_type sct = skill_get_sc(skill_id);
  4569. if(sct != SC_NONE)
  4570. status_change_end(bl, sct);
  4571. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4572. return 1;
  4573. }
  4574. sc = status_get_sc(src);
  4575. tsc = status_get_sc(bl);
  4576. if (sc && !sc->count)
  4577. sc = NULL; //Unneeded
  4578. if (tsc && !tsc->count)
  4579. tsc = NULL;
  4580. tstatus = status_get_status_data(bl);
  4581. map_freeblock_lock();
  4582. switch(skill_id) {
  4583. case MER_CRASH:
  4584. case SM_BASH:
  4585. case MS_BASH:
  4586. case MC_MAMMONITE:
  4587. case TF_DOUBLE:
  4588. case AC_DOUBLE:
  4589. case MA_DOUBLE:
  4590. case AS_SONICBLOW:
  4591. case KN_PIERCE:
  4592. case ML_PIERCE:
  4593. case KN_SPEARBOOMERANG:
  4594. case TF_POISON:
  4595. case TF_SPRINKLESAND:
  4596. case AC_CHARGEARROW:
  4597. case MA_CHARGEARROW:
  4598. case RG_INTIMIDATE:
  4599. case AM_ACIDTERROR:
  4600. case BA_MUSICALSTRIKE:
  4601. case DC_THROWARROW:
  4602. case BA_DISSONANCE:
  4603. case CR_HOLYCROSS:
  4604. case NPC_DARKCROSS:
  4605. case CR_SHIELDCHARGE:
  4606. case CR_SHIELDBOOMERANG:
  4607. case NPC_PIERCINGATT:
  4608. case NPC_MENTALBREAKER:
  4609. case NPC_RANGEATTACK:
  4610. case NPC_CRITICALSLASH:
  4611. case NPC_COMBOATTACK:
  4612. case NPC_GUIDEDATTACK:
  4613. case NPC_POISON:
  4614. case NPC_RANDOMATTACK:
  4615. case NPC_WATERATTACK:
  4616. case NPC_GROUNDATTACK:
  4617. case NPC_FIREATTACK:
  4618. case NPC_WINDATTACK:
  4619. case NPC_POISONATTACK:
  4620. case NPC_HOLYATTACK:
  4621. case NPC_DARKNESSATTACK:
  4622. case NPC_TELEKINESISATTACK:
  4623. case NPC_UNDEADATTACK:
  4624. case NPC_CHANGEUNDEAD:
  4625. case NPC_ARMORBRAKE:
  4626. case NPC_HELMBRAKE:
  4627. case NPC_SHIELDBRAKE:
  4628. case NPC_BLINDATTACK:
  4629. case NPC_SILENCEATTACK:
  4630. case NPC_STUNATTACK:
  4631. case NPC_PETRIFYATTACK:
  4632. case NPC_CURSEATTACK:
  4633. case NPC_SLEEPATTACK:
  4634. #ifdef RENEWAL
  4635. case CR_ACIDDEMONSTRATION:
  4636. #endif
  4637. case LK_AURABLADE:
  4638. case LK_SPIRALPIERCE:
  4639. case ML_SPIRALPIERCE:
  4640. case CG_ARROWVULCAN:
  4641. case HW_MAGICCRASHER:
  4642. case ITM_TOMAHAWK:
  4643. case CH_CHAINCRUSH:
  4644. case CH_TIGERFIST:
  4645. case PA_SHIELDCHAIN: // Shield Chain
  4646. case PA_SACRIFICE:
  4647. case WS_CARTTERMINATION: // Cart Termination
  4648. case AS_VENOMKNIFE:
  4649. case HT_PHANTASMIC:
  4650. case TK_DOWNKICK:
  4651. case TK_COUNTER:
  4652. case GS_CHAINACTION:
  4653. case GS_TRIPLEACTION:
  4654. #ifndef RENEWAL
  4655. case GS_MAGICALBULLET:
  4656. #endif
  4657. case GS_TRACKING:
  4658. case GS_PIERCINGSHOT:
  4659. case GS_RAPIDSHOWER:
  4660. case GS_DUST:
  4661. case GS_DISARM: // Added disarm. [Reddozen]
  4662. case GS_FULLBUSTER:
  4663. case NJ_SYURIKEN:
  4664. case NJ_KUNAI:
  4665. case ASC_BREAKER:
  4666. case HFLI_MOON: //[orn]
  4667. case HFLI_SBR44: //[orn]
  4668. case NPC_BLEEDING:
  4669. case NPC_BLEEDING2:
  4670. case NPC_CRITICALWOUND:
  4671. case NPC_HELLPOWER:
  4672. case RK_SONICWAVE:
  4673. case AB_DUPLELIGHT_MELEE:
  4674. case RA_AIMEDBOLT:
  4675. case NC_BOOSTKNUCKLE:
  4676. case NC_PILEBUNKER:
  4677. case NC_AXEBOOMERANG:
  4678. case NC_POWERSWING:
  4679. case NPC_MAGMA_ERUPTION:
  4680. case NC_MAGMA_ERUPTION:
  4681. case GC_WEAPONCRUSH:
  4682. case GC_VENOMPRESSURE:
  4683. case SC_TRIANGLESHOT:
  4684. case SC_FEINTBOMB:
  4685. case LG_BANISHINGPOINT:
  4686. case LG_SHIELDPRESS:
  4687. case LG_RAGEBURST:
  4688. case LG_HESPERUSLIT:
  4689. case SR_DRAGONCOMBO:
  4690. case SR_FALLENEMPIRE:
  4691. case SR_CRESCENTELBOW_AUTOSPELL:
  4692. case SR_GATEOFHELL:
  4693. case SR_GENTLETOUCH_QUIET:
  4694. case WM_SEVERE_RAINSTORM_MELEE:
  4695. case WM_GREAT_ECHO:
  4696. case GN_SLINGITEM_RANGEMELEEATK:
  4697. case KO_SETSUDAN:
  4698. case RL_MASS_SPIRAL:
  4699. case RL_BANISHING_BUSTER:
  4700. case RL_SLUGSHOT:
  4701. case RL_AM_BLAST:
  4702. case DK_SERVANTWEAPON_ATK:
  4703. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4704. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4705. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4706. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4707. case ABC_CHAIN_REACTION_SHOT_ATK:
  4708. case ABR_BATTLE_BUSTER:
  4709. case ABR_DUAL_CANNON_FIRE:
  4710. case ABR_INFINITY_BUSTER:
  4711. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4712. break;
  4713. case IG_SHIELD_SHOOTING:
  4714. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4715. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4716. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4717. break;
  4718. case DK_DRAGONIC_AURA:
  4719. case DK_STORMSLASH:
  4720. case IG_GRAND_JUDGEMENT:
  4721. case CD_EFFLIGO:
  4722. case ABC_FRENZY_SHOT:
  4723. case WH_HAWKRUSH:
  4724. case WH_HAWKBOOMERANG:
  4725. case TR_ROSEBLOSSOM:
  4726. case TR_RHYTHMSHOOTING:
  4727. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4728. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4729. if (skill_id == DK_DRAGONIC_AURA)
  4730. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4731. else if (skill_id == IG_GRAND_JUDGEMENT)
  4732. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4733. break;
  4734. case SHC_ETERNAL_SLASH:
  4735. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4736. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4737. else
  4738. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4739. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4740. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4741. break;
  4742. case SHC_SHADOW_STAB:
  4743. if (sc && (sc->getSCE(SC_CLOAKING) || sc->getSCE(SC_CLOAKINGEXCEED)))
  4744. flag |= 2;// Flag to deal 2 hits.
  4745. status_change_end(src, SC_CLOAKING);
  4746. status_change_end(src, SC_CLOAKINGEXCEED);
  4747. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4748. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4749. break;
  4750. case WH_CRESCIVE_BOLT:
  4751. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4752. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4753. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4754. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4755. else
  4756. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4757. break;
  4758. case ABC_UNLUCKY_RUSH:
  4759. // Jump to the target before attacking.
  4760. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4761. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4762. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4763. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4764. break;
  4765. case MO_TRIPLEATTACK:
  4766. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4767. break;
  4768. case LK_HEADCRUSH:
  4769. if (status_get_class_(bl) == CLASS_BOSS) {
  4770. if (sd)
  4771. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4772. break;
  4773. }
  4774. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4775. break;
  4776. case LK_JOINTBEAT:
  4777. flag = 1 << rnd() % 6;
  4778. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4779. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4780. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4781. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4782. break;
  4783. case MO_COMBOFINISH:
  4784. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4785. { //Becomes a splash attack when Soul Linked.
  4786. map_foreachinshootrange(skill_area_sub, bl,
  4787. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4788. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4789. skill_castend_damage_id);
  4790. } else
  4791. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4792. break;
  4793. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4795. skill_area_temp[1] = 0;
  4796. map_foreachinshootrange(skill_attack_area, src,
  4797. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4798. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4799. break;
  4800. case KN_CHARGEATK:
  4801. {
  4802. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4803. #ifdef RENEWAL
  4804. int dist = skill_get_blewcount(skill_id, skill_lv);
  4805. #else
  4806. unsigned int dist = distance_bl(src, bl);
  4807. #endif
  4808. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4809. // teleport to target (if not on WoE grounds)
  4810. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4811. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4812. // cause damage and knockback if the path to target was a straight one
  4813. if (path) {
  4814. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4815. #ifdef RENEWAL
  4816. if (map_getmapdata(src->m)->flag[MF_PVP])
  4817. dist += 2; // Knockback is 4 on PvP maps
  4818. #endif
  4819. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4820. }
  4821. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4822. // make the caster look in the direction of the target
  4823. unit_setdir(src, (dir+4)%8);
  4824. }
  4825. }
  4826. break;
  4827. case NC_FLAMELAUNCHER:
  4828. skill_area_temp[1] = bl->id;
  4829. if (battle_config.skill_eightpath_algorithm) {
  4830. //Use official AoE algorithm
  4831. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4832. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4833. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4834. } else {
  4835. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4836. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4837. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4838. }
  4839. break;
  4840. #ifndef RENEWAL
  4841. case SN_SHARPSHOOTING:
  4842. flag |= 2; // Flag for specific mob damage formula
  4843. #endif
  4844. case MA_SHARPSHOOTING:
  4845. case NJ_KAMAITACHI:
  4846. case NPC_DARKPIERCING:
  4847. case NPC_ACIDBREATH:
  4848. case NPC_DARKNESSBREATH:
  4849. case NPC_FIREBREATH:
  4850. case NPC_ICEBREATH:
  4851. case NPC_ICEBREATH2:
  4852. case NPC_THUNDERBREATH:
  4853. case AG_STORM_CANNON:
  4854. case AG_CRIMSON_ARROW:
  4855. skill_area_temp[1] = bl->id;
  4856. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4857. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4858. if (battle_config.skill_eightpath_algorithm) {
  4859. //Use official AoE algorithm
  4860. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4861. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4862. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4863. #ifndef RENEWAL
  4864. if (skill_id == SN_SHARPSHOOTING)
  4865. flag &= ~2; // Only targets in the splash area are affected
  4866. #endif
  4867. //These skills hit at least the target if the AoE doesn't hit
  4868. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4869. }
  4870. } else {
  4871. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4872. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4873. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4874. }
  4875. if (skill_id == AG_CRIMSON_ARROW)
  4876. skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4877. break;
  4878. case MO_INVESTIGATE:
  4879. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4880. status_change_end(src, SC_BLADESTOP);
  4881. break;
  4882. case RG_BACKSTAP:
  4883. {
  4884. if (!check_distance_bl(src, bl, 0)) {
  4885. #ifdef RENEWAL
  4886. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4887. short x, y;
  4888. if (dir > 0 && dir < 4)
  4889. x = -1;
  4890. else if (dir > 4)
  4891. x = 1;
  4892. else
  4893. x = 0;
  4894. if (dir > 2 && dir < 6)
  4895. y = -1;
  4896. else if (dir == 7 || dir < 2)
  4897. y = 1;
  4898. else
  4899. y = 0;
  4900. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4901. #else
  4902. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4903. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4904. #endif
  4905. status_change_end(src, SC_HIDING);
  4906. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4907. unit_setdir(bl,dir);
  4908. #ifdef RENEWAL
  4909. clif_blown(src);
  4910. #endif
  4911. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4912. }
  4913. else if (sd)
  4914. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4915. }
  4916. }
  4917. break;
  4918. case MO_FINGEROFFENSIVE:
  4919. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4920. if (battle_config.finger_offensive_type && sd) {
  4921. for (int i = 1; i < sd->spiritball_old; i++)
  4922. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4923. }
  4924. status_change_end(src, SC_BLADESTOP);
  4925. break;
  4926. case MO_CHAINCOMBO:
  4927. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4928. status_change_end(src, SC_BLADESTOP);
  4929. break;
  4930. #ifndef RENEWAL
  4931. case NJ_ISSEN:
  4932. #endif
  4933. case MO_EXTREMITYFIST:
  4934. {
  4935. struct block_list *mbl = bl; // For NJ_ISSEN
  4936. short x, y, i = 2; // Move 2 cells (From target)
  4937. short dir = map_calc_dir(src,bl->x,bl->y);
  4938. #ifdef RENEWAL
  4939. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4940. flag |= 1; // Give +100% damage increase
  4941. #endif
  4942. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4943. if (skill_id == MO_EXTREMITYFIST) {
  4944. status_set_sp(src, 0, 0);
  4945. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4946. status_change_end(src, SC_BLADESTOP);
  4947. #ifdef RENEWAL
  4948. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4949. #endif
  4950. } else {
  4951. status_set_hp(src, 1, 0);
  4952. status_change_end(src, SC_NEN);
  4953. status_change_end(src, SC_HIDING);
  4954. }
  4955. if (skill_id == MO_EXTREMITYFIST) {
  4956. mbl = src; // For MO_EXTREMITYFIST
  4957. i = 3; // Move 3 cells (From caster)
  4958. }
  4959. if (dir > 0 && dir < 4)
  4960. x = -i;
  4961. else if (dir > 4)
  4962. x = i;
  4963. else
  4964. x = 0;
  4965. if (dir > 2 && dir < 6)
  4966. y = -i;
  4967. else if (dir == 7 || dir < 2)
  4968. y = i;
  4969. else
  4970. y = 0;
  4971. // Ashura Strike still has slide effect in GVG
  4972. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4973. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4974. clif_blown(src);
  4975. clif_spiritball(src);
  4976. }
  4977. }
  4978. break;
  4979. case HT_POWER:
  4980. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4981. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4982. break;
  4983. case SU_PICKYPECK:
  4984. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4985. case SU_BITE:
  4986. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4987. break;
  4988. case SU_SVG_SPIRIT:
  4989. skill_area_temp[1] = bl->id;
  4990. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4991. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4992. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4993. break;
  4994. //Splash attack skills.
  4995. case AS_GRIMTOOTH:
  4996. case MC_CARTREVOLUTION:
  4997. case NPC_SPLASHATTACK:
  4998. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4999. case AS_SPLASHER:
  5000. case HT_BLITZBEAT:
  5001. case AC_SHOWER:
  5002. case MA_SHOWER:
  5003. case MG_NAPALMBEAT:
  5004. case MG_FIREBALL:
  5005. case RG_RAID:
  5006. #ifdef RENEWAL
  5007. case SN_SHARPSHOOTING:
  5008. #endif
  5009. case HW_NAPALMVULCAN:
  5010. case NJ_HUUMA:
  5011. case ASC_METEORASSAULT:
  5012. case GS_SPREADATTACK:
  5013. case NPC_PULSESTRIKE:
  5014. case NPC_PULSESTRIKE2:
  5015. case NPC_HELLJUDGEMENT:
  5016. case NPC_HELLJUDGEMENT2:
  5017. case NPC_VAMPIRE_GIFT:
  5018. case NPC_MAXPAIN_ATK:
  5019. case NPC_JACKFROST:
  5020. case NPC_REVERBERATION_ATK:
  5021. case NPC_ARROWSTORM:
  5022. case NPC_IGNITIONBREAK:
  5023. case RK_IGNITIONBREAK:
  5024. case RK_HUNDREDSPEAR:
  5025. case AB_JUDEX:
  5026. case AB_ADORAMUS:
  5027. case WL_SOULEXPANSION:
  5028. case WL_CRIMSONROCK:
  5029. case WL_JACKFROST:
  5030. case RA_ARROWSTORM:
  5031. case RA_WUGDASH:
  5032. case NC_VULCANARM:
  5033. case NC_COLDSLOWER:
  5034. case NC_SELFDESTRUCTION:
  5035. case NC_AXETORNADO:
  5036. case GC_ROLLINGCUTTER:
  5037. case GC_COUNTERSLASH:
  5038. case LG_CANNONSPEAR:
  5039. case LG_OVERBRAND:
  5040. case LG_MOONSLASHER:
  5041. case LG_RAYOFGENESIS:
  5042. case NPC_RAYOFGENESIS:
  5043. case LG_EARTHDRIVE:
  5044. case SR_RAMPAGEBLASTER:
  5045. case SR_SKYNETBLOW:
  5046. case SR_WINDMILL:
  5047. case SR_RIDEINLIGHTNING:
  5048. case SO_VARETYR_SPEAR:
  5049. case SO_POISON_BUSTER:
  5050. case GN_CART_TORNADO:
  5051. case GN_CARTCANNON:
  5052. case GN_SPORE_EXPLOSION:
  5053. case GN_DEMONIC_FIRE:
  5054. case GN_FIRE_EXPANSION_ACID:
  5055. case GN_HELLS_PLANT_ATK:
  5056. case KO_HAPPOKUNAI:
  5057. case KO_HUUMARANKA:
  5058. case KO_MUCHANAGE:
  5059. case KO_BAKURETSU:
  5060. case GN_ILLUSIONDOPING:
  5061. case RL_FIREDANCE:
  5062. case RL_S_STORM:
  5063. case RL_R_TRIP:
  5064. case MH_XENO_SLASHER:
  5065. case MH_HEILIGE_PFERD:
  5066. case MH_THE_ONE_FIGHTER_RISES:
  5067. case NC_ARMSCANNON:
  5068. case SU_SCRATCH:
  5069. case SU_LUNATICCARROTBEAT:
  5070. case SU_LUNATICCARROTBEAT2:
  5071. case SJ_FULLMOONKICK:
  5072. case SJ_NEWMOONKICK:
  5073. case SJ_SOLARBURST:
  5074. case SJ_PROMINENCEKICK:
  5075. case SJ_STAREMPEROR:
  5076. case SJ_FALLINGSTAR_ATK2:
  5077. case SP_CURSEEXPLOSION:
  5078. case SP_SHA:
  5079. case SP_SWHOO:
  5080. case DK_SERVANT_W_PHANTOM:
  5081. case DK_SERVANT_W_DEMOL:
  5082. case DK_MADNESS_CRUSHER:
  5083. case AG_DESTRUCTIVE_HURRICANE:
  5084. case AG_SOUL_VC_STRIKE:
  5085. case AG_CRYSTAL_IMPACT:
  5086. case AG_CRYSTAL_IMPACT_ATK:
  5087. case AG_ROCK_DOWN:
  5088. case AG_FROZEN_SLASH:
  5089. case IQ_OLEUM_SANCTUM:
  5090. case IQ_MASSIVE_F_BLASTER:
  5091. case IQ_EXPOSION_BLASTER:
  5092. case IQ_FIRST_BRAND:
  5093. case IQ_SECOND_FLAME:
  5094. case IQ_SECOND_FAITH:
  5095. case IQ_SECOND_JUDGEMENT:
  5096. case IQ_THIRD_PUNISH:
  5097. case IQ_THIRD_FLAME_BOMB:
  5098. case IQ_THIRD_CONSECRATION:
  5099. case IG_OVERSLASH:
  5100. case CD_ARBITRIUM_ATK:
  5101. case CD_PETITIO:
  5102. case CD_FRAMEN:
  5103. case SHC_DANCING_KNIFE:
  5104. case SHC_SAVAGE_IMPACT:
  5105. case SHC_IMPACT_CRATER:
  5106. case SHC_FATAL_SHADOW_CROW:
  5107. case MT_AXE_STOMP:
  5108. case MT_RUSH_QUAKE:
  5109. case MT_A_MACHINE:
  5110. case ABC_ABYSS_DAGGER:
  5111. case ABC_CHAIN_REACTION_SHOT:
  5112. case ABC_DEFT_STAB:
  5113. case WH_GALESTORM:
  5114. case BO_ACIDIFIED_ZONE_WATER:
  5115. case BO_ACIDIFIED_ZONE_GROUND:
  5116. case BO_ACIDIFIED_ZONE_WIND:
  5117. case BO_ACIDIFIED_ZONE_FIRE:
  5118. case TR_ROSEBLOSSOM_ATK:
  5119. case TR_METALIC_FURY:
  5120. case ABC_FROM_THE_ABYSS_ATK:
  5121. case EM_ELEMENTAL_BUSTER_FIRE:
  5122. case EM_ELEMENTAL_BUSTER_WATER:
  5123. case EM_ELEMENTAL_BUSTER_WIND:
  5124. case EM_ELEMENTAL_BUSTER_GROUND:
  5125. case EM_ELEMENTAL_BUSTER_POISON:
  5126. case EM_EL_FLAMEROCK:
  5127. case EM_EL_AGE_OF_ICE:
  5128. case EM_EL_STORM_WIND:
  5129. case EM_EL_AVALANCHE:
  5130. case EM_EL_DEADLY_POISON:
  5131. if( flag&1 ) {//Recursive invocation
  5132. int sflag = skill_area_temp[0] & 0xFFF;
  5133. int heal = 0;
  5134. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5135. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5136. break; // Under Hovering characters are immune to select trap and ground target skills.
  5137. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5138. break; // No damage should happen if the target is on Land Protector
  5139. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5140. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5141. break;
  5142. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5143. if (skill_id == ABC_DEFT_STAB && flag&2)
  5144. sflag |= 2;
  5145. if( flag&SD_LEVEL )
  5146. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5147. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5148. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5149. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5150. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5151. break;
  5152. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5153. switch (skill_id) {
  5154. case NPC_VAMPIRE_GIFT:
  5155. if (heal > 0) {
  5156. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5157. status_heal(src, heal, 0, 0);
  5158. }
  5159. break;
  5160. #ifdef RENEWAL
  5161. case SN_SHARPSHOOTING:
  5162. status_change_end(src, SC_CAMOUFLAGE);
  5163. break;
  5164. #endif
  5165. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5166. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5167. break;
  5168. }
  5169. } else {
  5170. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5171. skill_area_temp[0] = 0;
  5172. skill_area_temp[1] = bl->id;
  5173. skill_area_temp[2] = 0;
  5174. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5175. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5176. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5177. break;
  5178. }
  5179. if (skill_id == SP_SWHOO)
  5180. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5181. switch ( skill_id ) {
  5182. case LG_EARTHDRIVE:
  5183. case GN_CARTCANNON:
  5184. case SU_SCRATCH:
  5185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5186. break;
  5187. #ifdef RENEWAL
  5188. case NJ_HUUMA:
  5189. #endif
  5190. case LG_MOONSLASHER:
  5191. case MH_XENO_SLASHER:
  5192. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5193. break;
  5194. case NPC_REVERBERATION_ATK:
  5195. case NC_ARMSCANNON:
  5196. skill_area_temp[1] = 0;
  5197. starget = splash_target(src);
  5198. break;
  5199. case WL_CRIMSONROCK:
  5200. skill_area_temp[4] = bl->x;
  5201. skill_area_temp[5] = bl->y;
  5202. break;
  5203. case SU_LUNATICCARROTBEAT:
  5204. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5205. skill_id = SU_LUNATICCARROTBEAT2;
  5206. break;
  5207. case DK_SERVANT_W_PHANTOM:
  5208. case MT_RUSH_QUAKE:
  5209. // Jump to the target before attacking.
  5210. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5211. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5212. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5213. break;
  5214. case SHC_SAVAGE_IMPACT:
  5215. case SHC_FATAL_SHADOW_CROW: {
  5216. uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5217. // Move the player 1 cell near the target, between the target and the player
  5218. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5219. clif_blown(src);
  5220. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5221. break;
  5222. }
  5223. case AG_CRYSTAL_IMPACT_ATK:
  5224. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5225. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5226. break;
  5227. case AG_ROCK_DOWN:
  5228. case IQ_FIRST_BRAND:
  5229. case IQ_SECOND_FLAME:
  5230. case IQ_SECOND_FAITH:
  5231. case IQ_SECOND_JUDGEMENT:
  5232. case CD_PETITIO:
  5233. case CD_FRAMEN:
  5234. case ABC_DEFT_STAB:
  5235. case ABC_CHAIN_REACTION_SHOT:
  5236. case EM_EL_FLAMEROCK:
  5237. case EM_EL_AGE_OF_ICE:
  5238. case EM_EL_STORM_WIND:
  5239. case EM_EL_AVALANCHE:
  5240. case EM_EL_DEADLY_POISON:
  5241. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5242. break;
  5243. case IQ_THIRD_PUNISH:
  5244. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5245. if (sd) {
  5246. uint8 limit = 5;
  5247. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5248. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5249. for (uint8 i = 0; i < limit; i++)
  5250. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5251. }
  5252. break;
  5253. case IQ_THIRD_FLAME_BOMB:
  5254. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5255. if (sd && sd->spiritball / 5 > 1)
  5256. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5257. break;
  5258. case IQ_THIRD_CONSECRATION:
  5259. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5260. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5261. break;
  5262. case IG_OVERSLASH:
  5263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5264. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5265. break;
  5266. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5267. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5268. status_heal(src, 0, 0, 10, 0);
  5269. break;
  5270. case BO_ACIDIFIED_ZONE_WATER:
  5271. case BO_ACIDIFIED_ZONE_GROUND:
  5272. case BO_ACIDIFIED_ZONE_WIND:
  5273. case BO_ACIDIFIED_ZONE_FIRE:
  5274. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5275. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5276. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5277. break;
  5278. case TR_METALIC_FURY:
  5279. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5280. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  5281. skill_area_temp[0] = 1 + rnd()%4;
  5282. break;
  5283. }
  5284. // if skill damage should be split among targets, count them
  5285. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5286. //special case: Venom Splasher uses a different range for searching than for splashing
  5287. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5288. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5289. // recursive invocation of skill_castend_damage_id() with flag|1
  5290. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5291. if (skill_id == RA_ARROWSTORM)
  5292. status_change_end(src, SC_CAMOUFLAGE);
  5293. if( skill_id == AS_SPLASHER ) {
  5294. map_freeblock_unlock(); // Don't consume a second gemstone.
  5295. return 0;
  5296. }
  5297. }
  5298. break;
  5299. case DK_HACKANDSLASHER:
  5300. case DK_HACKANDSLASHER_ATK:
  5301. if (flag & 1) {
  5302. skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5303. } else {
  5304. skill_area_temp[0] = 0;
  5305. skill_area_temp[1] = bl->id;
  5306. skill_area_temp[2] = 0;
  5307. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5308. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5309. map_foreachinrange(skill_area_sub, bl, skill_get_splash(DK_HACKANDSLASHER_ATK, skill_lv), BL_CHAR|BL_SKILL, src, DK_HACKANDSLASHER_ATK, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5310. }
  5311. break;
  5312. //Place units around target
  5313. case NJ_BAKUENRYU:
  5314. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5315. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5316. break;
  5317. case SM_MAGNUM:
  5318. case MS_MAGNUM:
  5319. if( flag&1 ) {
  5320. // For players, damage depends on distance, so add it to flag if it is > 1
  5321. // Cannot hit hidden targets
  5322. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5323. }
  5324. break;
  5325. #ifdef RENEWAL
  5326. case KN_BRANDISHSPEAR:
  5327. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5328. break;
  5329. #else
  5330. case KN_BRANDISHSPEAR:
  5331. #endif
  5332. case ML_BRANDISH:
  5333. //Coded apart for it needs the flag passed to the damage calculation.
  5334. if (skill_area_temp[1] != bl->id)
  5335. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5336. else
  5337. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5338. break;
  5339. #ifdef RENEWAL
  5340. case KN_BOWLINGBASH:
  5341. if (flag & 1) {
  5342. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5343. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5344. } else {
  5345. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5346. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5347. }
  5348. break;
  5349. #else
  5350. case KN_BOWLINGBASH:
  5351. #endif
  5352. case MS_BOWLINGBASH:
  5353. {
  5354. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5355. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5356. c = (skill_lv-(flag&0xFFF)+1)/2;
  5357. // Determine the Bowling Bash area depending on configuration
  5358. if (battle_config.bowling_bash_area == 0) {
  5359. // Gutter line system
  5360. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5361. if(min_x < 0) min_x = 0;
  5362. max_x = min_x + 39;
  5363. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5364. if(min_y < 0) min_y = 0;
  5365. max_y = min_y + 39;
  5366. } else if (battle_config.bowling_bash_area == 1) {
  5367. // Gutter line system without demi gutter bug
  5368. min_x = src->x - (src->x)%40;
  5369. max_x = min_x + 39;
  5370. min_y = src->y - (src->y)%40;
  5371. max_y = min_y + 39;
  5372. } else {
  5373. // Area around caster
  5374. min_x = src->x - battle_config.bowling_bash_area;
  5375. max_x = src->x + battle_config.bowling_bash_area;
  5376. min_y = src->y - battle_config.bowling_bash_area;
  5377. max_y = src->y + battle_config.bowling_bash_area;
  5378. }
  5379. // Initialization, break checks, direction
  5380. if((flag&0xFFF) > 0) {
  5381. // Ignore monsters outside area
  5382. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5383. break;
  5384. // Ignore monsters already in list
  5385. if(idb_exists(bowling_db, bl->id))
  5386. break;
  5387. // Random direction
  5388. dir = rnd()%8;
  5389. } else {
  5390. // Create an empty list of already hit targets
  5391. db_clear(bowling_db);
  5392. // Direction is walkpath
  5393. dir = (unit_getdir(src)+4)%8;
  5394. }
  5395. // Add current target to the list of already hit targets
  5396. idb_put(bowling_db, bl->id, bl);
  5397. // Keep moving target in direction square by square
  5398. tx = bl->x;
  5399. ty = bl->y;
  5400. for(i=0;i<c;i++) {
  5401. // Target coordinates (get changed even if knockback fails)
  5402. tx -= dirx[dir];
  5403. ty -= diry[dir];
  5404. // If target cell is a wall then break
  5405. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5406. break;
  5407. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5408. int count;
  5409. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5410. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5411. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5412. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5413. // Recursive call
  5414. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5415. // Self-collision
  5416. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5417. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5418. break;
  5419. }
  5420. }
  5421. // Original hit or chain hit depending on flag
  5422. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5423. }
  5424. break;
  5425. case KN_SPEARSTAB:
  5426. if(flag&1) {
  5427. if (bl->id==skill_area_temp[1])
  5428. break;
  5429. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5430. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5431. } else {
  5432. int x=bl->x,y=bl->y,i,dir;
  5433. dir = map_calc_dir(bl,src->x,src->y);
  5434. skill_area_temp[1] = bl->id;
  5435. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5436. // all the enemies between the caster and the target are hit, as well as the target
  5437. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5438. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5439. for (i=0;i<4;i++) {
  5440. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5441. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5442. x += dirx[dir];
  5443. y += diry[dir];
  5444. }
  5445. }
  5446. break;
  5447. case TK_TURNKICK:
  5448. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5449. {
  5450. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5451. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5452. map_foreachinallrange(skill_area_sub,bl,
  5453. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5454. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5455. skill_castend_nodamage_id);
  5456. }
  5457. break;
  5458. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5459. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5460. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5461. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5462. break;
  5463. case PR_TURNUNDEAD:
  5464. case ALL_RESURRECTION:
  5465. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5466. break;
  5467. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5468. break;
  5469. case AL_HOLYLIGHT:
  5470. status_change_end(bl, SC_P_ALTER);
  5471. case MG_SOULSTRIKE:
  5472. case NPC_DARKSTRIKE:
  5473. case MG_COLDBOLT:
  5474. case MG_FIREBOLT:
  5475. case MG_LIGHTNINGBOLT:
  5476. case WZ_EARTHSPIKE:
  5477. case AL_HEAL:
  5478. case NPC_DARKTHUNDER:
  5479. case NPC_FIRESTORM:
  5480. case PR_ASPERSIO:
  5481. case MG_FROSTDIVER:
  5482. case WZ_SIGHTBLASTER:
  5483. case WZ_SIGHTRASHER:
  5484. #ifdef RENEWAL
  5485. case PA_PRESSURE:
  5486. #endif
  5487. case NJ_KOUENKA:
  5488. case NJ_HYOUSENSOU:
  5489. case NJ_HUUJIN:
  5490. case AB_HIGHNESSHEAL:
  5491. case AB_DUPLELIGHT_MAGIC:
  5492. case WM_METALICSOUND:
  5493. case KO_KAIHOU:
  5494. case MH_ERASER_CUTTER:
  5495. case AG_ASTRAL_STRIKE:
  5496. case AG_ASTRAL_STRIKE_ATK:
  5497. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5498. case CD_ARBITRIUM:
  5499. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5500. break;
  5501. case IG_JUDGEMENT_CROSS:
  5502. case TR_SOUNDBLEND:
  5503. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5504. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5505. break;
  5506. case AG_DEADLY_PROJECTION:
  5507. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5508. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5509. break;
  5510. case NPC_MAGICALATTACK:
  5511. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5512. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5513. break;
  5514. case HVAN_CAPRICE: //[blackhole89]
  5515. {
  5516. int ran=rnd()%4;
  5517. int sid = 0;
  5518. switch(ran)
  5519. {
  5520. case 0: sid=MG_COLDBOLT; break;
  5521. case 1: sid=MG_FIREBOLT; break;
  5522. case 2: sid=MG_LIGHTNINGBOLT; break;
  5523. case 3: sid=WZ_EARTHSPIKE; break;
  5524. }
  5525. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5526. }
  5527. break;
  5528. case WZ_WATERBALL:
  5529. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5530. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5531. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5532. break;
  5533. case WZ_JUPITEL:
  5534. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5535. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5536. break;
  5537. case PR_BENEDICTIO:
  5538. //Should attack undead and demons. [Skotlex]
  5539. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5540. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5541. break;
  5542. case SJ_NOVAEXPLOSING:
  5543. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5544. // We can end Dimension here since the cooldown code is processed before this point.
  5545. if (sc && sc->getSCE(SC_DIMENSION))
  5546. status_change_end(src, SC_DIMENSION);
  5547. else // Dimension not active? Activate the 2 second skill block penalty.
  5548. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5549. break;
  5550. case SP_SOULEXPLOSION:
  5551. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5552. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5553. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5554. if (sd)
  5555. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5556. break;
  5557. }
  5558. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5559. break;
  5560. case SL_SMA:
  5561. status_change_end(src, SC_SMA);
  5562. case SL_STIN:
  5563. case SL_STUN:
  5564. case SP_SPA:
  5565. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5566. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5568. break;
  5569. }
  5570. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5571. break;
  5572. case NPC_DARKBREATH:
  5573. clif_emotion(src,ET_ANGER);
  5574. if (rnd() % 2 == 0)
  5575. break; // 50% chance
  5576. case SN_FALCONASSAULT:
  5577. #ifndef RENEWAL
  5578. case PA_PRESSURE:
  5579. case CR_ACIDDEMONSTRATION:
  5580. #endif
  5581. case TF_THROWSTONE:
  5582. case NPC_SMOKING:
  5583. case GS_FLING:
  5584. case NJ_ZENYNAGE:
  5585. case GN_THORNS_TRAP:
  5586. case RL_B_TRAP:
  5587. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5588. break;
  5589. #ifdef RENEWAL
  5590. case NJ_ISSEN: {
  5591. short x, y;
  5592. short dir = map_calc_dir(src, bl->x, bl->y);
  5593. // Move 2 cells (From target)
  5594. if (dir > 0 && dir < 4)
  5595. x = -2;
  5596. else if (dir > 4)
  5597. x = 2;
  5598. else
  5599. x = 0;
  5600. if (dir > 2 && dir < 6)
  5601. y = -2;
  5602. else if (dir == 7 || dir < 2)
  5603. y = 2;
  5604. else
  5605. y = 0;
  5606. // Doesn't have slide effect in GVG
  5607. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5608. clif_blown(src);
  5609. clif_spiritball(src);
  5610. }
  5611. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5612. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5613. status_change_end(src, SC_NEN);
  5614. status_change_end(src, SC_HIDING);
  5615. }
  5616. break;
  5617. #endif
  5618. case RK_DRAGONBREATH_WATER:
  5619. case RK_DRAGONBREATH:
  5620. case NPC_DRAGONBREATH:
  5621. if( tsc && tsc->getSCE(SC_HIDING) )
  5622. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5623. else {
  5624. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5625. }
  5626. break;
  5627. case NPC_SELFDESTRUCTION:
  5628. if( tsc && tsc->getSCE(SC_HIDING) )
  5629. break;
  5630. case HVAN_EXPLOSION:
  5631. if (src != bl)
  5632. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5633. break;
  5634. // Celest
  5635. case PF_SOULBURN:
  5636. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5637. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5638. if (skill_lv == 5)
  5639. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5640. status_percent_damage(src, bl, 0, 100, false);
  5641. } else {
  5642. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5643. if (skill_lv == 5)
  5644. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5645. status_percent_damage(src, src, 0, 100, false);
  5646. }
  5647. break;
  5648. case NPC_BLOODDRAIN:
  5649. case NPC_ENERGYDRAIN:
  5650. {
  5651. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5652. src, src, bl, skill_id, skill_lv, tick, flag);
  5653. if (heal > 0){
  5654. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5655. status_heal(src, heal, 0, 0);
  5656. }
  5657. }
  5658. break;
  5659. case GS_BULLSEYE:
  5660. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5661. break;
  5662. case NJ_KASUMIKIRI:
  5663. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5664. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5665. break;
  5666. case NJ_KIRIKAGE:
  5667. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5668. { //You don't move on GVG grounds.
  5669. short x, y;
  5670. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5671. if (unit_movepos(src, x, y, 0, 0)) {
  5672. clif_blown(src);
  5673. }
  5674. }
  5675. status_change_end(src, SC_HIDING);
  5676. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5677. break;
  5678. case RK_PHANTOMTHRUST:
  5679. case NPC_PHANTOMTHRUST:
  5680. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5682. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5683. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5684. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5685. break;
  5686. case RK_WINDCUTTER:
  5687. case RK_STORMBLAST:
  5688. if( flag&1 )
  5689. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5690. else {
  5691. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5692. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5693. }
  5694. break;
  5695. case GC_DARKILLUSION:
  5696. {
  5697. short x, y;
  5698. short dir = map_calc_dir(src,bl->x,bl->y);
  5699. if( dir > 0 && dir < 4) x = 2;
  5700. else if( dir > 4 ) x = -2;
  5701. else x = 0;
  5702. if( dir > 2 && dir < 6 ) y = 2;
  5703. else if( dir == 7 || dir < 2 ) y = -2;
  5704. else y = 0;
  5705. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5706. clif_blown(src);
  5707. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5708. if( rnd()%100 < 4 * skill_lv )
  5709. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5710. }
  5711. }
  5712. break;
  5713. case GC_CROSSRIPPERSLASHER:
  5714. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5716. else
  5717. {
  5718. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5719. }
  5720. break;
  5721. case GC_CROSSIMPACT: {
  5722. uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5723. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5724. clif_blown(src);
  5725. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5726. } else {
  5727. if (sd)
  5728. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5729. }
  5730. break;
  5731. }
  5732. case GC_PHANTOMMENACE:
  5733. if (flag&1) { // Only Hits Invisible Targets
  5734. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5735. status_change_end(bl, SC_CLOAKINGEXCEED);
  5736. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5737. }
  5738. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5739. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5740. }
  5741. break;
  5742. case GC_DARKCROW:
  5743. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5744. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5745. break;
  5746. case WL_DRAINLIFE:
  5747. {
  5748. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5749. int rate = 70 + 5 * skill_lv;
  5750. heal = heal * (5 + 5 * skill_lv) / 100;
  5751. if( bl->type == BL_SKILL )
  5752. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5753. if( heal && rnd()%100 < rate )
  5754. {
  5755. status_heal(src, heal, 0, 0);
  5756. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5757. }
  5758. }
  5759. break;
  5760. case WL_TETRAVORTEX_FIRE:
  5761. case WL_TETRAVORTEX_WATER:
  5762. case WL_TETRAVORTEX_WIND:
  5763. case WL_TETRAVORTEX_GROUND:
  5764. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5765. break;
  5766. case WL_TETRAVORTEX:
  5767. if (sd == nullptr) { // Monster usage
  5768. uint8 i = 0;
  5769. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5770. { WL_TETRAVORTEX_WIND, 4 },
  5771. { WL_TETRAVORTEX_WATER, 2 },
  5772. { WL_TETRAVORTEX_GROUND, 8 } };
  5773. for (const auto &skill : tetra_skills) {
  5774. if (skill_lv > 5) {
  5775. skill_area_temp[0] = i;
  5776. skill_area_temp[1] = skill[1];
  5777. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5778. } else
  5779. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5780. i++;
  5781. }
  5782. } else if (sc) { // No SC? No spheres
  5783. int i, k = 0;
  5784. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5785. status_change_end(src, SC_SPHERE_1);
  5786. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5787. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5788. continue;
  5789. uint16 subskill = 0;
  5790. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5791. case WLS_FIRE:
  5792. subskill = WL_TETRAVORTEX_FIRE;
  5793. k |= 1;
  5794. break;
  5795. case WLS_WIND:
  5796. subskill = WL_TETRAVORTEX_WIND;
  5797. k |= 4;
  5798. break;
  5799. case WLS_WATER:
  5800. subskill = WL_TETRAVORTEX_WATER;
  5801. k |= 2;
  5802. break;
  5803. case WLS_STONE:
  5804. subskill = WL_TETRAVORTEX_GROUND;
  5805. k |= 8;
  5806. break;
  5807. }
  5808. if (skill_lv > 5) {
  5809. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5810. skill_area_temp[1] = k;
  5811. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5812. } else
  5813. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5814. status_change_end(src, static_cast<sc_type>(i));
  5815. }
  5816. }
  5817. break;
  5818. case WL_RELEASE:
  5819. if (sc == nullptr)
  5820. break;
  5821. if (sd) {
  5822. int i;
  5823. #ifndef RENEWAL
  5824. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5825. #endif
  5826. if (skill_lv == 1) { // SpellBook
  5827. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5828. break;
  5829. bool found_spell = false;
  5830. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5831. if (sc->getSCE(i) != nullptr) {
  5832. found_spell = true;
  5833. break;
  5834. }
  5835. }
  5836. if (!found_spell)
  5837. break;
  5838. // Now extract the data from the preserved spell
  5839. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5840. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5841. uint16 point = sc->getSCE(i)->val3;
  5842. status_change_end(src, static_cast<sc_type>(i));
  5843. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5844. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5845. else // Last spell to be released
  5846. status_change_end(src, SC_FREEZE_SP);
  5847. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5848. break;
  5849. // Get the requirement for the preserved skill
  5850. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5851. switch( skill_get_casttype(pres_skill_id) )
  5852. {
  5853. case CAST_GROUND:
  5854. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5855. break;
  5856. case CAST_NODAMAGE:
  5857. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5858. break;
  5859. case CAST_DAMAGE:
  5860. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5861. break;
  5862. }
  5863. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5864. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5865. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5866. if( cooldown > 0 )
  5867. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5868. } else { // Summoned Balls
  5869. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5870. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5871. continue;
  5872. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5873. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5874. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5875. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5876. }
  5877. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5878. }
  5879. }
  5880. break;
  5881. case WL_FROSTMISTY:
  5882. // Causes Freezing status through walls.
  5883. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5884. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5885. // Doesn't deal damage through non-shootable walls.
  5886. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5887. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5888. break;
  5889. case WL_HELLINFERNO:
  5890. if (flag & 1) {
  5891. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5892. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5893. } else {
  5894. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5895. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5896. }
  5897. break;
  5898. case RA_WUGSTRIKE:
  5899. if( sd && pc_isridingwug(sd) ){
  5900. short x[8]={0,-1,-1,-1,0,1,1,1};
  5901. short y[8]={1,1,0,-1,-1,-1,0,1};
  5902. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5903. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5904. clif_blown(src);
  5905. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5906. }
  5907. break;
  5908. }
  5909. case RA_WUGBITE:
  5910. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5911. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5912. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5913. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5914. break;
  5915. case RA_SENSITIVEKEEN:
  5916. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5917. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5918. status_change_end(bl, SC_CLOAKINGEXCEED);
  5919. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5920. }
  5921. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5922. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5923. } else {
  5924. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5925. std::shared_ptr<s_skill_unit_group> sg;
  5926. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5927. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5928. {
  5929. struct item item_tmp;
  5930. memset(&item_tmp,0,sizeof(item_tmp));
  5931. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5932. item_tmp.identify = 1;
  5933. if( item_tmp.nameid )
  5934. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5935. }
  5936. skill_delunit(su);
  5937. }
  5938. }
  5939. break;
  5940. case NC_INFRAREDSCAN:
  5941. if( flag&1 ) {
  5942. status_change_end(bl, SC_HIDING);
  5943. status_change_end(bl, SC_CLOAKING);
  5944. status_change_end(bl, SC_CLOAKINGEXCEED);
  5945. status_change_end(bl, SC_CAMOUFLAGE);
  5946. status_change_end(bl, SC_NEWMOON);
  5947. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5948. status_change_end(bl, SC__SHADOWFORM);
  5949. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5950. } else {
  5951. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5952. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5953. }
  5954. break;
  5955. case SC_FATALMENACE:
  5956. if( flag&1 )
  5957. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5958. else {
  5959. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5960. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5961. }
  5962. break;
  5963. case NPC_FATALMENACE: // todo should it teleport the target ?
  5964. if( flag&1 )
  5965. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5966. else {
  5967. short x, y;
  5968. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5969. // Destination area
  5970. skill_area_temp[4] = x;
  5971. skill_area_temp[5] = y;
  5972. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5973. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5974. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5975. }
  5976. break;
  5977. case LG_PINPOINTATTACK:
  5978. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5979. clif_blown(src);
  5980. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5981. break;
  5982. case SR_KNUCKLEARROW:
  5983. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5984. dir_ka = map_calc_dir(bl, src->x, src->y);
  5985. // Has slide effect
  5986. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5987. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5988. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5989. break;
  5990. case SR_HOWLINGOFLION:
  5991. status_change_end(bl, SC_SWINGDANCE);
  5992. status_change_end(bl, SC_SYMPHONYOFLOVER);
  5993. status_change_end(bl, SC_MOONLITSERENADE);
  5994. status_change_end(bl, SC_RUSHWINDMILL);
  5995. status_change_end(bl, SC_ECHOSONG);
  5996. status_change_end(bl, SC_HARMONIZE);
  5997. status_change_end(bl, SC_NETHERWORLD);
  5998. status_change_end(bl, SC_VOICEOFSIREN);
  5999. status_change_end(bl, SC_DEEPSLEEP);
  6000. status_change_end(bl, SC_SIRCLEOFNATURE);
  6001. status_change_end(bl, SC_GLOOMYDAY);
  6002. status_change_end(bl, SC_GLOOMYDAY_SK);
  6003. status_change_end(bl, SC_SONGOFMANA);
  6004. status_change_end(bl, SC_DANCEWITHWUG);
  6005. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6006. status_change_end(bl, SC_LERADSDEW);
  6007. status_change_end(bl, SC_MELODYOFSINK);
  6008. status_change_end(bl, SC_BEYONDOFWARCRY);
  6009. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6010. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6011. break;
  6012. case SR_EARTHSHAKER:
  6013. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6014. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6015. status_change_end(bl, SC_CLOAKINGEXCEED);
  6016. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6017. status_change_end(bl, SC__SHADOWFORM);
  6018. } else {
  6019. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6020. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6021. }
  6022. break;
  6023. case SR_TIGERCANNON:
  6024. if (flag & 1) {
  6025. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6026. } else if (sd) {
  6027. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6028. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6029. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6030. }
  6031. break;
  6032. case WM_REVERBERATION:
  6033. if (flag & 1)
  6034. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6035. else {
  6036. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6037. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6038. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6039. }
  6040. break;
  6041. case NPC_POISON_BUSTER:
  6042. if( tsc && tsc->getSCE(SC_POISON) ) {
  6043. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6044. status_change_end(bl, SC_POISON);
  6045. }
  6046. else if( sd )
  6047. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6048. break;
  6049. case KO_JYUMONJIKIRI: {
  6050. short x, y;
  6051. short dir = map_calc_dir(src,bl->x,bl->y);
  6052. if (dir > 0 && dir < 4)
  6053. x = 2;
  6054. else if (dir > 4)
  6055. x = -2;
  6056. else
  6057. x = 0;
  6058. if (dir > 2 && dir < 6)
  6059. y = 2;
  6060. else if (dir == 7 || dir < 2)
  6061. y = -2;
  6062. else
  6063. y = 0;
  6064. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6065. clif_blown(src);
  6066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6067. }
  6068. }
  6069. break;
  6070. case EL_FIRE_BOMB:
  6071. case EL_FIRE_WAVE:
  6072. case EL_WATER_SCREW:
  6073. case EL_HURRICANE:
  6074. case EL_TYPOON_MIS:
  6075. if( flag&1 )
  6076. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6077. else {
  6078. int i = skill_get_splash(skill_id,skill_lv);
  6079. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6080. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6081. if( rnd()%100 < 30 )
  6082. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6083. else
  6084. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6085. }
  6086. break;
  6087. case EL_ROCK_CRUSHER:
  6088. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6089. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6090. if( rnd()%100 < 50 )
  6091. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6092. else
  6093. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6094. break;
  6095. case EL_STONE_RAIN:
  6096. if( flag&1 )
  6097. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6098. else {
  6099. int i = skill_get_splash(skill_id,skill_lv);
  6100. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6101. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6102. if( rnd()%100 < 30 )
  6103. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6104. else
  6105. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6106. }
  6107. break;
  6108. case EL_FIRE_ARROW:
  6109. case EL_ICE_NEEDLE:
  6110. case EL_WIND_SLASH:
  6111. case EL_STONE_HAMMER:
  6112. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6113. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6114. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6115. break;
  6116. case EL_TIDAL_WEAPON:
  6117. if( src->type == BL_ELEM ) {
  6118. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6119. status_change *tsc_ele = status_get_sc(&ele->bl);
  6120. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6121. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6122. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6123. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6124. status_change_end(battle_get_master(src),type);
  6125. status_change_end(src,type2);
  6126. }
  6127. if( rnd()%100 < 50 )
  6128. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6129. else {
  6130. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6131. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6132. }
  6133. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6134. }
  6135. break;
  6136. //recursive homon skill
  6137. case MH_ABSOLUTE_ZEPHYR:
  6138. case MH_TOXIN_OF_MANDARA:
  6139. case MH_BLAZING_AND_FURIOUS:
  6140. case MH_MAGMA_FLOW:
  6141. case MH_HEILIGE_STANGE:
  6142. if(flag&1){
  6143. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6144. break;//chance to not trigger atk for magma
  6145. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6146. }
  6147. else
  6148. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6149. break;
  6150. case MH_TWISTER_CUTTER:
  6151. case MH_GLANZEN_SPIES:
  6152. case MH_STAHL_HORN:
  6153. case MH_NEEDLE_OF_PARALYZE:
  6154. case MH_NEEDLE_STINGER:
  6155. case MH_SONIC_CRAW:
  6156. case MH_MIDNIGHT_FRENZY:
  6157. case MH_SILVERVEIN_RUSH:
  6158. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6159. break;
  6160. case MH_TINDER_BREAKER:
  6161. case MH_CBC:
  6162. case MH_EQC:
  6163. {
  6164. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6165. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6166. sc_type type;
  6167. if( skill_id == MH_TINDER_BREAKER ){
  6168. type = SC_TINDER_BREAKER2;
  6169. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6170. clif_blown(src);
  6171. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6172. }
  6173. }else if( skill_id == MH_CBC ){
  6174. type = SC_CBC;
  6175. }else if( skill_id == MH_EQC ){
  6176. type = SC_EQC;
  6177. }
  6178. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6179. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6180. }
  6181. break;
  6182. case RL_H_MINE:
  6183. if (!(flag&1)) {
  6184. // Direct attack
  6185. if (!sd || !sd->flicker) {
  6186. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6187. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6188. break;
  6189. }
  6190. // Triggered by RL_FLICKER
  6191. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6192. // Splash damage around it!
  6193. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6194. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6195. flag |= 1; // Don't consume requirement
  6196. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6197. status_change_end(bl, SC_H_MINE);
  6198. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6199. }
  6200. }
  6201. else
  6202. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6203. if (sd && sd->flicker)
  6204. flag |= 1; // Don't consume requirement
  6205. break;
  6206. case RL_QD_SHOT:
  6207. if (skill_area_temp[1] == bl->id)
  6208. break;
  6209. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6210. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6211. break;
  6212. case RL_D_TAIL:
  6213. case RL_HAMMER_OF_GOD:
  6214. if (flag&1)
  6215. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6216. else {
  6217. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6218. int i;
  6219. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6220. if (i < MAX_SKILL_CRIMSON_MARKER)
  6221. flag |= 8;
  6222. }
  6223. if (skill_id == RL_HAMMER_OF_GOD)
  6224. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6225. else
  6226. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6227. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6228. }
  6229. break;
  6230. case SU_SCAROFTAROU:
  6231. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6232. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6233. break;
  6234. case SU_SV_STEMSPEAR:
  6235. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6236. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6237. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6238. break;
  6239. case 0:/* no skill - basic/normal attack */
  6240. if(sd) {
  6241. if (flag & 3){
  6242. if (bl->id != skill_area_temp[1])
  6243. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6244. } else {
  6245. skill_area_temp[1] = bl->id;
  6246. map_foreachinallrange(skill_area_sub, bl,
  6247. sd->bonus.splash_range, BL_CHAR,
  6248. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6249. skill_castend_damage_id);
  6250. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6251. }
  6252. }
  6253. break;
  6254. case SJ_FALLINGSTAR_ATK:
  6255. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6256. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6257. int8 i = 0;
  6258. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6259. if (i < MAX_STELLAR_MARKS) {
  6260. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6261. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6262. }
  6263. }
  6264. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6265. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6266. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6267. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6268. }
  6269. break;
  6270. case SJ_FLASHKICK: {
  6271. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6272. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6273. // Only players and monsters can be tagged....I think??? [Rytech]
  6274. // Lets only allow players and monsters to use this skill for safety reasons.
  6275. if ((!tsd && !tmd) || !sd && !md) {
  6276. if (sd)
  6277. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6278. break;
  6279. }
  6280. // Check if the target is already tagged by another source.
  6281. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6282. // Can't tag a player that was already tagged from another source.
  6283. if (sd)
  6284. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6285. map_freeblock_unlock();
  6286. return 1;
  6287. }
  6288. if (sd) { // Tagging the target.
  6289. int i;
  6290. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6291. if (i == MAX_STELLAR_MARKS) {
  6292. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6293. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6294. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6295. map_freeblock_unlock();
  6296. return 1;
  6297. }
  6298. }
  6299. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6300. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6301. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6302. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6303. sd->stellar_mark[i] = bl->id;
  6304. // Val4 flags if the status was applied by a player or a monster.
  6305. // This will be important for other skills that work together with this one.
  6306. // 1 = Player, 2 = Monster.
  6307. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6308. // apply the status here. We can't pass this data to skill_additional_effect.
  6309. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6310. }
  6311. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6312. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6313. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6314. }
  6315. }
  6316. break;
  6317. case NPC_VENOMIMPRESS:
  6318. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6319. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6320. break;
  6321. default:
  6322. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6323. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6324. 0, abs(skill_get_num(skill_id, skill_lv)),
  6325. skill_id, skill_lv, skill_get_hit(skill_id));
  6326. map_freeblock_unlock();
  6327. return 1;
  6328. }
  6329. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6330. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6331. map_freeblock_unlock();
  6332. if( sd && !(flag&1) )
  6333. {// ensure that the skill last-cast tick is recorded
  6334. sd->canskill_tick = gettick();
  6335. if( sd->state.arrow_atk )
  6336. {// consume arrow on last invocation to this skill.
  6337. battle_consume_ammo(sd, skill_id, skill_lv);
  6338. }
  6339. // perform skill requirement consumption
  6340. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6341. }
  6342. return 0;
  6343. }
  6344. /**
  6345. * Give a song's buff/debuff or damage to all targets around
  6346. * @param target: Target
  6347. * @param ap: Argument list
  6348. * @return 1 on success or 0 otherwise
  6349. */
  6350. static int skill_apply_songs(struct block_list* target, va_list ap)
  6351. {
  6352. int flag = va_arg(ap, int);
  6353. struct block_list* src = va_arg(ap, struct block_list*);
  6354. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6355. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6356. t_tick tick = va_arg(ap, t_tick);
  6357. if (flag & BCT_WOS && src == target)
  6358. return 0;
  6359. if (battle_check_target(src, target, flag) > 0) {
  6360. switch (skill_id) {
  6361. // Attack type songs
  6362. case BA_DISSONANCE:
  6363. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6364. return 1;
  6365. case DC_UGLYDANCE:
  6366. case BD_LULLABY:
  6367. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6368. default: // Buff/Debuff type songs
  6369. if (skill_id == CG_HERMODE && src->id != target->id)
  6370. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6371. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6372. }
  6373. }
  6374. return 0;
  6375. }
  6376. /**
  6377. * Calculate a song's bonus values
  6378. * @param src: Caster
  6379. * @param skill_id: Song skill ID
  6380. * @param skill_lv: Song skill level
  6381. * @param tick: Timer tick
  6382. * @return Number of targets or 0 otherwise
  6383. */
  6384. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6385. {
  6386. nullpo_ret(src);
  6387. if (src->type != BL_PC) {
  6388. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6389. return 0;
  6390. }
  6391. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6392. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6393. return 0;
  6394. }
  6395. map_session_data* sd = BL_CAST(BL_PC, src);
  6396. int flag = BCT_PARTY;
  6397. switch (skill_id) {
  6398. case BD_ROKISWEIL:
  6399. flag = BCT_ENEMY | BCT_WOS;
  6400. break;
  6401. case BD_LULLABY:
  6402. case BD_ETERNALCHAOS:
  6403. case BA_DISSONANCE:
  6404. case DC_UGLYDANCE:
  6405. case DC_DONTFORGETME:
  6406. flag = BCT_ENEMY;
  6407. break;
  6408. case CG_HERMODE:
  6409. flag |= BCT_GUILD;
  6410. break;
  6411. }
  6412. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6413. sd->skill_id_dance = skill_id;
  6414. sd->skill_lv_dance = skill_lv;
  6415. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6416. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6417. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6418. }
  6419. /**
  6420. * Use no-damage skill from 'src' to 'bl
  6421. * @param src Caster
  6422. * @param bl Target of the skill, bl maybe same with src for self skill
  6423. * @param skill_id
  6424. * @param skill_lv
  6425. * @param tick
  6426. * @param flag Various value, &1: Recursive effect
  6427. **/
  6428. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6429. {
  6430. map_session_data *sd, *dstsd;
  6431. struct mob_data *md, *dstmd;
  6432. struct homun_data *hd;
  6433. s_mercenary_data *mer;
  6434. struct status_data *sstatus, *tstatus;
  6435. status_change *tsc;
  6436. struct status_change_entry *tsce;
  6437. int i = 0;
  6438. enum sc_type type;
  6439. if(skill_id > 0 && !skill_lv) return 0; // celest
  6440. nullpo_retr(1, src);
  6441. nullpo_retr(1, bl);
  6442. if (src->m != bl->m)
  6443. return 1;
  6444. sd = BL_CAST(BL_PC, src);
  6445. hd = BL_CAST(BL_HOM, src);
  6446. md = BL_CAST(BL_MOB, src);
  6447. mer = BL_CAST(BL_MER, src);
  6448. dstsd = BL_CAST(BL_PC, bl);
  6449. dstmd = BL_CAST(BL_MOB, bl);
  6450. if(bl->prev == NULL)
  6451. return 1;
  6452. if(status_isdead(src))
  6453. return 1;
  6454. if( src != bl && status_isdead(bl) ) {
  6455. switch( skill_id ) { // Skills that may be cast on dead targets
  6456. case NPC_WIDESOULDRAIN:
  6457. case PR_REDEMPTIO:
  6458. case ALL_RESURRECTION:
  6459. case WM_DEADHILLHERE:
  6460. case WE_ONEFOREVER:
  6461. break;
  6462. default:
  6463. return 1;
  6464. }
  6465. }
  6466. tstatus = status_get_status_data(bl);
  6467. sstatus = status_get_status_data(src);
  6468. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6469. switch (skill_id) {
  6470. case HLIF_HEAL: //[orn]
  6471. if (bl->type != BL_HOM) {
  6472. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6473. break ;
  6474. }
  6475. case AL_HEAL:
  6476. case ALL_RESURRECTION:
  6477. case PR_ASPERSIO:
  6478. case AB_HIGHNESSHEAL:
  6479. //Apparently only player casted skills can be offensive like this.
  6480. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6481. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6482. //Offensive heal does not works on non-enemies. [Skotlex]
  6483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6484. return 0;
  6485. }
  6486. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6487. }
  6488. break;
  6489. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6490. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6491. case MH_STEINWAND: {
  6492. struct block_list *s_src = battle_get_master(src);
  6493. short ret = 0;
  6494. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6495. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6496. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6497. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6498. if (hd)
  6499. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6500. return ret;
  6501. }
  6502. break;
  6503. default:
  6504. //Skill is actually ground placed.
  6505. if (src == bl && skill_get_unit_id(skill_id))
  6506. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6507. }
  6508. type = skill_get_sc(skill_id);
  6509. tsc = status_get_sc(bl);
  6510. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6511. if (src!=bl && type > SC_NONE &&
  6512. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6513. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6514. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6515. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6516. map_freeblock_lock();
  6517. switch(skill_id)
  6518. {
  6519. case HLIF_HEAL: //[orn]
  6520. case AL_HEAL:
  6521. case AB_HIGHNESSHEAL:
  6522. {
  6523. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6524. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6525. heal = 0;
  6526. if( tsc && tsc->count ) {
  6527. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6528. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6529. status_change_end(bl, SC_KAITE);
  6530. if (src == bl)
  6531. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6532. else {
  6533. bl = src;
  6534. dstsd = sd;
  6535. }
  6536. }
  6537. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6538. heal = 0; //Needed so that it actually displays 0 when healing.
  6539. }
  6540. if (skill_id == AL_HEAL)
  6541. status_change_end(bl, SC_BITESCAR);
  6542. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6543. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6544. heal = ~heal + 1;
  6545. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6546. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6547. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6548. if (heal_get_jobexp <= 0)
  6549. heal_get_jobexp = 1;
  6550. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6551. }
  6552. }
  6553. break;
  6554. case CD_REPARATIO: {
  6555. if (bl->type != BL_PC) { // Only works on players.
  6556. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6557. break;
  6558. }
  6559. int heal_amount = 0;
  6560. if (!status_isimmune(bl))
  6561. heal_amount = tstatus->max_hp;
  6562. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6563. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6564. status_heal(bl, heal_amount, 0, 0);
  6565. }
  6566. break;
  6567. case PR_REDEMPTIO:
  6568. if (sd && !(flag&1)) {
  6569. if (sd->status.party_id == 0) {
  6570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6571. break;
  6572. }
  6573. skill_area_temp[0] = 0;
  6574. party_foreachsamemap(skill_area_sub,
  6575. sd,skill_get_splash(skill_id, skill_lv),
  6576. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6577. skill_castend_nodamage_id);
  6578. if (skill_area_temp[0] == 0) {
  6579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6580. break;
  6581. }
  6582. #ifndef RENEWAL
  6583. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6584. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6585. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6586. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6587. }
  6588. status_set_sp(src, 0, 0);
  6589. #endif
  6590. status_set_hp(src, 1, 0);
  6591. break;
  6592. } else if (status_isdead(bl) && flag&1) { //Revive
  6593. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6594. skill_lv = 3; //Resurrection level 3 is used
  6595. } else //Invalid target, skip resurrection.
  6596. break;
  6597. case ALL_RESURRECTION:
  6598. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6599. { //No reviving in WoE grounds!
  6600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6601. break;
  6602. }
  6603. if (!status_isdead(bl))
  6604. break;
  6605. {
  6606. int per = 0, sper = 0;
  6607. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6608. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6609. break;
  6610. }
  6611. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6612. break;
  6613. switch(skill_lv){
  6614. case 1: per=10; break;
  6615. case 2: per=30; break;
  6616. case 3: per=50; break;
  6617. case 4: per=80; break;
  6618. }
  6619. if(dstsd && dstsd->special_state.restart_full_recover)
  6620. per = sper = 100;
  6621. if (status_revive(bl, per, sper))
  6622. {
  6623. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6624. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6625. {
  6626. t_exp exp = 0,jexp = 0;
  6627. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6628. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6629. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6630. if (exp < 1) exp = 1;
  6631. }
  6632. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6633. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6634. if (jexp < 1) jexp = 1;
  6635. }
  6636. if(exp > 0 || jexp > 0)
  6637. pc_gainexp (sd, bl, exp, jexp, 0);
  6638. }
  6639. }
  6640. }
  6641. break;
  6642. case AL_DECAGI:
  6643. case MER_DECAGI:
  6644. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6645. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6646. break;
  6647. case AL_CRUCIS:
  6648. if (flag&1)
  6649. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6650. else {
  6651. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6652. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6653. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6654. }
  6655. break;
  6656. case SP_SOULCURSE:
  6657. if (flag&1)
  6658. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6659. else {
  6660. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6661. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6662. }
  6663. break;
  6664. case PR_LEXDIVINA:
  6665. case MER_LEXDIVINA:
  6666. if (tsce)
  6667. status_change_end(bl, type);
  6668. else
  6669. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6670. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6671. break;
  6672. case SA_ABRACADABRA:
  6673. if (abra_db.empty()) {
  6674. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6675. break;
  6676. }
  6677. else {
  6678. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6679. do {
  6680. auto abra_spell = abra_db.random();
  6681. abra_skill_id = abra_spell->skill_id;
  6682. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6683. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6684. break;
  6685. }
  6686. } while (checked++ < checked_max);
  6687. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6688. if( sd )
  6689. {// player-casted
  6690. sd->state.abra_flag = 1;
  6691. sd->skillitem = abra_skill_id;
  6692. sd->skillitemlv = abra_skill_lv;
  6693. sd->skillitem_keep_requirement = false;
  6694. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6695. }
  6696. else
  6697. {// mob-casted
  6698. struct unit_data *ud = unit_bl2ud(src);
  6699. int inf = skill_get_inf(abra_skill_id);
  6700. if (!ud) break;
  6701. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6702. if (src->type == BL_PET)
  6703. bl = (struct block_list*)((TBL_PET*)src)->master;
  6704. if (!bl) bl = src;
  6705. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6706. } else { //Assume offensive skills
  6707. int target_id = 0;
  6708. if (ud->target)
  6709. target_id = ud->target;
  6710. else switch (src->type) {
  6711. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6712. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6713. }
  6714. if (!target_id)
  6715. break;
  6716. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6717. bl = map_id2bl(target_id);
  6718. if (!bl) bl = src;
  6719. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6720. } else
  6721. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6722. }
  6723. }
  6724. }
  6725. break;
  6726. case SA_COMA:
  6727. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6728. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6729. break;
  6730. case SA_FULLRECOVERY:
  6731. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6732. if (status_isimmune(bl))
  6733. break;
  6734. status_percent_heal(bl, 100, 100);
  6735. break;
  6736. case NPC_ALLHEAL:
  6737. {
  6738. int heal;
  6739. if( status_isimmune(bl) )
  6740. break;
  6741. heal = status_percent_heal(bl, 100, 0);
  6742. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6743. if( dstmd )
  6744. { // Reset Damage Logs
  6745. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6746. dstmd->tdmg = 0;
  6747. }
  6748. }
  6749. break;
  6750. case SA_SUMMONMONSTER:
  6751. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6752. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6753. break;
  6754. case SA_LEVELUP:
  6755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6756. if (sd && pc_nextbaseexp(sd))
  6757. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6758. break;
  6759. case SA_INSTANTDEATH:
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6761. status_kill(src);
  6762. break;
  6763. case SA_QUESTION:
  6764. clif_emotion(src,ET_QUESTION);
  6765. case SA_GRAVITY:
  6766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6767. break;
  6768. case SA_CLASSCHANGE:
  6769. case SA_MONOCELL:
  6770. if (dstmd)
  6771. {
  6772. int class_;
  6773. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6774. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6775. break;
  6776. }
  6777. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6779. mob_class_change(dstmd,class_);
  6780. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6781. 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 };
  6782. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6783. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6784. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6785. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6786. }
  6787. }
  6788. break;
  6789. case SA_DEATH:
  6790. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6792. break;
  6793. }
  6794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6795. status_kill(bl);
  6796. break;
  6797. case SA_REVERSEORCISH:
  6798. case ALL_REVERSEORCISH:
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6800. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6801. break;
  6802. case SA_FORTUNE:
  6803. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6804. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6805. break;
  6806. case SA_TAMINGMONSTER:
  6807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6808. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6809. pet_catch_process1(sd, dstmd->mob_id);
  6810. }
  6811. break;
  6812. case CR_PROVIDENCE:
  6813. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6814. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6816. map_freeblock_unlock();
  6817. return 1;
  6818. }
  6819. }
  6820. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6821. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6822. break;
  6823. case CG_MARIONETTE:
  6824. {
  6825. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6826. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6827. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6828. map_freeblock_unlock();
  6829. return 1;
  6830. }
  6831. status_change* sc = status_get_sc(src);
  6832. if( sc && tsc )
  6833. {
  6834. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6835. {
  6836. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6837. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6839. }
  6840. else
  6841. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6842. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6843. {
  6844. status_change_end(src, SC_MARIONETTE);
  6845. status_change_end(bl, SC_MARIONETTE2);
  6846. }
  6847. else
  6848. {
  6849. if( sd )
  6850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6851. map_freeblock_unlock();
  6852. return 1;
  6853. }
  6854. }
  6855. }
  6856. break;
  6857. case RG_CLOSECONFINE:
  6858. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6859. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6860. break;
  6861. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6862. case SA_FROSTWEAPON:
  6863. case SA_LIGHTNINGLOADER:
  6864. case SA_SEISMICWEAPON:
  6865. if (dstsd && dstsd->status.weapon == W_FIST) {
  6866. if (sd)
  6867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6868. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6869. break;
  6870. }
  6871. #ifdef RENEWAL
  6872. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6873. #else
  6874. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6875. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6876. if (dstsd){
  6877. short index = dstsd->equip_index[EQI_HAND_R];
  6878. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6879. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6880. }
  6881. if (sd)
  6882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6883. }
  6884. #endif
  6885. break;
  6886. case PR_ASPERSIO:
  6887. if (sd && dstmd) {
  6888. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6889. break;
  6890. }
  6891. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6892. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6893. break;
  6894. case ITEM_ENCHANTARMS:
  6895. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6896. break;
  6897. case TK_SEVENWIND:
  6898. switch(skill_get_ele(skill_id,skill_lv)) {
  6899. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6900. case ELE_WIND : type = SC_WINDWEAPON; break;
  6901. case ELE_WATER : type = SC_WATERWEAPON; break;
  6902. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6903. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6904. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6905. case ELE_HOLY : type = SC_ASPERSIO; break;
  6906. }
  6907. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6908. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6909. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6910. break;
  6911. case PR_KYRIE:
  6912. case MER_KYRIE:
  6913. case SU_TUNAPARTY:
  6914. case SU_GROOMING:
  6915. case SU_CHATTERING:
  6916. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6917. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6918. break;
  6919. //Passive Magnum, should had been casted on yourself.
  6920. case SM_MAGNUM:
  6921. case MS_MAGNUM:
  6922. skill_area_temp[1] = 0;
  6923. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6924. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6925. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6926. // Initiate 20% of your damage becomes fire element.
  6927. #ifdef RENEWAL
  6928. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6929. #else
  6930. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6931. #endif
  6932. break;
  6933. case MH_BLAZING_AND_FURIOUS:
  6934. case TK_JUMPKICK:
  6935. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6936. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6937. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6938. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6939. clif_blown(src);
  6940. }
  6941. } else
  6942. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6943. break;
  6944. case PR_BENEDICTIO:
  6945. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6946. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6947. break;
  6948. case AL_INCAGI:
  6949. case AL_BLESSING:
  6950. case MER_INCAGI:
  6951. case MER_BLESSING:
  6952. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6953. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  6954. if (tstatus->hp > 1)
  6955. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6956. break;
  6957. }
  6958. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6959. break;
  6960. case CR_REFLECTSHIELD:
  6961. case MS_REFLECTSHIELD:
  6962. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  6963. if (sd)
  6964. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6965. break;
  6966. }
  6967. case PR_SLOWPOISON:
  6968. case PR_LEXAETERNA:
  6969. #ifndef RENEWAL
  6970. case PR_IMPOSITIO:
  6971. case PR_SUFFRAGIUM:
  6972. #endif
  6973. case LK_BERSERK:
  6974. case MS_BERSERK:
  6975. case KN_TWOHANDQUICKEN:
  6976. case KN_ONEHAND:
  6977. case MER_QUICKEN:
  6978. case CR_SPEARQUICKEN:
  6979. case AS_POISONREACT:
  6980. #ifndef RENEWAL
  6981. case MC_LOUD:
  6982. #endif
  6983. case MG_ENERGYCOAT:
  6984. case MO_EXPLOSIONSPIRITS:
  6985. case MO_STEELBODY:
  6986. case MO_BLADESTOP:
  6987. case LK_AURABLADE:
  6988. case LK_PARRYING:
  6989. case MS_PARRYING:
  6990. case LK_CONCENTRATION:
  6991. #ifdef RENEWAL
  6992. case HP_BASILICA:
  6993. #endif
  6994. case WS_CARTBOOST:
  6995. case SN_SIGHT:
  6996. case WS_MELTDOWN:
  6997. case WS_OVERTHRUSTMAX:
  6998. case ST_REJECTSWORD:
  6999. case HW_MAGICPOWER:
  7000. case PF_MEMORIZE:
  7001. case PA_SACRIFICE:
  7002. #ifndef RENEWAL
  7003. case ASC_EDP:
  7004. #endif
  7005. case PF_DOUBLECASTING:
  7006. case SG_SUN_COMFORT:
  7007. case SG_MOON_COMFORT:
  7008. case SG_STAR_COMFORT:
  7009. case GS_MADNESSCANCEL:
  7010. case GS_ADJUSTMENT:
  7011. case GS_INCREASING:
  7012. #ifdef RENEWAL
  7013. case GS_MAGICALBULLET:
  7014. #endif
  7015. case NJ_KASUMIKIRI:
  7016. case NJ_UTSUSEMI:
  7017. case NJ_NEN:
  7018. case NPC_DEFENDER:
  7019. case NPC_MAGICMIRROR:
  7020. case ST_PRESERVE:
  7021. case NPC_KEEPING:
  7022. case NPC_WEAPONBRAKER:
  7023. case NPC_BARRIER:
  7024. case NPC_INVINCIBLE:
  7025. case NPC_INVINCIBLEOFF:
  7026. case MER_INVINCIBLEOFF2:
  7027. case RK_DEATHBOUND:
  7028. case AB_EXPIATIO:
  7029. case AB_DUPLELIGHT:
  7030. case AB_SECRAMENT:
  7031. case AB_OFFERTORIUM:
  7032. case NC_ACCELERATION:
  7033. case NC_HOVERING:
  7034. case NC_SHAPESHIFT:
  7035. case WL_MARSHOFABYSS:
  7036. case WL_RECOGNIZEDSPELL:
  7037. case GC_VENOMIMPRESS:
  7038. case SC_DEADLYINFECT:
  7039. case LG_EXEEDBREAK:
  7040. case LG_PRESTIGE:
  7041. case LG_INSPIRATION:
  7042. case SR_CRESCENTELBOW:
  7043. case SR_LIGHTNINGWALK:
  7044. case GN_CARTBOOST:
  7045. case GN_BLOOD_SUCKER:
  7046. case GN_HELLS_PLANT:
  7047. case KO_MEIKYOUSISUI:
  7048. case ALL_ODINS_POWER:
  7049. case ALL_FULL_THROTTLE:
  7050. case RA_UNLIMIT:
  7051. case WL_TELEKINESIS_INTENSE:
  7052. case RL_HEAT_BARREL:
  7053. case RL_P_ALTER:
  7054. case RL_E_CHAIN:
  7055. case SU_FRESHSHRIMP:
  7056. case SU_ARCLOUSEDASH:
  7057. case NPC_MAXPAIN:
  7058. case SP_SOULREAPER:
  7059. case SJ_LIGHTOFMOON:
  7060. case SJ_LIGHTOFSTAR:
  7061. case SJ_FALLINGSTAR:
  7062. case SJ_LIGHTOFSUN:
  7063. case SJ_BOOKOFDIMENSION:
  7064. case NPC_HALLUCINATIONWALK:
  7065. case DK_CHARGINGPIERCE:
  7066. case DK_VIGOR:
  7067. case AG_CLIMAX:
  7068. case IQ_POWERFUL_FAITH:
  7069. case IQ_FIRM_FAITH:
  7070. case IQ_SINCERE_FAITH:
  7071. case IQ_FIRST_FAITH_POWER:
  7072. case IQ_JUDGE:
  7073. case IQ_THIRD_EXOR_FLAME:
  7074. case IG_REBOUND_SHIELD:
  7075. case IG_HOLY_SHIELD:
  7076. case CD_ARGUTUS_VITA:
  7077. case CD_ARGUTUS_TELUM:
  7078. case CD_PRESENS_ACIES:
  7079. case CD_RELIGIO:
  7080. case CD_BENEDICTUM:
  7081. case SHC_SHADOW_EXCEED:
  7082. case SHC_POTENT_VENOM:
  7083. case SHC_ENCHANTING_SHADOW:
  7084. case MT_D_MACHINE:
  7085. case ABC_ABYSS_SLAYER:
  7086. case WH_WIND_SIGN:
  7087. case WH_CALAMITYGALE:
  7088. case BO_RESEARCHREPORT:
  7089. case TR_MYSTIC_SYMPHONY:
  7090. case TR_KVASIR_SONATA:
  7091. case EM_SPELL_ENCHANTING:
  7092. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7093. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7094. break;
  7095. case NPC_GRADUAL_GRAVITY:
  7096. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7097. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7098. break;
  7099. #ifdef RENEWAL
  7100. // EDP also give +25% WATK poison pseudo element to user.
  7101. case ASC_EDP:
  7102. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7103. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7104. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7105. break;
  7106. #endif
  7107. case LG_SHIELDSPELL:
  7108. if (skill_lv == 1)
  7109. type = SC_SHIELDSPELL_HP;
  7110. else if (skill_lv == 2)
  7111. type = SC_SHIELDSPELL_SP;
  7112. else
  7113. type = SC_SHIELDSPELL_ATK;
  7114. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7115. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7116. break;
  7117. case DK_SERVANTWEAPON:
  7118. case ABC_FROM_THE_ABYSS:
  7119. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7120. break;
  7121. case TR_SOUNDBLEND:
  7122. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7123. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7124. break;
  7125. case AG_VIOLENT_QUAKE:
  7126. case AG_ALL_BLOOM:
  7127. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7128. break;
  7129. case AG_DESTRUCTIVE_HURRICANE:
  7130. case AG_CRYSTAL_IMPACT:
  7131. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7132. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7133. } else {
  7134. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7135. status_change *sc = status_get_sc(src);
  7136. if (sc && sc->getSCE(SC_CLIMAX))
  7137. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7138. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7139. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7140. splash_size = 9; // 19x19
  7141. else if(skill_id == AG_CRYSTAL_IMPACT)
  7142. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7143. }
  7144. skill_area_temp[1] = 0;
  7145. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7146. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7147. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7148. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7149. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7150. else {
  7151. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7152. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7153. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7154. }
  7155. }
  7156. break;
  7157. case CD_MEDIALE_VOTUM:
  7158. case CD_DILECTIO_HEAL:
  7159. if (flag & 1) {
  7160. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7161. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7162. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7163. status_heal(bl, heal_amount, 0, 0);
  7164. } else if (sd)
  7165. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7166. } else {
  7167. if (skill_id == CD_MEDIALE_VOTUM)
  7168. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7169. else { // Dilectio Heal
  7170. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7171. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7172. }
  7173. }
  7174. break;
  7175. case CD_COMPETENTIA:
  7176. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7177. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7178. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7179. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7180. status_heal(bl, hp_amount, 0, 0);
  7181. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7182. status_heal(bl, 0, sp_amount, 0);
  7183. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7184. } else if (sd)
  7185. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7186. break;
  7187. case BO_ADVANCE_PROTECTION:
  7188. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7189. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7190. map_freeblock_unlock(); // Don't consume item requirements
  7191. return 0;
  7192. }
  7193. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7194. break;
  7195. case EM_ACTIVITY_BURN:
  7196. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7197. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7198. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7199. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7200. } else
  7201. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7202. break;
  7203. case EM_INCREASING_ACTIVITY:
  7204. if (bl->type == BL_PC) {
  7205. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7206. status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
  7207. } else
  7208. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7209. break;
  7210. case SJ_GRAVITYCONTROL: {
  7211. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7212. if (bl->type == BL_PC)
  7213. fall_damage += dstsd->weight / 10 - tstatus->def;
  7214. else // Monster's don't have weight. Put something in its place.
  7215. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7216. fall_damage = max(1, fall_damage);
  7217. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7218. }
  7219. break;
  7220. case NPC_HALLUCINATION:
  7221. case NPC_HELLPOWER:
  7222. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7223. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7224. break;
  7225. case KN_AUTOCOUNTER:
  7226. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7227. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7228. break;
  7229. case SO_STRIKING:
  7230. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7231. int bonus = 0;
  7232. if (dstsd) {
  7233. short index = dstsd->equip_index[EQI_HAND_R];
  7234. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7235. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7236. }
  7237. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7238. } else if (sd)
  7239. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7240. break;
  7241. case NPC_STOP:
  7242. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7243. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7244. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7245. break;
  7246. case HP_ASSUMPTIO:
  7247. if( sd && dstmd )
  7248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7249. else
  7250. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7251. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7252. break;
  7253. case MG_SIGHT:
  7254. case MER_SIGHT:
  7255. case AL_RUWACH:
  7256. case WZ_SIGHTBLASTER:
  7257. case NPC_WIDESIGHT:
  7258. case NPC_STONESKIN:
  7259. case NPC_ANTIMAGIC:
  7260. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7261. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7262. break;
  7263. case HLIF_AVOID:
  7264. case HAMI_DEFENCE:
  7265. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7266. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7267. break;
  7268. case NJ_BUNSINJYUTSU:
  7269. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7270. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7271. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7272. status_change_end(bl, SC_NEN);
  7273. break;
  7274. /* Was modified to only affect targetted char. [Skotlex]
  7275. case HP_ASSUMPTIO:
  7276. if (flag&1)
  7277. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7278. else
  7279. {
  7280. map_foreachinallrange(skill_area_sub, bl,
  7281. skill_get_splash(skill_id, skill_lv), BL_PC,
  7282. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7283. skill_castend_nodamage_id);
  7284. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7285. }
  7286. break;
  7287. */
  7288. case SM_ENDURE:
  7289. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7290. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7291. break;
  7292. case AS_ENCHANTPOISON:
  7293. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7294. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7295. }else{
  7296. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7297. if( sd != nullptr ){
  7298. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7299. }
  7300. }
  7301. break;
  7302. case LK_TENSIONRELAX:
  7303. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7304. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7305. skill_get_time(skill_id,skill_lv)));
  7306. break;
  7307. case MC_CHANGECART:
  7308. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7309. break;
  7310. case MC_CARTDECORATE:
  7311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7312. if( sd ) {
  7313. clif_SelectCart(sd);
  7314. }
  7315. break;
  7316. case TK_MISSION:
  7317. if (sd) {
  7318. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7319. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7320. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7321. break;
  7322. }
  7323. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7324. if (!id) {
  7325. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7326. break;
  7327. }
  7328. sd->mission_mobid = id;
  7329. sd->mission_count = 0;
  7330. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7331. clif_mission_info(sd, id, 0);
  7332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7333. }
  7334. break;
  7335. case AC_CONCENTRATION:
  7336. {
  7337. int splash = skill_get_splash(skill_id, skill_lv);
  7338. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7339. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7340. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7341. map_foreachinallrange( status_change_timer_sub, src,
  7342. splash, BL_CHAR, src, NULL, type, tick);
  7343. }
  7344. break;
  7345. case SM_PROVOKE:
  7346. case SM_SELFPROVOKE:
  7347. case MER_PROVOKE:
  7348. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7349. map_freeblock_unlock();
  7350. return 1;
  7351. }
  7352. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7353. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7354. {
  7355. if( sd )
  7356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7357. map_freeblock_unlock();
  7358. return 0;
  7359. }
  7360. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7361. unit_skillcastcancel(bl, 2);
  7362. if( dstmd )
  7363. {
  7364. dstmd->state.provoke_flag = src->id;
  7365. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7366. }
  7367. break;
  7368. case ML_DEVOTION:
  7369. case CR_DEVOTION:
  7370. {
  7371. int count, lv;
  7372. if( !dstsd || (!sd && !mer) )
  7373. { // Only players can be devoted
  7374. if( sd )
  7375. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7376. break;
  7377. }
  7378. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7379. lv = -lv;
  7380. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7381. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7382. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7383. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7384. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7385. {
  7386. if( sd )
  7387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7388. map_freeblock_unlock();
  7389. return 1;
  7390. }
  7391. i = 0;
  7392. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7393. if( sd )
  7394. { // Player Devoting Player
  7395. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7396. if( i == count )
  7397. {
  7398. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7399. if( i == count )
  7400. { // No free slots, skill Fail
  7401. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7402. map_freeblock_unlock();
  7403. return 1;
  7404. }
  7405. }
  7406. sd->devotion[i] = bl->id;
  7407. }
  7408. else
  7409. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7410. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7411. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7412. clif_devotion(src, NULL);
  7413. }
  7414. break;
  7415. case SP_SOULUNITY: {
  7416. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7417. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7418. if (!dstsd || !sd) { // Only put player's souls in unity.
  7419. if (sd)
  7420. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7421. break;
  7422. }
  7423. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7424. if (sd)
  7425. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7426. map_freeblock_unlock();
  7427. return 1;
  7428. }
  7429. if (sd) { // Unite player's soul with caster's soul.
  7430. i = 0;
  7431. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7432. if (i == count) {
  7433. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7434. if(i == count) { // No more free slots? Fail the skill.
  7435. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7436. map_freeblock_unlock();
  7437. return 1;
  7438. }
  7439. }
  7440. sd->united_soul[i] = bl->id;
  7441. }
  7442. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7443. } else if (sd)
  7444. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7445. }
  7446. break;
  7447. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7448. // Only players and monsters can be marked....I think??? [Rytech]
  7449. // Lets only allow players and monsters to use this skill for safety reasons.
  7450. if ((!dstsd && !dstmd) || !sd && !md) {
  7451. if (sd)
  7452. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7453. break;
  7454. }
  7455. // Check if the target is already marked by another source.
  7456. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7457. if (sd)
  7458. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7459. map_freeblock_unlock();
  7460. return 1;
  7461. }
  7462. // Mark the target.
  7463. if( sd ){
  7464. int8 count = MAX_SERVANT_SIGN;
  7465. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7466. if (i == count) {
  7467. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7468. if (i == count) { // Max number of targets marked. Fail the skill.
  7469. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7470. map_freeblock_unlock();
  7471. return 1;
  7472. }
  7473. // Add the ID of the marked target to the player's sign list.
  7474. sd->servant_sign[i] = bl->id;
  7475. }
  7476. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7477. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7478. } else if (md) // Monster's cant track with this skill. Just give the status.
  7479. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7480. break;
  7481. case MO_CALLSPIRITS:
  7482. if(sd) {
  7483. int limit = skill_lv;
  7484. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7485. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7486. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7487. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7488. }
  7489. break;
  7490. case CH_SOULCOLLECT:
  7491. if(sd) {
  7492. int limit = 5;
  7493. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7494. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7496. for (i = 0; i < limit; i++)
  7497. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7498. }
  7499. break;
  7500. case MO_KITRANSLATION:
  7501. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7502. //Require will define how many spiritballs will be transferred
  7503. struct s_skill_condition require;
  7504. require = skill_get_requirement(sd,skill_id,skill_lv);
  7505. pc_delspiritball(sd,require.spiritball,0);
  7506. for (i = 0; i < require.spiritball; i++)
  7507. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7508. } else {
  7509. if(sd)
  7510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7511. map_freeblock_unlock();
  7512. return 0;
  7513. }
  7514. break;
  7515. case TK_TURNKICK:
  7516. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7517. if (skill_area_temp[1] != bl->id) {
  7518. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7519. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7520. }
  7521. break;
  7522. case MO_ABSORBSPIRITS:
  7523. i = 0;
  7524. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7525. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7526. if (dstsd->spiritball > 0) {
  7527. i = dstsd->spiritball * 7;
  7528. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7529. }
  7530. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7531. i += dstsd->spiritcharm * 7;
  7532. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7533. }
  7534. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7535. i = 2 * dstmd->level;
  7536. mob_target(dstmd,src,0);
  7537. } else {
  7538. if (sd)
  7539. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7540. break;
  7541. }
  7542. if (i) status_heal(src, 0, i, 3);
  7543. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7544. break;
  7545. case AC_MAKINGARROW:
  7546. if(sd) {
  7547. clif_arrow_create_list(sd);
  7548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7549. }
  7550. break;
  7551. case AM_PHARMACY:
  7552. if(sd) {
  7553. clif_skill_produce_mix_list(sd,skill_id,22);
  7554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7555. }
  7556. break;
  7557. case SA_CREATECON:
  7558. if(sd) {
  7559. clif_elementalconverter_list(sd);
  7560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7561. }
  7562. break;
  7563. case BS_HAMMERFALL:
  7564. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7565. break;
  7566. case RG_RAID:
  7567. skill_area_temp[1] = 0;
  7568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7569. map_foreachinrange(skill_area_sub, bl,
  7570. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7571. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7572. skill_castend_damage_id);
  7573. status_change_end(src, SC_HIDING);
  7574. break;
  7575. //List of self skills that give damage around caster
  7576. case ASC_METEORASSAULT:
  7577. case GS_SPREADATTACK:
  7578. case RK_WINDCUTTER:
  7579. case RK_STORMBLAST:
  7580. case NC_AXETORNADO:
  7581. case GC_COUNTERSLASH:
  7582. case SR_SKYNETBLOW:
  7583. case SR_RAMPAGEBLASTER:
  7584. case SR_HOWLINGOFLION:
  7585. case LG_CANNONSPEAR:
  7586. case LG_OVERBRAND:
  7587. case NPC_RAYOFGENESIS:
  7588. case LG_RAYOFGENESIS:
  7589. case MH_THE_ONE_FIGHTER_RISES:
  7590. case MH_HEILIGE_PFERD:
  7591. case KO_HAPPOKUNAI:
  7592. case RL_FIREDANCE:
  7593. case RL_R_TRIP:
  7594. case SJ_FULLMOONKICK:
  7595. case SJ_NEWMOONKICK:
  7596. case SJ_SOLARBURST:
  7597. case SJ_STAREMPEROR:
  7598. case SJ_FALLINGSTAR_ATK:
  7599. case DK_SERVANT_W_DEMOL:
  7600. case AG_FROZEN_SLASH:
  7601. case IQ_OLEUM_SANCTUM:
  7602. case IQ_MASSIVE_F_BLASTER:
  7603. case IQ_EXPOSION_BLASTER:
  7604. case SHC_IMPACT_CRATER:
  7605. case MT_AXE_STOMP:
  7606. case ABC_ABYSS_DAGGER:
  7607. {
  7608. status_change *sc = status_get_sc(src);
  7609. int starget = BL_CHAR|BL_SKILL;
  7610. if (skill_id == SR_HOWLINGOFLION)
  7611. starget = splash_target(src);
  7612. if (skill_id == SJ_NEWMOONKICK) {
  7613. if (tsce) {
  7614. status_change_end(bl, type);
  7615. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7616. break;
  7617. } else
  7618. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7619. }
  7620. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7621. if (sd) {
  7622. // Remove old shields if any exist.
  7623. pc_delspiritball(sd, sd->spiritball, 0);
  7624. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7625. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7626. }
  7627. status_change_end(src, SC_DIMENSION);
  7628. }
  7629. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7630. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7631. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7632. hom_addspiritball(hd, MAX_SPIRITBALL);
  7633. }
  7634. skill_area_temp[1] = 0;
  7635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7636. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7637. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7638. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7639. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7640. }
  7641. break;
  7642. case SHC_DANCING_KNIFE:
  7643. if (flag & 1) {
  7644. skill_area_temp[1] = 0;
  7645. // Note: doesn't force player to stand before attacking
  7646. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7647. } else {
  7648. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7649. }
  7650. break;
  7651. case MT_A_MACHINE:
  7652. if (flag & 1) {
  7653. skill_area_temp[1] = 0;
  7654. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7655. pc_setstand(sd, true);
  7656. skill_sit(sd, false);
  7657. }
  7658. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7659. } else {
  7660. if (dstsd) {
  7661. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7662. if (lv > battle_config.attack_machine_level_difference) {
  7663. if (sd)
  7664. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7665. map_freeblock_unlock();
  7666. return 0;
  7667. }
  7668. }
  7669. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7670. }
  7671. break;
  7672. case EM_ELEMENTAL_BUSTER: {
  7673. if (sd == nullptr)
  7674. break;
  7675. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7676. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7677. map_freeblock_unlock();
  7678. return 0;
  7679. }
  7680. uint16 buster_element;
  7681. switch (sd->ed->elemental.class_) {
  7682. case ELEMENTALID_ARDOR:
  7683. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7684. break;
  7685. case ELEMENTALID_DILUVIO:
  7686. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7687. break;
  7688. case ELEMENTALID_PROCELLA:
  7689. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7690. break;
  7691. case ELEMENTALID_TERREMOTUS:
  7692. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7693. break;
  7694. case ELEMENTALID_SERPENS:
  7695. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7696. break;
  7697. }
  7698. skill_area_temp[1] = 0;
  7699. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7700. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7701. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7702. }
  7703. break;
  7704. case NPC_IGNITIONBREAK:
  7705. case RK_IGNITIONBREAK:
  7706. skill_area_temp[1] = 0;
  7707. #if PACKETVER >= 20180207
  7708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7709. #else
  7710. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7711. #endif
  7712. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7713. break;
  7714. case SR_TIGERCANNON:
  7715. case SR_WINDMILL:
  7716. case GN_CART_TORNADO:
  7717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7718. case SR_EARTHSHAKER:
  7719. case NC_INFRAREDSCAN:
  7720. case NPC_VAMPIRE_GIFT:
  7721. case NPC_HELLJUDGEMENT:
  7722. case NPC_HELLJUDGEMENT2:
  7723. case NPC_PULSESTRIKE:
  7724. case LG_MOONSLASHER:
  7725. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7726. break;
  7727. #ifdef RENEWAL
  7728. case KN_BRANDISHSPEAR:
  7729. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7730. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7731. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7732. skill_castend_damage_id);
  7733. break;
  7734. #else
  7735. case KN_BRANDISHSPEAR:
  7736. #endif
  7737. case ML_BRANDISH:
  7738. skill_area_temp[1] = bl->id;
  7739. if(skill_lv >= 10)
  7740. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7741. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7742. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7743. skill_castend_damage_id);
  7744. if(skill_lv >= 7)
  7745. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7746. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7747. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7748. skill_castend_damage_id);
  7749. if(skill_lv >= 4)
  7750. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7751. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7752. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7753. skill_castend_damage_id);
  7754. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7755. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7756. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7757. skill_castend_damage_id);
  7758. break;
  7759. case WZ_SIGHTRASHER:
  7760. //Passive side of the attack.
  7761. status_change_end(src, SC_SIGHT);
  7762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7763. map_foreachinshootrange(skill_area_sub,src,
  7764. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7765. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7766. skill_castend_damage_id);
  7767. break;
  7768. case WZ_FROSTNOVA:
  7769. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7770. skill_area_temp[1] = 0;
  7771. map_foreachinshootrange(skill_attack_area, src,
  7772. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7773. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7774. break;
  7775. case HVAN_EXPLOSION: //[orn]
  7776. case NPC_SELFDESTRUCTION:
  7777. //Self Destruction hits everyone in range (allies+enemies)
  7778. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7779. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7780. BCT_ENEMY:BCT_ALL;
  7781. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7782. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7783. map_foreachinshootrange(skill_area_sub, bl,
  7784. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7785. src, skill_id, skill_lv, tick, flag|i,
  7786. skill_castend_damage_id);
  7787. if(map_addblock(src)) {
  7788. map_freeblock_unlock();
  7789. return 1;
  7790. }
  7791. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7792. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7793. struct homun_data *hd = (struct homun_data *)src;
  7794. if (hd != nullptr) {
  7795. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7796. if (hd->master)
  7797. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7798. }
  7799. }
  7800. break;
  7801. case AL_ANGELUS:
  7802. #ifdef RENEWAL
  7803. case PR_SUFFRAGIUM:
  7804. case PR_IMPOSITIO:
  7805. #endif
  7806. case PR_MAGNIFICAT:
  7807. case PR_GLORIA:
  7808. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7809. // Animations don't play when outside visible range
  7810. if (check_distance_bl(src, bl, AREA_SIZE))
  7811. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7812. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7813. }
  7814. else if (sd)
  7815. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  7816. break;
  7817. #ifdef RENEWAL
  7818. case MC_LOUD:
  7819. #endif
  7820. case SN_WINDWALK:
  7821. case CASH_BLESSING:
  7822. case CASH_INCAGI:
  7823. case CASH_ASSUMPTIO:
  7824. case WM_FRIGG_SONG:
  7825. case NV_HELPANGEL:
  7826. case IG_GUARDIAN_SHIELD:
  7827. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7828. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7829. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7830. else if (sd)
  7831. {
  7832. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7833. status_set_hp(src, 1, 0);
  7834. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7835. }
  7836. break;
  7837. case MER_MAGNIFICAT:
  7838. if( mer != NULL )
  7839. {
  7840. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7841. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7842. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7843. else if( mer->master && !(flag&1) )
  7844. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7845. }
  7846. break;
  7847. case BS_ADRENALINE:
  7848. case BS_ADRENALINE2:
  7849. case BS_WEAPONPERFECT:
  7850. case BS_OVERTHRUST:
  7851. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7852. int weapontype = skill_get_weapontype(skill_id);
  7853. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7854. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7855. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7856. }
  7857. } else if (sd) {
  7858. party_foreachsamemap(skill_area_sub,
  7859. sd,skill_get_splash(skill_id, skill_lv),
  7860. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7861. skill_castend_nodamage_id);
  7862. }
  7863. break;
  7864. case BS_MAXIMIZE:
  7865. case NV_TRICKDEAD:
  7866. case CR_DEFENDER:
  7867. case ML_DEFENDER:
  7868. case CR_AUTOGUARD:
  7869. case ML_AUTOGUARD:
  7870. case TK_READYSTORM:
  7871. case TK_READYDOWN:
  7872. case TK_READYTURN:
  7873. case TK_READYCOUNTER:
  7874. case TK_DODGE:
  7875. case CR_SHRINK:
  7876. case SG_FUSION:
  7877. case GS_GATLINGFEVER:
  7878. case SJ_LUNARSTANCE:
  7879. case SJ_STARSTANCE:
  7880. case SJ_UNIVERSESTANCE:
  7881. case SJ_SUNSTANCE:
  7882. case SP_SOULCOLLECT:
  7883. case IG_GUARD_STANCE:
  7884. case IG_ATTACK_STANCE:
  7885. if( tsce )
  7886. {
  7887. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7888. map_freeblock_unlock();
  7889. return 0;
  7890. }
  7891. if( skill_id == SP_SOULCOLLECT ){
  7892. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  7893. }else{
  7894. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7895. }
  7896. break;
  7897. case SL_KAITE:
  7898. case SL_KAAHI:
  7899. case SL_KAIZEL:
  7900. case SL_KAUPE:
  7901. case SP_KAUTE:
  7902. if (sd) {
  7903. if (!dstsd || !(
  7904. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  7905. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7906. dstsd->status.char_id == sd->status.char_id ||
  7907. dstsd->status.char_id == sd->status.partner_id ||
  7908. dstsd->status.char_id == sd->status.child ||
  7909. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  7910. )) {
  7911. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7913. break;
  7914. }
  7915. }
  7916. if (skill_id == SP_KAUTE) {
  7917. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7918. if (sd)
  7919. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7920. break;
  7921. }
  7922. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7923. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7924. } else
  7925. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7926. break;
  7927. case SM_AUTOBERSERK:
  7928. case MER_AUTOBERSERK:
  7929. if( tsce )
  7930. i = status_change_end(bl, type);
  7931. else
  7932. i = sc_start(src,bl,type,100,skill_lv,60000);
  7933. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7934. break;
  7935. case TF_HIDING:
  7936. case ST_CHASEWALK:
  7937. case KO_YAMIKUMO:
  7938. if (tsce)
  7939. {
  7940. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  7941. map_freeblock_unlock();
  7942. return 0;
  7943. }
  7944. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7945. break;
  7946. case TK_RUN:
  7947. if (tsce)
  7948. {
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7950. map_freeblock_unlock();
  7951. return 0;
  7952. }
  7953. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7954. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7955. clif_walkok(sd); // So aegis has to resend the walk ok.
  7956. break;
  7957. case AS_CLOAKING:
  7958. case GC_CLOAKINGEXCEED:
  7959. case LG_FORCEOFVANGUARD:
  7960. case SC_REPRODUCE:
  7961. case SC_INVISIBILITY:
  7962. case RA_CAMOUFLAGE:
  7963. if (tsce) {
  7964. i = status_change_end(bl, type);
  7965. if( i )
  7966. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7967. else if( sd )
  7968. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7969. map_freeblock_unlock();
  7970. return 0;
  7971. }
  7972. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7973. if( i )
  7974. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7975. else if( sd )
  7976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7977. break;
  7978. case CG_SPECIALSINGER:
  7979. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  7980. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7981. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  7982. }
  7983. break;
  7984. case BD_ADAPTATION:
  7985. #ifdef RENEWAL
  7986. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7987. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7988. #else
  7989. if(tsc && tsc->getSCE(SC_DANCING)){
  7990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7991. status_change_end(bl, SC_DANCING);
  7992. }
  7993. #endif
  7994. break;
  7995. case BA_FROSTJOKER:
  7996. case DC_SCREAM:
  7997. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7998. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7999. if (md) {
  8000. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8001. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8002. char temp[70];
  8003. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8004. clif_disp_overhead(&md->bl,temp);
  8005. }
  8006. break;
  8007. case BA_PANGVOICE:
  8008. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8009. #ifdef RENEWAL
  8010. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8011. #endif
  8012. break;
  8013. case DC_WINKCHARM:
  8014. if( dstsd ) {
  8015. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8016. #ifdef RENEWAL
  8017. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8018. #endif
  8019. } else
  8020. if( dstmd )
  8021. {
  8022. if( status_get_lv(src) > status_get_lv(bl)
  8023. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8024. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8026. else
  8027. {
  8028. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8029. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8030. }
  8031. }
  8032. break;
  8033. #ifdef RENEWAL
  8034. case BD_LULLABY:
  8035. case BD_RICHMANKIM:
  8036. case BD_ETERNALCHAOS:
  8037. case BD_DRUMBATTLEFIELD:
  8038. case BD_RINGNIBELUNGEN:
  8039. case BD_ROKISWEIL:
  8040. case BD_INTOABYSS:
  8041. case BD_SIEGFRIED:
  8042. case BA_DISSONANCE:
  8043. case BA_POEMBRAGI:
  8044. case BA_WHISTLE:
  8045. case BA_ASSASSINCROSS:
  8046. case BA_APPLEIDUN:
  8047. case DC_UGLYDANCE:
  8048. case DC_HUMMING:
  8049. case DC_DONTFORGETME:
  8050. case DC_FORTUNEKISS:
  8051. case DC_SERVICEFORYOU:
  8052. skill_castend_song(src, skill_id, skill_lv, tick);
  8053. break;
  8054. #endif
  8055. case TF_STEAL:
  8056. if(sd) {
  8057. if(pc_steal_item(sd,bl,skill_lv))
  8058. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8059. else
  8060. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8061. }
  8062. break;
  8063. case RG_STEALCOIN:
  8064. if(sd) {
  8065. if(pc_steal_coin(sd,bl))
  8066. {
  8067. dstmd->state.provoke_flag = src->id;
  8068. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8069. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8070. }
  8071. else
  8072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8073. }
  8074. break;
  8075. case MG_STONECURSE:
  8076. {
  8077. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8078. if (sd)
  8079. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8080. break;
  8081. }
  8082. if(status_isimmune(bl) || !tsc)
  8083. break;
  8084. int32 brate = 0;
  8085. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8086. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8087. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8088. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8089. else if(sd) {
  8090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8091. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8092. if (skill_lv > 5)
  8093. { // not to consume items
  8094. map_freeblock_unlock();
  8095. return 0;
  8096. }
  8097. }
  8098. }
  8099. break;
  8100. case NV_FIRSTAID:
  8101. clif_skill_nodamage(src,bl,skill_id,5,1);
  8102. status_heal(bl,5,0,0);
  8103. break;
  8104. case AL_CURE:
  8105. if(status_isimmune(bl)) {
  8106. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8107. break;
  8108. }
  8109. status_change_end(bl, SC_SILENCE);
  8110. status_change_end(bl, SC_BLIND);
  8111. status_change_end(bl, SC_CONFUSION);
  8112. status_change_end(bl, SC_BITESCAR);
  8113. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8114. break;
  8115. case TF_DETOXIFY:
  8116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8117. status_change_end(bl, SC_POISON);
  8118. status_change_end(bl, SC_DPOISON);
  8119. break;
  8120. case PR_STRECOVERY:
  8121. if(status_isimmune(bl)) {
  8122. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8123. break;
  8124. }
  8125. if (tsc) {
  8126. status_change_end(bl, SC_FREEZE);
  8127. status_change_end(bl, SC_STONEWAIT);
  8128. status_change_end(bl, SC_STONE);
  8129. status_change_end(bl, SC_SLEEP);
  8130. status_change_end(bl, SC_STUN);
  8131. status_change_end(bl, SC_WHITEIMPRISON);
  8132. status_change_end(bl, SC_STASIS);
  8133. status_change_end(bl, SC_NETHERWORLD);
  8134. }
  8135. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8136. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8138. if(dstmd)
  8139. mob_unlocktarget(dstmd,tick);
  8140. break;
  8141. // Mercenary Supportive Skills
  8142. case MER_BENEDICTION:
  8143. status_change_end(bl, SC_CURSE);
  8144. status_change_end(bl, SC_BLIND);
  8145. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8146. break;
  8147. case MER_COMPRESS:
  8148. status_change_end(bl, SC_BLEEDING);
  8149. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8150. break;
  8151. case MER_MENTALCURE:
  8152. status_change_end(bl, SC_CONFUSION);
  8153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8154. break;
  8155. case MER_RECUPERATE:
  8156. status_change_end(bl, SC_POISON);
  8157. status_change_end(bl, SC_DPOISON);
  8158. status_change_end(bl, SC_SILENCE);
  8159. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8160. break;
  8161. case MER_REGAIN:
  8162. status_change_end(bl, SC_SLEEP);
  8163. status_change_end(bl, SC_STUN);
  8164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8165. break;
  8166. case MER_TENDER:
  8167. status_change_end(bl, SC_FREEZE);
  8168. status_change_end(bl, SC_STONE);
  8169. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8170. break;
  8171. case MER_SCAPEGOAT:
  8172. if( mer && mer->master )
  8173. {
  8174. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8175. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8176. }
  8177. break;
  8178. case MER_ESTIMATION:
  8179. if( !mer )
  8180. break;
  8181. sd = mer->master;
  8182. case WZ_ESTIMATION:
  8183. if( sd == NULL )
  8184. break;
  8185. if( dstsd )
  8186. { // Fail on Players
  8187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8188. break;
  8189. }
  8190. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8191. clif_skill_estimation(sd, bl);
  8192. if( skill_id == MER_ESTIMATION )
  8193. sd = NULL;
  8194. break;
  8195. case BS_REPAIRWEAPON:
  8196. if(sd && dstsd)
  8197. clif_item_repair_list(sd,dstsd,skill_lv);
  8198. break;
  8199. case MC_IDENTIFY:
  8200. if(sd) {
  8201. clif_item_identify_list(sd);
  8202. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8203. map_freeblock_unlock();
  8204. return 1;
  8205. }
  8206. else { // consume sp only if succeeded
  8207. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8208. status_zap(src,0,req.sp);
  8209. }
  8210. }
  8211. break;
  8212. // Weapon Refining [Celest]
  8213. case WS_WEAPONREFINE:
  8214. if(sd)
  8215. clif_item_refine_list(sd);
  8216. break;
  8217. case MC_VENDING:
  8218. if(sd)
  8219. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8220. if ( !pc_can_give_items(sd) )
  8221. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8222. else {
  8223. sd->state.prevend = 1;
  8224. sd->state.workinprogress = WIP_DISABLE_ALL;
  8225. sd->vend_skill_lv = skill_lv;
  8226. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8227. if (i < MAX_CART) {
  8228. // Save the cart before opening the vending UI
  8229. sd->state.pending_vending_ui = true;
  8230. intif_storage_save(sd, &sd->cart);
  8231. }
  8232. else{
  8233. // Instantly open the vending UI
  8234. sd->state.pending_vending_ui = false;
  8235. clif_openvendingreq(sd,2+skill_lv);
  8236. }
  8237. }
  8238. }
  8239. break;
  8240. case AL_TELEPORT:
  8241. case ALL_ODINS_RECALL:
  8242. if(sd)
  8243. {
  8244. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8245. clif_skill_teleportmessage(sd,0);
  8246. break;
  8247. }
  8248. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8249. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8250. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8251. break;
  8252. }
  8253. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8254. sd->hd->blockskill.clear();
  8255. sd->hd->blockskill.shrink_to_fit();
  8256. }
  8257. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8258. {
  8259. if( skill_lv == 1 )
  8260. pc_randomwarp(sd,CLR_TELEPORT);
  8261. else
  8262. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8263. break;
  8264. }
  8265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8266. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8267. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8268. else
  8269. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8270. } else
  8271. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8272. break;
  8273. case NPC_EXPULSION:
  8274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8275. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8276. break;
  8277. case AL_HOLYWATER:
  8278. if(sd) {
  8279. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8280. struct skill_unit* su;
  8281. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8282. skill_delunit(su);
  8283. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8284. }
  8285. else
  8286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8287. }
  8288. break;
  8289. case TF_PICKSTONE:
  8290. if(sd) {
  8291. unsigned char eflag;
  8292. struct item item_tmp;
  8293. struct block_list tbl;
  8294. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8295. memset(&item_tmp,0,sizeof(item_tmp));
  8296. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8297. item_tmp.nameid = ITEMID_STONE;
  8298. item_tmp.identify = 1;
  8299. tbl.id = 0;
  8300. // Commented because of duplicate animation [Lemongrass]
  8301. // At the moment this displays the pickup animation a second time
  8302. // If this is required in older clients, we need to add a version check here
  8303. //clif_takeitem(&sd->bl,&tbl);
  8304. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8305. if(eflag) {
  8306. clif_additem(sd,0,0,eflag);
  8307. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8308. }
  8309. }
  8310. break;
  8311. case ASC_CDP:
  8312. if(sd) {
  8313. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8314. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8315. else
  8316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8317. }
  8318. break;
  8319. case RG_STRIPWEAPON:
  8320. case RG_STRIPSHIELD:
  8321. case RG_STRIPARMOR:
  8322. case RG_STRIPHELM:
  8323. case ST_FULLSTRIP:
  8324. case GC_WEAPONCRUSH:
  8325. case SC_STRIPACCESSARY:
  8326. case ABC_STRIP_SHADOW: {
  8327. bool i;
  8328. //Special message when trying to use strip on FCP [Jobbie]
  8329. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8330. {
  8331. clif_gospel_info(sd, 0x28);
  8332. break;
  8333. }
  8334. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8335. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8336. //Nothing stripped.
  8337. if( sd && !i )
  8338. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8339. break;
  8340. }
  8341. case AM_BERSERKPITCHER:
  8342. case AM_POTIONPITCHER:
  8343. {
  8344. int j,hp = 0,sp = 0;
  8345. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8346. map_freeblock_unlock();
  8347. return 1;
  8348. }
  8349. if( sd ) {
  8350. int x,bonus=100;
  8351. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8352. x = skill_lv%11 - 1;
  8353. j = pc_search_inventory(sd, require.itemid[x]);
  8354. if (j < 0 || require.itemid[x] <= 0) {
  8355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8356. map_freeblock_unlock();
  8357. return 1;
  8358. }
  8359. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8360. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8361. map_freeblock_unlock();
  8362. return 1;
  8363. }
  8364. if( skill_id == AM_BERSERKPITCHER ) {
  8365. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8367. map_freeblock_unlock();
  8368. return 1;
  8369. }
  8370. }
  8371. potion_flag = 1;
  8372. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8373. potion_target = bl->id;
  8374. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8375. potion_flag = potion_target = 0;
  8376. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8377. bonus += sd->status.base_level;
  8378. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8379. hp = tstatus->max_hp * potion_per_hp / 100;
  8380. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8381. if( dstsd ) {
  8382. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8383. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8384. }
  8385. } else {
  8386. if( potion_hp > 0 ) {
  8387. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8388. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8389. if( dstsd )
  8390. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8391. }
  8392. if( potion_sp > 0 ) {
  8393. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8394. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8395. if( dstsd )
  8396. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8397. }
  8398. }
  8399. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8400. hp += hp * bonus / 100;
  8401. }
  8402. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8403. sp += sp * bonus / 100;
  8404. }
  8405. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8406. hp += hp * j / 100;
  8407. sp += sp * j / 100;
  8408. }
  8409. } else {
  8410. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8411. switch (skill_lv) {
  8412. case 1: hp = 45; break;
  8413. case 2: hp = 105; break;
  8414. case 3: hp = 175; break;
  8415. default: hp = 325; break;
  8416. }
  8417. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8418. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8419. if( dstsd )
  8420. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8421. }
  8422. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8423. hp += hp * j / 100;
  8424. sp += sp * j / 100;
  8425. }
  8426. // Final heal increased by HPlus.
  8427. // Is this the right place for this??? [Rytech]
  8428. // Can HPlus also affect SP recovery???
  8429. if (sd && sstatus->hplus > 0) {
  8430. hp += hp * sstatus->hplus / 100;
  8431. sp += sp * sstatus->hplus / 100;
  8432. }
  8433. if (tsc && tsc->count) {
  8434. uint8 penalty = 0;
  8435. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8436. hp += hp / 10;
  8437. sp += sp / 10;
  8438. }
  8439. if (tsc->getSCE(SC_CRITICALWOUND))
  8440. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8441. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8442. penalty += 20;
  8443. if (tsc->getSCE(SC_NORECOVER_STATE))
  8444. penalty = 100;
  8445. if (penalty > 0) {
  8446. hp -= hp * penalty / 100;
  8447. sp -= sp * penalty / 100;
  8448. }
  8449. }
  8450. #ifdef RENEWAL
  8451. if (bl->type == BL_HOM)
  8452. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8453. #endif
  8454. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8455. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8456. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8457. if( sp > 0 )
  8458. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8459. if (tsc) {
  8460. #ifdef RENEWAL
  8461. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8462. sp = 0;
  8463. #endif
  8464. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8465. hp = 0;
  8466. sp = 0;
  8467. }
  8468. }
  8469. status_heal(bl,hp,sp,0);
  8470. }
  8471. break;
  8472. case AM_CP_WEAPON:
  8473. case AM_CP_SHIELD:
  8474. case AM_CP_ARMOR:
  8475. case AM_CP_HELM:
  8476. {
  8477. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8478. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8480. map_freeblock_unlock(); // Don't consume item requirements
  8481. return 0;
  8482. }
  8483. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8484. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8485. }
  8486. break;
  8487. case AM_TWILIGHT1:
  8488. if (sd) {
  8489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8490. //Prepare 200 White Potions.
  8491. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8492. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8493. }
  8494. break;
  8495. case AM_TWILIGHT2:
  8496. if (sd) {
  8497. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8498. //Prepare 200 Slim White Potions.
  8499. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8501. }
  8502. break;
  8503. case AM_TWILIGHT3:
  8504. if (sd) {
  8505. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8506. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8507. if( ebottle >= 0 )
  8508. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8509. //check if you can produce all three, if not, then fail:
  8510. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8511. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8512. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8513. || ebottle < 200 //200 empty bottle are required at total.
  8514. ) {
  8515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8516. break;
  8517. }
  8518. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8519. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8520. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8521. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8522. }
  8523. break;
  8524. case SA_DISPELL:
  8525. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8526. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8527. break; // Outside PvP it should only affect party members and no skill fail message
  8528. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8529. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8530. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8531. || rnd()%100 >= 50+10*skill_lv)
  8532. {
  8533. if (sd)
  8534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8535. break;
  8536. }
  8537. if(status_isimmune(bl))
  8538. break;
  8539. //Remove bonus_script by Dispell
  8540. if (dstsd)
  8541. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8542. if(!tsc || !tsc->count)
  8543. break;
  8544. //Statuses that can't be Dispelled
  8545. for (const auto &it : status_db) {
  8546. sc_type status = static_cast<sc_type>(it.first);
  8547. if (!tsc->getSCE(status))
  8548. continue;
  8549. if (it.second->flag[SCF_NODISPELL])
  8550. continue;
  8551. switch (status) {
  8552. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8553. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8554. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8555. case SC_FORTUNE: case SC_SERVICE4U:
  8556. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8557. continue; //If in song area don't end it, even if config enabled
  8558. break;
  8559. case SC_ASSUMPTIO:
  8560. if( bl->type == BL_MOB )
  8561. continue;
  8562. break;
  8563. }
  8564. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8565. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8566. status_change_end(bl, status);
  8567. }
  8568. break;
  8569. }
  8570. //Affect all targets on splash area.
  8571. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8572. src, skill_id, skill_lv, tick, flag|1,
  8573. skill_castend_damage_id);
  8574. break;
  8575. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8576. {
  8577. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8578. #ifdef RENEWAL
  8579. |BLOWN_DONT_SEND_PACKET
  8580. #endif
  8581. ));
  8582. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8583. #ifdef RENEWAL
  8584. if(blew_count > 0)
  8585. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8586. #else
  8587. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8588. #endif
  8589. }
  8590. break;
  8591. case TK_HIGHJUMP:
  8592. {
  8593. int x,y, dir = unit_getdir(src);
  8594. struct map_data *mapdata = &map[src->m];
  8595. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8596. if( mapdata->flag[MF_NOTELEPORT] &&
  8597. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8598. ) {
  8599. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8600. break;
  8601. } else if(dir%2) {
  8602. //Diagonal
  8603. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8604. y = src->y + diry[dir]*(skill_lv*4)/3;
  8605. } else {
  8606. x = src->x + dirx[dir]*skill_lv*2;
  8607. y = src->y + diry[dir]*skill_lv*2;
  8608. }
  8609. int x1 = x + dirx[dir];
  8610. int y1 = y + diry[dir];
  8611. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8612. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8613. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8614. unit_movepos(src, x, y, 1, 0))
  8615. clif_blown(src);
  8616. }
  8617. break;
  8618. case SA_CASTCANCEL:
  8619. case SO_SPELLFIST:
  8620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8621. unit_skillcastcancel(src,1);
  8622. if(sd) {
  8623. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8624. if( skill_id == SO_SPELLFIST ){
  8625. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8626. sd->skill_id_old = sd->skill_lv_old = 0;
  8627. break;
  8628. }
  8629. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8630. if(sp < 0) sp = 0;
  8631. status_zap(src, 0, sp);
  8632. }
  8633. break;
  8634. case SA_SPELLBREAKER:
  8635. {
  8636. int sp;
  8637. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8638. sp = skill_get_sp(skill_id,skill_lv);
  8639. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8640. if(sp < 1) sp = 1;
  8641. status_heal(bl,0,sp,2);
  8642. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8643. } else {
  8644. struct unit_data *ud = unit_bl2ud(bl);
  8645. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8646. if (!ud || ud->skilltimer == INVALID_TIMER)
  8647. break; //Nothing to cancel.
  8648. bl_skill_id = ud->skill_id;
  8649. bl_skill_lv = ud->skill_lv;
  8650. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8651. if (rnd()%100 < 90)
  8652. {
  8653. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8654. break;
  8655. }
  8656. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8657. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8659. unit_skillcastcancel(bl,0);
  8660. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8661. status_zap(bl, hp, sp);
  8662. if (hp && skill_lv >= 5)
  8663. hp /= 2; //Recover half damaged HP at level 5 [Skotlex]
  8664. else
  8665. hp = 0;
  8666. if (sp) //Recover some of the SP used
  8667. sp = sp*(25*(skill_lv-1))/100;
  8668. if(hp || sp)
  8669. status_heal(src, hp, sp, 2);
  8670. }
  8671. }
  8672. break;
  8673. case SA_MAGICROD:
  8674. #ifdef RENEWAL
  8675. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8676. #endif
  8677. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8678. break;
  8679. case SA_AUTOSPELL:
  8680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8681. if (sd) {
  8682. sd->state.workinprogress = WIP_DISABLE_ALL;
  8683. clif_autospell(sd,skill_lv);
  8684. } else {
  8685. int maxlv=1,spellid=0;
  8686. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8687. if(skill_lv >= 10) {
  8688. spellid = MG_FROSTDIVER;
  8689. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8690. // maxlv = 10;
  8691. // else
  8692. maxlv = skill_lv - 9;
  8693. }
  8694. else if(skill_lv >=8) {
  8695. spellid = MG_FIREBALL;
  8696. maxlv = skill_lv - 7;
  8697. }
  8698. else if(skill_lv >=5) {
  8699. spellid = MG_SOULSTRIKE;
  8700. maxlv = skill_lv - 4;
  8701. }
  8702. else if(skill_lv >=2) {
  8703. int i_rnd = rnd()%3;
  8704. spellid = spellarray[i_rnd];
  8705. maxlv = skill_lv - 1;
  8706. }
  8707. else if(skill_lv > 0) {
  8708. spellid = MG_NAPALMBEAT;
  8709. maxlv = 3;
  8710. }
  8711. if(spellid > 0)
  8712. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8713. skill_get_time(SA_AUTOSPELL,skill_lv));
  8714. }
  8715. break;
  8716. case BS_GREED:
  8717. if(sd){
  8718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8719. map_foreachinallrange(skill_greed,bl,
  8720. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8721. }
  8722. break;
  8723. case SA_ELEMENTWATER:
  8724. case SA_ELEMENTFIRE:
  8725. case SA_ELEMENTGROUND:
  8726. case SA_ELEMENTWIND:
  8727. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8728. break;
  8729. case NPC_ATTRICHANGE:
  8730. case NPC_CHANGEWATER:
  8731. case NPC_CHANGEGROUND:
  8732. case NPC_CHANGEFIRE:
  8733. case NPC_CHANGEWIND:
  8734. case NPC_CHANGEPOISON:
  8735. case NPC_CHANGEHOLY:
  8736. case NPC_CHANGEDARKNESS:
  8737. case NPC_CHANGETELEKINESIS:
  8738. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8739. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8740. skill_get_time(skill_id, skill_lv)));
  8741. break;
  8742. case NPC_PROVOCATION:
  8743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8744. if (md) mob_unlocktarget(md, tick);
  8745. break;
  8746. case NPC_REBIRTH:
  8747. if( md && md->state.rebirth )
  8748. break; // only works once
  8749. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8750. break;
  8751. case NPC_DARKBLESSING:
  8752. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8753. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8754. break;
  8755. case NPC_LICK:
  8756. status_zap(bl, 0, 100);
  8757. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8758. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8759. break;
  8760. case NPC_SUICIDE:
  8761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8762. status_kill(src); //When suiciding, neither exp nor drops is given.
  8763. break;
  8764. case NPC_SUMMONSLAVE:
  8765. case NPC_SUMMONMONSTER:
  8766. case NPC_DEATHSUMMON:
  8767. if(md && md->skill_idx >= 0)
  8768. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8769. break;
  8770. case NPC_CALLSLAVE:
  8771. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8772. break;
  8773. case NPC_RANDOMMOVE:
  8774. if (md) {
  8775. md->next_walktime = tick - 1;
  8776. if (md->special_state.ai == AI_SPHERE)
  8777. unit_escape(&md->bl, bl, 7, 2);
  8778. else
  8779. mob_randomwalk(md,tick);
  8780. }
  8781. break;
  8782. case NPC_SPEEDUP:
  8783. {
  8784. // or does it increase casting rate? just a guess xD
  8785. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8786. if (i_type > SC_ASPDPOTION3)
  8787. i_type = SC_ASPDPOTION3;
  8788. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8789. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8790. }
  8791. break;
  8792. case NPC_REVENGE:
  8793. // not really needed... but adding here anyway ^^
  8794. if (md && md->master_id > 0) {
  8795. struct block_list *mbl, *tbl;
  8796. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8797. (tbl = battle_gettargeted(mbl)) == NULL)
  8798. break;
  8799. md->state.provoke_flag = tbl->id;
  8800. mob_target(md, tbl, sstatus->rhw.range);
  8801. }
  8802. break;
  8803. case NPC_RUN:
  8804. if (md) {
  8805. block_list* tbl = map_id2bl(md->target_id);
  8806. if (tbl) {
  8807. mob_unlocktarget(md, tick);
  8808. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8809. }
  8810. }
  8811. break;
  8812. case NPC_TRANSFORMATION:
  8813. case NPC_METAMORPHOSIS:
  8814. if(md && md->skill_idx >= 0) {
  8815. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8816. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8817. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8818. if (class_) mob_class_change(md, class_);
  8819. }
  8820. break;
  8821. case NPC_EMOTION_ON:
  8822. case NPC_EMOTION:
  8823. //val[0] is the emotion to use.
  8824. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8825. //val[1] 'sets' the mode
  8826. //val[2] adds to the current mode
  8827. //val[3] removes from the current mode
  8828. //val[4] if set, asks to delete the previous mode change.
  8829. if(md && md->skill_idx >= 0 && tsc)
  8830. {
  8831. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8832. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8833. status_change_end(bl, type);
  8834. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8835. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8836. mob_unlocktarget(md,tick);
  8837. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8838. sc_start4(src,src, type, 100, skill_lv,
  8839. md->db->skill[md->skill_idx]->val[1],
  8840. md->db->skill[md->skill_idx]->val[2],
  8841. md->db->skill[md->skill_idx]->val[3],
  8842. skill_get_time(skill_id, skill_lv));
  8843. //Reset aggressive state depending on resulting mode
  8844. if (!battle_config.npc_emotion_behavior)
  8845. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8846. }
  8847. break;
  8848. case NPC_POWERUP:
  8849. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8850. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8851. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8852. break;
  8853. case NPC_AGIUP:
  8854. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8855. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8856. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8857. break;
  8858. case NPC_INVISIBLE:
  8859. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8860. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8861. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8862. break;
  8863. case NPC_SIEGEMODE:
  8864. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8866. break;
  8867. case WE_MALE: {
  8868. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8869. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8870. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8871. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8872. }
  8873. }
  8874. break;
  8875. case WE_FEMALE: {
  8876. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8877. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8878. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8879. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8880. }
  8881. }
  8882. break;
  8883. // parent-baby skills
  8884. case WE_BABY:
  8885. if(sd){
  8886. map_session_data *f_sd = pc_get_father(sd);
  8887. map_session_data *m_sd = pc_get_mother(sd);
  8888. if( (!f_sd && !m_sd) // if neither was found
  8889. || (sd->status.party_id != 0 && //not in same party
  8890. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8891. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8892. ))
  8893. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8894. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8895. ) {
  8896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8897. map_freeblock_unlock();
  8898. return 0;
  8899. }
  8900. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8901. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8902. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8903. }
  8904. break;
  8905. case WE_CALLALLFAMILY:
  8906. if (sd) {
  8907. map_session_data *p_sd = pc_get_partner(sd);
  8908. map_session_data *c_sd = pc_get_child(sd);
  8909. if (!p_sd && !c_sd) { // Fail if no family members are found
  8910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8911. map_freeblock_unlock();
  8912. return 1;
  8913. }
  8914. // Partner must be on the same map and in same party
  8915. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8916. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8917. // Child must be on the same map and in same party as the parent casting
  8918. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8919. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8920. }
  8921. break;
  8922. case WE_ONEFOREVER:
  8923. if (sd) {
  8924. map_session_data *p_sd = pc_get_partner(sd);
  8925. map_session_data *c_sd = pc_get_child(sd);
  8926. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8927. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8928. map_freeblock_unlock();
  8929. return 1;
  8930. }
  8931. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8932. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8933. break;
  8934. }
  8935. if (status_isdead(bl)) {
  8936. int per = 30, sper = 0;
  8937. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8938. break;
  8939. if (tsc && tsc->getSCE(SC_HELLPOWER))
  8940. break;
  8941. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8942. break;
  8943. if (dstsd->special_state.restart_full_recover)
  8944. per = sper = 100;
  8945. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8946. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8947. }
  8948. }
  8949. break;
  8950. case WE_CHEERUP:
  8951. if (sd) {
  8952. map_session_data *f_sd = pc_get_father(sd);
  8953. map_session_data *m_sd = pc_get_mother(sd);
  8954. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8955. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8956. map_freeblock_unlock();
  8957. return 1;
  8958. }
  8959. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8960. if (dstsd == f_sd || dstsd == m_sd)
  8961. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8962. } else
  8963. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8964. }
  8965. break;
  8966. case PF_HPCONVERSION:
  8967. {
  8968. int hp, sp;
  8969. hp = sstatus->max_hp/10;
  8970. sp = hp * 10 * skill_lv / 100;
  8971. if (!status_charge(src,hp,0)) {
  8972. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8973. break;
  8974. }
  8975. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8976. status_heal(bl,0,sp,2);
  8977. }
  8978. break;
  8979. case MA_REMOVETRAP:
  8980. case HT_REMOVETRAP:
  8981. {
  8982. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8983. std::shared_ptr<s_skill_unit_group> sg;
  8984. std::shared_ptr<s_skill_db> skill_group;
  8985. // Mercenaries can remove any trap
  8986. // Players can only remove their own traps or traps on Vs maps.
  8987. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8988. {
  8989. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8990. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8991. { // prevent picking up expired traps
  8992. if( battle_config.skill_removetrap_type )
  8993. { // get back all items used to deploy the trap
  8994. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8995. {
  8996. if( skill_group->require.itemid[i] > 0 )
  8997. {
  8998. int flag2;
  8999. struct item item_tmp;
  9000. memset(&item_tmp,0,sizeof(item_tmp));
  9001. item_tmp.nameid = skill_group->require.itemid[i];
  9002. item_tmp.identify = 1;
  9003. item_tmp.amount = skill_group->require.amount[i];
  9004. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9005. clif_additem(sd,0,0,flag2);
  9006. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9007. }
  9008. }
  9009. }
  9010. }
  9011. else
  9012. { // get back 1 trap
  9013. struct item item_tmp;
  9014. memset(&item_tmp,0,sizeof(item_tmp));
  9015. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9016. item_tmp.identify = 1;
  9017. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9018. {
  9019. clif_additem(sd,0,0,flag);
  9020. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9021. }
  9022. }
  9023. }
  9024. skill_delunit(su);
  9025. }else if(sd)
  9026. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9027. }
  9028. break;
  9029. case HT_SPRINGTRAP:
  9030. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9031. {
  9032. struct skill_unit *su=NULL;
  9033. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9034. switch(su->group->unit_id){
  9035. case UNT_ANKLESNARE: // ankle snare
  9036. if (su->group->val2 != 0)
  9037. // if it is already trapping something don't spring it,
  9038. // remove trap should be used instead
  9039. break;
  9040. // otherwise fallthrough to below
  9041. case UNT_BLASTMINE:
  9042. case UNT_SKIDTRAP:
  9043. case UNT_LANDMINE:
  9044. case UNT_SHOCKWAVE:
  9045. case UNT_SANDMAN:
  9046. case UNT_FLASHER:
  9047. case UNT_FREEZINGTRAP:
  9048. case UNT_CLAYMORETRAP:
  9049. case UNT_TALKIEBOX:
  9050. su->group->unit_id = UNT_USED_TRAPS;
  9051. clif_changetraplook(bl, UNT_USED_TRAPS);
  9052. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9053. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9054. }
  9055. }
  9056. }
  9057. break;
  9058. case BD_ENCORE:
  9059. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9060. if(sd)
  9061. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9062. break;
  9063. case TR_RETROSPECTION:
  9064. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9065. if (sd)
  9066. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9067. break;
  9068. case AS_SPLASHER:
  9069. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9070. // Renewal dropped the 3/4 hp requirement
  9071. #ifndef RENEWAL
  9072. || tstatus-> hp > tstatus->max_hp*3/4
  9073. #endif
  9074. ) {
  9075. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9076. map_freeblock_unlock();
  9077. return 1;
  9078. }
  9079. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9080. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9081. #ifndef RENEWAL
  9082. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9083. #endif
  9084. break;
  9085. case PF_MINDBREAKER:
  9086. {
  9087. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9088. map_freeblock_unlock();
  9089. return 1;
  9090. }
  9091. if (tsce)
  9092. { //HelloKitty2 (?) explained that this silently fails when target is
  9093. //already inflicted. [Skotlex]
  9094. map_freeblock_unlock();
  9095. return 1;
  9096. }
  9097. //Has a 55% + skill_lv*5% success chance.
  9098. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9099. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9100. {
  9101. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9102. map_freeblock_unlock();
  9103. return 0;
  9104. }
  9105. unit_skillcastcancel(bl,0);
  9106. if (dstmd)
  9107. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9108. }
  9109. break;
  9110. case PF_SOULCHANGE:
  9111. {
  9112. unsigned int sp1 = 0, sp2 = 0;
  9113. if (dstmd) {
  9114. if (dstmd->state.soul_change_flag) {
  9115. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9116. break;
  9117. }
  9118. dstmd->state.soul_change_flag = 1;
  9119. sp2 = sstatus->max_sp * 3 /100;
  9120. status_heal(src, 0, sp2, 2);
  9121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9122. break;
  9123. }
  9124. sp1 = sstatus->sp;
  9125. sp2 = tstatus->sp;
  9126. #ifdef RENEWAL
  9127. sp1 = sp1 / 2;
  9128. sp2 = sp2 / 2;
  9129. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9130. sp1 = tstatus->sp;
  9131. #endif
  9132. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9133. sp1 = tstatus->sp;
  9134. status_set_sp(src, sp2, 3);
  9135. status_set_sp(bl, sp1, 3);
  9136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9137. }
  9138. break;
  9139. // Slim Pitcher
  9140. case CR_SLIMPITCHER:
  9141. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9142. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9143. break;
  9144. if (potion_hp || potion_sp) {
  9145. int hp = potion_hp, sp = potion_sp;
  9146. hp = hp * (100 + (tstatus->vit * 2))/100;
  9147. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9148. if (dstsd) {
  9149. if (hp)
  9150. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9151. if (sp)
  9152. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9153. }
  9154. if (tsc && tsc->count) {
  9155. uint8 penalty = 0;
  9156. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9157. hp += hp / 10;
  9158. sp += sp / 10;
  9159. }
  9160. if (tsc->getSCE(SC_CRITICALWOUND))
  9161. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9162. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9163. penalty += 20;
  9164. if (tsc->getSCE(SC_NORECOVER_STATE))
  9165. penalty = 100;
  9166. if (penalty > 0) {
  9167. hp -= hp * penalty / 100;
  9168. sp -= sp * penalty / 100;
  9169. }
  9170. }
  9171. if(hp > 0)
  9172. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9173. if(sp > 0)
  9174. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9175. status_heal(bl,hp,sp,0);
  9176. }
  9177. break;
  9178. // Full Chemical Protection
  9179. case CR_FULLPROTECTION:
  9180. {
  9181. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9182. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9183. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9184. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9185. continue;
  9186. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9187. s++;
  9188. }
  9189. if( sd && !s ){
  9190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9191. map_freeblock_unlock(); // Don't consume item requirements
  9192. return 0;
  9193. }
  9194. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9195. }
  9196. break;
  9197. case RG_CLEANER: //AppleGirl
  9198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9199. break;
  9200. #ifndef RENEWAL
  9201. case CG_LONGINGFREEDOM:
  9202. {
  9203. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9204. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9205. {
  9206. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9207. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9208. }
  9209. }
  9210. break;
  9211. #endif
  9212. case CG_TAROTCARD:
  9213. {
  9214. int card = -1;
  9215. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9216. //Target currently has the SUN tarot card effect and is immune to any other effect
  9217. map_freeblock_unlock();
  9218. return 0;
  9219. }
  9220. if( rnd() % 100 > skill_lv * 8 ||
  9221. #ifndef RENEWAL
  9222. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9223. #endif
  9224. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9225. if( sd )
  9226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9227. map_freeblock_unlock();
  9228. return 0;
  9229. }
  9230. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9231. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9232. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9234. }
  9235. break;
  9236. case SL_ALCHEMIST:
  9237. case SL_ASSASIN:
  9238. case SL_BARDDANCER:
  9239. case SL_BLACKSMITH:
  9240. case SL_CRUSADER:
  9241. case SL_HUNTER:
  9242. case SL_KNIGHT:
  9243. case SL_MONK:
  9244. case SL_PRIEST:
  9245. case SL_ROGUE:
  9246. case SL_SAGE:
  9247. case SL_SOULLINKER:
  9248. case SL_STAR:
  9249. case SL_SUPERNOVICE:
  9250. case SL_WIZARD:
  9251. case SL_HIGH:
  9252. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9253. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9254. // 1% chance to erase death count on successful cast
  9255. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9256. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9257. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9258. status_calc_pc( dstsd, SCO_NONE );
  9259. }
  9260. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9261. }else{
  9262. if( sd ){
  9263. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9264. }
  9265. }
  9266. break;
  9267. case SP_SOULGOLEM:
  9268. case SP_SOULSHADOW:
  9269. case SP_SOULFALCON:
  9270. case SP_SOULFAIRY:
  9271. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9272. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9273. }else{
  9274. if( sd ){
  9275. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9276. }
  9277. }
  9278. break;
  9279. case SP_SOULREVOLVE:
  9280. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9281. if (sd)
  9282. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9283. break;
  9284. }
  9285. status_heal(bl, 0, 50*skill_lv, 2);
  9286. status_change_end(bl, SC_SPIRIT);
  9287. status_change_end(bl, SC_SOULGOLEM);
  9288. status_change_end(bl, SC_SOULSHADOW);
  9289. status_change_end(bl, SC_SOULFALCON);
  9290. status_change_end(bl, SC_SOULFAIRY);
  9291. break;
  9292. case SL_SWOO:
  9293. if (tsce) {
  9294. if(sd)
  9295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9296. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9297. status_change_end(bl, SC_SWOO);
  9298. break;
  9299. }
  9300. case SL_SKA: // [marquis007]
  9301. case SL_SKE:
  9302. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9303. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9304. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9305. break;
  9306. }
  9307. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9308. if (skill_id == SL_SKE)
  9309. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9310. break;
  9311. // New guild skills [Celest]
  9312. case GD_BATTLEORDER:
  9313. case GD_REGENERATION:
  9314. case GD_RESTORE:
  9315. case GD_EMERGENCY_MOVE:
  9316. if(flag&1) {
  9317. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9318. if( skill_id == GD_RESTORE )
  9319. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9320. else
  9321. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9322. }
  9323. } else if (status_get_guild_id(src)) {
  9324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9325. map_foreachinallrange(skill_area_sub, src,
  9326. skill_get_splash(skill_id, skill_lv), BL_PC,
  9327. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9328. skill_castend_nodamage_id);
  9329. if (sd)
  9330. #ifdef RENEWAL
  9331. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9332. #else
  9333. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9334. #endif
  9335. }
  9336. break;
  9337. case GD_EMERGENCYCALL:
  9338. case GD_ITEMEMERGENCYCALL:
  9339. {
  9340. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9341. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9342. uint8 j = 0, calls = 0, called = 0;
  9343. struct guild *g;
  9344. // i don't know if it actually summons in a circle, but oh well. ;P
  9345. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9346. if (!g)
  9347. break;
  9348. if (skill_id == GD_ITEMEMERGENCYCALL)
  9349. switch (skill_lv) {
  9350. case 1: calls = 7; break;
  9351. case 2: calls = 12; break;
  9352. case 3: calls = 20; break;
  9353. default: calls = 0; break;
  9354. }
  9355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9356. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9357. if (j > 8)
  9358. j = 0;
  9359. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9360. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9361. continue;
  9362. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9363. continue;
  9364. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9365. dx[j] = dy[j] = 0;
  9366. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9367. called++;
  9368. }
  9369. }
  9370. if (sd)
  9371. #ifdef RENEWAL
  9372. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9373. #else
  9374. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9375. #endif
  9376. }
  9377. break;
  9378. case GD_CHARGESHOUT_FLAG:
  9379. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9380. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9381. if (md) {
  9382. sd->guild->chargeshout_flag_id = md->bl.id;
  9383. md->master_id = src->id;
  9384. if (md->deletetimer != INVALID_TIMER)
  9385. delete_timer(md->deletetimer, mob_timer_delete);
  9386. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9387. mob_spawn(md);
  9388. }
  9389. }
  9390. break;
  9391. case GD_CHARGESHOUT_BEATING:
  9392. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9393. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9394. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9395. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9396. else
  9397. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9398. } else
  9399. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9400. break;
  9401. case SG_FEEL:
  9402. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9403. if (sd) {
  9404. if(!sd->feel_map[skill_lv-1].index)
  9405. clif_feel_req(sd->fd,sd, skill_lv);
  9406. else
  9407. clif_feel_info(sd, skill_lv-1, 1);
  9408. }
  9409. break;
  9410. case SG_HATE:
  9411. if (sd) {
  9412. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9413. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9415. }
  9416. break;
  9417. case SJ_DOCUMENT:
  9418. if (sd) {
  9419. switch (skill_lv) {
  9420. case 1:
  9421. pc_resetfeel(sd);
  9422. break;
  9423. case 2:
  9424. pc_resethate(sd);
  9425. break;
  9426. case 3:
  9427. pc_resetfeel(sd);
  9428. pc_resethate(sd);
  9429. break;
  9430. }
  9431. }
  9432. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9433. break;
  9434. case GS_GLITTERING:
  9435. if(sd) {
  9436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9437. if(rnd()%100 < (20+10*skill_lv))
  9438. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9439. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9440. pc_delspiritball(sd,1,0);
  9441. }
  9442. break;
  9443. case GS_CRACKER:
  9444. /* per official standards, this skill works on players and mobs. */
  9445. if (sd && (dstsd || dstmd))
  9446. {
  9447. i =65 -5*distance_bl(src,bl); //Base rate
  9448. if (i < 30) i = 30;
  9449. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9450. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9451. }
  9452. break;
  9453. case AM_CALLHOMUN: //[orn]
  9454. if (sd && !hom_call(sd))
  9455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9456. #ifdef RENEWAL
  9457. else if (sd && hom_is_active(sd->hd))
  9458. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9459. #endif
  9460. break;
  9461. case AM_REST:
  9462. if (sd) {
  9463. if (hom_vaporize(sd,HOM_ST_REST))
  9464. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9465. else
  9466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9467. }
  9468. break;
  9469. case HAMI_CASTLE: //[orn]
  9470. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9471. int x = src->x, y = src->y;
  9472. if (hd)
  9473. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9474. // Move source
  9475. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9476. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9477. clif_blown(src);
  9478. // Move target
  9479. if (unit_movepos(bl,x,y,0,0)) {
  9480. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9481. clif_blown(bl);
  9482. }
  9483. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9484. }
  9485. }
  9486. else if (hd && hd->master) // Failed
  9487. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9488. else if (sd)
  9489. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9490. break;
  9491. case HVAN_CHAOTIC: //[orn]
  9492. {
  9493. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9494. int r = rnd()%100;
  9495. i = (skill_lv-1)%5;
  9496. if(r<per[i][0]) //Self
  9497. bl = src;
  9498. else if(r<per[i][1]) //Master
  9499. bl = battle_get_master(src);
  9500. else //Enemy
  9501. bl = map_id2bl(battle_gettarget(src));
  9502. if (!bl) bl = src;
  9503. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9504. //Eh? why double skill packet?
  9505. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9506. clif_skill_nodamage(src,bl,skill_id,i,1);
  9507. status_heal(bl, i, 0, 0);
  9508. }
  9509. break;
  9510. //Homun single-target support skills [orn]
  9511. case HAMI_BLOODLUST:
  9512. case HFLI_FLEET:
  9513. case HFLI_SPEED:
  9514. case HLIF_CHANGE:
  9515. case MH_ANGRIFFS_MODUS:
  9516. case MH_GOLDENE_FERSE:
  9517. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9518. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9519. if (hd)
  9520. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9521. break;
  9522. case NPC_DRAGONFEAR:
  9523. if (flag&1) {
  9524. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9525. int j;
  9526. j = i = rnd()%ARRAYLENGTH(sc);
  9527. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9528. i++;
  9529. if ( i == ARRAYLENGTH(sc) )
  9530. i = 0;
  9531. if (i == j)
  9532. break;
  9533. }
  9534. break;
  9535. }
  9536. case NPC_WIDEBLEEDING:
  9537. case NPC_WIDEBLEEDING2:
  9538. case NPC_WIDECONFUSE:
  9539. case NPC_WIDECONFUSE2:
  9540. case NPC_WIDECURSE:
  9541. case NPC_WIDECURSE2:
  9542. case NPC_WIDEFREEZE:
  9543. case NPC_WIDEFREEZE2:
  9544. case NPC_WIDESLEEP:
  9545. case NPC_WIDESLEEP2:
  9546. case NPC_WIDESILENCE:
  9547. case NPC_WIDESILENCE2:
  9548. case NPC_WIDESTONE:
  9549. case NPC_WIDESTONE2:
  9550. case NPC_WIDESTUN:
  9551. case NPC_WIDESTUN2:
  9552. case NPC_SLOWCAST:
  9553. case NPC_WIDEHELLDIGNITY:
  9554. case NPC_WIDEHEALTHFEAR:
  9555. case NPC_WIDEBODYBURNNING:
  9556. case NPC_WIDEFROSTMISTY:
  9557. case NPC_WIDECOLD:
  9558. case NPC_WIDE_DEEP_SLEEP:
  9559. case NPC_WIDESIREN:
  9560. case NPC_WIDEWEB:
  9561. if (flag&1){
  9562. switch ( type ) {
  9563. case SC_BURNING:
  9564. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9565. break;
  9566. case SC_STONEWAIT:
  9567. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9568. break;
  9569. default:
  9570. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9571. }
  9572. }
  9573. else {
  9574. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9576. map_foreachinallrange(skill_area_sub, bl,
  9577. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9578. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9579. skill_castend_nodamage_id);
  9580. }
  9581. break;
  9582. case NPC_WIDESOULDRAIN:
  9583. if (flag&1)
  9584. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9585. else {
  9586. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9587. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9588. map_foreachinallrange(skill_area_sub, bl,
  9589. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9590. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9591. skill_castend_nodamage_id);
  9592. }
  9593. break;
  9594. case NPC_FIRESTORM: {
  9595. int sflag = flag;
  9596. if( skill_lv > 1 )
  9597. sflag |= 4;
  9598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9599. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9600. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9601. }
  9602. break;
  9603. case ALL_PARTYFLEE:
  9604. if( sd && !(flag&1) ) {
  9605. if( !sd->status.party_id ) {
  9606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9607. break;
  9608. }
  9609. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9610. } else
  9611. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9612. break;
  9613. case NPC_TALK:
  9614. case ALL_WEWISH:
  9615. case ALL_CATCRY:
  9616. case ALL_DREAM_SUMMERNIGHT:
  9617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9618. break;
  9619. case ALL_BUYING_STORE:
  9620. if( sd )
  9621. {// players only, skill allows 5 buying slots
  9622. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9623. }
  9624. break;
  9625. case RK_ENCHANTBLADE:
  9626. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9627. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9628. break;
  9629. case RK_DRAGONHOWLING:
  9630. if( flag&1)
  9631. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9632. else
  9633. {
  9634. skill_area_temp[2] = 0;
  9635. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9636. map_foreachinallrange(skill_area_sub, src,
  9637. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9638. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9639. skill_castend_nodamage_id);
  9640. }
  9641. break;
  9642. case LG_EARTHDRIVE: {
  9643. int dummy = 1;
  9644. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9645. i = skill_get_splash(skill_id,skill_lv);
  9646. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9647. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9648. }
  9649. break;
  9650. case RK_LUXANIMA:
  9651. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9652. case RK_GIANTGROWTH:
  9653. case RK_STONEHARDSKIN:
  9654. case RK_VITALITYACTIVATION:
  9655. case RK_ABUNDANCE:
  9656. case RK_CRUSHSTRIKE:
  9657. case RK_REFRESH:
  9658. case RK_MILLENNIUMSHIELD:
  9659. if (sd) {
  9660. uint8 rune_level = 1; // RK_GIANTGROWTH
  9661. if (skill_id == RK_VITALITYACTIVATION)
  9662. rune_level = 2;
  9663. else if (skill_id == RK_STONEHARDSKIN)
  9664. rune_level = 4;
  9665. else if (skill_id == RK_ABUNDANCE)
  9666. rune_level = 6;
  9667. else if (skill_id == RK_CRUSHSTRIKE)
  9668. rune_level = 7;
  9669. else if (skill_id == RK_REFRESH)
  9670. rune_level = 8;
  9671. else if (skill_id == RK_MILLENNIUMSHIELD)
  9672. rune_level = 9;
  9673. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9674. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9675. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9676. else if (skill_id == RK_STONEHARDSKIN)
  9677. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9678. } else
  9679. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9680. }
  9681. break;
  9682. case NPC_MILLENNIUMSHIELD:
  9683. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9684. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9685. break;
  9686. case RK_FIGHTINGSPIRIT: {
  9687. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9688. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9689. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9690. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9691. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9692. break;
  9693. }
  9694. case GC_ROLLINGCUTTER:
  9695. {
  9696. short count = 1;
  9697. skill_area_temp[2] = 0;
  9698. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9699. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9700. { // Every time the skill is casted the status change is reseted adding a counter.
  9701. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9702. if( count > 10 )
  9703. count = 10; // Max coounter
  9704. status_change_end(bl, SC_ROLLINGCUTTER);
  9705. }
  9706. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9707. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9708. }
  9709. break;
  9710. case GC_WEAPONBLOCKING:
  9711. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9712. status_change_end(bl, SC_WEAPONBLOCKING);
  9713. else
  9714. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9715. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9716. break;
  9717. case GC_CREATENEWPOISON:
  9718. if( sd )
  9719. {
  9720. clif_skill_produce_mix_list(sd,skill_id,25);
  9721. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9722. }
  9723. break;
  9724. case GC_POISONINGWEAPON:
  9725. if( sd ) {
  9726. clif_poison_list(sd,skill_lv);
  9727. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9728. }
  9729. break;
  9730. case GC_ANTIDOTE:
  9731. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9732. if( tsc )
  9733. {
  9734. status_change_end(bl, SC_PARALYSE);
  9735. status_change_end(bl, SC_PYREXIA);
  9736. status_change_end(bl, SC_DEATHHURT);
  9737. status_change_end(bl, SC_LEECHESEND);
  9738. status_change_end(bl, SC_VENOMBLEED);
  9739. status_change_end(bl, SC_MAGICMUSHROOM);
  9740. status_change_end(bl, SC_TOXIN);
  9741. status_change_end(bl, SC_OBLIVIONCURSE);
  9742. }
  9743. break;
  9744. case GC_PHANTOMMENACE:
  9745. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9747. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9748. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9749. break;
  9750. case GC_HALLUCINATIONWALK:
  9751. {
  9752. int heal = status_get_max_hp(bl) / 10;
  9753. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9754. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9755. break;
  9756. }
  9757. if( !status_charge(bl,heal,0) )
  9758. {
  9759. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9760. break;
  9761. }
  9762. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9763. }
  9764. break;
  9765. case AB_ANCILLA:
  9766. if( sd ) {
  9767. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9768. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9769. }
  9770. break;
  9771. case AB_CLEMENTIA:
  9772. case AB_CANTO:
  9773. {
  9774. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9775. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9776. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9777. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9778. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9779. else if( sd )
  9780. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9781. }
  9782. break;
  9783. case AB_PRAEFATIO:
  9784. case AB_RENOVATIO:
  9785. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9786. if (skill_id == AB_PRAEFATIO)
  9787. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9788. else
  9789. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9790. } else if( sd )
  9791. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9792. break;
  9793. case AB_CHEAL:
  9794. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9795. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9796. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9797. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9798. if( partycount > 1 )
  9799. i += (i / 100) * (partycount * 10) / 4;
  9800. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9801. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9802. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9803. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9804. i = ~i + 1;
  9805. status_heal(bl, i, 0, 0);
  9806. }
  9807. } else if( sd )
  9808. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9809. break;
  9810. case NPC_CHEAL:
  9811. if( flag&1 ) {
  9812. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9813. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9814. if (status_isimmune(bl))
  9815. i = 0;
  9816. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9817. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9818. i = ~i + 1;
  9819. status_heal(bl, i, 0, 0);
  9820. }
  9821. }
  9822. else {
  9823. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9824. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9825. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9826. }
  9827. break;
  9828. case AB_ORATIO:
  9829. if( flag&1 )
  9830. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9831. else {
  9832. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9833. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9834. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9835. }
  9836. break;
  9837. case AB_LAUDAAGNUS:
  9838. if( flag&1 || !sd || !sd->status.party_id ) {
  9839. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  9840. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  9841. // Success Chance: (60 + 10 * Skill Level) %
  9842. if( rnd()%100 > 60+10*skill_lv ) break;
  9843. status_change_end(bl, SC_FREEZE);
  9844. status_change_end(bl, SC_STONE);
  9845. status_change_end(bl, SC_BLIND);
  9846. status_change_end(bl, SC_BURNING);
  9847. status_change_end(bl, SC_FREEZING);
  9848. status_change_end(bl, SC_CRYSTALIZE);
  9849. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9850. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9851. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9852. } else if( sd )
  9853. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9854. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9855. break;
  9856. case AB_LAUDARAMUS:
  9857. if( flag&1 || !sd || !sd->status.party_id ) {
  9858. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  9859. // Success Chance: (60 + 10 * Skill Level) %
  9860. if( rnd()%100 > 60+10*skill_lv ) break;
  9861. status_change_end(bl, SC_SLEEP);
  9862. status_change_end(bl, SC_STUN);
  9863. status_change_end(bl, SC_MANDRAGORA);
  9864. status_change_end(bl, SC_SILENCE);
  9865. status_change_end(bl, SC_DEEPSLEEP);
  9866. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9867. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9868. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9869. } else if( sd )
  9870. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9871. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9872. break;
  9873. case AB_CLEARANCE:
  9874. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9875. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9876. break;
  9877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9878. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9879. if (sd)
  9880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9881. break;
  9882. }
  9883. if(status_isimmune(bl))
  9884. break;
  9885. //Remove bonus_script by Clearance
  9886. if (dstsd)
  9887. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9888. if(!tsc || !tsc->count)
  9889. break;
  9890. //Statuses change that can't be removed by Cleareance
  9891. for (const auto &it : status_db) {
  9892. sc_type status = static_cast<sc_type>(it.first);
  9893. if (!tsc->getSCE(status))
  9894. continue;
  9895. if (it.second->flag[SCF_NOCLEARANCE])
  9896. continue;
  9897. switch (status) {
  9898. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9899. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9900. case SC_FORTUNE: case SC_SERVICE4U:
  9901. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9902. continue; //If in song area don't end it, even if config enabled
  9903. break;
  9904. case SC_ASSUMPTIO:
  9905. if (bl->type == BL_MOB)
  9906. continue;
  9907. break;
  9908. }
  9909. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9910. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9911. status_change_end(bl,status);
  9912. }
  9913. break;
  9914. }
  9915. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9916. break;
  9917. case AB_SILENTIUM:
  9918. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9919. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9920. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9921. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9922. break;
  9923. case WL_STASIS:
  9924. if (flag&1)
  9925. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9926. else {
  9927. struct map_data *mapdata = map_getmapdata(src->m);
  9928. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9929. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9930. }
  9931. break;
  9932. case NPC_DANCINGBLADE:
  9933. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9934. break;
  9935. case WL_CHAINLIGHTNING:
  9936. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9937. break;
  9938. case WL_WHITEIMPRISON:
  9939. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9940. {
  9941. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9942. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9943. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9944. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9945. if( sd )
  9946. skill_blockpc_start(sd,skill_id,4000);
  9947. if( !(tsc && tsc->getSCE(type)) ){
  9948. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  9949. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9950. if( !i )
  9951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9952. }
  9953. }else
  9954. if( sd )
  9955. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9956. break;
  9957. case NPC_JACKFROST:
  9958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9959. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9960. break;
  9961. case WL_SIENNAEXECRATE:
  9962. if( status_isimmune(bl) || !tsc )
  9963. break;
  9964. if( flag&1 ) {
  9965. if( bl->id == skill_area_temp[1] )
  9966. break; // Already work on this target
  9967. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  9968. } else {
  9969. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9970. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9971. if( rnd()%100 < rate ) { // Success on First Target
  9972. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  9973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9974. skill_area_temp[1] = bl->id;
  9975. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9976. }
  9977. // Doesn't send failure packet if it fails on defense.
  9978. }
  9979. else if( sd ) // Failure on Rate
  9980. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9981. }
  9982. break;
  9983. case WL_SUMMONFB:
  9984. case WL_SUMMONBL:
  9985. case WL_SUMMONWB:
  9986. case WL_SUMMONSTONE:
  9987. {
  9988. status_change *sc = status_get_sc(src);
  9989. if (sc == nullptr)
  9990. break;
  9991. e_wl_spheres element;
  9992. switch (skill_id) { // Set val2. The SC element for this ball
  9993. case WL_SUMMONFB:
  9994. element = WLS_FIRE;
  9995. break;
  9996. case WL_SUMMONBL:
  9997. element = WLS_WIND;
  9998. break;
  9999. case WL_SUMMONWB:
  10000. element = WLS_WATER;
  10001. break;
  10002. case WL_SUMMONSTONE:
  10003. element = WLS_STONE;
  10004. break;
  10005. }
  10006. if (skill_lv == 1) {
  10007. sc_type sphere = SC_NONE;
  10008. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10009. if (sc->getSCE(i) == nullptr) {
  10010. sphere = static_cast<sc_type>(i); // Take the free SC
  10011. break;
  10012. }
  10013. }
  10014. if (sphere == SC_NONE) {
  10015. if (sd) // No free slots to put SC
  10016. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  10017. break;
  10018. }
  10019. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10020. } else {
  10021. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10022. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10023. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10024. }
  10025. }
  10026. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10027. }
  10028. break;
  10029. case WL_READING_SB_READING:
  10030. if (sd) {
  10031. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10032. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  10033. break;
  10034. }
  10035. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10036. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10037. }
  10038. break;
  10039. case RA_FEARBREEZE:
  10040. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10041. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10042. break;
  10043. case RA_WUGMASTERY:
  10044. if( sd ) {
  10045. if( !pc_iswug(sd) )
  10046. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10047. else
  10048. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10050. }
  10051. break;
  10052. case RA_WUGRIDER:
  10053. if( sd ) {
  10054. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10055. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10056. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10057. } else if( pc_isridingwug(sd) ) {
  10058. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10059. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10060. }
  10061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10062. }
  10063. break;
  10064. case RA_WUGDASH:
  10065. if( tsce ) {
  10066. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10067. map_freeblock_unlock();
  10068. return 0;
  10069. }
  10070. if( sd && pc_isridingwug(sd) ) {
  10071. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10072. clif_walkok(sd);
  10073. }
  10074. break;
  10075. case RA_SENSITIVEKEEN:
  10076. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10077. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10078. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10079. break;
  10080. case NC_F_SIDESLIDE:
  10081. case NC_B_SIDESLIDE:
  10082. {
  10083. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10084. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10086. }
  10087. break;
  10088. case NC_SELFDESTRUCTION:
  10089. if( sd ) {
  10090. if( pc_ismadogear(sd) )
  10091. pc_setmadogear(sd, false);
  10092. skill_area_temp[1] = 0;
  10093. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10094. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10095. status_set_sp(src, 0, 0);
  10096. skill_clear_unitgroup(src);
  10097. }
  10098. break;
  10099. case NC_EMERGENCYCOOL:
  10100. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10101. if (sd) {
  10102. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10103. int16 limit[] = { -45, -75, -105 };
  10104. i = 0;
  10105. for (const auto &reqItem : req.eqItem) {
  10106. if (pc_search_inventory(sd, reqItem) != -1)
  10107. break;
  10108. i++;
  10109. }
  10110. pc_overheat(*sd, limit[min(i, 2)]);
  10111. }
  10112. break;
  10113. case NC_ANALYZE:
  10114. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10115. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10116. break;
  10117. case NC_MAGNETICFIELD:
  10118. if (flag & 1) {
  10119. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10120. } else {
  10121. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10122. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10123. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10124. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10125. }
  10126. break;
  10127. case NC_REPAIR:
  10128. if( sd ) {
  10129. int heal, hp = 0;
  10130. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10131. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10132. break;
  10133. }
  10134. switch(skill_lv) {
  10135. case 1: hp = 4; break;
  10136. case 2: hp = 7; break;
  10137. case 3: hp = 13; break;
  10138. case 4: hp = 17; break;
  10139. case 5: default: hp = 23; break;
  10140. }
  10141. heal = dstsd->status.max_hp * hp / 100;
  10142. status_heal(bl,heal,0,2);
  10143. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10144. }
  10145. break;
  10146. case NC_DISJOINT:
  10147. {
  10148. if( bl->type != BL_MOB ) break;
  10149. md = map_id2md(bl->id);
  10150. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10151. status_kill(bl);
  10152. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10153. }
  10154. break;
  10155. case SC_AUTOSHADOWSPELL:
  10156. if( sd ) {
  10157. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10158. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10159. {
  10160. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10161. clif_autoshadowspell_list(sd);
  10162. clif_skill_nodamage(src,bl,skill_id,1,1);
  10163. }
  10164. else
  10165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10166. }
  10167. break;
  10168. case SC_SHADOWFORM:
  10169. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10170. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10171. dstsd->shadowform_id = src->id;
  10172. }
  10173. else if( sd )
  10174. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10175. break;
  10176. case SC_BODYPAINT:
  10177. if( flag&1 ) {
  10178. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10179. status_change_end(bl,SC_HIDING);
  10180. status_change_end(bl,SC_CLOAKING);
  10181. status_change_end(bl,SC_CLOAKINGEXCEED);
  10182. status_change_end(bl,SC_CAMOUFLAGE);
  10183. status_change_end(bl,SC_NEWMOON);
  10184. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10185. status_change_end(bl, SC__SHADOWFORM);
  10186. }
  10187. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10188. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10189. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10190. } else {
  10191. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10192. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10193. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10194. }
  10195. break;
  10196. case SC_ENERVATION:
  10197. case SC_GROOMY:
  10198. case SC_LAZINESS:
  10199. case SC_UNLUCKY:
  10200. case SC_WEAKNESS:
  10201. if( !(tsc && tsc->getSCE(type)) ) {
  10202. int rate;
  10203. if (status_get_class_(bl) == CLASS_BOSS)
  10204. break;
  10205. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10206. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10207. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10208. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10209. } else if( sd )
  10210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10211. break;
  10212. case SC_IGNORANCE:
  10213. if( !(tsc && tsc->getSCE(type)) ) {
  10214. int rate;
  10215. if (status_get_class_(bl) == CLASS_BOSS)
  10216. break;
  10217. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10218. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10219. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10220. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10221. int sp = 100 * skill_lv;
  10222. if( dstmd )
  10223. sp = dstmd->level;
  10224. if( !dstmd )
  10225. status_zap(bl, 0, sp);
  10226. status_heal(src, 0, sp / 2, 3);
  10227. } else if( sd )
  10228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10229. } else if( sd )
  10230. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10231. break;
  10232. case LG_TRAMPLE:
  10233. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10234. if (rnd()%100 < (25 + 25 * skill_lv))
  10235. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10236. status_change_end(bl, SC_SV_ROOTTWIST);
  10237. break;
  10238. case LG_REFLECTDAMAGE:
  10239. if( tsc && tsc->getSCE(type) )
  10240. status_change_end(bl,type);
  10241. else
  10242. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10244. break;
  10245. case LG_PIETY:
  10246. if( flag&1 )
  10247. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10248. else {
  10249. skill_area_temp[2] = 0;
  10250. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10252. }
  10253. break;
  10254. case SR_CURSEDCIRCLE:
  10255. if( flag&1 ) {
  10256. if( status_get_class_(bl) == CLASS_BOSS )
  10257. break;
  10258. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10259. if( bl->type == BL_MOB )
  10260. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10261. clif_bladestop(src, bl->id, 1);
  10262. map_freeblock_unlock();
  10263. return 1;
  10264. }
  10265. } else {
  10266. int count = 0;
  10267. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10268. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10269. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10270. if( sd ) pc_delspiritball(sd, count, 0);
  10271. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10272. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10273. }
  10274. break;
  10275. case NPC_SR_CURSEDCIRCLE:
  10276. if( flag&1 ) {
  10277. if( status_get_class_(bl) == CLASS_BOSS )
  10278. break;
  10279. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10280. if( bl->type == BL_MOB )
  10281. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10282. clif_bladestop(src, bl->id, 1);
  10283. map_freeblock_unlock();
  10284. return 1;
  10285. }
  10286. } else {
  10287. int count = 0;
  10288. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10289. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10290. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10291. if( sd ) pc_delspiritball(sd, count, 0);
  10292. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10293. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10294. }
  10295. break;
  10296. case SR_RAISINGDRAGON:
  10297. if( sd ) {
  10298. short max = 5 + skill_lv;
  10299. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10300. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10301. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10302. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10303. }
  10304. break;
  10305. case SR_ASSIMILATEPOWER:
  10306. if (flag&1) {
  10307. i = 0;
  10308. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10309. if (dstsd->spiritball > 0) {
  10310. i = dstsd->spiritball;
  10311. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10312. }
  10313. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10314. i += dstsd->spiritcharm;
  10315. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10316. }
  10317. }
  10318. if (i)
  10319. status_percent_heal(src, 0, i);
  10320. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10321. } else {
  10322. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10323. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10324. }
  10325. break;
  10326. case SR_POWERVELOCITY:
  10327. if( !dstsd )
  10328. break;
  10329. if( sd && dstsd->spiritball <= 5 ) {
  10330. for(i = 0; i <= 5; i++) {
  10331. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10332. pc_delspiritball(sd, sd->spiritball, 0);
  10333. }
  10334. }
  10335. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10336. break;
  10337. case SR_GENTLETOUCH_CURE:
  10338. {
  10339. unsigned int heal;
  10340. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10341. heal = 0;
  10342. else {
  10343. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10344. status_heal(bl, heal, 0, 0);
  10345. }
  10346. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10347. status_change_end(bl, SC_STONE);
  10348. status_change_end(bl, SC_FREEZE);
  10349. status_change_end(bl, SC_STUN);
  10350. status_change_end(bl, SC_POISON);
  10351. status_change_end(bl, SC_SILENCE);
  10352. status_change_end(bl, SC_BLIND);
  10353. status_change_end(bl, SC_HALLUCINATION);
  10354. }
  10355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10356. }
  10357. break;
  10358. case SR_GENTLETOUCH_ENERGYGAIN:
  10359. case SR_GENTLETOUCH_CHANGE:
  10360. case SR_GENTLETOUCH_REVITALIZE:
  10361. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10362. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10363. break;
  10364. case SR_FLASHCOMBO: {
  10365. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10366. const int delay[] = { 0, 750, 1250 };
  10367. if (sd) // Disable attacking/acting/moving for skill's duration.
  10368. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10369. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10370. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10371. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10372. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10373. }
  10374. break;
  10375. case WA_SWING_DANCE:
  10376. case WA_MOONLIT_SERENADE:
  10377. case WA_SYMPHONY_OF_LOVER:
  10378. case MI_RUSH_WINDMILL:
  10379. case MI_ECHOSONG:
  10380. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10382. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10383. } else if( sd ) {
  10384. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10385. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10387. }
  10388. break;
  10389. case MI_HARMONIZE:
  10390. if( src != bl )
  10391. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10392. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10393. break;
  10394. case WM_DEADHILLHERE:
  10395. if( bl->type == BL_PC ) {
  10396. if( !status_isdead(bl) )
  10397. break;
  10398. int heal = tstatus->sp;
  10399. if( heal <= 0 )
  10400. heal = 1;
  10401. tstatus->hp = heal;
  10402. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10404. pc_revive((TBL_PC*)bl,heal,0);
  10405. clif_resurrection(bl,1);
  10406. }
  10407. break;
  10408. case WM_VOICEOFSIREN:
  10409. if (flag&1)
  10410. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10411. else {
  10412. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10413. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10414. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10415. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10417. }
  10418. break;
  10419. case WM_GLOOMYDAY:
  10420. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10421. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10422. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10423. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10424. { // !TODO: Which skills aren't boosted anymore?
  10425. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10426. break;
  10427. }
  10428. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10429. break;
  10430. case WM_SATURDAY_NIGHT_FEVER:
  10431. if( flag&1 ) {
  10432. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10433. } else if (sd) {
  10434. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10435. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10437. }
  10438. }
  10439. break;
  10440. case WM_SIRCLEOFNATURE:
  10441. case WM_SONG_OF_MANA:
  10442. case WM_DANCE_WITH_WUG:
  10443. case WM_LERADS_DEW:
  10444. case WM_UNLIMITED_HUMMING_VOICE:
  10445. if( flag&1 ) { // These affect to to all party members near the caster.
  10446. status_change *sc = status_get_sc(src);
  10447. if( sc && sc->getSCE(type) ) {
  10448. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10449. }
  10450. } else if( sd ) {
  10451. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10452. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10453. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10454. }
  10455. break;
  10456. case WM_MELODYOFSINK:
  10457. if( flag&1 ) {
  10458. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10459. } else { // These affect to all targets around the caster.
  10460. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10461. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10463. }
  10464. }
  10465. break;
  10466. case WM_BEYOND_OF_WARCRY:
  10467. if( flag&1 ) {
  10468. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10469. } else { // These affect to all targets around the caster.
  10470. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10471. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10472. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10473. }
  10474. }
  10475. break;
  10476. case WM_SOUND_OF_DESTRUCTION:
  10477. if (flag&1) {
  10478. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10479. } else {
  10480. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10481. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10482. }
  10483. break;
  10484. case WM_RANDOMIZESPELL:
  10485. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10486. status_change_end(bl, SC_SONGOFMANA);
  10487. status_change_end(bl, SC_DANCEWITHWUG);
  10488. status_change_end(bl, SC_LERADSDEW);
  10489. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10490. status_change_end(bl, SC_BEYONDOFWARCRY);
  10491. status_change_end(bl, SC_MELODYOFSINK);
  10492. status_change_end(bl, SC_BEYONDOFWARCRY);
  10493. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10494. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10495. }
  10496. break;
  10497. case RETURN_TO_ELDICASTES:
  10498. case ALL_GUARDIAN_RECALL:
  10499. case ECLAGE_RECALL:
  10500. case ALL_PRONTERA_RECALL:
  10501. if( sd )
  10502. {
  10503. short x=0, y=0; // Destiny position.
  10504. unsigned short mapindex=0;
  10505. switch(skill_id){
  10506. default:
  10507. case RETURN_TO_ELDICASTES:
  10508. x = 198;
  10509. y = 187;
  10510. mapindex = mapindex_name2id(MAP_DICASTES);
  10511. break;
  10512. case ALL_GUARDIAN_RECALL:
  10513. x = 44;
  10514. y = 151;
  10515. mapindex = mapindex_name2id(MAP_MORA);
  10516. break;
  10517. case ECLAGE_RECALL:
  10518. x = 47;
  10519. y = 31;
  10520. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10521. break;
  10522. case ALL_PRONTERA_RECALL:
  10523. if(skill_lv == 1) {
  10524. x = 115;
  10525. y = 72;
  10526. }
  10527. else if(skill_lv == 2) {
  10528. x = 159;
  10529. y = 192;
  10530. }
  10531. mapindex = mapindex_name2id(MAP_PRONTERA);
  10532. break;
  10533. }
  10534. if(!mapindex)
  10535. { //Given map not found?
  10536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10537. map_freeblock_unlock();
  10538. return 0;
  10539. }
  10540. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10541. }
  10542. break;
  10543. case ECL_SNOWFLIP:
  10544. case ECL_PEONYMAMY:
  10545. case ECL_SADAGUI:
  10546. case ECL_SEQUOIADUST:
  10547. switch(skill_id){
  10548. case ECL_SNOWFLIP:
  10549. status_change_end(bl, SC_SLEEP);
  10550. status_change_end(bl, SC_BLEEDING);
  10551. status_change_end(bl, SC_BURNING);
  10552. status_change_end(bl, SC_DEEPSLEEP);
  10553. break;
  10554. case ECL_PEONYMAMY:
  10555. status_change_end(bl, SC_FREEZE);
  10556. status_change_end(bl, SC_FREEZING);
  10557. status_change_end(bl, SC_CRYSTALIZE);
  10558. break;
  10559. case ECL_SADAGUI:
  10560. status_change_end(bl, SC_STUN);
  10561. status_change_end(bl, SC_CONFUSION);
  10562. status_change_end(bl, SC_HALLUCINATION);
  10563. status_change_end(bl, SC_FEAR);
  10564. break;
  10565. case ECL_SEQUOIADUST:
  10566. status_change_end(bl, SC_STONE);
  10567. status_change_end(bl, SC_POISON);
  10568. status_change_end(bl, SC_CURSE);
  10569. status_change_end(bl, SC_BLIND);
  10570. status_change_end(bl, SC_ORCISH);
  10571. status_change_end(bl, SC_DECREASEAGI);
  10572. break;
  10573. }
  10574. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10575. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10576. break;
  10577. case GM_SANDMAN:
  10578. if( tsc ) {
  10579. if( tsc->opt1 == OPT1_SLEEP )
  10580. tsc->opt1 = 0;
  10581. else
  10582. tsc->opt1 = OPT1_SLEEP;
  10583. clif_changeoption(bl);
  10584. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10585. }
  10586. break;
  10587. case SO_ARRULLO:
  10588. {
  10589. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10590. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10591. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10592. }
  10593. break;
  10594. case WM_LULLABY_DEEPSLEEP:
  10595. if (flag&1) {
  10596. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10597. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10598. sc_start(src, bl, type, rate, skill_lv, duration);
  10599. } else {
  10600. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10601. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10602. }
  10603. break;
  10604. case SO_SUMMON_AGNI:
  10605. case SO_SUMMON_AQUA:
  10606. case SO_SUMMON_VENTUS:
  10607. case SO_SUMMON_TERA:
  10608. if( sd ) {
  10609. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10610. // Remove previous elemental first.
  10611. if( sd->ed )
  10612. elemental_delete(sd->ed);
  10613. // Summoning the new one.
  10614. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10616. break;
  10617. }
  10618. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10619. }
  10620. break;
  10621. case SO_EL_CONTROL:
  10622. if( sd ) {
  10623. int mode;
  10624. if( !sd->ed ) break;
  10625. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10626. elemental_delete(sd->ed);
  10627. break;
  10628. }
  10629. switch( skill_lv ) {// Select mode bassed on skill level used.
  10630. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10631. case 2: mode = EL_MODE_ASSIST; break;
  10632. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10633. }
  10634. if( !elemental_change_mode(sd->ed,mode) ) {
  10635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10636. break;
  10637. }
  10638. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10639. }
  10640. break;
  10641. case SO_EL_ACTION:
  10642. if( sd ) {
  10643. int duration = 3000;
  10644. if( !sd->ed )
  10645. break;
  10646. switch(sd->ed->db->class_) {
  10647. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10648. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10649. duration = 6000;
  10650. break;
  10651. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10652. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10653. duration = 9000;
  10654. break;
  10655. }
  10656. sd->skill_id_old = skill_id;
  10657. elemental_action(sd->ed, bl, tick);
  10658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10659. skill_blockpc_start(sd, skill_id, duration);
  10660. }
  10661. break;
  10662. case SO_EL_CURE:
  10663. if( sd ) {
  10664. s_elemental_data *ed = sd->ed;
  10665. int s_hp, s_sp;
  10666. if( !ed )
  10667. break;
  10668. s_hp = sd->battle_status.hp * 10 / 100;
  10669. s_sp = sd->battle_status.sp * 10 / 100;
  10670. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10671. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10672. break;
  10673. }
  10674. status_heal(&ed->bl,s_hp,s_sp,3);
  10675. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10676. }
  10677. break;
  10678. case GN_CHANGEMATERIAL:
  10679. case SO_EL_ANALYSIS:
  10680. if( sd ) {
  10681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10682. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10683. }
  10684. break;
  10685. case NPC_MANDRAGORA:
  10686. case GN_MANDRAGORA:
  10687. if( flag&1 ) {
  10688. int rate;
  10689. if (skill_id == NPC_MANDRAGORA)
  10690. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10691. else
  10692. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10693. if (rate < 10)
  10694. rate = 10;
  10695. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10696. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10697. if (rnd()%100 < rate) {
  10698. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10699. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10700. }
  10701. } else {
  10702. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10703. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10704. }
  10705. break;
  10706. case GN_SLINGITEM:
  10707. if( sd ) {
  10708. i = sd->equip_index[EQI_AMMO];
  10709. if( i < 0 )
  10710. break; // No ammo.
  10711. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10712. if( ammo_id == 0 )
  10713. break;
  10714. sd->itemid = ammo_id;
  10715. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10716. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10717. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10718. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10719. else
  10720. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10721. } else //Otherwise, it fails, shows animation and removes items.
  10722. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10723. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10724. switch (ammo_id) {
  10725. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10726. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10727. status_percent_heal(bl, 1, 0);
  10728. break;
  10729. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10730. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10731. status_percent_heal(bl, 2, 0);
  10732. break;
  10733. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10734. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10735. status_percent_heal(bl, 5, 0);
  10736. break;
  10737. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10738. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10739. status_percent_heal(bl, 0, 2);
  10740. break;
  10741. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10742. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10743. status_percent_heal(bl, 0, 4);
  10744. break;
  10745. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10746. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10747. status_percent_heal(bl, 0, 8);
  10748. break;
  10749. default:
  10750. if (dstsd)
  10751. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10752. break;
  10753. }
  10754. }
  10755. }
  10756. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10757. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10758. break;
  10759. case GN_MIX_COOKING:
  10760. case GN_MAKEBOMB:
  10761. case GN_S_PHARMACY:
  10762. if( sd ) {
  10763. int qty = 1;
  10764. sd->skill_id_old = skill_id;
  10765. sd->skill_lv_old = skill_lv;
  10766. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10767. qty = 10;
  10768. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10769. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10770. }
  10771. break;
  10772. case EL_CIRCLE_OF_FIRE:
  10773. case EL_PYROTECHNIC:
  10774. case EL_HEATER:
  10775. case EL_TROPIC:
  10776. case EL_AQUAPLAY:
  10777. case EL_COOLER:
  10778. case EL_CHILLY_AIR:
  10779. case EL_GUST:
  10780. case EL_BLAST:
  10781. case EL_WILD_STORM:
  10782. case EL_PETROLOGY:
  10783. case EL_CURSED_SOIL:
  10784. case EL_UPHEAVAL:
  10785. case EL_FIRE_CLOAK:
  10786. case EL_WATER_DROP:
  10787. case EL_WIND_CURTAIN:
  10788. case EL_SOLID_SKIN:
  10789. case EL_STONE_SHIELD:
  10790. case EL_WIND_STEP:
  10791. case EM_EL_FLAMETECHNIC:
  10792. case EM_EL_FLAMEARMOR:
  10793. case EM_EL_COLD_FORCE:
  10794. case EM_EL_CRYSTAL_ARMOR:
  10795. case EM_EL_GRACE_BREEZE:
  10796. case EM_EL_EYES_OF_STORM:
  10797. case EM_EL_EARTH_CARE:
  10798. case EM_EL_STRONG_PROTECTION:
  10799. case EM_EL_DEEP_POISONING:
  10800. case EM_EL_POISON_SHIELD:
  10801. {
  10802. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10803. if( ele ) {
  10804. sc_type type2 = (sc_type)(type-1);
  10805. status_change *sc = status_get_sc(&ele->bl);
  10806. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10807. status_change_end(src,type);
  10808. status_change_end(bl,type2);
  10809. } else {
  10810. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10811. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10812. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10813. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10814. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10815. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10816. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10817. }
  10818. }
  10819. }
  10820. break;
  10821. case EL_FIRE_MANTLE:
  10822. case EL_WATER_BARRIER:
  10823. case EL_ZEPHYR:
  10824. case EL_POWER_OF_GAIA:
  10825. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10826. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10827. break;
  10828. case EL_WATER_SCREEN: {
  10829. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10830. if( ele ) {
  10831. status_change *sc = status_get_sc(&ele->bl);
  10832. sc_type type2 = (sc_type)(type-1);
  10833. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10834. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10835. status_change_end(bl,type);
  10836. status_change_end(src,type2);
  10837. } else {
  10838. // This not heals at the end.
  10839. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10840. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10841. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10842. }
  10843. }
  10844. }
  10845. break;
  10846. case KO_KAHU_ENTEN:
  10847. case KO_HYOUHU_HUBUKI:
  10848. case KO_KAZEHU_SEIRAN:
  10849. case KO_DOHU_KOUKAI:
  10850. if (sd) {
  10851. int ele_type = skill_get_ele(skill_id,skill_lv);
  10852. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10853. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10854. }
  10855. break;
  10856. case KO_ZANZOU:
  10857. if(sd){
  10858. struct mob_data *md2;
  10859. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10860. if( md2 )
  10861. {
  10862. md2->master_id = src->id;
  10863. md2->special_state.ai = AI_ZANZOU;
  10864. if( md2->deletetimer != INVALID_TIMER )
  10865. delete_timer(md2->deletetimer, mob_timer_delete);
  10866. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10867. mob_spawn( md2 );
  10868. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10869. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10870. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10871. }
  10872. }
  10873. break;
  10874. case KO_KYOUGAKU:
  10875. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  10876. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10877. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10878. }else if( sd )
  10879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10880. break;
  10881. case KO_JYUSATSU:
  10882. if( dstsd && tsc && !tsc->getSCE(type) &&
  10883. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10884. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10885. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10886. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10887. if( status_get_lv(bl) <= status_get_lv(src) )
  10888. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10889. }else if( sd )
  10890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10891. break;
  10892. case KO_GENWAKU:
  10893. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10894. int x = src->x, y = src->y;
  10895. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10897. break;
  10898. }
  10899. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10900. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10901. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10902. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10903. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10904. clif_blown(src);
  10905. if (!unit_blown_immune(bl, 0x1)) {
  10906. unit_movepos(bl,x,y,0,0);
  10907. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10908. clif_sitting(bl); //Avoid sitting sync problem
  10909. clif_blown(bl);
  10910. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10911. }
  10912. }
  10913. }
  10914. break;
  10915. case OB_AKAITSUKI:
  10916. case OB_OBOROGENSOU:
  10917. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10918. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10920. break;
  10921. }
  10922. case KO_IZAYOI:
  10923. case OB_ZANGETSU:
  10924. case KG_KYOMU:
  10925. case KG_KAGEMUSYA:
  10926. case SP_SOULDIVISION:
  10927. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10928. if (bl->type != BL_PC) {
  10929. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10930. break;
  10931. }
  10932. }
  10933. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10934. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10935. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10936. break;
  10937. case KG_KAGEHUMI:
  10938. if( flag&1 ){
  10939. if (bl->type != BL_PC)
  10940. break;
  10941. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  10942. status_change_end(bl, SC_HIDING);
  10943. status_change_end(bl, SC_CLOAKING);
  10944. status_change_end(bl, SC_CLOAKINGEXCEED);
  10945. status_change_end(bl, SC_CAMOUFLAGE);
  10946. status_change_end(bl, SC_NEWMOON);
  10947. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10948. status_change_end(bl, SC__SHADOWFORM);
  10949. status_change_end(bl, SC_MARIONETTE);
  10950. status_change_end(bl, SC_HARMONIZE);
  10951. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10952. }
  10953. }else{
  10954. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10955. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10956. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10957. }
  10958. break;
  10959. case MH_SILENT_BREEZE:
  10960. {
  10961. int heal = 5 * status_get_lv(&hd->bl) +
  10962. #ifdef RENEWAL
  10963. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10964. #else
  10965. status_base_matk_min(&hd->battle_status);
  10966. #endif
  10967. //Silences the homunculus and target
  10968. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10969. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10970. //Recover the target's HP
  10971. status_heal(bl,heal,0,3);
  10972. //Removes these SC from target
  10973. if (tsc) {
  10974. const enum sc_type scs[] = {
  10975. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10976. };
  10977. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10978. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  10979. }
  10980. if (hd)
  10981. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10982. }
  10983. break;
  10984. case MH_OVERED_BOOST:
  10985. if (hd && battle_get_master(src)) {
  10986. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10987. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10988. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10989. }
  10990. break;
  10991. case MH_GRANITIC_ARMOR:
  10992. case MH_PYROCLASTIC:
  10993. if(hd) {
  10994. struct block_list *s_bl = battle_get_master(src);
  10995. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  10996. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10997. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10998. }
  10999. break;
  11000. case MH_LIGHT_OF_REGENE: //self
  11001. if(hd) {
  11002. struct block_list *s_bl = battle_get_master(src);
  11003. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11004. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11005. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11006. }
  11007. break;
  11008. case MH_STYLE_CHANGE:
  11009. if(hd){
  11010. struct status_change_entry *sce;
  11011. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  11012. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11013. else sce->val1 = MH_MD_FIGHTING;
  11014. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11015. // char output[128];
  11016. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11017. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11018. //}
  11019. }
  11020. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11021. }
  11022. break;
  11023. case MH_GOLDENE_TONE:
  11024. case MH_TEMPERING: {
  11025. block_list* master_bl = battle_get_master(src);
  11026. if (master_bl != nullptr){
  11027. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11028. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11029. }
  11030. if (hd)
  11031. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11032. } break;
  11033. case MH_PAIN_KILLER:
  11034. bl = battle_get_master(src);
  11035. if (bl != nullptr)
  11036. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11037. if (hd)
  11038. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11039. break;
  11040. case MH_MAGMA_FLOW:
  11041. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11042. if (hd)
  11043. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11044. break;
  11045. case MH_SUMMON_LEGION: {
  11046. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11047. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11048. struct mob_data *sum_md;
  11049. int i_slave,c=0;
  11050. int maxcount = qty[skill_lv-1];
  11051. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11052. if(c >= maxcount) {
  11053. map_freeblock_unlock();
  11054. return 0; //max qty already spawned
  11055. }
  11056. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11057. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11058. if (sum_md) {
  11059. sum_md->master_id = src->id;
  11060. sum_md->special_state.ai = AI_LEGION;
  11061. if (sum_md->deletetimer != INVALID_TIMER)
  11062. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11063. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11064. mob_spawn(sum_md); //Now it is ready for spawning.
  11065. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11066. }
  11067. }
  11068. if (hd)
  11069. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11070. }
  11071. break;
  11072. case RL_RICHS_COIN:
  11073. if (sd) {
  11074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11075. for (i = 0; i < 10; i++)
  11076. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11077. }
  11078. break;
  11079. case RL_C_MARKER:
  11080. if (sd) {
  11081. // If marked by someone else remove it
  11082. if (tsce && tsce->val2 != src->id)
  11083. status_change_end(bl, type);
  11084. // Check if marked before
  11085. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11086. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11087. // Find empty slot
  11088. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11089. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11091. break;
  11092. }
  11093. }
  11094. sd->c_marker[i] = bl->id;
  11095. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11096. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11097. }
  11098. // If mob casts this, at least SC_C_MARKER as debuff
  11099. else {
  11100. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11101. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11102. }
  11103. break;
  11104. case RL_QD_SHOT:
  11105. if (sd) {
  11106. skill_area_temp[1] = bl->id;
  11107. // Check surrounding
  11108. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11109. if (skill_area_temp[0])
  11110. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11111. // Main target always receives damage
  11112. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11113. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11114. } else {
  11115. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11116. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11117. }
  11118. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11119. skill_area_temp[0] = 0;
  11120. skill_area_temp[1] = 0;
  11121. break;
  11122. case RL_FLICKER:
  11123. if (sd) {
  11124. sd->flicker = true;
  11125. skill_area_temp[1] = 0;
  11126. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11127. // Detonate RL_B_TRAP
  11128. if (pc_checkskill(sd, RL_B_TRAP))
  11129. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11130. // Detonate RL_H_MINE
  11131. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11132. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11133. sd->flicker = false;
  11134. }
  11135. break;
  11136. case SO_ELEMENTAL_SHIELD:
  11137. if (!sd || sd->status.party_id == 0 || flag&1) {
  11138. if (sd && sd->status.party_id == 0) {
  11139. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11140. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11141. elemental_delete(sd->ed);
  11142. }
  11143. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11144. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11145. }
  11146. else {
  11147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11148. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11149. elemental_delete(sd->ed);
  11150. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11151. }
  11152. break;
  11153. case SU_HIDE:
  11154. if (tsce) {
  11155. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11156. status_change_end(bl, type);
  11157. map_freeblock_unlock();
  11158. return 0;
  11159. }
  11160. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11161. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11162. break;
  11163. case SU_STOOP:
  11164. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11165. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11166. break;
  11167. case SU_SV_ROOTTWIST:
  11168. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11169. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11170. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11171. break;
  11172. }
  11173. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11174. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11175. else {
  11176. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11177. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11178. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11179. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11180. }
  11181. break;
  11182. case SU_TUNABELLY:
  11183. {
  11184. unsigned int heal = 0;
  11185. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11186. heal = 0;
  11187. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11188. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11189. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11190. status_heal(bl, heal, 0, 0);
  11191. }
  11192. break;
  11193. case SU_BUNCHOFSHRIMP:
  11194. case SU_HISS:
  11195. case SU_PURRING:
  11196. case SU_MEOWMEOW:
  11197. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11198. int duration = skill_get_time(skill_id, skill_lv);
  11199. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11200. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11201. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11202. } else if (sd) {
  11203. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11204. }
  11205. break;
  11206. case SU_SHRIMPARTY:
  11207. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11208. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11209. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11210. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11211. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11212. }
  11213. } else if (sd)
  11214. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11215. break;
  11216. case SU_POWEROFFLOCK:
  11217. if (flag&1) {
  11218. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11219. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11220. } else {
  11221. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11222. if (battle_config.skill_wall_check)
  11223. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11224. else
  11225. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11226. }
  11227. break;
  11228. case ALL_EQSWITCH:
  11229. if( sd ){
  11230. clif_equipswitch_reply( sd, false );
  11231. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11232. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11233. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11234. }
  11235. }
  11236. }
  11237. break;
  11238. case AB_VITUPERATUM:
  11239. if (flag&1)
  11240. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11241. else {
  11242. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11243. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11244. }
  11245. break;
  11246. case AB_CONVENIO:
  11247. if (sd) {
  11248. party_data *p = party_search(sd->status.party_id);
  11249. int i = 0, count = 0;
  11250. // Only usable in party
  11251. if (p == nullptr) {
  11252. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11253. break;
  11254. }
  11255. // Only usable as party leader.
  11256. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11257. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11258. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11259. break;
  11260. }
  11261. // Do the teleport part
  11262. for (i = 0; i < MAX_PARTY; ++i) {
  11263. map_session_data *pl_sd = p->data[i].sd;
  11264. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11265. sd->bl.m != pl_sd->bl.m)
  11266. continue;
  11267. // Respect /call configuration
  11268. if( pl_sd->status.disable_call ){
  11269. continue;
  11270. }
  11271. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11272. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11273. count++;
  11274. }
  11275. }
  11276. if (!count)
  11277. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11278. }
  11279. break;
  11280. case NPC_PULSESTRIKE2:
  11281. for (int i = 0; i < 3; i++)
  11282. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11283. break;
  11284. case BO_THE_WHOLE_PROTECTION:
  11285. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11286. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11287. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11288. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11289. continue;
  11290. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11291. }
  11292. } else if (sd) {
  11293. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11294. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11295. }
  11296. break;
  11297. case TR_MUSICAL_INTERLUDE:
  11298. case TR_JAWAII_SERENADE:
  11299. case TR_PRON_MARCH:
  11300. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11301. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11302. else if (sd) {
  11303. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11304. sd->skill_id_song = skill_id;
  11305. sd->skill_lv_song = skill_lv;
  11306. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11307. flag |= 2;
  11308. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11309. }
  11310. break;
  11311. case TR_GEF_NOCTURN:
  11312. case TR_AIN_RHAPSODY:
  11313. if (flag & 1)
  11314. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11315. else if (sd) {
  11316. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11317. sd->skill_id_song = skill_id;
  11318. sd->skill_lv_song = skill_lv;
  11319. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11320. flag |= 2;
  11321. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11322. }
  11323. break;
  11324. case TR_ROKI_CAPRICCIO:
  11325. case TR_NIPELHEIM_REQUIEM:
  11326. if (flag & 1) { // Need official success chances.
  11327. uint16 success_chance = 5 * skill_lv;
  11328. if (flag & 2)
  11329. success_chance *= 2;
  11330. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11331. if (skill_id == TR_ROKI_CAPRICCIO) {
  11332. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11333. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11334. } else { // TR_NIPELHEIM_REQUIEM
  11335. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11336. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11337. }
  11338. } else if (sd) {
  11339. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11340. sd->skill_id_song = skill_id;
  11341. sd->skill_lv_song = skill_lv;
  11342. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11343. flag |= 2;
  11344. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11345. }
  11346. break;
  11347. case ABR_NET_REPAIR:
  11348. case ABR_NET_SUPPORT:
  11349. if (flag & 1) {
  11350. int heal_amount;
  11351. if (skill_id == ABR_NET_REPAIR) {
  11352. heal_amount = tstatus->max_hp * 10 / 100;
  11353. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11354. status_heal(bl, heal_amount, 0, 0);
  11355. } else { // ABR_NET_SUPPORT
  11356. heal_amount = tstatus->max_sp * 3 / 100;
  11357. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11358. status_heal(bl, 0, heal_amount, 0);
  11359. }
  11360. } else {
  11361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11362. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11363. }
  11364. break;
  11365. case WH_HAWK_M:
  11366. if (sd) {
  11367. if (!pc_isfalcon(sd))
  11368. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11369. else
  11370. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11371. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11372. }
  11373. break;
  11374. case EM_SUMMON_ELEMENTAL_ARDOR:
  11375. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11376. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11377. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11378. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11379. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11380. if (sd == nullptr)
  11381. break;
  11382. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11383. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11384. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11385. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11386. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11387. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11388. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11389. // Remove the old elemental before summoning the super one.
  11390. elemental_delete(sd->ed);
  11391. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11392. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11393. break;
  11394. } else // Elemental summoned. Buff the player with the bonus.
  11395. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11396. } else {
  11397. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11398. break;
  11399. }
  11400. }
  11401. break;
  11402. case EM_ELEMENTAL_VEIL:
  11403. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11404. if (sd == nullptr)
  11405. break;
  11406. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11407. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11408. else
  11409. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11410. break;
  11411. case MT_M_MACHINE:
  11412. case BO_BIONIC_PHARMACY:
  11413. if (sd) {
  11414. sd->skill_id_old = skill_id;
  11415. sd->skill_lv_old = skill_lv;
  11416. if (skill_id == MT_M_MACHINE)
  11417. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11418. else // BO_BIONIC_PHARMACY
  11419. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11421. }
  11422. break;
  11423. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11424. case MT_SUMMON_ABR_DUAL_CANNON:
  11425. case MT_SUMMON_ABR_MOTHER_NET:
  11426. case MT_SUMMON_ABR_INFINITY: {
  11427. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11428. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11429. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11430. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11431. if (md) {
  11432. md->master_id = src->id;
  11433. md->special_state.ai = AI_ABR;
  11434. if (md->deletetimer != INVALID_TIMER)
  11435. delete_timer(md->deletetimer, mob_timer_delete);
  11436. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11437. mob_spawn(md);
  11438. }
  11439. }
  11440. break;
  11441. case BO_WOODENWARRIOR:
  11442. case BO_WOODEN_FAIRY:
  11443. case BO_CREEPER:
  11444. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11445. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11446. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11447. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11448. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11449. if (md) {
  11450. md->master_id = src->id;
  11451. md->special_state.ai = AI_BIONIC;
  11452. if (md->deletetimer != INVALID_TIMER)
  11453. delete_timer(md->deletetimer, mob_timer_delete);
  11454. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11455. mob_spawn(md);
  11456. }
  11457. }
  11458. break;
  11459. #ifdef RENEWAL
  11460. case CG_HERMODE:
  11461. skill_castend_song(src, skill_id, skill_lv, tick);
  11462. break;
  11463. #endif
  11464. default: {
  11465. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11466. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11468. map_freeblock_unlock();
  11469. return 1;
  11470. }
  11471. }
  11472. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11473. status_change *sc = status_get_sc(src);
  11474. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11475. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11476. }
  11477. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11478. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11479. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11480. }
  11481. if( sd && !(flag&1) )
  11482. {// ensure that the skill last-cast tick is recorded
  11483. sd->canskill_tick = gettick();
  11484. if( sd->state.arrow_atk )
  11485. {// consume arrow on last invocation to this skill.
  11486. battle_consume_ammo(sd, skill_id, skill_lv);
  11487. }
  11488. skill_onskillusage(sd, bl, skill_id, tick);
  11489. // perform skill requirement consumption
  11490. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11491. }
  11492. map_freeblock_unlock();
  11493. return 0;
  11494. }
  11495. /**
  11496. * Checking that causing skill failed
  11497. * @param src Caster
  11498. * @param target Target
  11499. * @param skill_id
  11500. * @param skill_lv
  11501. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11502. **/
  11503. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11504. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11505. int inf = skill->inf;
  11506. status_change *tsc = status_get_sc(target);
  11507. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11508. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11509. switch (skill_id) {
  11510. case AL_HEAL:
  11511. case AL_INCAGI:
  11512. case AL_DECAGI:
  11513. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11514. case AB_RENOVATIO:
  11515. case AB_HIGHNESSHEAL:
  11516. if (tsc && tsc->option&OPTION_MADOGEAR)
  11517. return USESKILL_FAIL_TOTARGET;
  11518. break;
  11519. case RG_BACKSTAP:
  11520. {
  11521. #ifndef RENEWAL
  11522. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11523. if (map_check_dir(dir, t_dir))
  11524. return USESKILL_FAIL_MAX;
  11525. #endif
  11526. if (check_distance_bl(src, target, 0))
  11527. return USESKILL_FAIL_MAX;
  11528. }
  11529. break;
  11530. case PR_TURNUNDEAD:
  11531. {
  11532. struct status_data *tstatus = status_get_status_data(target);
  11533. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11534. return USESKILL_FAIL_MAX;
  11535. }
  11536. break;
  11537. case PR_LEXDIVINA:
  11538. case MER_LEXDIVINA:
  11539. {
  11540. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11541. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11542. return USESKILL_FAIL_LEVEL;
  11543. else
  11544. return -1; //Works on silenced allies
  11545. }
  11546. break;
  11547. case RA_WUGSTRIKE:
  11548. // Check if path can be reached
  11549. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11550. return USESKILL_FAIL_MAX;
  11551. break;
  11552. case MG_NAPALMBEAT:
  11553. case MG_FIREBALL:
  11554. case HT_BLITZBEAT:
  11555. case AS_GRIMTOOTH:
  11556. case MO_COMBOFINISH:
  11557. case NC_VULCANARM:
  11558. case SR_TIGERCANNON:
  11559. // These can damage traps, but can't target traps directly
  11560. if (target->type == BL_SKILL) {
  11561. TBL_SKILL *su = (TBL_SKILL*)target;
  11562. if (!su || !su->group)
  11563. return USESKILL_FAIL_MAX;
  11564. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11565. return USESKILL_FAIL_MAX;
  11566. }
  11567. break;
  11568. case IQ_SECOND_FLAME:
  11569. case IQ_SECOND_FAITH:
  11570. case IQ_SECOND_JUDGEMENT:
  11571. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11572. return USESKILL_FAIL_LEVEL;
  11573. break;
  11574. case IQ_THIRD_PUNISH:
  11575. case IQ_THIRD_FLAME_BOMB:
  11576. case IQ_THIRD_CONSECRATION:
  11577. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11578. return USESKILL_FAIL_LEVEL;
  11579. break;
  11580. }
  11581. if (inf&INF_ATTACK_SKILL ||
  11582. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11583. ) // Casted through combo.
  11584. inf = BCT_ENEMY; //Offensive skill.
  11585. else if (skill->inf2[INF2_NOTARGETENEMY])
  11586. inf = BCT_NOENEMY;
  11587. else
  11588. inf = 0;
  11589. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11590. inf |=
  11591. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11592. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11593. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11594. inf &= ~BCT_NEUTRAL;
  11595. }
  11596. switch (skill_id) {
  11597. // Cannot be casted to Emperium
  11598. case WZ_ESTIMATION:
  11599. case SL_SKE:
  11600. case SL_SKA:
  11601. case RK_PHANTOMTHRUST:
  11602. case NPC_PHANTOMTHRUST:
  11603. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11604. return USESKILL_FAIL_MAX;
  11605. break;
  11606. }
  11607. if (inf && battle_check_target(src, target, inf) <= 0) {
  11608. switch(skill_id) {
  11609. case RK_PHANTOMTHRUST:
  11610. case NPC_PHANTOMTHRUST:
  11611. case AB_CLEARANCE:
  11612. return USESKILL_FAIL_TOTARGET;
  11613. default:
  11614. return USESKILL_FAIL_LEVEL;
  11615. }
  11616. }
  11617. // Fogwall makes all offensive-type targetted skills fail at 75%
  11618. // Jump Kick can still fail even though you can jump to friendly targets.
  11619. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11620. return USESKILL_FAIL_LEVEL;
  11621. return -1;
  11622. }
  11623. TIMER_FUNC( skill_keep_using ){
  11624. map_session_data* sd = map_id2sd( id );
  11625. if( sd && sd->skill_keep_using.skill_id ){
  11626. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11627. sd->skill_keep_using.tid = INVALID_TIMER;
  11628. }
  11629. return 0;
  11630. }
  11631. /**
  11632. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11633. * @param tid
  11634. * @param tick
  11635. * @param data
  11636. **/
  11637. TIMER_FUNC(skill_castend_id){
  11638. struct block_list *target, *src;
  11639. map_session_data *sd;
  11640. struct mob_data *md;
  11641. struct unit_data *ud;
  11642. status_change *sc = NULL;
  11643. int flag = 0;
  11644. src = map_id2bl(id);
  11645. if( src == NULL )
  11646. {
  11647. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11648. return 0;// not found
  11649. }
  11650. ud = unit_bl2ud(src);
  11651. if( ud == NULL )
  11652. {
  11653. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11654. return 0;// ???
  11655. }
  11656. sd = BL_CAST(BL_PC, src);
  11657. md = BL_CAST(BL_MOB, src);
  11658. if( src->prev == NULL ) {
  11659. ud->skilltimer = INVALID_TIMER;
  11660. return 0;
  11661. }
  11662. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11663. if( ud->skilltimer != tid ) {
  11664. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11665. ud->skilltimer = INVALID_TIMER;
  11666. return 0;
  11667. }
  11668. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11669. {// restore original walk speed
  11670. ud->skilltimer = INVALID_TIMER;
  11671. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11672. } else
  11673. ud->skilltimer = INVALID_TIMER;
  11674. }
  11675. if (ud->skilltarget == id)
  11676. target = src;
  11677. else
  11678. target = map_id2bl(ud->skilltarget);
  11679. // Use a do so that you can break out of it when the skill fails.
  11680. do {
  11681. bool fail = false;
  11682. int8 res = USESKILL_FAIL_LEVEL;
  11683. if (!target || target->prev == NULL)
  11684. break;
  11685. if (src->m != target->m || status_isdead(src))
  11686. break;
  11687. //These should become skill_castend_pos
  11688. switch (ud->skill_id) {
  11689. case WE_CALLPARTNER:
  11690. if (sd) {
  11691. map_session_data *p_sd = pc_get_partner(sd);
  11692. if (p_sd && p_sd->state.autotrade) {
  11693. fail = true;
  11694. break;
  11695. } else
  11696. clif_callpartner(*sd);
  11697. }
  11698. break;
  11699. case WE_CALLPARENT:
  11700. if (sd) {
  11701. map_session_data *f_sd = pc_get_father(sd);
  11702. map_session_data *m_sd = pc_get_mother(sd);
  11703. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11704. fail = true;
  11705. break;
  11706. }
  11707. }
  11708. break;
  11709. case WE_CALLBABY:
  11710. if (sd) {
  11711. map_session_data *c_sd = pc_get_child(sd);
  11712. if (c_sd && c_sd->state.autotrade) {
  11713. fail = true;
  11714. break;
  11715. }
  11716. }
  11717. break;
  11718. case AM_RESURRECTHOMUN:
  11719. case PF_SPIDERWEB:
  11720. {
  11721. //Find a random spot to place the skill. [Skotlex]
  11722. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11723. ud->skillx = target->x + splash;
  11724. ud->skilly = target->y + splash;
  11725. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11726. ud->skillx = target->x;
  11727. ud->skilly = target->y;
  11728. }
  11729. ud->skilltimer = tid;
  11730. return skill_castend_pos(tid,tick,id,data);
  11731. }
  11732. case GN_WALLOFTHORN:
  11733. case SC_ESCAPE:
  11734. case WL_FROSTMISTY:
  11735. case SU_CN_POWDERING:
  11736. case AG_RAIN_OF_CRYSTAL:
  11737. ud->skillx = target->x;
  11738. ud->skilly = target->y;
  11739. ud->skilltimer = tid;
  11740. return skill_castend_pos(tid,tick,id,data);
  11741. }
  11742. // Failing
  11743. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11744. if (sd && res != USESKILL_FAIL_MAX)
  11745. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11746. break;
  11747. }
  11748. //Avoid doing double checks for instant-cast skills.
  11749. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11750. break;
  11751. if(md) {
  11752. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11753. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11754. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11755. }
  11756. if (src != target && battle_config.skill_add_range &&
  11757. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11758. {
  11759. if (sd) {
  11760. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11761. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11762. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11763. }
  11764. break;
  11765. }
  11766. #ifdef OFFICIAL_WALKPATH
  11767. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  11768. {
  11769. if (sd) {
  11770. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11771. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11772. }
  11773. break;
  11774. }
  11775. #endif
  11776. if( sd )
  11777. {
  11778. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11779. break;
  11780. else {
  11781. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11782. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11783. // Give AP
  11784. if (add_ap > 0) {
  11785. switch (ud->skill_id) {
  11786. case TR_ROSEBLOSSOM:
  11787. case TR_RHYTHMSHOOTING:
  11788. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11789. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11790. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11791. break;
  11792. case TR_GEF_NOCTURN:
  11793. case TR_ROKI_CAPRICCIO:
  11794. case TR_AIN_RHAPSODY:
  11795. case TR_MUSICAL_INTERLUDE:
  11796. case TR_JAWAII_SERENADE:
  11797. case TR_NIPELHEIM_REQUIEM:
  11798. case TR_PRON_MARCH:
  11799. if (sd->skill_id_old == TR_RETROSPECTION) {
  11800. add_ap += add_ap * 50 / 100;
  11801. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11802. }
  11803. break;
  11804. }
  11805. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11806. }
  11807. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  11808. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11809. break; // Show a skill fail message (Damage type consumes requirements)
  11810. }
  11811. }
  11812. }
  11813. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11814. break;
  11815. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11816. ud->state.running = 0;
  11817. status_change_end(src, SC_RUN);
  11818. flag = 1;
  11819. }
  11820. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11821. unit_stop_walking(src,1);
  11822. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11823. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11824. if (sd) { //Cooldown application
  11825. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11826. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11827. }
  11828. if( battle_config.display_status_timers && sd )
  11829. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11830. if( sd )
  11831. {
  11832. switch( ud->skill_id )
  11833. {
  11834. case GS_DESPERADO:
  11835. case RL_FIREDANCE:
  11836. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11837. break;
  11838. case KN_BRANDISHSPEAR:
  11839. case CR_GRANDCROSS: {
  11840. sc_type type;
  11841. if (ud->skill_id == KN_BRANDISHSPEAR)
  11842. type = SC_STRIPWEAPON;
  11843. else
  11844. type = SC_STRIPSHIELD;
  11845. if ((sc = status_get_sc(src)) && sc->getSCE(type)) {
  11846. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  11847. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11848. break;
  11849. }
  11850. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11851. break;
  11852. }
  11853. }
  11854. }
  11855. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11856. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11857. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11858. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11859. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11860. map_freeblock_lock();
  11861. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11862. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11863. else
  11864. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11865. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  11866. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11867. }
  11868. sc = status_get_sc(src);
  11869. if(sc && sc->count) {
  11870. if (ud->skill_id != RA_CAMOUFLAGE)
  11871. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11872. if(sc->getSCE(SC_SPIRIT) &&
  11873. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  11874. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  11875. ud->skill_id != WZ_WATERBALL)
  11876. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  11877. #ifndef RENEWAL
  11878. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11879. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11880. #endif
  11881. }
  11882. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11883. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11884. if (ud->skilltimer == INVALID_TIMER) {
  11885. if(md) md->skill_idx = -1;
  11886. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11887. ud->skill_lv = ud->skilltarget = 0;
  11888. }
  11889. map_freeblock_unlock();
  11890. return 1;
  11891. } while(0);
  11892. //Skill failed.
  11893. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  11894. { //When Asura fails... (except when it fails from Wall of Fog)
  11895. //Consume SP/spheres
  11896. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11897. status_set_sp(src, 0, 0);
  11898. sc = &sd->sc;
  11899. if (sc->count)
  11900. { //End states
  11901. status_change_end(src, SC_EXPLOSIONSPIRITS);
  11902. status_change_end(src, SC_BLADESTOP);
  11903. #ifdef RENEWAL
  11904. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11905. #endif
  11906. }
  11907. if( target && target->m == src->m ) { //Move character to target anyway.
  11908. short x, y;
  11909. short dir = map_calc_dir(src,target->x,target->y);
  11910. //Move 3 cells (From Caster)
  11911. if( dir > 0 && dir < 4 )
  11912. x = -3;
  11913. else if( dir > 4 )
  11914. x = 3;
  11915. else
  11916. x = 0;
  11917. if( dir > 2 && dir < 6 )
  11918. y = -3;
  11919. else if( dir == 7 || dir < 2 )
  11920. y = 3;
  11921. else
  11922. y = 0;
  11923. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11924. clif_blown(src);
  11925. clif_spiritball(src);
  11926. }
  11927. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11928. }
  11929. }
  11930. ud->skill_id = ud->skilltarget = 0;
  11931. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11932. ud->canact_tick = tick;
  11933. //You can't place a skill failed packet here because it would be
  11934. //sent in ALL cases, even cases where skill_check_condition fails
  11935. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11936. if (sd) {
  11937. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11938. if (sd->skill_keep_using.skill_id > 0) {
  11939. sd->skill_keep_using.skill_id = 0;
  11940. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11941. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11942. sd->skill_keep_using.tid = INVALID_TIMER;
  11943. }
  11944. }
  11945. } else if (md)
  11946. md->skill_idx = -1;
  11947. return 0;
  11948. }
  11949. /*==========================================
  11950. *
  11951. *------------------------------------------*/
  11952. TIMER_FUNC(skill_castend_pos){
  11953. struct block_list* src = map_id2bl(id);
  11954. map_session_data *sd;
  11955. struct unit_data *ud = unit_bl2ud(src);
  11956. struct mob_data *md;
  11957. nullpo_ret(ud);
  11958. sd = BL_CAST(BL_PC , src);
  11959. md = BL_CAST(BL_MOB, src);
  11960. if( src->prev == NULL ) {
  11961. ud->skilltimer = INVALID_TIMER;
  11962. return 0;
  11963. }
  11964. if( ud->skilltimer != tid )
  11965. {
  11966. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11967. ud->skilltimer = INVALID_TIMER;
  11968. return 0;
  11969. }
  11970. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11971. {// restore original walk speed
  11972. ud->skilltimer = INVALID_TIMER;
  11973. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11974. } else
  11975. ud->skilltimer = INVALID_TIMER;
  11976. do {
  11977. if( status_isdead(src) )
  11978. break;
  11979. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11980. break;
  11981. if(tid != INVALID_TIMER)
  11982. { //Avoid double checks on instant cast skills. [Skotlex]
  11983. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11984. break;
  11985. if (battle_config.skill_add_range &&
  11986. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11987. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11988. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11989. break;
  11990. }
  11991. }
  11992. if( sd )
  11993. {
  11994. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11995. break;
  11996. else {
  11997. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  11998. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  11999. // Give AP
  12000. if (add_ap > 0) {
  12001. switch (ud->skill_id) {
  12002. case WH_DEEPBLINDTRAP:
  12003. case WH_SOLIDTRAP:
  12004. case WH_SWIFTTRAP:
  12005. case WH_FLAMETRAP:
  12006. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12007. add_ap += 1;
  12008. break;
  12009. }
  12010. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12011. }
  12012. }
  12013. }
  12014. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12015. break;
  12016. if(md) {
  12017. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12018. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12019. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12020. }
  12021. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12022. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12023. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12024. if (ud->walktimer != INVALID_TIMER)
  12025. unit_stop_walking(src,1);
  12026. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12027. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12028. if (sd) { //Cooldown application
  12029. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12030. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12031. }
  12032. if( battle_config.display_status_timers && sd )
  12033. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12034. // if( sd )
  12035. // {
  12036. // switch( ud->skill_id )
  12037. // {
  12038. // case ????:
  12039. // sd->canequip_tick = tick + ????;
  12040. // break;
  12041. // }
  12042. // }
  12043. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12044. map_freeblock_lock();
  12045. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12046. if (ud->skill_id != RA_CAMOUFLAGE)
  12047. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12048. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12049. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12050. if (ud->skilltimer == INVALID_TIMER) {
  12051. if (md) md->skill_idx = -1;
  12052. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12053. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12054. }
  12055. map_freeblock_unlock();
  12056. return 1;
  12057. } while(0);
  12058. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12059. ud->canact_tick = tick;
  12060. ud->skill_id = ud->skill_lv = 0;
  12061. if(sd)
  12062. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12063. else if(md)
  12064. md->skill_idx = -1;
  12065. return 0;
  12066. }
  12067. /* skill count without self */
  12068. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12069. struct block_list* src = va_arg(ap, struct block_list*);
  12070. if( src->id != bl->id ) {
  12071. return 1;
  12072. }
  12073. return 0;
  12074. }
  12075. /*==========================================
  12076. *
  12077. *------------------------------------------*/
  12078. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12079. {
  12080. map_session_data* sd;
  12081. status_change* sc;
  12082. struct status_change_entry *sce;
  12083. std::shared_ptr<s_skill_unit_group> sg;
  12084. enum sc_type type;
  12085. int i;
  12086. //if(skill_lv <= 0) return 0;
  12087. if(skill_id > 0 && !skill_lv) return 0; // celest
  12088. nullpo_ret(src);
  12089. if(status_isdead(src))
  12090. return 0;
  12091. sd = BL_CAST(BL_PC, src);
  12092. sc = status_get_sc(src);
  12093. type = skill_get_sc(skill_id);
  12094. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12095. switch (skill_id) { //Skill effect.
  12096. case WZ_METEOR:
  12097. case WZ_ICEWALL:
  12098. case MO_BODYRELOCATION:
  12099. case CR_CULTIVATION:
  12100. case HW_GANBANTEIN:
  12101. case LG_EARTHDRIVE:
  12102. case SC_ESCAPE:
  12103. case SU_CN_METEOR:
  12104. break; //Effect is displayed on respective switch case.
  12105. default:
  12106. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12107. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12108. else
  12109. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12110. }
  12111. switch(skill_id)
  12112. {
  12113. case PR_BENEDICTIO:
  12114. skill_area_temp[1] = src->id;
  12115. i = skill_get_splash(skill_id, skill_lv);
  12116. map_foreachinallarea(skill_area_sub,
  12117. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12118. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12119. skill_castend_nodamage_id);
  12120. map_foreachinallarea(skill_area_sub,
  12121. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12122. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12123. skill_castend_damage_id);
  12124. break;
  12125. case BS_HAMMERFALL:
  12126. i = skill_get_splash(skill_id, skill_lv);
  12127. map_foreachinallarea(skill_area_sub,
  12128. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12129. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12130. skill_castend_nodamage_id);
  12131. break;
  12132. case HT_DETECTING:
  12133. i = skill_get_splash(skill_id, skill_lv);
  12134. map_foreachinallarea( status_change_timer_sub,
  12135. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12136. src,NULL,SC_SIGHT,tick);
  12137. skill_reveal_trap_inarea(src, i, x, y);
  12138. break;
  12139. case SR_RIDEINLIGHTNING:
  12140. i = skill_get_splash(skill_id, skill_lv);
  12141. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12142. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12143. break;
  12144. case NPC_LEX_AETERNA:
  12145. i = skill_get_splash(skill_id, skill_lv);
  12146. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12147. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12148. break;
  12149. case SA_VOLCANO:
  12150. case SA_DELUGE:
  12151. case SA_VIOLENTGALE:
  12152. { //Does not consumes if the skill is already active. [Skotlex]
  12153. std::shared_ptr<s_skill_unit_group> sg2;
  12154. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12155. {
  12156. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12157. {
  12158. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12159. return 0; // not to consume items
  12160. }
  12161. else
  12162. sg2->limit = 0; //Disable it.
  12163. }
  12164. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12165. break;
  12166. }
  12167. // Skill Unit Setting
  12168. case MG_SAFETYWALL: {
  12169. int dummy = 1;
  12170. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12171. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12172. return 0; // Don't consume gems if cast on Land Protector
  12173. }
  12174. }
  12175. case MG_FIREWALL:
  12176. case MG_THUNDERSTORM:
  12177. case AL_PNEUMA:
  12178. case WZ_FIREPILLAR:
  12179. case WZ_QUAGMIRE:
  12180. case WZ_VERMILION:
  12181. case WZ_STORMGUST:
  12182. case WZ_HEAVENDRIVE:
  12183. case PR_SANCTUARY:
  12184. case PR_MAGNUS:
  12185. case CR_GRANDCROSS:
  12186. case NPC_GRANDDARKNESS:
  12187. case HT_SKIDTRAP:
  12188. case MA_SKIDTRAP:
  12189. case HT_LANDMINE:
  12190. case MA_LANDMINE:
  12191. case HT_ANKLESNARE:
  12192. case HT_SHOCKWAVE:
  12193. case HT_SANDMAN:
  12194. case MA_SANDMAN:
  12195. case HT_FLASHER:
  12196. case HT_FREEZINGTRAP:
  12197. case MA_FREEZINGTRAP:
  12198. case HT_BLASTMINE:
  12199. case HT_CLAYMORETRAP:
  12200. case AS_VENOMDUST:
  12201. case AM_DEMONSTRATION:
  12202. case PF_FOGWALL:
  12203. case PF_SPIDERWEB:
  12204. case HT_TALKIEBOX:
  12205. case WE_CALLPARTNER:
  12206. case WE_CALLPARENT:
  12207. case WE_CALLBABY:
  12208. case SA_LANDPROTECTOR:
  12209. #ifndef RENEWAL
  12210. case BD_LULLABY:
  12211. case BD_RICHMANKIM:
  12212. case BD_ETERNALCHAOS:
  12213. case BD_DRUMBATTLEFIELD:
  12214. case BD_RINGNIBELUNGEN:
  12215. case BD_ROKISWEIL:
  12216. case BD_INTOABYSS:
  12217. case BD_SIEGFRIED:
  12218. case BA_DISSONANCE:
  12219. case BA_POEMBRAGI:
  12220. case BA_WHISTLE:
  12221. case BA_ASSASSINCROSS:
  12222. case BA_APPLEIDUN:
  12223. case DC_UGLYDANCE:
  12224. case DC_HUMMING:
  12225. case DC_DONTFORGETME:
  12226. case DC_FORTUNEKISS:
  12227. case DC_SERVICEFORYOU:
  12228. #endif
  12229. case CG_MOONLIT:
  12230. case GS_DESPERADO:
  12231. case NJ_KAENSIN:
  12232. case NJ_BAKUENRYU:
  12233. case NJ_SUITON:
  12234. case NJ_HYOUSYOURAKU:
  12235. case NJ_RAIGEKISAI:
  12236. case NJ_KAMAITACHI:
  12237. #ifdef RENEWAL
  12238. case HW_GRAVITATION:
  12239. #endif
  12240. case NPC_EVILLAND:
  12241. case NPC_VENOMFOG:
  12242. case NPC_COMET:
  12243. case NPC_WIDESUCK:
  12244. case NPC_ICEMINE:
  12245. case NPC_FLAMECROSS:
  12246. case NPC_HELLBURNING:
  12247. case NPC_REVERBERATION:
  12248. case WL_COMET:
  12249. case RA_ELECTRICSHOCKER:
  12250. case RA_CLUSTERBOMB:
  12251. case RA_MAGENTATRAP:
  12252. case RA_COBALTTRAP:
  12253. case RA_MAIZETRAP:
  12254. case RA_VERDURETRAP:
  12255. case RA_FIRINGTRAP:
  12256. case RA_ICEBOUNDTRAP:
  12257. case SC_MANHOLE:
  12258. case SC_DIMENSIONDOOR:
  12259. case SC_CHAOSPANIC:
  12260. case SC_MAELSTROM:
  12261. case SC_BLOODYLUST:
  12262. case WM_POEMOFNETHERWORLD:
  12263. case SO_PSYCHIC_WAVE:
  12264. case NPC_PSYCHIC_WAVE:
  12265. case SO_VACUUM_EXTREME:
  12266. case GN_THORNS_TRAP:
  12267. case SO_EARTHGRAVE:
  12268. case SO_DIAMONDDUST:
  12269. case SO_FIRE_INSIGNIA:
  12270. case SO_WATER_INSIGNIA:
  12271. case SO_WIND_INSIGNIA:
  12272. case SO_EARTH_INSIGNIA:
  12273. case KO_ZENKAI:
  12274. case MH_LAVA_SLIDE:
  12275. case MH_VOLCANIC_ASH:
  12276. case MH_BLAST_FORGE:
  12277. case MH_POISON_MIST:
  12278. case MH_STEINWAND:
  12279. case MH_XENO_SLASHER:
  12280. case LG_KINGS_GRACE:
  12281. case SJ_BOOKOFCREATINGSTAR:
  12282. case RL_B_TRAP:
  12283. case NPC_STORMGUST2:
  12284. case AG_RAIN_OF_CRYSTAL:
  12285. case AG_MYSTERY_ILLUSION:
  12286. case AG_STRANTUM_TREMOR:
  12287. case AG_TORNADO_STORM:
  12288. case AG_FLORAL_FLARE_ROAD:
  12289. case IG_CROSS_RAIN:
  12290. case CD_PNEUMATICUS_PROCELLA:
  12291. case ABC_ABYSS_STRIKE:
  12292. case ABC_ABYSS_SQUARE:
  12293. case WH_DEEPBLINDTRAP:
  12294. case WH_SOLIDTRAP:
  12295. case WH_SWIFTTRAP:
  12296. case WH_FLAMETRAP:
  12297. case BO_ACIDIFIED_ZONE_WATER:
  12298. case BO_ACIDIFIED_ZONE_GROUND:
  12299. case BO_ACIDIFIED_ZONE_WIND:
  12300. case BO_ACIDIFIED_ZONE_FIRE:
  12301. case EM_DIAMOND_STORM:
  12302. case EM_LIGHTNING_LAND:
  12303. case EM_VENOM_SWAMP:
  12304. case EM_CONFLAGRATION:
  12305. case EM_TERRA_DRIVE:
  12306. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12307. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12308. case GN_WALLOFTHORN:
  12309. case GN_DEMONIC_FIRE:
  12310. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12311. break;
  12312. case WZ_ICEWALL:
  12313. flag|=1;
  12314. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12315. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12316. break;
  12317. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12318. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12319. flag|=1;
  12320. break;
  12321. case NPC_EARTHQUAKE:
  12322. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12323. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12324. break;
  12325. #ifndef RENEWAL
  12326. case HP_BASILICA:
  12327. if( sc->getSCE(SC_BASILICA) ) {
  12328. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12329. return 0;
  12330. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12331. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12332. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12333. return 0;
  12334. }
  12335. skill_clear_unitgroup(src);
  12336. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12337. flag|=1;
  12338. }
  12339. break;
  12340. #endif
  12341. #ifndef RENEWAL
  12342. case CG_HERMODE:
  12343. skill_clear_unitgroup(src);
  12344. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12345. sc_start4(src,src,SC_DANCING,100,
  12346. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12347. flag|=1;
  12348. #endif
  12349. break;
  12350. case RG_CLEANER: // [Valaris]
  12351. i = skill_get_splash(skill_id, skill_lv);
  12352. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12353. break;
  12354. case SO_WARMER:
  12355. case SO_CLOUD_KILL:
  12356. case NPC_CLOUD_KILL:
  12357. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12358. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12359. break;
  12360. case SU_CN_POWDERING:
  12361. case SU_NYANGGRASS:
  12362. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12363. if (skill_id == SU_CN_POWDERING)
  12364. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12365. else
  12366. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12367. }
  12368. flag |= 1;
  12369. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12370. break;
  12371. case SU_CN_METEOR:
  12372. if (sd) {
  12373. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12374. skill_id = SU_CN_METEOR2;
  12375. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12376. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12377. }
  12378. // Fall through
  12379. case WZ_METEOR:
  12380. {
  12381. int area = skill_get_splash(skill_id, skill_lv);
  12382. short tmpx = 0, tmpy = 0;
  12383. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12384. // Creates a random Cell in the Splash Area
  12385. tmpx = x - area + rnd() % (area * 2 + 1);
  12386. tmpy = y - area + rnd() % (area * 2 + 1);
  12387. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12388. }
  12389. }
  12390. break;
  12391. case AL_WARP:
  12392. if(sd)
  12393. {
  12394. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12395. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12396. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12397. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12398. );
  12399. }
  12400. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12401. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12402. return 0; // not to consume item.
  12403. case MO_BODYRELOCATION:
  12404. if (unit_movepos(src, x, y, 2, 1)) {
  12405. #if PACKETVER >= 20111005
  12406. clif_snap(src, src->x, src->y);
  12407. #else
  12408. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12409. #endif
  12410. if (sd)
  12411. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12412. }
  12413. break;
  12414. case NJ_SHADOWJUMP:
  12415. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12416. clif_blown(src);
  12417. status_change_end(src, SC_HIDING);
  12418. break;
  12419. case AM_SPHEREMINE:
  12420. case AM_CANNIBALIZE:
  12421. {
  12422. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12423. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12424. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12425. struct mob_data *md;
  12426. // Correct info, don't change any of this! [celest]
  12427. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12428. if (md) {
  12429. md->master_id = src->id;
  12430. md->special_state.ai = ai;
  12431. if( md->deletetimer != INVALID_TIMER )
  12432. delete_timer(md->deletetimer, mob_timer_delete);
  12433. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12434. mob_spawn (md); //Now it is ready for spawning.
  12435. }
  12436. }
  12437. break;
  12438. // Slim Pitcher [Celest]
  12439. case CR_SLIMPITCHER:
  12440. if (sd) {
  12441. int i_lv = 0, j = 0;
  12442. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12443. i_lv = skill_lv%11 - 1;
  12444. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12445. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12446. {
  12447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12448. return 1;
  12449. }
  12450. potion_flag = 1;
  12451. potion_hp = 0;
  12452. potion_sp = 0;
  12453. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12454. potion_flag = 0;
  12455. //Apply skill bonuses
  12456. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12457. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12458. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12459. + pc_skillheal_bonus(sd, skill_id);
  12460. potion_hp = potion_hp * (100+i_lv)/100;
  12461. potion_sp = potion_sp * (100+i_lv)/100;
  12462. // Final heal increased by HPlus.
  12463. // Is this the right place for this??? [Rytech]
  12464. // Can HPlus also affect SP recovery???
  12465. status_data *sstatus = status_get_status_data(src);
  12466. if (sstatus && sstatus->hplus > 0) {
  12467. potion_hp += potion_hp * sstatus->hplus / 100;
  12468. potion_sp += potion_sp * sstatus->hplus / 100;
  12469. }
  12470. if(potion_hp > 0 || potion_sp > 0) {
  12471. i_lv = skill_get_splash(skill_id, skill_lv);
  12472. map_foreachinallarea(skill_area_sub,
  12473. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12474. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12475. skill_castend_nodamage_id);
  12476. }
  12477. } else {
  12478. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12479. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12480. potion_flag = 1;
  12481. potion_hp = 0;
  12482. potion_sp = 0;
  12483. run_script(item->script,0,src->id,0);
  12484. potion_flag = 0;
  12485. potion_hp = potion_hp * (100+id)/100;
  12486. potion_sp = potion_sp * (100+id)/100;
  12487. if(potion_hp > 0 || potion_sp > 0) {
  12488. id = skill_get_splash(skill_id, skill_lv);
  12489. map_foreachinallarea(skill_area_sub,
  12490. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12491. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12492. skill_castend_nodamage_id);
  12493. }
  12494. }
  12495. break;
  12496. case HW_GANBANTEIN:
  12497. if (rnd()%100 < 80) {
  12498. int dummy = 1;
  12499. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12500. i = skill_get_splash(skill_id, skill_lv);
  12501. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12502. } else {
  12503. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12504. return 1;
  12505. }
  12506. break;
  12507. #ifndef RENEWAL
  12508. case HW_GRAVITATION:
  12509. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12510. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12511. flag|=1;
  12512. break;
  12513. #endif
  12514. // Plant Cultivation [Celest]
  12515. case CR_CULTIVATION:
  12516. if (sd) {
  12517. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12518. {
  12519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12520. return 1;
  12521. }
  12522. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12523. if (rnd()%100 < 50) {
  12524. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12525. } else {
  12526. TBL_MOB* md = NULL;
  12527. int t, mob_id;
  12528. if (skill_lv == 1)
  12529. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12530. else {
  12531. int rand_val = rnd() % 100;
  12532. if (rand_val < 30)
  12533. mob_id = MOBID_GREEN_PLANT;
  12534. else if (rand_val < 55)
  12535. mob_id = MOBID_RED_PLANT;
  12536. else if (rand_val < 80)
  12537. mob_id = MOBID_YELLOW_PLANT;
  12538. else if (rand_val < 90)
  12539. mob_id = MOBID_WHITE_PLANT;
  12540. else if (rand_val < 98)
  12541. mob_id = MOBID_BLUE_PLANT;
  12542. else
  12543. mob_id = MOBID_SHINING_PLANT;
  12544. }
  12545. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12546. if (!md)
  12547. break;
  12548. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12549. {
  12550. if( md->deletetimer != INVALID_TIMER )
  12551. delete_timer(md->deletetimer, mob_timer_delete);
  12552. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12553. }
  12554. mob_spawn(md);
  12555. }
  12556. }
  12557. break;
  12558. case SG_SUN_WARM:
  12559. case SG_MOON_WARM:
  12560. case SG_STAR_WARM:
  12561. skill_clear_unitgroup(src);
  12562. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12563. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12564. flag|=1;
  12565. break;
  12566. case PA_GOSPEL:
  12567. if (sce && sce->val4 == BCT_SELF)
  12568. {
  12569. status_change_end(src, SC_GOSPEL);
  12570. return 0;
  12571. }
  12572. else
  12573. {
  12574. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12575. if (!sg) break;
  12576. if (sce)
  12577. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12578. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12579. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12580. }
  12581. break;
  12582. case NJ_TATAMIGAESHI:
  12583. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12584. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12585. break;
  12586. case AM_RESURRECTHOMUN: //[orn]
  12587. if (sd)
  12588. {
  12589. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12590. {
  12591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12592. break;
  12593. }
  12594. }
  12595. break;
  12596. case AC_SHOWER:
  12597. status_change_end(src, SC_CAMOUFLAGE);
  12598. case MA_SHOWER:
  12599. case NC_COLDSLOWER:
  12600. case RK_DRAGONBREATH:
  12601. case RK_DRAGONBREATH_WATER:
  12602. case NPC_DRAGONBREATH:
  12603. case WL_FROSTMISTY:
  12604. case RL_HAMMER_OF_GOD:
  12605. // Cast center might be relevant later (e.g. for knockback direction)
  12606. skill_area_temp[4] = x;
  12607. skill_area_temp[5] = y;
  12608. i = skill_get_splash(skill_id,skill_lv);
  12609. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12610. break;
  12611. case SO_ARRULLO:
  12612. i = skill_get_splash(skill_id,skill_lv);
  12613. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12614. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12615. break;
  12616. case GC_POISONSMOKE:
  12617. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12618. if( sd )
  12619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12620. return 0;
  12621. }
  12622. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12623. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12624. break;
  12625. case AB_EPICLESIS:
  12626. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12627. i = skill_get_splash(skill_id, skill_lv);
  12628. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12629. }
  12630. break;
  12631. case WL_EARTHSTRAIN:
  12632. {
  12633. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12634. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12635. for( w = 1; w <= wave; w++ )
  12636. {
  12637. switch( dir ){
  12638. case 0: case 1: case 7: sy = y + w; break;
  12639. case 3: case 4: case 5: sy = y - w; break;
  12640. case 2: sx = x - w; break;
  12641. case 6: sx = x + w; break;
  12642. }
  12643. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12644. }
  12645. }
  12646. break;
  12647. case RA_DETONATOR:
  12648. i = skill_get_splash(skill_id, skill_lv);
  12649. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12650. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12651. break;
  12652. case NC_NEUTRALBARRIER:
  12653. case NC_STEALTHFIELD:
  12654. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12655. skill_clear_unitgroup(src);
  12656. return 0;
  12657. }
  12658. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12659. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12660. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12661. }
  12662. break;
  12663. case NC_SILVERSNIPER:
  12664. {
  12665. struct mob_data *md;
  12666. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12667. if( md ) {
  12668. md->master_id = src->id;
  12669. md->special_state.ai = AI_FAW;
  12670. if( md->deletetimer != INVALID_TIMER )
  12671. delete_timer(md->deletetimer, mob_timer_delete);
  12672. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12673. mob_spawn(md);
  12674. }
  12675. }
  12676. break;
  12677. case NC_MAGICDECOY:
  12678. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12679. break;
  12680. case SC_FEINTBOMB: {
  12681. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12682. if( group == nullptr || group->unit == nullptr ) {
  12683. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12684. return 1;
  12685. }
  12686. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12687. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12688. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12689. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12690. }
  12691. break;
  12692. case SC_ESCAPE:
  12693. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12694. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12695. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12696. flag |= 1;
  12697. break;
  12698. case LG_BANDING:
  12699. if( sc && sc->getSCE(SC_BANDING) )
  12700. status_change_end(src,SC_BANDING);
  12701. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12702. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12703. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12704. break;
  12705. case WM_DOMINION_IMPULSE:
  12706. i = skill_get_splash(skill_id, skill_lv);
  12707. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12708. break;
  12709. case WM_GREAT_ECHO:
  12710. i = skill_get_splash(skill_id,skill_lv);
  12711. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12712. break;
  12713. case WM_SEVERE_RAINSTORM:
  12714. flag |= 1;
  12715. if (sd)
  12716. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12717. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12718. break;
  12719. case GN_CRAZYWEED: {
  12720. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12721. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12722. int x1 = x - area + rnd()%(area * 2 + 1);
  12723. int y1 = y - area + rnd()%(area * 2 + 1);
  12724. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12725. }
  12726. }
  12727. break;
  12728. case GN_FIRE_EXPANSION: {
  12729. struct unit_data* ud = unit_bl2ud(src);
  12730. if (!ud) break;
  12731. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  12732. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12733. if (it != ud->skillunits.end()) {
  12734. auto* unit_group = it->get();
  12735. skill_unit* su = unit_group->unit;
  12736. switch (skill_lv) {
  12737. case 1: {
  12738. // TODO:
  12739. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12740. skill_delunit(su);
  12741. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12742. flag |= 1;
  12743. }
  12744. break;
  12745. case 2:
  12746. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12747. if (su != NULL)
  12748. skill_delunit(su);
  12749. break;
  12750. case 3:
  12751. skill_delunit(su);
  12752. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12753. flag |= 1;
  12754. break;
  12755. case 4:
  12756. skill_delunit(su);
  12757. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12758. flag |= 1;
  12759. break;
  12760. case 5: {
  12761. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12762. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12763. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12764. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12765. if (su != NULL)
  12766. skill_delunit(su);
  12767. }
  12768. break;
  12769. }
  12770. }
  12771. }
  12772. break;
  12773. case SO_FIREWALK:
  12774. case SO_ELECTRICWALK:
  12775. case NPC_FIREWALK:
  12776. case NPC_ELECTRICWALK:
  12777. if( sc && sc->getSCE(type) )
  12778. status_change_end(src,type);
  12779. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12780. break;
  12781. case KO_MAKIBISHI:
  12782. for( i = 0; i < (skill_lv+2); i++ ) {
  12783. x = src->x - 1 + rnd()%3;
  12784. y = src->y - 1 + rnd()%3;
  12785. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12786. }
  12787. break;
  12788. case KO_MUCHANAGE: {
  12789. struct status_data *sstatus;
  12790. int rate = 0;
  12791. sstatus = status_get_status_data(src);
  12792. i = skill_get_splash(skill_id,skill_lv);
  12793. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12794. if( rate < 0 )
  12795. rate = 0;
  12796. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  12797. if( rnd()%100 < rate )
  12798. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12799. }
  12800. break;
  12801. case RL_FALLEN_ANGEL:
  12802. if (unit_movepos(src,x,y,1,1)) {
  12803. clif_snap(src, src->x, src->y);
  12804. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12805. } else {
  12806. if (sd)
  12807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12808. }
  12809. break;
  12810. case RL_FIRE_RAIN: {
  12811. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12812. int sx = x = src->x, sy = y = src->y;
  12813. for (w = 0; w <= wave; w++) {
  12814. switch (dir) {
  12815. case DIR_NORTH:
  12816. case DIR_NORTHWEST:
  12817. case DIR_NORTHEAST:
  12818. sy = y + w;
  12819. break;
  12820. case DIR_WEST:
  12821. sx = x - w;
  12822. break;
  12823. case DIR_SOUTHWEST:
  12824. case DIR_SOUTH:
  12825. case DIR_SOUTHEAST:
  12826. sy = y - w;
  12827. break;
  12828. case DIR_EAST:
  12829. sx = x + w;
  12830. break;
  12831. }
  12832. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12833. }
  12834. }
  12835. break;
  12836. case NPC_MAGMA_ERUPTION:
  12837. case NC_MAGMA_ERUPTION:
  12838. // 1st, AoE 'slam' damage
  12839. i = skill_get_splash(skill_id, skill_lv);
  12840. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12841. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12842. // 2nd, AoE 'eruption' unit
  12843. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12844. break;
  12845. case SU_LOPE:
  12846. {
  12847. uint8 dir = map_calc_dir(src, x, y);
  12848. // Fails on noteleport maps, except for GvG and BG maps
  12849. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12850. x = src->x;
  12851. y = src->y;
  12852. }
  12853. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12854. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  12855. clif_blown(src);
  12856. }
  12857. break;
  12858. case AG_ASTRAL_STRIKE:
  12859. i = skill_get_splash(skill_id, skill_lv);
  12860. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12861. flag |= 1;
  12862. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12863. break;
  12864. case AG_VIOLENT_QUAKE:
  12865. case AG_ALL_BLOOM: {
  12866. int area = skill_get_splash(skill_id, skill_lv);
  12867. int unit_time = skill_get_time(skill_id, skill_lv);
  12868. int unit_interval = skill_get_unit_interval(skill_id);
  12869. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12870. // Grab Climax's effect level if active.
  12871. // This affects the behavior of certain skills in certain ways.
  12872. if (sc && sc->getSCE(SC_CLIMAX))
  12873. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  12874. if (skill_id == AG_VIOLENT_QUAKE) {
  12875. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12876. // Fixes rising rocks spawn area to 7x7.
  12877. if (climax_lv == 5)
  12878. area = 3;
  12879. } else { // AG_ALL_BLOOM
  12880. sub_skill = AG_ALL_BLOOM_ATK;
  12881. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12882. unit_time /= 2;
  12883. unit_interval /= 2;
  12884. }
  12885. }
  12886. // Displays the earthquake / flower garden.
  12887. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12888. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12889. i = skill_get_splash(skill_id, skill_lv);
  12890. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  12891. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12892. tmpx = x - area + rnd() % (area * 2 + 1);
  12893. tmpy = y - area + rnd() % (area * 2 + 1);
  12894. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12895. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  12896. tmpx = x - area + rnd() % (area * 2 + 1);
  12897. tmpy = y - area + rnd() % (area * 2 + 1);
  12898. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12899. }
  12900. }
  12901. // One final attack the size of the flower garden is dealt after
  12902. // all rose buds explode if Climax level 5 is active.
  12903. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12904. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12905. }
  12906. break;
  12907. default:
  12908. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  12909. return 1;
  12910. }
  12911. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12912. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12913. if( sd )
  12914. {// ensure that the skill last-cast tick is recorded
  12915. sd->canskill_tick = gettick();
  12916. if( sd->state.arrow_atk && !(flag&1) )
  12917. {// consume arrow if this is a ground skill
  12918. battle_consume_ammo(sd, skill_id, skill_lv);
  12919. }
  12920. skill_onskillusage(sd, NULL, skill_id, tick);
  12921. // perform skill requirement consumption
  12922. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12923. }
  12924. return 0;
  12925. }
  12926. /*==========================================
  12927. *
  12928. *------------------------------------------*/
  12929. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  12930. {
  12931. nullpo_ret(sd);
  12932. //Simplify skill_failed code.
  12933. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  12934. if(skill_id != sd->menuskill_id)
  12935. return 0;
  12936. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  12937. skill_failed(sd);
  12938. return 0;
  12939. }
  12940. if( sd->sc.cant.cast ) {
  12941. skill_failed(sd);
  12942. return 0;
  12943. }
  12944. pc_stop_attack(sd);
  12945. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  12946. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  12947. if(strcmp(mapname,"cancel")==0) {
  12948. skill_failed(sd);
  12949. return 0;
  12950. }
  12951. switch(skill_id)
  12952. {
  12953. case AL_TELEPORT:
  12954. case ALL_ODINS_RECALL:
  12955. //The storage window is closed automatically by the client when there's
  12956. //any kind of map change, so we need to restore it automatically
  12957. //bugreport:8027
  12958. if(strcmp(mapname,"Random") == 0)
  12959. pc_randomwarp(sd,CLR_TELEPORT);
  12960. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  12961. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  12962. clif_refresh_storagewindow(sd);
  12963. break;
  12964. case AL_WARP:
  12965. {
  12966. const struct s_point_str *p[4];
  12967. std::shared_ptr<s_skill_unit_group> group;
  12968. int i, lv, wx, wy;
  12969. int maxcount=0;
  12970. int x,y;
  12971. unsigned short mapindex;
  12972. mapindex = mapindex_name2id((char*)mapname);
  12973. if(!mapindex) { //Given map not found?
  12974. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12975. skill_failed(sd);
  12976. return 0;
  12977. }
  12978. p[0] = &sd->status.save_point;
  12979. p[1] = &sd->status.memo_point[0];
  12980. p[2] = &sd->status.memo_point[1];
  12981. p[3] = &sd->status.memo_point[2];
  12982. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  12983. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  12984. if (maxcount == 0) {
  12985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12986. skill_failed(sd);
  12987. return 0;
  12988. }
  12989. }
  12990. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  12991. wx = sd->menuskill_val>>16;
  12992. wy = sd->menuskill_val&0xffff;
  12993. if( lv <= 0 ) return 0;
  12994. if( lv > 4 ) lv = 4; // crash prevention
  12995. // check if the chosen map exists in the memo list
  12996. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  12997. if( i < lv ) {
  12998. x=p[i]->x;
  12999. y=p[i]->y;
  13000. } else {
  13001. skill_failed(sd);
  13002. return 0;
  13003. }
  13004. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  13005. { // This checks versus skill_id/skill_lv...
  13006. skill_failed(sd);
  13007. return 0;
  13008. }
  13009. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13010. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13011. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13012. skill_failed(sd);
  13013. return 0;
  13014. }
  13015. group->val1 = (group->val1<<16)|(short)0;
  13016. // record the destination coordinates
  13017. group->val2 = (x<<16)|y;
  13018. group->val3 = mapindex;
  13019. }
  13020. break;
  13021. }
  13022. sd->menuskill_id = sd->menuskill_val = 0;
  13023. return 0;
  13024. #undef skill_failed
  13025. }
  13026. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13027. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13028. {
  13029. struct skill_unit* target = (struct skill_unit*)bl;
  13030. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13031. int flag = va_arg(ap, int);
  13032. if (src == target)
  13033. return 0;
  13034. if (!target->group || !(target->group->state.song_dance&0x1))
  13035. return 0;
  13036. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13037. return 0;
  13038. if (flag) //Set dissonance
  13039. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13040. else //Remove dissonance
  13041. target->val2 &= ~(1 << UF_ENSEMBLE);
  13042. skill_getareachar_skillunit_visibilty(target, AREA);
  13043. return 1;
  13044. }
  13045. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13046. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13047. //When 1, this unit has been positioned, so start the cancel effect.
  13048. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13049. {
  13050. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13051. return 0;
  13052. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13053. return 0; //Nothing to remove, this unit is not overlapped.
  13054. if (unit->val1 != unit->group->skill_id)
  13055. { //Reset state
  13056. unit->val1 = unit->group->skill_id;
  13057. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13058. }
  13059. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13060. }
  13061. /**
  13062. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13063. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13064. * @param flag 0 Convert
  13065. * @param flag 1 Revert
  13066. * @return true success
  13067. * @TODO: This should be completely removed later and rewritten
  13068. * The entire execution of the overlapping songs instances is dirty and hacked together
  13069. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13070. */
  13071. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13072. {
  13073. static int prevflag = 1; // by default the backup is empty
  13074. static s_skill_unit_group backup;
  13075. std::shared_ptr<s_skill_unit_group> group;
  13076. if( unit == nullptr || (group = unit->group) == nullptr )
  13077. return false;
  13078. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13079. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13080. return false;
  13081. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13082. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13083. flag ? "read an empty backup" : "write to a full backup",
  13084. group->skill_id, group->skill_lv, group->src_id);
  13085. return false;
  13086. }
  13087. prevflag = flag;
  13088. if (!flag) { //Transform
  13089. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13090. // backup
  13091. backup.skill_id = group->skill_id;
  13092. backup.skill_lv = group->skill_lv;
  13093. backup.unit_id = group->unit_id;
  13094. backup.target_flag = group->target_flag;
  13095. backup.bl_flag = group->bl_flag;
  13096. backup.interval = group->interval;
  13097. // replace
  13098. group->skill_id = skill_id;
  13099. group->skill_lv = 1;
  13100. group->unit_id = skill_get_unit_id(skill_id);
  13101. group->target_flag = skill_get_unit_target(skill_id);
  13102. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13103. group->interval = skill_get_unit_interval(skill_id);
  13104. } else { //Restore
  13105. group->skill_id = backup.skill_id;
  13106. group->skill_lv = backup.skill_lv;
  13107. group->unit_id = backup.unit_id;
  13108. group->target_flag = backup.target_flag;
  13109. group->bl_flag = backup.bl_flag;
  13110. group->interval = backup.interval;
  13111. }
  13112. return true;
  13113. }
  13114. /**
  13115. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13116. * @param src Object that triggers the skill
  13117. * @param skill_id Skill ID
  13118. * @param skill_lv Skill level of used skill
  13119. * @param x Position x
  13120. * @param y Position y
  13121. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13122. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13123. * @return s_skill_unit_group
  13124. */
  13125. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13126. {
  13127. std::shared_ptr<s_skill_unit_group> group;
  13128. int i, val1 = 0, val2 = 0, val3 = 0;
  13129. t_tick limit;
  13130. int link_group_id = 0;
  13131. int target, interval, range;
  13132. t_itemid req_item = 0;
  13133. struct s_skill_unit_layout *layout;
  13134. map_session_data *sd;
  13135. struct status_data *status;
  13136. status_change *sc;
  13137. int active_flag = 1;
  13138. int subunt = 0;
  13139. bool hidden = false;
  13140. struct map_data *mapdata;
  13141. nullpo_retr(nullptr, src);
  13142. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13143. mapdata = map_getmapdata(src->m);
  13144. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13145. range = skill_get_unit_range(skill_id,skill_lv);
  13146. interval = skill->unit_interval;
  13147. target = skill_get_unit_target(skill_id);
  13148. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13149. sd = BL_CAST(BL_PC, src);
  13150. status = status_get_status_data(src);
  13151. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13152. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13153. switch( skill_id ) {
  13154. case MH_STEINWAND:
  13155. val2 = 4 + skill_lv;
  13156. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13157. break;
  13158. case MG_SAFETYWALL:
  13159. val2 = skill_lv + 1;
  13160. #ifdef RENEWAL
  13161. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13162. #endif
  13163. break;
  13164. case MG_FIREWALL:
  13165. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13166. limit = limit*3/2;
  13167. val2 = 4+skill_lv;
  13168. break;
  13169. case AL_WARP:
  13170. val1=skill_lv+6;
  13171. if(!(flag&1))
  13172. limit=2000;
  13173. else // previous implementation (not used anymore)
  13174. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13175. if( src->type != BL_SKILL ) return nullptr;
  13176. group = ((TBL_SKILL*)src)->group;
  13177. src = map_id2bl(group->src_id);
  13178. if( !src ) return nullptr;
  13179. val2 = group->val2; //Copy the (x,y) position you warp to
  13180. val3 = group->val3; //as well as the mapindex to warp to.
  13181. }
  13182. break;
  13183. #ifndef RENEWAL
  13184. case HP_BASILICA:
  13185. val1 = src->id; // Store caster id.
  13186. break;
  13187. #endif
  13188. case PR_SANCTUARY:
  13189. case NPC_EVILLAND:
  13190. val1=skill_lv+3;
  13191. break;
  13192. case WZ_METEOR:
  13193. case SU_CN_METEOR:
  13194. case SU_CN_METEOR2:
  13195. limit = flag;
  13196. flag = 0; // Flag should not influence anything else for these skills
  13197. break;
  13198. case WZ_FIREPILLAR:
  13199. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13200. return nullptr;
  13201. if((flag&1)!=0)
  13202. limit=1000;
  13203. val1=skill_lv+2;
  13204. break;
  13205. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13206. case AM_DEMONSTRATION:
  13207. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13208. target = BCT_ALL;
  13209. break;
  13210. case HT_SKIDTRAP:
  13211. case MA_SKIDTRAP:
  13212. //Save position of caster
  13213. val1 = ((src->x)<<16)|(src->y);
  13214. case HT_ANKLESNARE:
  13215. case HT_SHOCKWAVE:
  13216. case HT_SANDMAN:
  13217. case MA_SANDMAN:
  13218. case HT_CLAYMORETRAP:
  13219. case HT_LANDMINE:
  13220. case MA_LANDMINE:
  13221. case HT_FLASHER:
  13222. case HT_FREEZINGTRAP:
  13223. case MA_FREEZINGTRAP:
  13224. case HT_BLASTMINE:
  13225. case RA_ELECTRICSHOCKER:
  13226. case RA_CLUSTERBOMB:
  13227. case RA_MAGENTATRAP:
  13228. case RA_COBALTTRAP:
  13229. case RA_MAIZETRAP:
  13230. case RA_VERDURETRAP:
  13231. case RA_FIRINGTRAP:
  13232. case RA_ICEBOUNDTRAP:
  13233. case RL_B_TRAP:
  13234. case SC_ESCAPE:
  13235. {
  13236. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13237. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13238. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13239. req_item = req.itemid[i];
  13240. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13241. break;
  13242. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13243. target = BCT_ALL;
  13244. }
  13245. break;
  13246. case SA_LANDPROTECTOR:
  13247. case SA_VOLCANO:
  13248. case SA_DELUGE:
  13249. case SA_VIOLENTGALE:
  13250. case SC_CHAOSPANIC:
  13251. {
  13252. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13253. if (old_sg != nullptr)
  13254. { //HelloKitty confirmed that these are interchangeable,
  13255. //so you can change element and not consume gemstones.
  13256. if ((
  13257. old_sg->skill_id == SA_VOLCANO ||
  13258. old_sg->skill_id == SA_DELUGE ||
  13259. old_sg->skill_id == SA_VIOLENTGALE
  13260. ) && old_sg->limit > 0)
  13261. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13262. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13263. if (limit < 0) //This can happen...
  13264. limit = skill_get_time(skill_id,skill_lv);
  13265. }
  13266. skill_clear_group(src,1);
  13267. }
  13268. break;
  13269. }
  13270. case BA_WHISTLE:
  13271. val1 = skill_lv + status->agi / 10; // Flee increase
  13272. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13273. if (sd) {
  13274. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13275. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13276. }
  13277. break;
  13278. case DC_HUMMING:
  13279. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13280. if (sd)
  13281. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13282. break;
  13283. case BA_POEMBRAGI:
  13284. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13285. //For some reason at level 10 the base delay reduction is 50%.
  13286. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13287. if (sd) {
  13288. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13289. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13290. }
  13291. break;
  13292. case DC_DONTFORGETME:
  13293. #ifdef RENEWAL
  13294. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13295. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13296. #else
  13297. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13298. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13299. #endif
  13300. if (sd) {
  13301. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13302. #ifdef RENEWAL
  13303. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13304. #else
  13305. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13306. #endif
  13307. }
  13308. val1 *= 10; //Because 10 is actually 1% aspd
  13309. break;
  13310. case DC_SERVICEFORYOU:
  13311. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13312. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13313. if (sd) {
  13314. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13315. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13316. }
  13317. break;
  13318. case BA_ASSASSINCROSS:
  13319. if (sd)
  13320. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13321. val1 += 5 + skill_lv + (status->agi / 20);
  13322. val1 *= 10; // ASPD works with 1000 as 100%
  13323. break;
  13324. case DC_FORTUNEKISS:
  13325. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13326. val1 *= 10; //Because every 10 crit is an actual cri point.
  13327. if (sd)
  13328. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13329. break;
  13330. case BD_DRUMBATTLEFIELD:
  13331. val1 = (skill_lv+1)*25; //Atk increase
  13332. val2 = (skill_lv+1)*2; //Def increase
  13333. break;
  13334. case BD_RINGNIBELUNGEN:
  13335. val1 = (skill_lv+2)*25; //Atk increase
  13336. break;
  13337. case BD_RICHMANKIM:
  13338. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13339. break;
  13340. case BD_SIEGFRIED:
  13341. val1 = 55 + skill_lv*5; //Elemental Resistance
  13342. val2 = skill_lv*10; //Status ailment resistance
  13343. break;
  13344. case WE_CALLPARTNER:
  13345. if (sd) val1 = sd->status.partner_id;
  13346. break;
  13347. case WE_CALLPARENT:
  13348. if (sd) {
  13349. val1 = sd->status.father;
  13350. val2 = sd->status.mother;
  13351. }
  13352. break;
  13353. case WE_CALLBABY:
  13354. if (sd) val1 = sd->status.child;
  13355. break;
  13356. case NJ_KAENSIN:
  13357. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13358. val2 = (skill_lv+1)/2 + 4;
  13359. break;
  13360. case NJ_SUITON:
  13361. skill_clear_group(src, 1);
  13362. break;
  13363. case GS_GROUNDDRIFT:
  13364. {
  13365. // Ground Drift Element is decided when it's placed.
  13366. int ele = skill_get_ele(skill_id, skill_lv);
  13367. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13368. if (ele == ELE_RANDOM)
  13369. val1 = element[rnd()%5]; // Use random from available unit visual?
  13370. else if (ele == ELE_ENDOWED)
  13371. val1 = status_get_attack_sc_element(src,sc);
  13372. else if (ele == ELE_WEAPON) {
  13373. val1 = status->rhw.ele;
  13374. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13375. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13376. }
  13377. switch (val1) {
  13378. case ELE_FIRE:
  13379. subunt++;
  13380. case ELE_WATER:
  13381. subunt++;
  13382. case ELE_POISON:
  13383. subunt++;
  13384. case ELE_DARK:
  13385. subunt++;
  13386. case ELE_WIND:
  13387. break;
  13388. default:
  13389. subunt = rnd()%5;
  13390. break;
  13391. }
  13392. break;
  13393. }
  13394. case GC_POISONSMOKE:
  13395. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13396. return nullptr;
  13397. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13398. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13399. limit = skill_get_time(skill_id, skill_lv);
  13400. break;
  13401. case NPC_COMET:
  13402. case WL_COMET:
  13403. if (sc) {
  13404. sc->comet_x = x;
  13405. sc->comet_y = y;
  13406. }
  13407. break;
  13408. case GD_LEADERSHIP:
  13409. case GD_GLORYWOUNDS:
  13410. case GD_SOULCOLD:
  13411. case GD_HAWKEYES:
  13412. limit = 1000000;//it doesn't matter
  13413. break;
  13414. case LG_BANDING:
  13415. limit = -1;
  13416. break;
  13417. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13418. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13419. target = BCT_ALL;
  13420. case WM_SEVERE_RAINSTORM:
  13421. case SO_WATER_INSIGNIA:
  13422. case SO_FIRE_INSIGNIA:
  13423. case SO_WIND_INSIGNIA:
  13424. case SO_EARTH_INSIGNIA:
  13425. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13426. return nullptr;
  13427. break;
  13428. case SO_CLOUD_KILL:
  13429. case NPC_CLOUD_KILL:
  13430. skill_clear_group(src, 4);
  13431. break;
  13432. case SO_WARMER:
  13433. skill_clear_group(src, 8);
  13434. break;
  13435. case SO_FIREWALK:
  13436. case SO_ELECTRICWALK:
  13437. limit = skill_get_time2(skill_id, skill_lv);
  13438. break;
  13439. case GN_WALLOFTHORN:
  13440. // Turns to Firewall
  13441. if( flag&1 )
  13442. limit = 3000;
  13443. val3 = (x<<16)|y;
  13444. break;
  13445. case GN_DEMONIC_FIRE:
  13446. if (flag) { // Fire Expansion level 1
  13447. limit = flag + 10000;
  13448. flag = 0;
  13449. }
  13450. break;
  13451. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13452. case GN_FIRE_EXPANSION_TEAR_GAS:
  13453. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13454. break;
  13455. case KO_ZENKAI:
  13456. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13457. val1 = sd->spiritcharm;
  13458. val2 = sd->spiritcharm_type;
  13459. limit = 6000 * val1;
  13460. subunt = sd->spiritcharm_type - 1;
  13461. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13462. }
  13463. break;
  13464. #ifndef RENEWAL
  13465. case HW_GRAVITATION:
  13466. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13467. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13468. break;
  13469. #endif
  13470. case SO_VACUUM_EXTREME:
  13471. // Coordinates
  13472. val1 = x;
  13473. val2 = y;
  13474. val3 = 0; // Suck target at n seconds.
  13475. break;
  13476. case MH_POISON_MIST:
  13477. case MH_BLAST_FORGE:
  13478. case MH_LAVA_SLIDE:
  13479. skill_clear_group(src, 1);
  13480. break;
  13481. case MH_VOLCANIC_ASH:
  13482. if (!map_flag_vs(src->m))
  13483. target = BCT_ENEMY;
  13484. break;
  13485. case AG_VIOLENT_QUAKE:
  13486. case AG_ALL_BLOOM:
  13487. if (sc && sc->getSCE(SC_CLIMAX)) {
  13488. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13489. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13490. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13491. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13492. }
  13493. break;
  13494. case AG_VIOLENT_QUAKE_ATK:
  13495. case AG_ALL_BLOOM_ATK:
  13496. case AG_ALL_BLOOM_ATK2:
  13497. limit = flag;
  13498. flag = 0;
  13499. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13500. range = 4; // Rising rocks splash is increased to 9x9.
  13501. break;
  13502. case WH_DEEPBLINDTRAP:
  13503. case WH_SOLIDTRAP:
  13504. case WH_SWIFTTRAP:
  13505. case WH_FLAMETRAP:
  13506. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13507. break;
  13508. }
  13509. // Init skill unit group
  13510. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13511. if (group == nullptr)
  13512. return nullptr;
  13513. group->val1 = val1;
  13514. group->val2 = val2;
  13515. group->val3 = val3;
  13516. group->link_group_id = link_group_id;
  13517. group->target_flag = target;
  13518. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13519. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13520. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13521. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13522. group->item_id = req_item;
  13523. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13524. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13525. active_flag = 0;
  13526. // Put message for Talkie Box & Graffiti
  13527. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13528. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13529. if (sd)
  13530. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13531. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13532. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13533. }
  13534. // Dance skill
  13535. if (group->state.song_dance) {
  13536. if(sd) {
  13537. sd->skill_id_dance = skill_id;
  13538. sd->skill_lv_dance = skill_lv;
  13539. }
  13540. if (
  13541. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13542. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13543. )
  13544. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13545. }
  13546. // Set skill unit
  13547. limit = group->limit;
  13548. for( i = 0; i < layout->count; i++ ) {
  13549. struct skill_unit *unit;
  13550. int ux = x + layout->dx[i];
  13551. int uy = y + layout->dy[i];
  13552. int unit_val1 = skill_lv;
  13553. int unit_val2 = 0;
  13554. int alive = 1;
  13555. // are the coordinates out of range?
  13556. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13557. continue;
  13558. }
  13559. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13560. continue; // don't place skill units on walls (except for songs/dances/encores)
  13561. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13562. continue; // no path between cell and caster
  13563. switch( skill_id ) {
  13564. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13565. case HT_LANDMINE:
  13566. case MA_LANDMINE:
  13567. case HT_ANKLESNARE:
  13568. case HT_SHOCKWAVE:
  13569. case HT_SANDMAN:
  13570. case MA_SANDMAN:
  13571. case HT_FLASHER:
  13572. case HT_FREEZINGTRAP:
  13573. case MA_FREEZINGTRAP:
  13574. case HT_SKIDTRAP:
  13575. case MA_SKIDTRAP:
  13576. case HT_CLAYMORETRAP:
  13577. case HT_BLASTMINE:
  13578. case SC_ESCAPE:
  13579. unit_val1 = 3500;
  13580. break;
  13581. case MG_FIREWALL:
  13582. case NJ_KAENSIN:
  13583. unit_val2 = group->val2;
  13584. break;
  13585. case CR_GRANDCROSS:
  13586. case NPC_GRANDDARKNESS:
  13587. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13588. break;
  13589. case WZ_ICEWALL:
  13590. unit_val1 = 200 + 200*skill_lv;
  13591. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13592. break;
  13593. case WZ_WATERBALL:
  13594. //Check if there are cells that can be turned into waterball units
  13595. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13596. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  13597. break; //Turn water, deluge or suiton into waterball cell
  13598. continue;
  13599. case GS_DESPERADO:
  13600. unit_val1 = abs(layout->dx[i]);
  13601. unit_val2 = abs(layout->dy[i]);
  13602. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13603. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13604. if (unit_val1) unit_val1--;
  13605. unit_val1 = 36 -12*unit_val1;
  13606. } else //Diagonal edges
  13607. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13608. if (unit_val1 < 1) unit_val1 = 1;
  13609. unit_val2 = 0;
  13610. break;
  13611. case NPC_REVERBERATION:
  13612. unit_val1 = 1 + skill_lv;
  13613. break;
  13614. case WM_POEMOFNETHERWORLD:
  13615. unit_val1 = 1 + skill_lv;
  13616. break;
  13617. case GN_WALLOFTHORN:
  13618. if (flag&1) // Turned become Firewall
  13619. break;
  13620. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13621. unit_val2 = 20; // Max hits
  13622. break;
  13623. case RL_B_TRAP:
  13624. unit_val1 = 3500;
  13625. unit_val2 = 0;
  13626. break;
  13627. default:
  13628. if (group->state.song_dance&0x1)
  13629. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  13630. break;
  13631. }
  13632. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13633. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13634. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13635. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13636. // Check active cell to failing or remove current unit
  13637. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13638. if( !alive )
  13639. continue;
  13640. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13641. unit->limit = limit;
  13642. unit->range = range;
  13643. if (skill_id == PF_FOGWALL && alive == 2)
  13644. { //Double duration of cells on top of Deluge/Suiton
  13645. unit->limit *= 2;
  13646. group->limit = unit->limit;
  13647. }
  13648. // Execute on all targets standing on this cell
  13649. if (range == 0 && active_flag)
  13650. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13651. }
  13652. if (!group->alive_count)
  13653. { //No cells? Something that was blocked completely by Land Protector?
  13654. skill_delunitgroup(group);
  13655. return nullptr;
  13656. }
  13657. //success, unit created.
  13658. switch( skill_id ) {
  13659. case NJ_TATAMIGAESHI: //Store number of tiles.
  13660. group->val1 = group->alive_count;
  13661. break;
  13662. }
  13663. return group;
  13664. }
  13665. /*==========================================
  13666. *
  13667. *------------------------------------------*/
  13668. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13669. {
  13670. skill_unit_onplace(unit, bl, tick);
  13671. }
  13672. /**
  13673. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13674. * while skill unit initialized or moved (such by knock back).
  13675. * As a follow of skill_unit_effect flag &1
  13676. * @param unit
  13677. * @param bl Target
  13678. * @param tick
  13679. */
  13680. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13681. {
  13682. struct block_list *ss; // Actual source that cast the skill unit
  13683. status_change *sc;
  13684. struct status_change_entry *sce;
  13685. struct status_data *tstatus;
  13686. enum sc_type type;
  13687. uint16 skill_id;
  13688. nullpo_ret(unit);
  13689. nullpo_ret(bl);
  13690. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13691. return 0;
  13692. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13693. if (sg == nullptr)
  13694. return 0;
  13695. nullpo_ret(ss = map_id2bl(sg->src_id));
  13696. tstatus = status_get_status_data(bl);
  13697. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  13698. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13699. return 0; //AoE skills are ineffective. [Skotlex]
  13700. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13701. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13702. return 0; //Songs don't work in Basilica
  13703. sc = status_get_sc(bl);
  13704. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13705. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13706. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13707. status_change_end(bl, SC_VACUUM_EXTREME);
  13708. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  13709. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13710. type = skill_get_sc(sg->skill_id);
  13711. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  13712. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13713. switch (sg->unit_id) {
  13714. case UNT_SPIDERWEB:
  13715. if (sc) {
  13716. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13717. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13718. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13719. const struct TimerData* td;
  13720. struct map_data *mapdata = map_getmapdata(bl->m);
  13721. if (mapdata_flag_vs(mapdata))
  13722. sec /= 2;
  13723. if (sc->getSCE(type)) {
  13724. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  13725. //Already triple affected, immune
  13726. sg->limit = DIFF_TICK(tick, sg->tick);
  13727. break;
  13728. }
  13729. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13730. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  13731. sec *= (sc->getSCE(type)->val1 + 1);
  13732. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  13733. sec *= (sc->getSCE(type)->val1 + 1);
  13734. //Add group id to status change
  13735. if (sc->getSCE(type)->val2 == 0)
  13736. sc->getSCE(type)->val2 = sg->group_id;
  13737. else if (sc->getSCE(type)->val3 == 0)
  13738. sc->getSCE(type)->val3 = sg->group_id;
  13739. else if (sc->getSCE(type)->val4 == 0)
  13740. sc->getSCE(type)->val4 = sg->group_id;
  13741. //Overwrite status change with new duration
  13742. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  13743. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  13744. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13745. }
  13746. else {
  13747. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13748. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  13749. if (td)
  13750. sec = DIFF_TICK(td->tick, tick);
  13751. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13752. clif_fixpos(bl);
  13753. }
  13754. else
  13755. sec = 3000; //Couldn't trap it?
  13756. }
  13757. sg->val2 = bl->id;
  13758. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13759. }
  13760. break;
  13761. case UNT_SAFETYWALL:
  13762. if (!sce)
  13763. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13764. break;
  13765. case UNT_BLOODYLUST:
  13766. if (sg->src_id == bl->id)
  13767. break; //Does not affect the caster.
  13768. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13769. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13770. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13771. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13772. break;
  13773. case UNT_PNEUMA:
  13774. if (!sce)
  13775. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13776. break;
  13777. case UNT_CHAOSPANIC:
  13778. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13779. break;
  13780. case UNT_WARP_WAITING: {
  13781. int working = sg->val1&0xffff;
  13782. if(bl->type==BL_PC && !working){
  13783. map_session_data *sd = (map_session_data *)bl;
  13784. if((!sd->chatID || battle_config.chat_warpportal)
  13785. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13786. {
  13787. int x = sg->val2>>16;
  13788. int y = sg->val2&0xffff;
  13789. int count = sg->val1>>16;
  13790. unsigned short m = sg->val3;
  13791. if( --count <= 0 )
  13792. skill_delunitgroup(sg);
  13793. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13794. working = 1;/* we break it because officials break it, lovely stuff. */
  13795. sg->val1 = (count<<16)|working;
  13796. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13797. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13798. }
  13799. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13800. int16 m = map_mapindex2mapid(sg->val3);
  13801. if (m < 0) break; //Map not available on this map-server.
  13802. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13803. }
  13804. }
  13805. break;
  13806. case UNT_QUAGMIRE:
  13807. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13808. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13809. break;
  13810. case UNT_VOLCANO:
  13811. case UNT_DELUGE:
  13812. case UNT_VIOLENTGALE:
  13813. case UNT_FIRE_INSIGNIA:
  13814. case UNT_WATER_INSIGNIA:
  13815. case UNT_WIND_INSIGNIA:
  13816. case UNT_EARTH_INSIGNIA:
  13817. if(!sce)
  13818. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13819. break;
  13820. case UNT_WATER_BARRIER:
  13821. case UNT_ZEPHYR:
  13822. case UNT_POWER_OF_GAIA:
  13823. if (bl->id == ss->id)
  13824. break; // Doesn't affect the Elemental
  13825. if (!sce)
  13826. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13827. break;
  13828. case UNT_SUITON:
  13829. if(!sce)
  13830. sc_start4(ss, bl,type,100,sg->skill_lv,
  13831. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13832. 0,0,sg->limit);
  13833. break;
  13834. case UNT_HERMODE:
  13835. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13836. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  13837. case UNT_RICHMANKIM:
  13838. case UNT_ETERNALCHAOS:
  13839. case UNT_DRUMBATTLEFIELD:
  13840. case UNT_RINGNIBELUNGEN:
  13841. case UNT_ROKISWEIL:
  13842. case UNT_INTOABYSS:
  13843. case UNT_SIEGFRIED:
  13844. //Needed to check when a dancer/bard leaves their ensemble area.
  13845. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13846. return skill_id;
  13847. if (!sce)
  13848. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13849. break;
  13850. case UNT_WHISTLE:
  13851. case UNT_ASSASSINCROSS:
  13852. case UNT_POEMBRAGI:
  13853. case UNT_APPLEIDUN:
  13854. case UNT_HUMMING:
  13855. case UNT_DONTFORGETME:
  13856. case UNT_FORTUNEKISS:
  13857. case UNT_SERVICEFORYOU:
  13858. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13859. return 0;
  13860. if (!sc) return 0;
  13861. if (!sce)
  13862. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13863. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13864. sce->val4 = 0; //remove the mark that we stepped out
  13865. delete_timer(sce->timer, status_change_timer);
  13866. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13867. }
  13868. break;
  13869. case UNT_FOGWALL:
  13870. if (!sce)
  13871. {
  13872. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13873. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13874. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13875. }
  13876. break;
  13877. #ifndef RENEWAL
  13878. case UNT_GRAVITATION:
  13879. if (!sce)
  13880. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13881. break;
  13882. case UNT_BASILICA:
  13883. {
  13884. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13885. if (i > 0) {
  13886. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13887. break;
  13888. }
  13889. if (!sce && i <= 0)
  13890. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13891. }
  13892. break;
  13893. #endif
  13894. case UNT_MOONLIT:
  13895. //Knockback out of area if affected char isn't in Moonlit effect
  13896. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  13897. break;
  13898. if (ss == bl) //Also needed to prevent infinite loop crash.
  13899. break;
  13900. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13901. break;
  13902. case UNT_REVERBERATION:
  13903. if (sg->src_id == bl->id)
  13904. break; //Does not affect the caster.
  13905. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13906. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  13907. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  13908. sg->unit_id = UNT_USED_TRAPS;
  13909. break;
  13910. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  13911. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  13912. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13913. break;
  13914. case UNT_FIRE_EXPANSION_TEAR_GAS:
  13915. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  13916. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  13917. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  13918. break;
  13919. case UNT_VOLCANIC_ASH:
  13920. if (!sce)
  13921. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  13922. break;
  13923. case UNT_KINGS_GRACE:
  13924. if (!sce) {
  13925. int state = 0;
  13926. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  13927. state |= BCT_GUILD;
  13928. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  13929. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  13930. }
  13931. break;
  13932. case UNT_STEALTHFIELD:
  13933. if( bl->id == sg->src_id )
  13934. break; // Doesn't work on self (video shows that)
  13935. if (!sce)
  13936. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13937. break;
  13938. case UNT_NEUTRALBARRIER:
  13939. if (!sce)
  13940. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  13941. break;
  13942. case UNT_WARMER:
  13943. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  13944. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13945. break;
  13946. case UNT_CATNIPPOWDER:
  13947. if (sg->src_id == bl->id)
  13948. break; // Does not affect the caster or Boss.
  13949. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13950. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13951. break;
  13952. case UNT_NYANGGRASS:
  13953. if (!sce)
  13954. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13955. break;
  13956. case UNT_CREATINGSTAR:
  13957. if (!sce)
  13958. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  13959. break;
  13960. case UNT_GD_LEADERSHIP:
  13961. case UNT_GD_GLORYWOUNDS:
  13962. case UNT_GD_SOULCOLD:
  13963. case UNT_GD_HAWKEYES:
  13964. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  13965. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  13966. break;
  13967. }
  13968. return skill_id;
  13969. }
  13970. /**
  13971. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  13972. * @param unit Skill unit
  13973. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  13974. * @param tick
  13975. */
  13976. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13977. {
  13978. struct block_list *ss;
  13979. TBL_PC* tsd;
  13980. struct status_data *tstatus;
  13981. status_change *sc, *tsc;
  13982. struct skill_unit_group_tickset *ts;
  13983. enum sc_type type;
  13984. uint16 skill_id;
  13985. t_tick diff = 0;
  13986. nullpo_ret(unit);
  13987. nullpo_ret(bl);
  13988. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  13989. return 0;
  13990. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13991. if (sg == nullptr)
  13992. return 0;
  13993. nullpo_ret(ss = map_id2bl(sg->src_id));
  13994. tsd = BL_CAST(BL_PC, bl);
  13995. tsc = status_get_sc(bl);
  13996. sc = status_get_sc(ss);
  13997. tstatus = status_get_status_data(bl);
  13998. type = skill_get_sc(sg->skill_id);
  13999. skill_id = sg->skill_id;
  14000. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14001. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14002. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14003. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14004. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14005. if (sg->interval == -1) {
  14006. switch (sg->unit_id) {
  14007. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14008. case UNT_FIREPILLAR_ACTIVE:
  14009. case UNT_ELECTRICSHOCKER:
  14010. case UNT_MANHOLE:
  14011. return 0;
  14012. default:
  14013. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14014. return 0;
  14015. }
  14016. }
  14017. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14018. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14019. diff = DIFF_TICK(tick,ts->tick);
  14020. if (diff < 0)
  14021. return 0;
  14022. ts->tick = tick+sg->interval;
  14023. }
  14024. // Wall of Thorn damaged by Fire element unit [Cydh]
  14025. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14026. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14027. struct skill_unit *su = (struct skill_unit *)bl;
  14028. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14029. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14030. su->group->limit = sg->limit = 0;
  14031. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14032. return skill_id;
  14033. }
  14034. }
  14035. switch (sg->unit_id) {
  14036. // Units that deals simple attack
  14037. case UNT_GRAVITATION:
  14038. case UNT_EARTHSTRAIN:
  14039. case UNT_FIREWALK:
  14040. case UNT_ELECTRICWALK:
  14041. case UNT_PSYCHIC_WAVE:
  14042. case UNT_LAVA_SLIDE:
  14043. case UNT_MAKIBISHI:
  14044. case UNT_VENOMFOG:
  14045. case UNT_ICEMINE:
  14046. case UNT_FLAMECROSS:
  14047. case UNT_HELLBURNING:
  14048. case UNT_RAIN_OF_CRYSTAL:
  14049. case UNT_MYSTERY_ILLUSION:
  14050. case UNT_STRANTUM_TREMOR:
  14051. case UNT_TORNADO_STORM:
  14052. case UNT_FLORAL_FLARE_ROAD:
  14053. case UNT_CROSS_RAIN:
  14054. case UNT_PNEUMATICUS_PROCELLA:
  14055. case UNT_LIGHTNING_LAND:
  14056. case UNT_VENOM_SWAMP:
  14057. case UNT_CONFLAGRATION:
  14058. case UNT_DEEPBLINDTRAP:
  14059. case UNT_SOLIDTRAP:
  14060. case UNT_SWIFTTRAP:
  14061. case UNT_FLAMETRAP:
  14062. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14063. break;
  14064. case UNT_DUMMYSKILL:
  14065. switch (sg->skill_id) {
  14066. case SG_SUN_WARM: //SG skills [Komurka]
  14067. case SG_MOON_WARM:
  14068. case SG_STAR_WARM: {
  14069. int count = 0;
  14070. const int x = bl->x, y = bl->y;
  14071. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14072. do {
  14073. if( bl->type == BL_PC )
  14074. status_zap(bl, 0, 15); // sp damage to players
  14075. else // mobs
  14076. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14077. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14078. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14079. } else { //should end when out of sp.
  14080. sg->limit = DIFF_TICK(tick,sg->tick);
  14081. break;
  14082. }
  14083. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14084. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14085. }
  14086. break;
  14087. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14088. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14089. if (tsc)
  14090. tsc->sg_counter++; //SG hit counter.
  14091. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14092. tsc->sg_counter=0; //Attack absorbed.
  14093. break;
  14094. #endif
  14095. case GS_DESPERADO:
  14096. if (rnd()%100 < unit->val1)
  14097. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14098. break;
  14099. case NPC_COMET:
  14100. case WL_COMET:
  14101. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14102. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14103. break;
  14104. case NPC_WIDESUCK: {
  14105. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14106. if (heal > 0) {
  14107. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14108. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14109. status_heal(ss,heal,0,0);
  14110. }
  14111. }
  14112. break;
  14113. case CR_GRANDCROSS:
  14114. case NPC_GRANDDARKNESS:
  14115. if(!battle_config.gx_allhit)
  14116. unit->val1--;
  14117. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14118. break;
  14119. default:
  14120. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14121. }
  14122. break;
  14123. case UNT_FIREWALL:
  14124. case UNT_KAEN: {
  14125. int count = 0;
  14126. const int x = bl->x, y = bl->y;
  14127. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14128. break;
  14129. //Take into account these hit more times than the timer interval can handle.
  14130. do
  14131. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14132. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14133. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14134. if (unit->val2 <= 0)
  14135. skill_delunit(unit);
  14136. }
  14137. break;
  14138. case UNT_SANCTUARY:
  14139. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14140. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14141. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14142. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14143. } else {
  14144. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14145. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14146. #ifdef RENEWAL
  14147. if (md && md->mob_id == MOBID_EMPERIUM)
  14148. break;
  14149. #endif
  14150. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14151. break;
  14152. if( tstatus->hp >= tstatus->max_hp )
  14153. break;
  14154. if( status_isimmune(bl) )
  14155. heal = 0;
  14156. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14157. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14158. heal = ~heal + 1;
  14159. status_heal(bl, heal, 0, 0);
  14160. }
  14161. break;
  14162. case UNT_EVILLAND:
  14163. //Will heal demon and undead element monsters, but not players.
  14164. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14165. { //Damage enemies
  14166. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14167. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14168. } else {
  14169. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14170. if (tstatus->hp >= tstatus->max_hp)
  14171. break;
  14172. if (status_isimmune(bl))
  14173. heal = 0;
  14174. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14175. status_heal(bl, heal, 0, 0);
  14176. }
  14177. break;
  14178. case UNT_MAGNUS:
  14179. #ifndef RENEWAL
  14180. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14181. break;
  14182. #endif
  14183. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14184. break;
  14185. case UNT_FIREPILLAR_WAITING:
  14186. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14187. skill_delunit(unit);
  14188. break;
  14189. case UNT_SKIDTRAP: {
  14190. //Knockback away from position of user during placement [Playtester]
  14191. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14192. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14193. sg->unit_id = UNT_USED_TRAPS;
  14194. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14195. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14196. //Target will be stopped for 3 seconds
  14197. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14198. }
  14199. break;
  14200. case UNT_ANKLESNARE:
  14201. case UNT_MANHOLE:
  14202. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14203. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14204. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14205. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14206. if( td )
  14207. sec = DIFF_TICK(td->tick, tick);
  14208. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14209. || !unit_blown_immune(bl,0x1) )
  14210. {
  14211. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14212. clif_fixpos(bl);
  14213. }
  14214. sg->val2 = bl->id;
  14215. } else
  14216. sec = 3000; //Couldn't trap it?
  14217. if (sg->unit_id == UNT_ANKLESNARE) {
  14218. clif_skillunit_update(&unit->bl);
  14219. /**
  14220. * If you're snared from a trap that was invisible this makes the trap be
  14221. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14222. * bugreport:3961
  14223. **/
  14224. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14225. }
  14226. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14227. sg->interval = -1;
  14228. unit->range = 0;
  14229. }
  14230. break;
  14231. case UNT_EARTHQUAKE:
  14232. sg->val1++; // Hit count
  14233. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14234. break;
  14235. case UNT_ELECTRICSHOCKER:
  14236. if( bl->id != ss->id ) {
  14237. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14238. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14239. clif_fixpos(bl);
  14240. }
  14241. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14242. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14243. }
  14244. break;
  14245. case UNT_VENOMDUST:
  14246. if(tsc && !tsc->getSCE(type))
  14247. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14248. break;
  14249. case UNT_LANDMINE:
  14250. //Land Mine only hits single target
  14251. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14252. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14253. sg->limit = 1500;
  14254. break;
  14255. case UNT_MAGENTATRAP:
  14256. case UNT_COBALTTRAP:
  14257. case UNT_MAIZETRAP:
  14258. case UNT_VERDURETRAP:
  14259. if( bl->type == BL_PC )// it won't work on players
  14260. break;
  14261. case UNT_FIRINGTRAP:
  14262. case UNT_ICEBOUNDTRAP:
  14263. case UNT_CLUSTERBOMB:
  14264. if( bl->id == ss->id )// it won't trigger on caster
  14265. break;
  14266. case UNT_BLASTMINE:
  14267. case UNT_SHOCKWAVE:
  14268. case UNT_SANDMAN:
  14269. case UNT_FLASHER:
  14270. case UNT_FREEZINGTRAP:
  14271. case UNT_FIREPILLAR_ACTIVE:
  14272. case UNT_CLAYMORETRAP:
  14273. {
  14274. int bl_flag = sg->bl_flag;
  14275. if (tsc && tsc->getSCE(SC__MANHOLE))
  14276. break;
  14277. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14278. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14279. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14280. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14281. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14282. sg->limit = DIFF_TICK(tick, sg->tick) +
  14283. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14284. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14285. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14286. }
  14287. break;
  14288. case UNT_TALKIEBOX:
  14289. if (sg->src_id == bl->id)
  14290. break;
  14291. if (sg->val2 == 0) {
  14292. clif_talkiebox(&unit->bl, sg->valstr);
  14293. sg->unit_id = UNT_USED_TRAPS;
  14294. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14295. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14296. sg->val2 = -1;
  14297. }
  14298. break;
  14299. case UNT_LULLABY:
  14300. if (ss->id == bl->id)
  14301. break;
  14302. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14303. break;
  14304. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14305. if (ss->id != bl->id)
  14306. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14307. break;
  14308. case UNT_DISSONANCE:
  14309. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14310. break;
  14311. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14312. int heal;
  14313. #ifdef RENEWAL
  14314. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14315. if (md && md->mob_id == MOBID_EMPERIUM)
  14316. break;
  14317. #endif
  14318. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14319. break; // affects self only when soullinked
  14320. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14321. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14322. heal = ~heal + 1;
  14323. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14324. status_heal(bl, heal, 0, 0);
  14325. }
  14326. break;
  14327. case UNT_TATAMIGAESHI:
  14328. case UNT_DEMONSTRATION:
  14329. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14330. break;
  14331. case UNT_GOSPEL:
  14332. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14333. break;
  14334. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14335. { // Support Effect only on party, not guild
  14336. int heal;
  14337. int i = rnd() % 13; // Positive buff count
  14338. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14339. switch (i)
  14340. {
  14341. case 0: // Heal 1000~9999 HP
  14342. heal = rnd() % 9000 + 1000;
  14343. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14344. status_heal(bl, heal, 0, 0);
  14345. break;
  14346. case 1: // End all negative status
  14347. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14348. if (tsd) clif_gospel_info(tsd, 0x15);
  14349. break;
  14350. case 2: // Immunity to all status
  14351. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14352. if (tsd) clif_gospel_info(tsd, 0x16);
  14353. break;
  14354. case 3: // MaxHP +100%
  14355. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14356. if (tsd) clif_gospel_info(tsd, 0x17);
  14357. break;
  14358. case 4: // MaxSP +100%
  14359. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14360. if (tsd) clif_gospel_info(tsd, 0x18);
  14361. break;
  14362. case 5: // All stats +20
  14363. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14364. if (tsd) clif_gospel_info(tsd, 0x19);
  14365. break;
  14366. case 6: // Level 10 Blessing
  14367. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14368. break;
  14369. case 7: // Level 10 Increase AGI
  14370. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14371. break;
  14372. case 8: // Enchant weapon with Holy element
  14373. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14374. if (tsd) clif_gospel_info(tsd, 0x1c);
  14375. break;
  14376. case 9: // Enchant armor with Holy element
  14377. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14378. if (tsd) clif_gospel_info(tsd, 0x1d);
  14379. break;
  14380. case 10: // DEF +25%
  14381. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14382. if (tsd) clif_gospel_info(tsd, 0x1e);
  14383. break;
  14384. case 11: // ATK +100%
  14385. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14386. if (tsd) clif_gospel_info(tsd, 0x1f);
  14387. break;
  14388. case 12: // HIT/Flee +50
  14389. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14390. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14391. if (tsd) clif_gospel_info(tsd, 0x20);
  14392. break;
  14393. }
  14394. }
  14395. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14396. { // Offensive Effect
  14397. int i = rnd() % 10; // Negative buff count
  14398. switch (i)
  14399. {
  14400. case 0: // Deal 3000~7999 damage reduced by DEF
  14401. case 1: // Deal 1500~5499 damage unreducable
  14402. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14403. break;
  14404. case 2: // Curse
  14405. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14406. break;
  14407. case 3: // Blind
  14408. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14409. break;
  14410. case 4: // Poison
  14411. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14412. break;
  14413. case 5: // Level 10 Provoke
  14414. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14415. break;
  14416. case 6: // DEF -100%
  14417. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14418. break;
  14419. case 7: // ATK -100%
  14420. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14421. break;
  14422. case 8: // Flee -100%
  14423. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14424. break;
  14425. case 9: // Speed/ASPD -25%
  14426. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14427. break;
  14428. }
  14429. }
  14430. break;
  14431. #ifndef RENEWAL
  14432. case UNT_BASILICA:
  14433. {
  14434. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14435. if (i > 0) {
  14436. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14437. break;
  14438. }
  14439. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14440. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14441. }
  14442. break;
  14443. #endif
  14444. case UNT_GROUNDDRIFT_WIND:
  14445. case UNT_GROUNDDRIFT_DARK:
  14446. case UNT_GROUNDDRIFT_POISON:
  14447. case UNT_GROUNDDRIFT_WATER:
  14448. case UNT_GROUNDDRIFT_FIRE:
  14449. map_foreachinrange(skill_trap_splash,&unit->bl,
  14450. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14451. &unit->bl,tick);
  14452. sg->unit_id = UNT_USED_TRAPS;
  14453. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14454. sg->limit=DIFF_TICK(tick,sg->tick);
  14455. break;
  14456. case UNT_POISONSMOKE:
  14457. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14458. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14459. break;
  14460. case UNT_EPICLESIS:
  14461. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14462. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14463. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14464. int hp, sp;
  14465. switch( sg->skill_lv ) {
  14466. case 1: case 2: hp = 3; sp = 2; break;
  14467. case 3: case 4: hp = 4; sp = 3; break;
  14468. case 5: default: hp = 5; sp = 4; break;
  14469. }
  14470. hp = tstatus->max_hp * hp / 100;
  14471. sp = tstatus->max_sp * sp / 100;
  14472. if (tstatus->hp < tstatus->max_hp)
  14473. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14474. if (tstatus->sp < tstatus->max_sp)
  14475. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14476. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14477. hp = ~hp + 1;
  14478. status_heal(bl, hp, sp, 3);
  14479. }
  14480. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14481. // Doesn't remove Invisibility or Chase Walk.
  14482. status_change_end(bl,SC_HIDING);
  14483. status_change_end(bl,SC_CLOAKING);
  14484. status_change_end(bl,SC_CLOAKINGEXCEED);
  14485. status_change_end(bl,SC_CAMOUFLAGE);
  14486. status_change_end(bl,SC_NEWMOON);
  14487. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14488. status_change_end(bl, SC__SHADOWFORM);
  14489. }
  14490. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14491. }
  14492. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14493. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14494. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14495. break;
  14496. case UNT_DIMENSIONDOOR:
  14497. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14498. pc_randomwarp(tsd,CLR_TELEPORT);
  14499. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14500. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14501. break;
  14502. case UNT_REVERBERATION:
  14503. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14504. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14505. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14506. sg->unit_id = UNT_USED_TRAPS;
  14507. break;
  14508. case UNT_SEVERE_RAINSTORM:
  14509. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14510. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14511. break;
  14512. case UNT_NETHERWORLD:
  14513. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14514. if (!(tsc && tsc->getSCE(type))) {
  14515. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14516. sg->limit = DIFF_TICK(tick,sg->tick);
  14517. sg->unit_id = UNT_USED_TRAPS;
  14518. }
  14519. }
  14520. break;
  14521. case UNT_THORNS_TRAP:
  14522. if( tsc ) {
  14523. if( !sg->val2 ) {
  14524. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14525. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14526. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14527. if( td )
  14528. sec = DIFF_TICK(td->tick, tick);
  14529. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14530. clif_fixpos(bl);
  14531. sg->val2 = bl->id;
  14532. } else
  14533. sec = 3000; // Couldn't trap it?
  14534. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14535. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14536. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14537. }
  14538. break;
  14539. case UNT_WALLOFTHORN:
  14540. if (unit->val2-- <= 0) // Max hit reached
  14541. break;
  14542. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14543. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14544. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14545. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14546. break;
  14547. case UNT_DEMONIC_FIRE:
  14548. switch( sg->val2 ) {
  14549. case 1:
  14550. default:
  14551. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14552. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14553. break;
  14554. }
  14555. break;
  14556. case UNT_ZEPHYR:
  14557. if (ss == bl)
  14558. break; // Doesn't affect the Elemental
  14559. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14560. break;
  14561. case UNT_CLOUD_KILL:
  14562. if (tsc && !tsc->getSCE(type))
  14563. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14564. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14565. break;
  14566. case UNT_VACUUM_EXTREME:
  14567. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14568. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14569. return 0;
  14570. // Apply effect and suck targets one-by-one each n seconds
  14571. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  14572. break;
  14573. case UNT_BANDING:
  14574. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14575. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  14576. break;
  14577. case UNT_FIRE_MANTLE:
  14578. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14579. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14580. break;
  14581. case UNT_ZENKAI_WATER:
  14582. case UNT_ZENKAI_LAND:
  14583. case UNT_ZENKAI_FIRE:
  14584. case UNT_ZENKAI_WIND:
  14585. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14586. switch( sg->unit_id ) {
  14587. case UNT_ZENKAI_WATER:
  14588. switch (rnd()%2 + 1) {
  14589. case 1:
  14590. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14591. break;
  14592. case 2:
  14593. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14594. break;
  14595. }
  14596. break;
  14597. case UNT_ZENKAI_LAND:
  14598. switch (rnd()%2 + 1) {
  14599. case 1:
  14600. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  14601. break;
  14602. case 2:
  14603. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14604. break;
  14605. }
  14606. break;
  14607. case UNT_ZENKAI_FIRE:
  14608. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14609. break;
  14610. case UNT_ZENKAI_WIND:
  14611. switch (rnd()%3 + 1) {
  14612. case 1:
  14613. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14614. break;
  14615. case 2:
  14616. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14617. break;
  14618. case 3:
  14619. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14620. break;
  14621. }
  14622. break;
  14623. }
  14624. } else
  14625. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14626. break;
  14627. case UNT_POISON_MIST:
  14628. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14629. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14630. break;
  14631. case UNT_CHAOSPANIC:
  14632. if (tsc && tsc->getSCE(type))
  14633. break;
  14634. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14635. break;
  14636. case UNT_B_TRAP:
  14637. if (tsc && tsc->getSCE(type))
  14638. break;
  14639. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14640. unit->val2++; // Mark as ever been used
  14641. break;
  14642. case UNT_FIRE_RAIN:
  14643. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14644. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14645. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14646. break;
  14647. case UNT_MAGMA_ERUPTION:
  14648. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14649. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14650. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14651. else
  14652. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14653. break;
  14654. case UNT_ACIDIFIED_ZONE_WATER:
  14655. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14656. break;
  14657. case UNT_ACIDIFIED_ZONE_GROUND:
  14658. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14659. break;
  14660. case UNT_ACIDIFIED_ZONE_WIND:
  14661. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14662. break;
  14663. case UNT_ACIDIFIED_ZONE_FIRE:
  14664. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14665. break;
  14666. case UNT_ASTRAL_STRIKE:
  14667. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14668. break;
  14669. case UNT_ABYSS_SQUARE: {
  14670. short flag = 0;
  14671. // Check to see if the caster is in the AoE.
  14672. if (distance_bl(ss, &unit->bl) <= unit->range)
  14673. flag |= 2; // If yes, skill hits twice.
  14674. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14675. }
  14676. break;
  14677. }
  14678. if (bl->type == BL_MOB && ss != bl)
  14679. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14680. return skill_id;
  14681. }
  14682. /**
  14683. * Triggered when a char steps out of a skill unit
  14684. * @param src Skill unit from char moved out
  14685. * @param bl Char
  14686. * @param tick
  14687. */
  14688. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14689. {
  14690. status_change *sc;
  14691. struct status_change_entry *sce;
  14692. enum sc_type type;
  14693. nullpo_ret(src);
  14694. nullpo_ret(bl);
  14695. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14696. if (sg == nullptr)
  14697. return 0;
  14698. sc = status_get_sc(bl);
  14699. type = skill_get_sc(sg->skill_id);
  14700. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14701. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14702. return 0;
  14703. switch(sg->unit_id){
  14704. case UNT_SAFETYWALL:
  14705. case UNT_PNEUMA:
  14706. case UNT_EPICLESIS://Arch Bishop
  14707. if (sce)
  14708. status_change_end(bl, type);
  14709. break;
  14710. #ifndef RENEWAL
  14711. case UNT_BASILICA:
  14712. if (sce && sce->val4 != bl->id)
  14713. status_change_end(bl, type);
  14714. break;
  14715. #endif
  14716. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14717. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14718. status_change_end(bl, type);
  14719. break;
  14720. case UNT_DISSONANCE:
  14721. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14722. {
  14723. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14724. if(skill_get_inf2(i, INF2_ISSONG)) {
  14725. type = skill_get_sc(i);
  14726. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14727. if(sce)
  14728. return i;
  14729. }
  14730. }
  14731. }
  14732. case UNT_WHISTLE:
  14733. case UNT_ASSASSINCROSS:
  14734. case UNT_POEMBRAGI:
  14735. case UNT_APPLEIDUN:
  14736. case UNT_HUMMING:
  14737. case UNT_DONTFORGETME:
  14738. case UNT_FORTUNEKISS:
  14739. case UNT_SERVICEFORYOU:
  14740. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14741. return -1;
  14742. }
  14743. return sg->skill_id;
  14744. }
  14745. /**
  14746. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14747. * @param skill_id Skill ID
  14748. * @param bl A char
  14749. * @param tick
  14750. */
  14751. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14752. {
  14753. status_change *sc;
  14754. struct status_change_entry *sce;
  14755. enum sc_type type;
  14756. sc = status_get_sc(bl);
  14757. if (sc && !sc->count)
  14758. sc = NULL;
  14759. type = skill_get_sc(skill_id);
  14760. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14761. switch (skill_id)
  14762. {
  14763. case WZ_QUAGMIRE:
  14764. if (bl->type==BL_MOB)
  14765. break;
  14766. if (sce)
  14767. status_change_end(bl, type);
  14768. break;
  14769. case BD_LULLABY:
  14770. case BD_RICHMANKIM:
  14771. case BD_ETERNALCHAOS:
  14772. case BD_DRUMBATTLEFIELD:
  14773. case BD_RINGNIBELUNGEN:
  14774. case BD_ROKISWEIL:
  14775. case BD_INTOABYSS:
  14776. case BD_SIEGFRIED:
  14777. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  14778. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14779. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14780. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14781. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14782. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14783. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14784. status_change_end(bl, SC_DANCING);
  14785. }
  14786. case MH_STEINWAND:
  14787. case MG_SAFETYWALL:
  14788. case AL_PNEUMA:
  14789. case SA_VOLCANO:
  14790. case SA_DELUGE:
  14791. case SA_VIOLENTGALE:
  14792. case CG_HERMODE:
  14793. #ifndef RENEWAL
  14794. case HW_GRAVITATION:
  14795. case HP_BASILICA:
  14796. #endif
  14797. case NJ_SUITON:
  14798. case SC_MAELSTROM:
  14799. case EL_WATER_BARRIER:
  14800. case EL_ZEPHYR:
  14801. case EL_POWER_OF_GAIA:
  14802. case SO_WARMER:
  14803. case SO_FIRE_INSIGNIA:
  14804. case SO_WATER_INSIGNIA:
  14805. case SO_WIND_INSIGNIA:
  14806. case SO_EARTH_INSIGNIA:
  14807. case SJ_BOOKOFCREATINGSTAR:
  14808. case SC_BLOODYLUST:
  14809. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14810. case GN_FIRE_EXPANSION_TEAR_GAS:
  14811. case LG_KINGS_GRACE:
  14812. case NC_STEALTHFIELD:
  14813. case NC_NEUTRALBARRIER:
  14814. case SU_NYANGGRASS:
  14815. if (sce)
  14816. status_change_end(bl, type);
  14817. break;
  14818. case BA_DISSONANCE:
  14819. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14820. {
  14821. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14822. if(skill_get_inf2(i, INF2_ISSONG)){
  14823. type = skill_get_sc(i);
  14824. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14825. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14826. delete_timer(sce->timer, status_change_timer);
  14827. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14828. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14829. }
  14830. }
  14831. }
  14832. }
  14833. break;
  14834. case BA_POEMBRAGI:
  14835. case BA_WHISTLE:
  14836. case BA_ASSASSINCROSS:
  14837. case BA_APPLEIDUN:
  14838. case DC_HUMMING:
  14839. case DC_DONTFORGETME:
  14840. case DC_FORTUNEKISS:
  14841. case DC_SERVICEFORYOU:
  14842. if (sce)
  14843. {
  14844. delete_timer(sce->timer, status_change_timer);
  14845. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14846. //not possible on our current implementation.
  14847. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14848. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14849. }
  14850. break;
  14851. case PF_FOGWALL:
  14852. if (sce)
  14853. {
  14854. status_change_end(bl, type);
  14855. if ((sce=sc->getSCE(SC_BLIND)))
  14856. {
  14857. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14858. status_change_end(bl, SC_BLIND);
  14859. else {
  14860. delete_timer(sce->timer, status_change_timer);
  14861. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14862. }
  14863. }
  14864. }
  14865. break;
  14866. case GD_LEADERSHIP:
  14867. case GD_GLORYWOUNDS:
  14868. case GD_SOULCOLD:
  14869. case GD_HAWKEYES:
  14870. if( !(sce && sce->val4) )
  14871. status_change_end(bl, type);
  14872. break;
  14873. }
  14874. return skill_id;
  14875. }
  14876. /*==========================================
  14877. * Invoked when a unit cell has been placed/removed/deleted.
  14878. * flag values:
  14879. * flag&1: Invoke onplace function (otherwise invoke onout)
  14880. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14881. * flag&8: Recursive
  14882. *------------------------------------------*/
  14883. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14884. {
  14885. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14886. t_tick tick = va_arg(ap,t_tick);
  14887. unsigned int flag = va_arg(ap,unsigned int);
  14888. uint16 skill_id;
  14889. bool dissonance = false;
  14890. bool isTarget = false;
  14891. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14892. return 0;
  14893. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14894. if (group == nullptr)
  14895. return 0;
  14896. if( !(flag&8) ) {
  14897. dissonance = skill_dance_switch(unit, 0);
  14898. //Target-type check.
  14899. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14900. }
  14901. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14902. skill_id = group->skill_id;
  14903. if( isTarget ){
  14904. if( flag&1 )
  14905. skill_unit_onplace(unit,bl,tick);
  14906. else {
  14907. if( skill_unit_onout(unit,bl,tick) == -1 )
  14908. return 0; // Don't let a Bard/Dancer update their own song timer
  14909. }
  14910. if( flag&4 )
  14911. skill_unit_onleft(skill_id, bl, tick);
  14912. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  14913. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  14914. if( dissonance ) {
  14915. skill_dance_switch(unit, 1);
  14916. //we placed a dissonance, let's update
  14917. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  14918. }
  14919. return 0;
  14920. }
  14921. /**
  14922. * Check skill unit while receiving damage
  14923. * @param unit Skill unit
  14924. * @param damage Received damage
  14925. * @return Damage
  14926. */
  14927. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  14928. {
  14929. nullpo_ret(unit);
  14930. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14931. if (sg == nullptr)
  14932. return 0;
  14933. switch( sg->unit_id ) {
  14934. case UNT_BLASTMINE:
  14935. case UNT_SKIDTRAP:
  14936. case UNT_LANDMINE:
  14937. case UNT_SHOCKWAVE:
  14938. case UNT_SANDMAN:
  14939. case UNT_FLASHER:
  14940. case UNT_CLAYMORETRAP:
  14941. case UNT_FREEZINGTRAP:
  14942. case UNT_ANKLESNARE:
  14943. case UNT_ICEWALL:
  14944. case UNT_WALLOFTHORN:
  14945. case UNT_REVERBERATION:
  14946. case UNT_NETHERWORLD:
  14947. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  14948. break;
  14949. default:
  14950. damage = 0;
  14951. break;
  14952. }
  14953. return damage;
  14954. }
  14955. /**
  14956. * Check char condition around the skill caster
  14957. * @param bl Char around area
  14958. * @param *c Counter for 'valid' condition found
  14959. * @param *p_sd Stores 'rid' of char found
  14960. * @param skill_id Skill ID
  14961. * @param skill_lv Level of used skill
  14962. */
  14963. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  14964. {
  14965. int *c, skill_id;
  14966. struct block_list *src;
  14967. map_session_data *sd;
  14968. map_session_data *tsd;
  14969. int *p_sd; //Contains the list of characters found.
  14970. nullpo_ret(bl);
  14971. nullpo_ret(tsd=(map_session_data*)bl);
  14972. nullpo_ret(src=va_arg(ap,struct block_list *));
  14973. nullpo_ret(sd=(map_session_data*)src);
  14974. c=va_arg(ap,int *);
  14975. p_sd = va_arg(ap, int *);
  14976. skill_id = va_arg(ap,int);
  14977. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14978. if (skill_id == PR_BENEDICTIO) {
  14979. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  14980. return 0;
  14981. }
  14982. else if (is_chorus) {
  14983. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  14984. return 0;
  14985. }
  14986. else if (*c >= 1) // Check for one companion for all other cases.
  14987. return 0;
  14988. if (bl == src)
  14989. return 0;
  14990. if(pc_isdead(tsd))
  14991. return 0;
  14992. if (tsd->sc.cant.cast)
  14993. return 0;
  14994. if( is_chorus ) {
  14995. if( tsd->status.party_id && sd->status.party_id &&
  14996. tsd->status.party_id == sd->status.party_id &&
  14997. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  14998. p_sd[(*c)++] = tsd->bl.id;
  14999. return 1;
  15000. } else {
  15001. switch(skill_id) {
  15002. case PR_BENEDICTIO: {
  15003. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15004. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15005. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15006. && sd->status.sp >= 10)
  15007. p_sd[(*c)++]=tsd->bl.id;
  15008. return 1;
  15009. }
  15010. case AB_ADORAMUS:
  15011. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15012. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15013. p_sd[(*c)++] = tsd->bl.id;
  15014. return 1;
  15015. case TR_GEF_NOCTURN:
  15016. case TR_ROKI_CAPRICCIO:
  15017. case TR_AIN_RHAPSODY:
  15018. case TR_MUSICAL_INTERLUDE:
  15019. case TR_JAWAII_SERENADE:
  15020. case TR_NIPELHEIM_REQUIEM:
  15021. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15022. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15023. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15024. p_sd[(*c)++] = tsd->bl.id;
  15025. return 1;
  15026. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15027. {
  15028. uint16 skill_lv;
  15029. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15030. return 0;
  15031. if (sd->status.sex != tsd->status.sex &&
  15032. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15033. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15034. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15035. sd->status.party_id && tsd->status.party_id &&
  15036. sd->status.party_id == tsd->status.party_id &&
  15037. !tsd->sc.getSCE(SC_DANCING))
  15038. {
  15039. p_sd[(*c)++]=tsd->bl.id;
  15040. return skill_lv;
  15041. }
  15042. }
  15043. break;
  15044. }
  15045. }
  15046. return 0;
  15047. }
  15048. /**
  15049. * Checks and stores partners for ensemble skills [Skotlex]
  15050. * Max partners is 2.
  15051. * @param sd Caster
  15052. * @param skill_id
  15053. * @param skill_lv
  15054. * @param range Area range to check
  15055. * @param cast_flag Special handle
  15056. */
  15057. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15058. {
  15059. static int c=0;
  15060. static int p_sd[MAX_PARTY];
  15061. int i;
  15062. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15063. if (!sd)
  15064. return 0;
  15065. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15066. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15067. if (cast_flag) { //Execute the skill on the partners.
  15068. map_session_data* tsd;
  15069. switch (skill_id) {
  15070. case PR_BENEDICTIO:
  15071. case WM_GREAT_ECHO:
  15072. for (i = 0; i < c; i++) {
  15073. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  15074. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15075. }
  15076. return c;
  15077. case AB_ADORAMUS:
  15078. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  15079. i = 2 * (*skill_lv);
  15080. status_charge(&tsd->bl, 0, i);
  15081. }
  15082. break;
  15083. default:
  15084. if( is_chorus )
  15085. break;//Chorus skills are not to be parsed as ensembles
  15086. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15087. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15088. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15089. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15090. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15091. tsd->skill_id_dance = skill_id;
  15092. tsd->skill_lv_dance = *skill_lv;
  15093. #ifdef RENEWAL
  15094. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15095. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15096. #endif
  15097. }
  15098. }
  15099. return c;
  15100. }
  15101. }
  15102. //Else: new search for partners.
  15103. c = 0;
  15104. memset (p_sd, 0, sizeof(p_sd));
  15105. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15106. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15107. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15108. *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.
  15109. return c;
  15110. }
  15111. /**
  15112. * Sub function to count how many spawned mob is around.
  15113. * Some skills check with matched AI.
  15114. * @param rid Source ID
  15115. * @param mob_class Monster ID
  15116. * @param skill_id Used skill
  15117. * @param *c Counter for found monster
  15118. */
  15119. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15120. {
  15121. int *c,src_id,mob_class,skill;
  15122. uint16 ai;
  15123. struct mob_data *md;
  15124. md=(struct mob_data*)bl;
  15125. src_id=va_arg(ap,int);
  15126. mob_class=va_arg(ap,int);
  15127. skill=va_arg(ap,int);
  15128. c=va_arg(ap,int *);
  15129. switch (skill) {
  15130. case AM_SPHEREMINE:
  15131. ai = AI_SPHERE;
  15132. break;
  15133. case AM_CANNIBALIZE:
  15134. ai = AI_FLORA;
  15135. break;
  15136. case KO_ZANZOU:
  15137. ai = AI_ZANZOU;
  15138. break;
  15139. case MH_SUMMON_LEGION:
  15140. ai = AI_LEGION;
  15141. break;
  15142. case NC_SILVERSNIPER:
  15143. case NC_MAGICDECOY:
  15144. ai = AI_FAW;
  15145. break;
  15146. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15147. case MT_SUMMON_ABR_DUAL_CANNON:
  15148. case MT_SUMMON_ABR_MOTHER_NET:
  15149. case MT_SUMMON_ABR_INFINITY:
  15150. ai = AI_ABR;
  15151. break;
  15152. case BO_WOODENWARRIOR:
  15153. case BO_WOODEN_FAIRY:
  15154. case BO_CREEPER:
  15155. case BO_HELLTREE:
  15156. ai = AI_BIONIC;
  15157. break;
  15158. default:
  15159. ai = AI_FLORA;
  15160. break;
  15161. }
  15162. if( md->master_id != src_id || md->special_state.ai != ai)
  15163. return 0; //Non alchemist summoned mobs have nothing to do here.
  15164. if(md->mob_id==mob_class)
  15165. (*c)++;
  15166. return 1;
  15167. }
  15168. /**
  15169. * Determines if a given skill should be made to consume ammo
  15170. * when used by the player. [Skotlex]
  15171. * @param sd Player
  15172. * @param skill_id Skill ID
  15173. * @return True if skill is need ammo; False otherwise.
  15174. */
  15175. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15176. {
  15177. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15178. return (
  15179. battle_config.arrow_decrement == 2 &&
  15180. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15181. skill_id != HT_PHANTASMIC &&
  15182. skill->skill_type == BF_WEAPON &&
  15183. !skill->nk[NK_NODAMAGE] &&
  15184. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15185. );
  15186. }
  15187. /**
  15188. * Check SC required to cast a skill
  15189. * @param sc
  15190. * @param skill_id
  15191. * @return True if condition is met, False otherwise
  15192. **/
  15193. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15194. if (require == nullptr || require->status.empty())
  15195. return true;
  15196. nullpo_ret(sd);
  15197. status_change *sc = &sd->sc;
  15198. if (sc == nullptr) {
  15199. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15200. return false;
  15201. }
  15202. // May have multiple requirements
  15203. for (const auto &reqStatus : require->status) {
  15204. if (reqStatus == SC_NONE)
  15205. continue;
  15206. useskill_fail_cause cause;
  15207. switch (reqStatus) {
  15208. // Official fail message
  15209. case SC_PUSH_CART:
  15210. cause = USESKILL_FAIL_CART;
  15211. break;
  15212. case SC_POISONINGWEAPON:
  15213. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15214. break;
  15215. case SC_WEAPONBLOCK_ON:
  15216. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15217. break;
  15218. default:
  15219. cause = USESKILL_FAIL_LEVEL;
  15220. break;
  15221. }
  15222. if (!sc->getSCE(reqStatus)) {
  15223. clif_skill_fail(sd, skill_id, cause, 0);
  15224. return false;
  15225. }
  15226. }
  15227. return true;
  15228. }
  15229. /**
  15230. * Check skill condition when cast begin
  15231. * For ammo, only check if the skill need ammo
  15232. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15233. * @param sd Player who uses skill
  15234. * @param skill_id ID of used skill
  15235. * @param skill_lv Level of used skill
  15236. * @return true: All condition passed, false: Failed
  15237. */
  15238. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15239. {
  15240. struct status_data *status;
  15241. status_change *sc;
  15242. struct s_skill_condition require;
  15243. int i;
  15244. nullpo_retr(false,sd);
  15245. if (sd->chatID)
  15246. return false;
  15247. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15248. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15249. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15250. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15251. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15252. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15253. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15254. return true;
  15255. }
  15256. switch( sd->menuskill_id ) {
  15257. case AM_PHARMACY:
  15258. switch( skill_id ) {
  15259. case AM_PHARMACY:
  15260. case AC_MAKINGARROW:
  15261. case BS_REPAIRWEAPON:
  15262. case AM_TWILIGHT1:
  15263. case AM_TWILIGHT2:
  15264. case AM_TWILIGHT3:
  15265. return false;
  15266. }
  15267. break;
  15268. case GN_MIX_COOKING:
  15269. case GN_MAKEBOMB:
  15270. case GN_S_PHARMACY:
  15271. case GN_CHANGEMATERIAL:
  15272. case MT_M_MACHINE:
  15273. case BO_BIONIC_PHARMACY:
  15274. if( sd->menuskill_id != skill_id )
  15275. return false;
  15276. break;
  15277. }
  15278. status = &sd->battle_status;
  15279. sc = &sd->sc;
  15280. if( !sc->count )
  15281. sc = NULL;
  15282. if( sd->skillitem == skill_id )
  15283. {
  15284. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15285. sd->state.abra_flag = 0;
  15286. else
  15287. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15288. if( (i = sd->itemindex) == -1 ||
  15289. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15290. sd->inventory_data[i] == NULL ||
  15291. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15292. sd->inventory.u.items_inventory[i].amount < 1
  15293. )
  15294. { //Something went wrong, item exploit?
  15295. sd->itemid = 0;
  15296. sd->itemindex = -1;
  15297. return false;
  15298. }
  15299. //Consume
  15300. sd->itemid = 0;
  15301. sd->itemindex = -1;
  15302. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15303. ; //Do not consume item.
  15304. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15305. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15306. }
  15307. if(!sd->skillitem_keep_requirement)
  15308. return true;
  15309. }
  15310. if( pc_is90overweight(sd) ) {
  15311. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15312. return false;
  15313. }
  15314. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15315. return false;
  15316. //Checks if disabling skill - in which case no SP requirements are necessary
  15317. if( sc && skill_disable_check(*sc,skill_id))
  15318. return true;
  15319. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15320. // Check the skills that can be used while mounted on a warg
  15321. if( pc_isridingwug(sd) ) {
  15322. if(!inf2[INF2_ALLOWONWARG])
  15323. return false; // in official there is no message.
  15324. }
  15325. if( pc_ismadogear(sd) ) {
  15326. // Skills that are unusable when Mado is equipped. [Jobbie]
  15327. if(!inf2[INF2_ALLOWONMADO]){
  15328. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15329. return false;
  15330. }
  15331. }
  15332. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15333. // return false;
  15334. require = skill_get_requirement(sd,skill_id,skill_lv);
  15335. //Can only update state when weapon/arrow info is checked.
  15336. sd->state.arrow_atk = require.ammo?1:0;
  15337. // perform skill-group checks
  15338. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15339. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15340. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15341. return false;
  15342. }
  15343. }
  15344. else if(inf2[INF2_ISENSEMBLE]) {
  15345. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15347. return false;
  15348. }
  15349. }
  15350. // perform skill-specific checks (and actions)
  15351. switch( skill_id ) {
  15352. case RG_GRAFFITI:
  15353. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15354. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15355. return false;
  15356. }
  15357. break;
  15358. case SO_SPELLFIST:
  15359. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15360. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15361. return false;
  15362. }
  15363. case SA_CASTCANCEL:
  15364. if(sd->ud.skilltimer == INVALID_TIMER) {
  15365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15366. return false;
  15367. }
  15368. break;
  15369. case AS_CLOAKING:
  15370. {
  15371. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15372. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15373. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15374. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15375. int di;
  15376. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15377. if( di == 8 ) {
  15378. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15379. return false;
  15380. }
  15381. }
  15382. break;
  15383. }
  15384. case AL_WARP:
  15385. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15386. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15387. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15388. return false;
  15389. }
  15390. break;
  15391. case AL_HOLYWATER:
  15392. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15394. return false;
  15395. }
  15396. break;
  15397. case MO_CALLSPIRITS:
  15398. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15399. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15400. if(sd->spiritball >= skill_lv) {
  15401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15402. return false;
  15403. }
  15404. break;
  15405. case MO_FINGEROFFENSIVE:
  15406. case GS_FLING:
  15407. case SR_RIDEINLIGHTNING:
  15408. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15409. sd->spiritball_old = require.spiritball = sd->spiritball;
  15410. else
  15411. sd->spiritball_old = require.spiritball;
  15412. break;
  15413. case MO_CHAINCOMBO:
  15414. if(!sc)
  15415. return false;
  15416. if(sc->getSCE(SC_BLADESTOP))
  15417. break;
  15418. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15419. break;
  15420. return false;
  15421. case MO_COMBOFINISH:
  15422. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15423. return false;
  15424. break;
  15425. case CH_TIGERFIST:
  15426. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15427. return false;
  15428. break;
  15429. case CH_CHAINCRUSH:
  15430. if(!(sc && sc->getSCE(SC_COMBO)))
  15431. return false;
  15432. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15433. return false;
  15434. break;
  15435. case SJ_SOLARBURST:
  15436. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15437. return 0;
  15438. break;
  15439. case MO_EXTREMITYFIST:
  15440. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15441. // return false;
  15442. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15443. break;
  15444. if( sc && sc->getSCE(SC_COMBO) ) {
  15445. switch(sc->getSCE(SC_COMBO)->val1) {
  15446. case MO_COMBOFINISH:
  15447. case CH_TIGERFIST:
  15448. case CH_CHAINCRUSH:
  15449. break;
  15450. default:
  15451. return false;
  15452. }
  15453. }
  15454. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15456. return false;
  15457. }
  15458. #ifdef RENEWAL
  15459. sd->spiritball_old = sd->spiritball;
  15460. #endif
  15461. break;
  15462. case TK_MISSION:
  15463. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15465. return false;
  15466. }
  15467. break;
  15468. case ASC_EDP:
  15469. #ifdef RENEWAL
  15470. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15471. #else
  15472. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15473. #endif
  15474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15475. return false;
  15476. }
  15477. break;
  15478. case TK_READYCOUNTER:
  15479. case TK_READYDOWN:
  15480. case TK_READYSTORM:
  15481. case TK_READYTURN:
  15482. case TK_JUMPKICK:
  15483. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15484. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15485. return false;
  15486. }
  15487. break;
  15488. case TK_TURNKICK:
  15489. case TK_STORMKICK:
  15490. case TK_DOWNKICK:
  15491. case TK_COUNTER:
  15492. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15493. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15494. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15495. return false; //Combo needs to be ready
  15496. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15497. //Do not repeat a kick.
  15498. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15499. break;
  15500. status_change_end(&sd->bl, SC_COMBO);
  15501. return false;
  15502. }
  15503. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15504. unit_cancel_combo(&sd->bl);
  15505. return false;
  15506. }
  15507. break; //Combo ready.
  15508. #ifndef RENEWAL
  15509. case BD_ADAPTATION:
  15510. {
  15511. int time;
  15512. if(!(sc && sc->getSCE(SC_DANCING))) {
  15513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15514. return false;
  15515. }
  15516. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15517. if (skill_get_time(
  15518. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15519. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15520. - time < skill_get_time2(skill_id,skill_lv))
  15521. {
  15522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15523. return false;
  15524. }
  15525. }
  15526. break;
  15527. #endif
  15528. case PR_BENEDICTIO:
  15529. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15531. return false;
  15532. }
  15533. break;
  15534. case SL_SMA:
  15535. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15536. return false;
  15537. break;
  15538. case HT_POWER:
  15539. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15540. return false;
  15541. break;
  15542. #ifndef RENEWAL
  15543. case CG_HERMODE:
  15544. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15546. return false;
  15547. }
  15548. break;
  15549. #endif
  15550. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15551. {
  15552. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15553. int size = range*2+1;
  15554. for (s=0;s<size*size;s++) {
  15555. int x = sd->bl.x+(s%size-range);
  15556. int y = sd->bl.y+(s/size-range);
  15557. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15559. return false;
  15560. }
  15561. }
  15562. }
  15563. break;
  15564. #ifndef RENEWAL
  15565. case PR_REDEMPTIO:
  15566. {
  15567. t_exp exp = pc_nextbaseexp(sd);
  15568. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15569. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15571. return false;
  15572. }
  15573. break;
  15574. }
  15575. case HP_BASILICA:
  15576. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15577. if( sd ) {
  15578. // When castbegin, needs 7x7 clear area
  15579. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15580. int size = range*2+1;
  15581. for( s=0;s<size*size;s++ ) {
  15582. int x = sd->bl.x+(s%size-range);
  15583. int y = sd->bl.y+(s/size-range);
  15584. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15585. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15586. return false;
  15587. }
  15588. }
  15589. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15590. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15591. return false;
  15592. }
  15593. }
  15594. }
  15595. break;
  15596. #endif
  15597. case AM_TWILIGHT2:
  15598. case AM_TWILIGHT3:
  15599. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15601. return false;
  15602. }
  15603. break;
  15604. case SG_SUN_WARM:
  15605. case SG_MOON_WARM:
  15606. case SG_STAR_WARM:
  15607. if (sc && sc->getSCE(SC_MIRACLE))
  15608. break;
  15609. i = skill_id-SG_SUN_WARM;
  15610. if (sd->bl.m == sd->feel_map[i].m)
  15611. break;
  15612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15613. return false;
  15614. break;
  15615. case SG_SUN_COMFORT:
  15616. case SG_MOON_COMFORT:
  15617. case SG_STAR_COMFORT:
  15618. if (sc && sc->getSCE(SC_MIRACLE))
  15619. break;
  15620. i = skill_id-SG_SUN_COMFORT;
  15621. if (sd->bl.m == sd->feel_map[i].m &&
  15622. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15623. break;
  15624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15625. return false;
  15626. case SG_FUSION:
  15627. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  15628. break;
  15629. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15630. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15631. if( require.sp > 0 ) {
  15632. if (status->sp < (unsigned int)require.sp)
  15633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15634. else
  15635. status_zap(&sd->bl, 0, require.sp);
  15636. }
  15637. return false;
  15638. case GD_BATTLEORDER:
  15639. case GD_REGENERATION:
  15640. case GD_RESTORE:
  15641. case GD_CHARGESHOUT_FLAG:
  15642. case GD_CHARGESHOUT_BEATING:
  15643. case GD_EMERGENCY_MOVE:
  15644. if (!map_flag_gvg2(sd->bl.m)) {
  15645. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15646. return false;
  15647. }
  15648. case GD_EMERGENCYCALL:
  15649. case GD_ITEMEMERGENCYCALL:
  15650. // other checks were already done in skill_isNotOk()
  15651. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15652. return false;
  15653. break;
  15654. case GS_GLITTERING:
  15655. case RL_RICHS_COIN:
  15656. if(sd->spiritball >= 10) {
  15657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15658. return false;
  15659. }
  15660. break;
  15661. case NJ_ISSEN:
  15662. #ifdef RENEWAL
  15663. if (status->hp < (status->hp/100)) {
  15664. #else
  15665. if (status->hp < 2) {
  15666. #endif
  15667. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15668. return false;
  15669. }
  15670. case NJ_BUNSINJYUTSU:
  15671. if (!(sc && sc->getSCE(SC_NEN))) {
  15672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15673. return false;
  15674. }
  15675. break;
  15676. case NJ_ZENYNAGE:
  15677. case KO_MUCHANAGE:
  15678. if(sd->status.zeny < require.zeny) {
  15679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15680. return false;
  15681. }
  15682. break;
  15683. case PF_HPCONVERSION:
  15684. if (status->sp == status->max_sp)
  15685. return false; //Unusable when at full SP.
  15686. break;
  15687. case SP_KAUTE: // Fail if below 30% MaxHP.
  15688. if (status->hp < 30 * status->max_hp / 100) {
  15689. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15690. return false;
  15691. }
  15692. break;
  15693. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15694. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15696. return false;
  15697. }
  15698. break;
  15699. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15700. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15702. return false;
  15703. }
  15704. break;
  15705. case AB_ANCILLA: {
  15706. int count = 0;
  15707. for( i = 0; i < MAX_INVENTORY; i++ )
  15708. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15709. count += sd->inventory.u.items_inventory[i].amount;
  15710. if( count >= 3 ) {
  15711. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15712. return false;
  15713. }
  15714. }
  15715. break;
  15716. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15717. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15718. && sd->special_state.no_gemstone == 0
  15719. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15721. return false;
  15722. }
  15723. break;
  15724. case WL_SUMMONFB:
  15725. case WL_SUMMONBL:
  15726. case WL_SUMMONWB:
  15727. case WL_SUMMONSTONE:
  15728. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15729. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  15730. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15731. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15732. return false;
  15733. }
  15734. }
  15735. break;
  15736. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15737. case WL_RELEASE: {
  15738. int active_spheres = 0, req_spheres = 0;
  15739. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15740. if (sc && sc->getSCE(i))
  15741. active_spheres++;
  15742. }
  15743. // Cast requirement
  15744. if (skill_id == WL_TETRAVORTEX)
  15745. req_spheres = 4;
  15746. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15747. req_spheres = 1;
  15748. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15749. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15750. return false;
  15751. }
  15752. }
  15753. break;
  15754. case GC_HALLUCINATIONWALK:
  15755. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  15756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15757. return false;
  15758. }
  15759. break;
  15760. case NPC_HALLUCINATIONWALK:
  15761. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  15762. return false;
  15763. }
  15764. break;
  15765. case RA_WUGMASTERY:
  15766. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  15767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15768. return false;
  15769. }
  15770. break;
  15771. case RA_WUGSTRIKE:
  15772. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15773. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15774. return false;
  15775. }
  15776. break;
  15777. case RA_WUGRIDER:
  15778. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15780. return false;
  15781. }
  15782. break;
  15783. case RA_WUGDASH:
  15784. if(!pc_isridingwug(sd)) {
  15785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15786. return false;
  15787. }
  15788. else {
  15789. int16 sx = sd->bl.x;
  15790. int16 sy = sd->bl.y;
  15791. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15792. switch (dir) {
  15793. case 0: case 8: sy++; break;
  15794. case 1: sx--; sy++; break;
  15795. case 2: sx--; break;
  15796. case 3: sx--; sy--; break;
  15797. case 4: sy--; break;
  15798. case 5: sx++; sy--; break;
  15799. case 6: sx++; break;
  15800. case 7: sx++; sy++; break;
  15801. }
  15802. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15803. return false;
  15804. }
  15805. }
  15806. break;
  15807. case LG_RAYOFGENESIS:
  15808. case LG_BANDING:
  15809. if( sc && sc->getSCE(SC_INSPIRATION) )
  15810. return true; // Don't check for partner.
  15811. break;
  15812. case LG_PRESTIGE:
  15813. if( sc && sc->getSCE(SC_INSPIRATION) )
  15814. return true; // Don't check for partner.
  15815. if( sc && sc->getSCE(SC_BANDING) ) {
  15816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15817. return false;
  15818. }
  15819. break;
  15820. case LG_RAGEBURST:
  15821. if( sd->spiritball == 0 ) {
  15822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15823. return false;
  15824. }
  15825. sd->spiritball_old = require.spiritball = sd->spiritball;
  15826. break;
  15827. case SR_FALLENEMPIRE:
  15828. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  15829. return false;
  15830. break;
  15831. case SR_CRESCENTELBOW:
  15832. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  15833. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15834. return false;
  15835. }
  15836. break;
  15837. case SR_CURSEDCIRCLE:
  15838. if (map_flag_gvg2(sd->bl.m)) {
  15839. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15840. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15841. char output[128];
  15842. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15843. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15844. return false;
  15845. }
  15846. }
  15847. if( sd->spiritball > 0 )
  15848. sd->spiritball_old = require.spiritball = sd->spiritball;
  15849. else {
  15850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15851. return false;
  15852. }
  15853. break;
  15854. case SR_GATEOFHELL:
  15855. if( sd->spiritball > 0 )
  15856. sd->spiritball_old = require.spiritball;
  15857. break;
  15858. case SC_MANHOLE:
  15859. case SC_DIMENSIONDOOR:
  15860. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  15861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15862. return false;
  15863. }
  15864. break;
  15865. case SC_FEINTBOMB:
  15866. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  15867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15868. return false;
  15869. }
  15870. break;
  15871. case WM_GREAT_ECHO: {
  15872. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15873. if (count > 0)
  15874. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15875. }
  15876. break;
  15877. case SO_FIREWALK:
  15878. case SO_ELECTRICWALK:
  15879. case NPC_FIREWALK:
  15880. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15881. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  15882. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  15883. if( sd )
  15884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15885. return false;
  15886. }
  15887. break;
  15888. case SO_EL_CONTROL:
  15889. if( !sd->status.ele_id || !sd->ed ) {
  15890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15891. return false;
  15892. }
  15893. break;
  15894. case KO_JYUMONJIKIRI:
  15895. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15896. return true;
  15897. else {
  15898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15899. return false;
  15900. }
  15901. break;
  15902. case KO_KAHU_ENTEN:
  15903. case KO_HYOUHU_HUBUKI:
  15904. case KO_KAZEHU_SEIRAN:
  15905. case KO_DOHU_KOUKAI:
  15906. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  15907. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  15908. return false;
  15909. }
  15910. break;
  15911. case KO_KAIHOU:
  15912. case KO_ZENKAI:
  15913. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  15914. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  15915. return false;
  15916. }
  15917. break;
  15918. case SJ_FULLMOONKICK:
  15919. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  15920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15921. return false;
  15922. }
  15923. break;
  15924. case SJ_STAREMPEROR:
  15925. case SJ_NOVAEXPLOSING:
  15926. case SJ_GRAVITYCONTROL:
  15927. case SJ_BOOKOFDIMENSION:
  15928. case SJ_BOOKOFCREATINGSTAR:
  15929. case SP_SOULDIVISION:
  15930. case SP_SOULEXPLOSION:
  15931. if (!map_flag_vs(sd->bl.m)) {
  15932. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15933. return false;
  15934. }
  15935. break;
  15936. case SP_SWHOO:
  15937. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  15938. return false;
  15939. break;
  15940. case DK_SERVANT_W_PHANTOM:
  15941. case DK_SERVANT_W_DEMOL:
  15942. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  15943. sd->servantball_old = require.spiritball = sd->servantball;
  15944. else
  15945. sd->servantball_old = require.spiritball;
  15946. break;
  15947. case IQ_SECOND_FAITH:
  15948. case IQ_THIRD_PUNISH:
  15949. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  15950. return false;
  15951. break;
  15952. case IQ_SECOND_JUDGEMENT:
  15953. case IQ_THIRD_CONSECRATION:
  15954. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  15955. return false;
  15956. break;
  15957. case IQ_SECOND_FLAME:
  15958. case IQ_THIRD_FLAME_BOMB:
  15959. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  15960. return false;
  15961. break;
  15962. }
  15963. /* check state required */
  15964. switch (require.state) {
  15965. case ST_HIDDEN:
  15966. if(!pc_ishiding(sd)) {
  15967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15968. return false;
  15969. }
  15970. break;
  15971. case ST_RIDING:
  15972. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  15973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15974. return false;
  15975. }
  15976. break;
  15977. case ST_FALCON:
  15978. if(!pc_isfalcon(sd)) {
  15979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15980. return false;
  15981. }
  15982. break;
  15983. case ST_CART:
  15984. if(!pc_iscarton(sd)) {
  15985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  15986. return false;
  15987. }
  15988. break;
  15989. case ST_SHIELD:
  15990. if(sd->status.shield <= 0) {
  15991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15992. return false;
  15993. }
  15994. break;
  15995. case ST_RECOVER_WEIGHT_RATE:
  15996. #ifdef RENEWAL
  15997. if(pc_is70overweight(sd)) {
  15998. #else
  15999. if(pc_is50overweight(sd)) {
  16000. #endif
  16001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16002. return false;
  16003. }
  16004. break;
  16005. case ST_MOVE_ENABLE:
  16006. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16007. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16008. if (!unit_can_move(&sd->bl)) {
  16009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16010. return false;
  16011. }
  16012. break;
  16013. case ST_WATER:
  16014. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16015. break;
  16016. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  16017. break;
  16018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16019. return false;
  16020. case ST_RIDINGDRAGON:
  16021. if( !pc_isridingdragon(sd) ) {
  16022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  16023. return false;
  16024. }
  16025. break;
  16026. case ST_WUG:
  16027. if( !pc_iswug(sd) ) {
  16028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16029. return false;
  16030. }
  16031. break;
  16032. case ST_RIDINGWUG:
  16033. if( !pc_isridingwug(sd) ) {
  16034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16035. return false;
  16036. }
  16037. break;
  16038. case ST_MADO:
  16039. if( !pc_ismadogear(sd) ) {
  16040. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  16041. return false;
  16042. }
  16043. break;
  16044. case ST_ELEMENTALSPIRIT:
  16045. case ST_ELEMENTALSPIRIT2:
  16046. if(!sd->ed) {
  16047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  16048. return false;
  16049. }
  16050. break;
  16051. case ST_PECO:
  16052. if(!pc_isriding(sd)) {
  16053. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16054. return false;
  16055. }
  16056. break;
  16057. case ST_SUNSTANCE:
  16058. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16059. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16060. return false;
  16061. }
  16062. break;
  16063. case ST_MOONSTANCE:
  16064. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16065. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16066. return false;
  16067. }
  16068. break;
  16069. case ST_STARSTANCE:
  16070. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16071. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16072. return false;
  16073. }
  16074. break;
  16075. case ST_UNIVERSESTANCE:
  16076. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16077. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16078. return false;
  16079. }
  16080. break;
  16081. }
  16082. /* check the status required */
  16083. if (!require.status.empty()) {
  16084. switch (skill_id) {
  16085. // Being checked later in skill_check_condition_castend()
  16086. case WZ_SIGHTRASHER:
  16087. break;
  16088. default:
  16089. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16090. return false;
  16091. break;
  16092. }
  16093. }
  16094. // Check for equipped item(s)
  16095. if (!require.eqItem.empty()) {
  16096. size_t count = require.eqItem.size();
  16097. for (const auto &it : require.eqItem) {
  16098. t_itemid reqeqit = it;
  16099. if (!reqeqit)
  16100. break; // Skill has no required item(s); get out of here
  16101. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16102. case NC_PILEBUNKER:
  16103. case RL_P_ALTER:
  16104. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16105. count--;
  16106. if (!count) {
  16107. if( skill_id == RL_P_ALTER ){
  16108. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16109. }else{
  16110. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16111. }
  16112. return false;
  16113. } else
  16114. continue;
  16115. }
  16116. break;
  16117. case NC_ACCELERATION:
  16118. case NC_SELFDESTRUCTION:
  16119. case NC_SHAPESHIFT:
  16120. case NC_EMERGENCYCOOL:
  16121. case NC_MAGNETICFIELD:
  16122. case NC_NEUTRALBARRIER:
  16123. case NC_STEALTHFIELD:
  16124. if (pc_search_inventory(sd, reqeqit) == -1) {
  16125. count--;
  16126. if (!count) {
  16127. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16128. return false;
  16129. } else
  16130. continue;
  16131. }
  16132. break;
  16133. default:
  16134. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16135. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16136. return false;
  16137. }
  16138. break;
  16139. }
  16140. }
  16141. }
  16142. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16143. //mhp is the max-hp-requirement, that is,
  16144. //you must have this % or less of HP to cast it.
  16145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16146. return false;
  16147. }
  16148. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16149. switch(skill_id) {
  16150. case RA_AIMEDBOLT:
  16151. break;
  16152. default:
  16153. switch((unsigned int)log2(require.weapon)) {
  16154. case W_REVOLVER:
  16155. clif_msg(sd, SKILL_NEED_REVOLVER);
  16156. break;
  16157. case W_RIFLE:
  16158. clif_msg(sd, SKILL_NEED_RIFLE);
  16159. break;
  16160. case W_GATLING:
  16161. clif_msg(sd, SKILL_NEED_GATLING);
  16162. break;
  16163. case W_SHOTGUN:
  16164. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16165. break;
  16166. case W_GRENADE:
  16167. clif_msg(sd, SKILL_NEED_GRENADE);
  16168. break;
  16169. default:
  16170. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16171. break;
  16172. }
  16173. return false;
  16174. }
  16175. }
  16176. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16178. return false;
  16179. }
  16180. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16182. return false;
  16183. }
  16184. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16186. return false;
  16187. }
  16188. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16189. switch (skill_id) { // Skills that require soul spheres.
  16190. case SP_SOULGOLEM:
  16191. case SP_SOULSHADOW:
  16192. case SP_SOULFALCON:
  16193. case SP_SOULFAIRY:
  16194. case SP_SOULCURSE:
  16195. case SP_SPA:
  16196. case SP_SHA:
  16197. case SP_SWHOO:
  16198. case SP_SOULUNITY:
  16199. case SP_SOULDIVISION:
  16200. case SP_SOULREAPER:
  16201. case SP_SOULEXPLOSION:
  16202. case SP_KAUTE:
  16203. if (sd->soulball < require.spiritball) {
  16204. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16205. return false;
  16206. }
  16207. break;
  16208. // Skills that requires servants.
  16209. case DK_SERVANT_W_SIGN:
  16210. case DK_SERVANT_W_PHANTOM:
  16211. case DK_SERVANT_W_DEMOL:
  16212. if (sd->servantball < require.spiritball) {
  16213. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16214. return false;
  16215. }
  16216. break;
  16217. default: // Skills that require spirit/coin spheres.
  16218. if (sd->spiritball < require.spiritball) {
  16219. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16220. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16221. else
  16222. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16223. return false;
  16224. }
  16225. break;
  16226. }
  16227. }
  16228. return true;
  16229. }
  16230. /**
  16231. * Check skill condition when cast end.
  16232. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16233. * @param sd Player who uses skill
  16234. * @param skill_id ID of used skill
  16235. * @param skill_lv Level of used skill
  16236. * @return true: All condition passed, false: Failed
  16237. */
  16238. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16239. {
  16240. struct s_skill_condition require;
  16241. struct status_data *status;
  16242. int i;
  16243. short index[MAX_SKILL_ITEM_REQUIRE];
  16244. nullpo_retr(false,sd);
  16245. if( sd->chatID )
  16246. return false;
  16247. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16248. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16249. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16250. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16251. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16252. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16253. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16254. return true;
  16255. }
  16256. switch( sd->menuskill_id ) { // Cast start or cast end??
  16257. case AM_PHARMACY:
  16258. switch( skill_id ) {
  16259. case AM_PHARMACY:
  16260. case AC_MAKINGARROW:
  16261. case BS_REPAIRWEAPON:
  16262. case AM_TWILIGHT1:
  16263. case AM_TWILIGHT2:
  16264. case AM_TWILIGHT3:
  16265. return false;
  16266. }
  16267. break;
  16268. case GN_MIX_COOKING:
  16269. case GN_MAKEBOMB:
  16270. case GN_S_PHARMACY:
  16271. case GN_CHANGEMATERIAL:
  16272. case MT_M_MACHINE:
  16273. case BO_BIONIC_PHARMACY:
  16274. if( sd->menuskill_id != skill_id )
  16275. return false;
  16276. break;
  16277. }
  16278. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16279. return true;
  16280. if( pc_is90overweight(sd) ) {
  16281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16282. return false;
  16283. }
  16284. // perform skill-specific checks (and actions)
  16285. switch( skill_id ) {
  16286. case PR_BENEDICTIO:
  16287. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16288. break;
  16289. case AM_CANNIBALIZE:
  16290. case AM_SPHEREMINE: {
  16291. int c=0;
  16292. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16293. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16294. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16295. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16296. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16297. if(c >= maxcount ||
  16298. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16299. { //Fails when: exceed max limit. There are other plant types already out.
  16300. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16301. return false;
  16302. }
  16303. }
  16304. break;
  16305. }
  16306. case NC_SILVERSNIPER:
  16307. case NC_MAGICDECOY: {
  16308. int c = 0;
  16309. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16310. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16311. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16312. if( skill_id == NC_MAGICDECOY ) {
  16313. int j;
  16314. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16315. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16316. } else
  16317. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16318. if( c >= maxcount ) {
  16319. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16320. return false;
  16321. }
  16322. }
  16323. }
  16324. break;
  16325. case KO_ZANZOU: {
  16326. int c = 0;
  16327. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16328. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16329. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16330. return false;
  16331. }
  16332. }
  16333. break;
  16334. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16335. case MT_SUMMON_ABR_DUAL_CANNON:
  16336. case MT_SUMMON_ABR_MOTHER_NET:
  16337. case MT_SUMMON_ABR_INFINITY: {
  16338. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16339. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16340. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16341. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16342. if (c >= maxcount) {
  16343. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16344. return false;
  16345. }
  16346. }
  16347. break;
  16348. }
  16349. case BO_WOODENWARRIOR:
  16350. case BO_WOODEN_FAIRY:
  16351. case BO_CREEPER:
  16352. case BO_HELLTREE: {
  16353. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16354. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16355. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16356. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16357. if (c >= maxcount) {
  16358. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16359. return false;
  16360. }
  16361. }
  16362. break;
  16363. }
  16364. #ifdef RENEWAL
  16365. case ASC_EDP:
  16366. if(sd) {
  16367. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16368. if (item_edp < 0) {
  16369. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16370. return false;
  16371. } else
  16372. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16373. }
  16374. break;
  16375. #endif
  16376. }
  16377. status = &sd->battle_status;
  16378. require = skill_get_requirement(sd,skill_id,skill_lv);
  16379. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16381. return false;
  16382. }
  16383. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16385. return false;
  16386. }
  16387. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16388. uint8 extra_ammo = 0;
  16389. #ifdef RENEWAL
  16390. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16391. case WM_SEVERE_RAINSTORM:
  16392. case RL_FIREDANCE:
  16393. case RL_R_TRIP:
  16394. case RL_FIRE_RAIN:
  16395. extra_ammo = 1;
  16396. break;
  16397. default:
  16398. break;
  16399. }
  16400. #endif
  16401. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16402. clif_arrow_fail(sd,0);
  16403. return false;
  16404. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16405. char e_msg[100];
  16406. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16408. return false;
  16409. }
  16410. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16412. return false;
  16413. }
  16414. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16415. skill_get_desc(skill_id),
  16416. require.ammo_qty,
  16417. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16418. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16419. return false;
  16420. }
  16421. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16422. //which is the closest we have to wrong ammo type. [Skotlex]
  16423. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16424. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16425. return false;
  16426. }
  16427. }
  16428. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16429. if( !require.itemid[i] )
  16430. continue;
  16431. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16432. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16433. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16435. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16436. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16437. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16439. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16440. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16441. else if( require.itemid[i] == ITEMID_ANCILLA )
  16442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16443. else
  16444. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16445. return false;
  16446. }
  16447. }
  16448. /* check the status required */
  16449. if (!require.status.empty()) {
  16450. switch (skill_id) {
  16451. case WZ_SIGHTRASHER:
  16452. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16453. return false;
  16454. break;
  16455. default:
  16456. break;
  16457. }
  16458. }
  16459. return true;
  16460. }
  16461. /** Consume skill requirement
  16462. * @param sd Player who uses the skill
  16463. * @param skill_id ID of used skill
  16464. * @param skill_lv Level of used skill
  16465. * @param type Consume type
  16466. * type&1: consume the others (before skill was used);
  16467. * type&2: consume items (after skill was used)
  16468. */
  16469. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16470. {
  16471. struct s_skill_condition require;
  16472. nullpo_retv(sd);
  16473. require = skill_get_requirement(sd,skill_id,skill_lv);
  16474. if( type&1 ) {
  16475. switch( skill_id ) {
  16476. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16477. case MC_IDENTIFY:
  16478. require.sp = 0;
  16479. break;
  16480. case MO_KITRANSLATION:
  16481. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16482. require.spiritball = 0;
  16483. //Fall through
  16484. default:
  16485. if(sd->state.autocast)
  16486. require.sp = 0;
  16487. break;
  16488. }
  16489. if(require.hp || require.sp || require.ap)
  16490. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16491. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16492. switch (skill_id) { // Skills that require soul spheres.
  16493. case SP_SOULGOLEM:
  16494. case SP_SOULSHADOW:
  16495. case SP_SOULFALCON:
  16496. case SP_SOULFAIRY:
  16497. case SP_SOULCURSE:
  16498. case SP_SPA:
  16499. case SP_SHA:
  16500. case SP_SWHOO:
  16501. case SP_SOULUNITY:
  16502. case SP_SOULDIVISION:
  16503. case SP_SOULREAPER:
  16504. case SP_SOULEXPLOSION:
  16505. case SP_KAUTE:
  16506. pc_delsoulball(sd, require.spiritball, false);
  16507. break;
  16508. // Skills that require servants.
  16509. // Note: We don't update the servants display here
  16510. // since using these skills auto trigger an animation
  16511. // with them in unique ways that makes them vanish.
  16512. case DK_SERVANT_W_SIGN:
  16513. case DK_SERVANT_W_PHANTOM:
  16514. case DK_SERVANT_W_DEMOL:
  16515. pc_delservantball( *sd, require.spiritball );
  16516. break;
  16517. default: // Skills that require spirit/coin spheres.
  16518. pc_delspiritball(sd, require.spiritball, 0);
  16519. break;
  16520. }
  16521. }
  16522. else if(require.spiritball == -1) {
  16523. sd->spiritball_old = sd->spiritball;
  16524. pc_delspiritball(sd,sd->spiritball,0);
  16525. }
  16526. if(require.zeny > 0)
  16527. {
  16528. if( skill_id == NJ_ZENYNAGE )
  16529. require.zeny = 0; //Zeny is reduced on skill_attack.
  16530. if( sd->status.zeny < require.zeny )
  16531. require.zeny = sd->status.zeny;
  16532. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  16533. }
  16534. }
  16535. if( type&2 ) {
  16536. status_change *sc = &sd->sc;
  16537. int n,i;
  16538. if( !sc->count )
  16539. sc = NULL;
  16540. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16541. {
  16542. if( !require.itemid[i] )
  16543. continue;
  16544. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16545. continue; //Gemstones are checked, but not substracted from inventory.
  16546. switch( skill_id ){
  16547. case SA_SEISMICWEAPON:
  16548. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16549. continue;
  16550. break;
  16551. case SA_FLAMELAUNCHER:
  16552. case SA_VOLCANO:
  16553. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16554. continue;
  16555. break;
  16556. case SA_FROSTWEAPON:
  16557. case SA_DELUGE:
  16558. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16559. continue;
  16560. break;
  16561. case SA_LIGHTNINGLOADER:
  16562. case SA_VIOLENTGALE:
  16563. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16564. continue;
  16565. break;
  16566. }
  16567. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16568. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16569. }
  16570. }
  16571. }
  16572. /**
  16573. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16574. * @param sd Player's that will be checked
  16575. * @param skill_id Skill that's being used
  16576. * @param skill_lv Skill level of used skill
  16577. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16578. */
  16579. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16580. {
  16581. struct s_skill_condition req;
  16582. struct status_data *status;
  16583. status_change *sc;
  16584. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16585. memset(&req,0,sizeof(req));
  16586. if( !sd )
  16587. return req;
  16588. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16589. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16590. sc = &sd->sc;
  16591. if( !sc->count )
  16592. sc = NULL;
  16593. //Checks if disabling skill - in which case no SP requirements are necessary
  16594. if( sc && skill_disable_check(*sc,skill_id) )
  16595. return req;
  16596. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16597. status = &sd->battle_status;
  16598. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16599. req.hp = skill->require.hp[skill_lv - 1];
  16600. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16601. if(hp_rate > 0)
  16602. req.hp += (status->hp * hp_rate)/100;
  16603. else
  16604. req.hp += (status->max_hp * (-hp_rate))/100;
  16605. req.sp = skill->require.sp[skill_lv-1];
  16606. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16607. req.sp /= 2;
  16608. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16609. req.sp -= req.sp * 30 / 100;
  16610. sp_rate = skill->require.sp_rate[skill_lv-1];
  16611. if(sp_rate > 0)
  16612. req.sp += (status->sp * sp_rate)/100;
  16613. else
  16614. req.sp += (status->max_sp * (-sp_rate))/100;
  16615. if( sd->dsprate != 100 )
  16616. req.sp = req.sp * sd->dsprate / 100;
  16617. for (auto &it : sd->skillusesprate) {
  16618. if (it.id == skill_id) {
  16619. sp_skill_rate_bonus -= it.val;
  16620. break;
  16621. }
  16622. }
  16623. for (auto &it : sd->skillusesp) {
  16624. if (it.id == skill_id) {
  16625. req.sp -= it.val;
  16626. break;
  16627. }
  16628. }
  16629. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16630. req.sp += req.sp * 30 / 100;
  16631. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16632. if( sc ) {
  16633. if( sc->getSCE(SC__LAZINESS) )
  16634. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  16635. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  16636. req.sp += req.sp / 4;
  16637. if( sc->getSCE(SC_OFFERTORIUM))
  16638. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  16639. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16640. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  16641. #ifdef RENEWAL
  16642. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16643. req.sp -= req.sp * 20 / 100;
  16644. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  16645. req.sp -= req.sp * 30 / 100;
  16646. #endif
  16647. if (sc->getSCE(SC_GLOOMYDAY))
  16648. req.sp += req.sp * (skill_lv * 10) / 100;
  16649. if (sc->getSCE(SC_CRESCIVEBOLT))
  16650. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  16651. }
  16652. req.ap = skill->require.ap[skill_lv - 1];
  16653. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16654. if (ap_rate > 0)
  16655. req.ap += (status->ap * ap_rate) / 100;
  16656. else
  16657. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16658. req.zeny = skill->require.zeny[skill_lv-1];
  16659. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  16660. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  16661. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  16662. else
  16663. req.zeny += 1000;
  16664. }
  16665. req.spiritball = skill->require.spiritball[skill_lv-1];
  16666. req.state = skill->require.state;
  16667. req.mhp = skill->require.mhp[skill_lv-1];
  16668. req.weapon = skill->require.weapon;
  16669. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16670. if (req.ammo_qty)
  16671. req.ammo = skill->require.ammo;
  16672. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16673. { //Assume this skill is using the weapon, therefore it requires arrows.
  16674. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16675. req.ammo_qty = 1;
  16676. }
  16677. req.status = skill->require.status;
  16678. req.eqItem = skill->require.eqItem;
  16679. // Level dependence flag is determined based on the ItemCost Level label
  16680. bool level_dependent = skill->require.itemid_level_dependent;
  16681. switch( skill_id ) {
  16682. /* Skill level-dependent checks */
  16683. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16684. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16685. req.itemid[1] = skill->require.itemid[skill->max];
  16686. req.amount[1] = skill->require.amount[skill->max];
  16687. // Fall through
  16688. /* Normal skill requirements and gemstone checks */
  16689. default:
  16690. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16691. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16692. if (!level_dependent) {
  16693. switch( skill_id ) {
  16694. case AM_POTIONPITCHER:
  16695. case CR_SLIMPITCHER:
  16696. case CR_CULTIVATION:
  16697. if (i != skill_lv%11 - 1)
  16698. continue;
  16699. break;
  16700. #ifdef RENEWAL
  16701. case AM_CALLHOMUN:
  16702. // Player has no homunculus, only requires first item
  16703. if (i > 0 && sd->hd == nullptr) {
  16704. i = MAX_SKILL_ITEM_REQUIRE;
  16705. continue;
  16706. }
  16707. // Recalling from Rest state has a different consume item (stored as second item)
  16708. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16709. req.itemid[0] = skill->require.itemid[1];
  16710. req.amount[0] = skill->require.amount[1];
  16711. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16712. skill_area_temp[0] = 0;
  16713. i = MAX_SKILL_ITEM_REQUIRE;
  16714. continue;
  16715. }
  16716. break;
  16717. #else
  16718. case AM_CALLHOMUN:
  16719. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16720. continue;
  16721. break;
  16722. #endif
  16723. case AB_ADORAMUS:
  16724. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  16725. continue;
  16726. break;
  16727. }
  16728. req.itemid[i] = skill->require.itemid[i];
  16729. req.amount[i] = skill->require.amount[i];
  16730. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16731. int16 itIndex;
  16732. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16733. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16734. req.itemid[i] = ITEMID_TRAP;
  16735. else
  16736. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16737. req.amount[i] = 1;
  16738. }
  16739. break;
  16740. }
  16741. }
  16742. else {
  16743. // Process level_dependent requirement
  16744. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  16745. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16746. req.amount[0] = skill->require.amount[skill_lv - 1];
  16747. }
  16748. }
  16749. // Check requirement for gemstone.
  16750. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16751. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16752. req.itemid[i] = req.amount[i] = 0;
  16753. else {
  16754. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  16755. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16756. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16757. req.itemid[i] = req.amount[i] = 0;
  16758. else if( --req.amount[i] < 1 )
  16759. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16760. }
  16761. }
  16762. }
  16763. // Check requirement for Magic Gear Fuel
  16764. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16765. req.itemid[i] = req.amount[i] = 0;
  16766. }
  16767. break;
  16768. }
  16769. // Check for cost reductions due to skills & SCs
  16770. switch(skill_id) {
  16771. case MC_MAMMONITE:
  16772. #ifdef RENEWAL
  16773. case WS_CARTTERMINATION:
  16774. #endif
  16775. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16776. #ifdef RENEWAL
  16777. req.zeny -= req.zeny*20/100;
  16778. #else
  16779. req.zeny -= req.zeny*10/100;
  16780. #endif
  16781. break;
  16782. case AL_HOLYLIGHT:
  16783. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  16784. req.sp *= 5;
  16785. break;
  16786. case SL_SMA:
  16787. case SL_STUN:
  16788. case SL_STIN:
  16789. {
  16790. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16791. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16792. break;
  16793. if(sd->status.base_level>=90)
  16794. req.sp -= req.sp*7*kaina_lv/100;
  16795. else if(sd->status.base_level>=80)
  16796. req.sp -= req.sp*5*kaina_lv/100;
  16797. else if(sd->status.base_level>=70)
  16798. req.sp -= req.sp*3*kaina_lv/100;
  16799. }
  16800. break;
  16801. case MO_CHAINCOMBO:
  16802. case MO_COMBOFINISH:
  16803. case CH_TIGERFIST:
  16804. case CH_CHAINCRUSH:
  16805. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  16806. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16807. break;
  16808. case MO_BODYRELOCATION:
  16809. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  16810. req.spiritball = 0;
  16811. break;
  16812. case MO_EXTREMITYFIST:
  16813. if( sc ) {
  16814. if( sc->getSCE(SC_BLADESTOP) )
  16815. req.spiritball--;
  16816. else if( sc->getSCE(SC_COMBO) ) {
  16817. #ifndef RENEWAL
  16818. switch( sc->getSCE(SC_COMBO)->val1 ) {
  16819. case MO_COMBOFINISH:
  16820. req.spiritball = 4;
  16821. break;
  16822. case CH_TIGERFIST:
  16823. req.spiritball = 3;
  16824. break;
  16825. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16826. req.spiritball = sd->spiritball?sd->spiritball:1;
  16827. break;
  16828. }
  16829. #else
  16830. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16831. #endif
  16832. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  16833. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16834. }
  16835. break;
  16836. case LG_RAGEBURST:
  16837. req.spiritball = sd->spiritball?sd->spiritball:1;
  16838. break;
  16839. case SR_FALLENEMPIRE:
  16840. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16841. req.spiritball = 0;
  16842. break;
  16843. case SR_TIGERCANNON:
  16844. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  16845. req.spiritball = 0;
  16846. break;
  16847. case SR_RAMPAGEBLASTER:
  16848. case SR_RIDEINLIGHTNING:
  16849. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  16850. req.spiritball = 0;
  16851. break;
  16852. case SR_GATEOFHELL:
  16853. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  16854. req.sp -= req.sp * 10 / 100;
  16855. break;
  16856. case SR_FLASHCOMBO:
  16857. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16858. req.spiritball = 0;
  16859. break;
  16860. case SO_SUMMON_AGNI:
  16861. case SO_SUMMON_AQUA:
  16862. case SO_SUMMON_VENTUS:
  16863. case SO_SUMMON_TERA: {
  16864. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16865. if( spirit_sympathy )
  16866. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16867. }
  16868. break;
  16869. case NPC_PSYCHIC_WAVE:
  16870. case SO_PSYCHIC_WAVE:
  16871. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  16872. req.sp += req.sp / 2; // 1.5x SP cost
  16873. break;
  16874. }
  16875. //Check if player is using the copied skill [Cydh]
  16876. uint16 idx = skill_get_index(skill_id);
  16877. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16878. uint16 req_opt = skill->copyable.req_opt;
  16879. if (req_opt & SKILL_REQ_HPCOST)
  16880. req.hp = 0;
  16881. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16882. req.mhp = 0;
  16883. if (req_opt & SKILL_REQ_SPCOST)
  16884. req.sp = 0;
  16885. if (req_opt & SKILL_REQ_HPRATECOST)
  16886. req.hp_rate = 0;
  16887. if (req_opt & SKILL_REQ_SPRATECOST)
  16888. req.sp_rate = 0;
  16889. if (req_opt & SKILL_REQ_ZENYCOST)
  16890. req.zeny = 0;
  16891. if (req_opt & SKILL_REQ_WEAPON)
  16892. req.weapon = 0;
  16893. if (req_opt & SKILL_REQ_AMMO) {
  16894. req.ammo = 0;
  16895. req.ammo_qty = 0;
  16896. }
  16897. if (req_opt & SKILL_REQ_STATE)
  16898. req.state = ST_NONE;
  16899. if (req_opt & SKILL_REQ_STATUS) {
  16900. req.status.clear();
  16901. req.status.shrink_to_fit();
  16902. }
  16903. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16904. req.spiritball = 0;
  16905. if (req_opt & SKILL_REQ_ITEMCOST) {
  16906. memset(req.itemid, 0, sizeof(req.itemid));
  16907. memset(req.amount, 0, sizeof(req.amount));
  16908. }
  16909. if (req_opt & SKILL_REQ_EQUIPMENT) {
  16910. req.eqItem.clear();
  16911. req.eqItem.shrink_to_fit();
  16912. }
  16913. if (req_opt & SKILL_REQ_APCOST)
  16914. req.ap = 0;
  16915. if (req_opt & SKILL_REQ_APRATECOST)
  16916. req.ap_rate = 0;
  16917. }
  16918. return req;
  16919. }
  16920. /*==========================================
  16921. * Does cast-time reductions based on dex, item bonuses and config setting
  16922. *------------------------------------------*/
  16923. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  16924. nullpo_ret(bl);
  16925. double time = skill_get_cast(skill_id, skill_lv);
  16926. #ifndef RENEWAL_CAST
  16927. {
  16928. map_session_data *sd = BL_CAST(BL_PC, bl);
  16929. status_change *sc = status_get_sc(bl);
  16930. int reduce_cast_rate = 0;
  16931. uint8 flag = skill_get_castnodex(skill_id);
  16932. // Calculate base cast time (reduced by dex)
  16933. if (!(flag&1)) {
  16934. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16935. if (scale > 0) // not instant cast
  16936. time = time * (float)scale / battle_config.castrate_dex_scale;
  16937. else
  16938. return 0; // instant cast
  16939. }
  16940. // Calculate cast time reduced by item/card bonuses
  16941. if (sd) {
  16942. if (!(flag&4)) {
  16943. if (sd->castrate != 100)
  16944. reduce_cast_rate += 100 - sd->castrate;
  16945. if (sd->bonus.add_varcast != 0)
  16946. time += sd->bonus.add_varcast; // bonus bVariableCast
  16947. }
  16948. // Skill-specific reductions work regardless of flag
  16949. for (const auto &it : sd->skillcastrate) {
  16950. if (it.id == skill_id) {
  16951. time += time * it.val / 100;
  16952. break;
  16953. }
  16954. }
  16955. for (const auto &it : sd->skillvarcast) {
  16956. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16957. time += it.val;
  16958. break;
  16959. }
  16960. }
  16961. }
  16962. // These cast time reductions are processed even if the skill fails
  16963. if (sc && sc->count) {
  16964. // Magic Strings stacks additively with item bonuses
  16965. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  16966. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  16967. // Foresight halves the cast time, it does not stack additively
  16968. if (sc->getSCE(SC_MEMORIZE)) {
  16969. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16970. if(!(flag&2))
  16971. time -= time * 50 / 100;
  16972. // Foresight counter gets reduced even if the skill is not affected by it
  16973. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  16974. status_change_end(bl, SC_MEMORIZE);
  16975. }
  16976. }
  16977. }
  16978. time = time * (1 - (float)reduce_cast_rate / 100);
  16979. }
  16980. #endif
  16981. // config cast time multiplier
  16982. if (battle_config.cast_rate != 100)
  16983. time = time * battle_config.cast_rate / 100;
  16984. // return final cast time
  16985. time = max((int)time, 0);
  16986. //ShowInfo("Castime castfix = %f\n",time);
  16987. return (int)time;
  16988. }
  16989. #ifndef RENEWAL_CAST
  16990. /**
  16991. * Get the skill cast time for Pre-Re cast
  16992. * @param bl: The caster
  16993. * @param time: Cast time before Status Change addition or reduction
  16994. * @return time: Modified castime after status change addition or reduction
  16995. */
  16996. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  16997. {
  16998. if (time < 0)
  16999. return 0;
  17000. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17001. return (int)time;
  17002. status_change *sc = status_get_sc(bl);
  17003. if (sc && sc->count) {
  17004. if (!(flag&2)) {
  17005. if (sc->getSCE(SC_SLOWCAST))
  17006. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17007. if (sc->getSCE(SC_PARALYSIS))
  17008. time += sc->getSCE(SC_PARALYSIS)->val3;
  17009. if (sc->getSCE(SC_IZAYOI))
  17010. time -= time * 50 / 100;
  17011. if (sc->getSCE(SC_2011RWC_SCROLL))
  17012. time -= time * 5 / 100;
  17013. }
  17014. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17015. if(!(flag&2))
  17016. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17017. //Suffragium ends even if the skill is not affected by it
  17018. status_change_end(bl, SC_SUFFRAGIUM);
  17019. }
  17020. }
  17021. time = std::max(time, 0.0);
  17022. //ShowInfo("Castime castfix_sc = %f\n",time);
  17023. return (int)time;
  17024. }
  17025. #else
  17026. /**
  17027. * Get the skill cast time for RENEWAL_CAST.
  17028. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17029. * Additive value:
  17030. * Variable CastTime : time += value
  17031. * Fixed CastTime : fixed += value
  17032. * Multipicative value
  17033. * Variable CastTime : VARCAST_REDUCTION(value)
  17034. * Fixed CastTime : FIXEDCASTRATE2(value)
  17035. * @param bl: The caster
  17036. * @param time: Cast time without reduction
  17037. * @param skill_id: Skill ID of the casted skill
  17038. * @param skill_lv: Skill level of the casted skill
  17039. * @return time: Modified castime after status and bonus addition or reduction
  17040. */
  17041. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17042. {
  17043. nullpo_ret(bl);
  17044. if (time < 0)
  17045. return 0;
  17046. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17047. return (int)time;
  17048. status_change *sc = status_get_sc(bl);
  17049. map_session_data *sd = BL_CAST(BL_PC, bl);
  17050. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17051. uint8 flag = skill_get_castnodex(skill_id);
  17052. if (fixed < 0) {
  17053. if (battle_config.default_fixed_castrate > 0) {
  17054. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17055. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17056. } else
  17057. fixed = 0;
  17058. }
  17059. // Additive Variable Cast bonus adjustments by items
  17060. if (sd && !(flag&4)) {
  17061. if (sd->bonus.varcastrate != 0)
  17062. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17063. if (sd->bonus.fixcastrate != 0)
  17064. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17065. if (sd->bonus.add_varcast != 0)
  17066. time += sd->bonus.add_varcast; // bonus bVariableCast
  17067. if (sd->bonus.add_fixcast != 0)
  17068. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17069. for (const auto &it : sd->skillfixcast) {
  17070. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17071. fixed += it.val;
  17072. break;
  17073. }
  17074. }
  17075. for (const auto &it : sd->skillvarcast) {
  17076. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17077. time += it.val;
  17078. break;
  17079. }
  17080. }
  17081. for (const auto &it : sd->skillcastrate) {
  17082. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17083. reduce_cast_rate += it.val;
  17084. break;
  17085. }
  17086. }
  17087. for (const auto &it : sd->skillfixcastrate) {
  17088. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17089. fixcast_r = max(fixcast_r, it.val);
  17090. break;
  17091. }
  17092. }
  17093. }
  17094. // Adjusted by active statuses
  17095. if (sc && sc->count && !(flag&2)) {
  17096. // Multiplicative Variable CastTime values
  17097. if (sc->getSCE(SC_SLOWCAST))
  17098. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17099. if (sc->getSCE(SC__LAZINESS))
  17100. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17101. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17102. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17103. #ifndef RENEWAL
  17104. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17105. #endif
  17106. }
  17107. if (sc->getSCE(SC_MEMORIZE)) {
  17108. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17109. reduce_cast_rate += 50;
  17110. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17111. status_change_end(bl, SC_MEMORIZE);
  17112. }
  17113. }
  17114. if (sc->getSCE(SC_POEMBRAGI))
  17115. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17116. if (sc->getSCE(SC_IZAYOI))
  17117. VARCAST_REDUCTION(50);
  17118. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17119. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17120. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17121. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17122. if (sc->getSCE(SC_SOULFAIRY))
  17123. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17124. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17125. VARCAST_REDUCTION(80);
  17126. // Multiplicative Fixed CastTime values
  17127. if (sc->getSCE(SC_SECRAMENT))
  17128. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17129. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17130. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17131. if (sc->getSCE(SC_DANCEWITHWUG))
  17132. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17133. if (sc->getSCE(SC_HEAT_BARREL))
  17134. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17135. if (sc->getSCE(SC_FREEZING))
  17136. fixcast_r -= 50;
  17137. if (sc->getSCE(SC_SWINGDANCE))
  17138. fixcast_r = max(fixcast_r, skill_lv * 6);
  17139. // Additive Fixed CastTime values
  17140. if (sc->getSCE(SC_MANDRAGORA))
  17141. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17142. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17143. fixed -= 1000;
  17144. if (sc->getSCE(SC_IZAYOI))
  17145. fixed = 0;
  17146. if (sc->getSCE(SC_GLOOMYDAY))
  17147. fixed += skill_lv * 500;
  17148. if (sc->getSCE(SC_2011RWC_SCROLL))
  17149. VARCAST_REDUCTION(5);
  17150. }
  17151. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17152. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17153. if (varcast_r < 0)
  17154. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17155. // Apply Variable CastTime calculation by INT & DEX
  17156. if (!(flag&1))
  17157. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17158. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17159. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17160. return (int)time;
  17161. }
  17162. #endif
  17163. /*==========================================
  17164. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17165. *------------------------------------------*/
  17166. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17167. {
  17168. nullpo_ret(bl);
  17169. if (skill_id == SA_ABRACADABRA)
  17170. return 0; //Will use picked skill's delay.
  17171. if (bl->type&battle_config.no_skill_delay)
  17172. return battle_config.min_skill_delay_limit;
  17173. int delaynodex = skill_get_delaynodex(skill_id);
  17174. double time = skill_get_delay(skill_id, skill_lv);
  17175. if (time < 0)
  17176. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17177. status_change* sc = status_get_sc(bl);
  17178. // Delay reductions
  17179. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17180. case MO_TRIPLEATTACK:
  17181. case MO_CHAINCOMBO:
  17182. case MO_COMBOFINISH:
  17183. case CH_TIGERFIST:
  17184. case CH_CHAINCRUSH:
  17185. case SR_DRAGONCOMBO:
  17186. case SR_FALLENEMPIRE:
  17187. case SJ_PROMINENCEKICK:
  17188. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17189. if (time == 0)
  17190. time = 1000;
  17191. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17192. break;
  17193. #ifndef RENEWAL
  17194. case HP_BASILICA:
  17195. if (sc && !sc->getSCE(SC_BASILICA))
  17196. time = 0; // There is no Delay on Basilica creation, only on cancel
  17197. break;
  17198. #endif
  17199. default:
  17200. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17201. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17202. if (scale > 0)
  17203. time = time * scale / battle_config.castrate_dex_scale;
  17204. else //To be capped later to minimum.
  17205. time = 0;
  17206. }
  17207. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17208. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17209. if (scale > 0)
  17210. time = time * scale / battle_config.castrate_dex_scale;
  17211. else //To be capped later to minimum.
  17212. time = 0;
  17213. }
  17214. }
  17215. if (sc && sc->count) {
  17216. if (sc->getSCE(SC_SPIRIT)) {
  17217. switch (skill_id) {
  17218. case CR_SHIELDBOOMERANG:
  17219. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17220. time /= 2;
  17221. break;
  17222. case AS_SONICBLOW:
  17223. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17224. time /= 2;
  17225. break;
  17226. }
  17227. }
  17228. }
  17229. int delay = 0;
  17230. if (!(delaynodex&2)) {
  17231. if (sc && sc->count) {
  17232. if (sc->getSCE(SC_POEMBRAGI))
  17233. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17234. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17235. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17236. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17237. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17238. }
  17239. }
  17240. if (!(delaynodex&4) && bl->type == BL_PC) {
  17241. map_session_data* sd = (map_session_data*)bl;
  17242. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17243. delay += sd->bonus.delayrate;
  17244. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17245. if (it.id == skill_id) {
  17246. time += it.val;
  17247. break;
  17248. }
  17249. }
  17250. }
  17251. if (delay != 0)
  17252. time = time * (1 - (float)min(delay, 100) / 100);
  17253. if (battle_config.delay_rate != 100)
  17254. time = time * battle_config.delay_rate / 100;
  17255. //ShowInfo("Delay delayfix = %f\n",time);
  17256. return max((int)time,0);
  17257. }
  17258. /*==========================================
  17259. * Weapon Repair [Celest/DracoRPG]
  17260. *------------------------------------------*/
  17261. void skill_repairweapon(map_session_data *sd, int idx) {
  17262. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17263. ITEMID_IRON_ORE,
  17264. ITEMID_IRON,
  17265. ITEMID_STEEL,
  17266. ITEMID_ORIDECON_STONE,
  17267. #ifdef RENEWAL
  17268. 0
  17269. #endif
  17270. };
  17271. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17272. ITEMID_STEEL,
  17273. #ifdef RENEWAL
  17274. 0
  17275. #endif
  17276. };
  17277. t_itemid material = 0;
  17278. struct item *item;
  17279. map_session_data *target_sd;
  17280. nullpo_retv(sd);
  17281. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17282. return;
  17283. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17284. return;
  17285. if( idx < 0 || idx >= MAX_INVENTORY )
  17286. return; //Invalid index??
  17287. item = &target_sd->inventory.u.items_inventory[idx];
  17288. if( !item->nameid || !item->attribute )
  17289. return; //Again invalid item....
  17290. if (itemdb_ishatched_egg(item))
  17291. return;
  17292. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17293. clif_item_repaireffect(sd, idx, 1);
  17294. return;
  17295. }
  17296. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17297. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17298. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17299. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17300. }
  17301. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17302. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17303. return;
  17304. }
  17305. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17306. item->attribute = 0;/* clear broken state */
  17307. clif_equiplist(target_sd);
  17308. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17309. clif_item_repaireffect(sd,idx,0);
  17310. if( sd != target_sd )
  17311. clif_item_repaireffect(target_sd,idx,0);
  17312. }
  17313. /*==========================================
  17314. * Item Appraisal
  17315. *------------------------------------------*/
  17316. void skill_identify(map_session_data *sd, int idx)
  17317. {
  17318. int flag=1;
  17319. nullpo_retv(sd);
  17320. sd->state.workinprogress = WIP_DISABLE_NONE;
  17321. if(idx >= 0 && idx < MAX_INVENTORY) {
  17322. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17323. flag=0;
  17324. sd->inventory.u.items_inventory[idx].identify = 1;
  17325. }
  17326. }
  17327. clif_item_identified(sd,idx,flag);
  17328. }
  17329. /*==========================================
  17330. * Weapon Refine [Celest]
  17331. *------------------------------------------*/
  17332. void skill_weaponrefine(map_session_data *sd, int idx)
  17333. {
  17334. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17335. ITEMID_PHRACON,
  17336. ITEMID_EMVERETARCON,
  17337. ITEMID_ORIDECON,
  17338. ITEMID_ORIDECON,
  17339. #ifdef RENEWAL
  17340. 0
  17341. #endif
  17342. };
  17343. nullpo_retv(sd);
  17344. if (idx >= 0 && idx < MAX_INVENTORY)
  17345. {
  17346. struct item *item;
  17347. struct item_data *ditem = sd->inventory_data[idx];
  17348. item = &sd->inventory.u.items_inventory[idx];
  17349. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17350. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17351. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17352. return;
  17353. }
  17354. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17355. clif_upgrademessage(sd, 2, item->nameid);
  17356. return;
  17357. }
  17358. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17359. if( i < 0 ) {
  17360. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17361. return;
  17362. }
  17363. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17364. if( info == nullptr ){
  17365. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17366. return;
  17367. }
  17368. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17369. if( cost == nullptr ){
  17370. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17371. return;
  17372. }
  17373. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17374. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17375. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17376. return;
  17377. }
  17378. int per = ( cost->chance / 100 );
  17379. if( sd->class_&JOBL_THIRD )
  17380. per += 10;
  17381. else
  17382. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17383. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17384. if (per > rnd() % 100) {
  17385. int ep=0;
  17386. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17387. item->refine++;
  17388. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17389. if(item->equip) {
  17390. ep = item->equip;
  17391. pc_unequipitem(sd,idx,3);
  17392. }
  17393. clif_delitem(sd,idx,1,3);
  17394. clif_upgrademessage(sd, 0, item->nameid);
  17395. clif_inventorylist(sd);
  17396. clif_refine(sd->fd,0,idx,item->refine);
  17397. if( ditem->type == IT_WEAPON ){
  17398. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17399. }
  17400. if (ep)
  17401. pc_equipitem(sd,idx,ep);
  17402. clif_misceffect(&sd->bl,3);
  17403. if(item->refine == 10 &&
  17404. item->card[0] == CARD0_FORGE &&
  17405. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17406. { // Fame point system [DracoRPG]
  17407. switch(ditem->weapon_level){
  17408. case 1:
  17409. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17410. break;
  17411. case 2:
  17412. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17413. break;
  17414. case 3:
  17415. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17416. break;
  17417. }
  17418. }
  17419. } else {
  17420. item->refine = 0;
  17421. if(item->equip)
  17422. pc_unequipitem(sd,idx,3);
  17423. clif_upgrademessage(sd, 1, item->nameid);
  17424. clif_refine(sd->fd,1,idx,item->refine);
  17425. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17426. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17427. clif_misceffect(&sd->bl,2);
  17428. clif_emotion(&sd->bl, ET_HUK);
  17429. }
  17430. }
  17431. }
  17432. }
  17433. /*==========================================
  17434. *
  17435. *------------------------------------------*/
  17436. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17437. {
  17438. nullpo_ret(sd);
  17439. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17440. return 0;
  17441. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17442. uint16 maxlv = 1;
  17443. if (skill_lv == 0 || lv == 0)
  17444. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17445. #ifdef RENEWAL
  17446. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17447. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17448. else
  17449. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17450. #else
  17451. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17452. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17453. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17454. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17455. else if(skill_lv==2) maxlv=1;
  17456. else if(skill_lv==3) maxlv=2;
  17457. else if(skill_lv>=4) maxlv=3;
  17458. }
  17459. else if(skill_id==MG_SOULSTRIKE){
  17460. if(skill_lv==5) maxlv=1;
  17461. else if(skill_lv==6) maxlv=2;
  17462. else if(skill_lv>=7) maxlv=3;
  17463. }
  17464. else if(skill_id==MG_FIREBALL){
  17465. if(skill_lv==8) maxlv=1;
  17466. else if(skill_lv>=9) maxlv=2;
  17467. }
  17468. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17469. else return 0;
  17470. #endif
  17471. maxlv = min(lv, maxlv);
  17472. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17473. skill_get_time(SA_AUTOSPELL,skill_lv));
  17474. return 0;
  17475. }
  17476. /**
  17477. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17478. * @param bl: Player object
  17479. * @param ap: va_arg list
  17480. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17481. */
  17482. static int skill_sit_count(struct block_list *bl, va_list ap)
  17483. {
  17484. map_session_data *sd = (map_session_data*)bl;
  17485. int flag = va_arg(ap, int);
  17486. if (!pc_issit(sd))
  17487. return 0;
  17488. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17489. return 1;
  17490. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17491. return 1;
  17492. return 0;
  17493. }
  17494. /**
  17495. * Triggered when a player sits down to activate bonus states.
  17496. * @param bl: Player object
  17497. * @param ap: va_arg list
  17498. * @return 0
  17499. */
  17500. static int skill_sit_in(struct block_list *bl, va_list ap)
  17501. {
  17502. map_session_data *sd = (map_session_data*)bl;
  17503. int flag = va_arg(ap, int);
  17504. if (!pc_issit(sd))
  17505. return 0;
  17506. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17507. sd->state.gangsterparadise = 1;
  17508. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17509. sd->state.rest = 1;
  17510. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17511. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17512. }
  17513. return 0;
  17514. }
  17515. /**
  17516. * Triggered when a player stands up to deactivate bonus states.
  17517. * @param bl: Player object
  17518. * @param ap: va_arg list
  17519. * @return 0
  17520. */
  17521. static int skill_sit_out(struct block_list *bl, va_list ap)
  17522. {
  17523. map_session_data *sd = (map_session_data*)bl;
  17524. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17525. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17526. return 0;
  17527. if (flag&1 && sd->state.gangsterparadise)
  17528. sd->state.gangsterparadise = 0;
  17529. if (flag&2 && sd->state.rest) {
  17530. sd->state.rest = 0;
  17531. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17532. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17533. }
  17534. return 0;
  17535. }
  17536. /**
  17537. * Toggle Sit icon and player bonuses when sitting/standing.
  17538. * @param sd: Player data
  17539. * @param sitting: True when sitting or false when standing
  17540. * @return 0
  17541. */
  17542. int skill_sit(map_session_data *sd, bool sitting)
  17543. {
  17544. int flag = 0, range = 0, lv;
  17545. nullpo_ret(sd);
  17546. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17547. flag |= 1;
  17548. range = skill_get_splash(RG_GANGSTER, lv);
  17549. }
  17550. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17551. flag |= 2;
  17552. range = skill_get_splash(TK_HPTIME, lv);
  17553. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17554. flag |= 2;
  17555. range = skill_get_splash(TK_SPTIME, lv);
  17556. }
  17557. if (sitting)
  17558. clif_status_load(&sd->bl, EFST_SIT, 1);
  17559. else
  17560. clif_status_load(&sd->bl, EFST_SIT, 0);
  17561. if (!flag) // No need to count area if no skills are learned.
  17562. return 0;
  17563. if (sitting) {
  17564. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17565. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17566. } else
  17567. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17568. return 0;
  17569. }
  17570. /*==========================================
  17571. * Do Forstjoke/Scream effect
  17572. *------------------------------------------*/
  17573. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17574. {
  17575. struct block_list *src;
  17576. uint16 skill_id,skill_lv;
  17577. t_tick tick;
  17578. nullpo_ret(bl);
  17579. nullpo_ret(src = va_arg(ap,struct block_list*));
  17580. skill_id = va_arg(ap,int);
  17581. skill_lv = va_arg(ap,int);
  17582. if(!skill_lv)
  17583. return 0;
  17584. tick = va_arg(ap,t_tick);
  17585. if (src == bl || status_isdead(bl))
  17586. return 0;
  17587. if (bl->type == BL_PC) {
  17588. map_session_data *sd = (map_session_data *)bl;
  17589. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17590. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17591. }
  17592. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17593. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17594. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17595. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17596. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17597. return 0;
  17598. }
  17599. /**
  17600. * Set map cell flag as skill unit effect
  17601. * @param src Skill unit
  17602. * @param skill_id
  17603. * @param skill_lv
  17604. * @param cell Cell type cell_t
  17605. * @param flag 0/1
  17606. */
  17607. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17608. {
  17609. int range = skill_get_unit_range(skill_id,skill_lv);
  17610. int x, y;
  17611. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17612. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17613. map_setcell(src->bl.m, x, y, cell, flag);
  17614. }
  17615. /**
  17616. * Do skill attack area (such splash effect) around the 'first' target.
  17617. * First target will skip skill condition, always receive damage. But,
  17618. * around it, still need target/condition validation by
  17619. * battle_check_target and status_check_skilluse
  17620. * @param bl
  17621. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17622. */
  17623. int skill_attack_area(struct block_list *bl, va_list ap)
  17624. {
  17625. struct block_list *src,*dsrc;
  17626. int atk_type,skill_id,skill_lv,flag,type;
  17627. t_tick tick;
  17628. if(status_isdead(bl))
  17629. return 0;
  17630. atk_type = va_arg(ap,int);
  17631. src = va_arg(ap,struct block_list*);
  17632. dsrc = va_arg(ap,struct block_list*);
  17633. skill_id = va_arg(ap,int);
  17634. skill_lv = va_arg(ap,int);
  17635. tick = va_arg(ap,t_tick);
  17636. flag = va_arg(ap,int);
  17637. type = va_arg(ap,int);
  17638. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17639. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17640. }
  17641. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17642. !status_check_skilluse(NULL, bl, skill_id, 2))
  17643. return 0;
  17644. switch (skill_id) {
  17645. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17646. if (src->x == bl->x && src->y == bl->y)
  17647. return 0; //Does not hit current cell
  17648. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17649. return 0;
  17650. //Fall through
  17651. case NPC_ACIDBREATH:
  17652. case NPC_DARKNESSBREATH:
  17653. case NPC_FIREBREATH:
  17654. case NPC_ICEBREATH:
  17655. case NPC_ICEBREATH2:
  17656. case NPC_THUNDERBREATH:
  17657. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17658. default:
  17659. //Area-splash, disable skill animation.
  17660. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17661. }
  17662. }
  17663. /**
  17664. * Clear skill unit group
  17665. * @param bl: Unit to check
  17666. * @param flag: Skill group to clear
  17667. */
  17668. int skill_clear_group(block_list *bl, uint8 flag)
  17669. {
  17670. nullpo_ret(bl);
  17671. unit_data *ud = unit_bl2ud(bl);
  17672. if (ud == nullptr)
  17673. return 0;
  17674. size_t count = 0;
  17675. bool deleted = false;
  17676. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17677. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17678. switch ((*it)->skill_id) {
  17679. case SA_DELUGE:
  17680. case SA_VOLCANO:
  17681. case SA_VIOLENTGALE:
  17682. case SA_LANDPROTECTOR:
  17683. case NJ_SUITON:
  17684. case NJ_KAENSIN:
  17685. case SC_CHAOSPANIC:
  17686. case MH_POISON_MIST:
  17687. case MH_LAVA_SLIDE:
  17688. if (flag & 1) {
  17689. skill_delunitgroup(*it);
  17690. count++;
  17691. deleted = true;
  17692. }
  17693. break;
  17694. case SO_CLOUD_KILL:
  17695. case NPC_CLOUD_KILL:
  17696. if (flag & 4) {
  17697. skill_delunitgroup(*it);
  17698. count++;
  17699. deleted = true;
  17700. }
  17701. break;
  17702. case SO_WARMER:
  17703. if (flag & 8) {
  17704. skill_delunitgroup(*it);
  17705. count++;
  17706. deleted = true;
  17707. }
  17708. break;
  17709. default:
  17710. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17711. skill_delunitgroup(*it);
  17712. count++;
  17713. deleted = true;
  17714. }
  17715. break;
  17716. }
  17717. }
  17718. return static_cast<int>(count);
  17719. }
  17720. /**
  17721. * Returns the first element field found [Skotlex]
  17722. * @param bl
  17723. * @return s_skill_unit_group
  17724. */
  17725. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17726. {
  17727. nullpo_ret(bl);
  17728. unit_data *ud = unit_bl2ud(bl);
  17729. if (ud == nullptr)
  17730. return nullptr;
  17731. for (const auto su : ud->skillunits) {
  17732. switch (su->skill_id) {
  17733. case SA_DELUGE:
  17734. case SA_VOLCANO:
  17735. case SA_VIOLENTGALE:
  17736. case SA_LANDPROTECTOR:
  17737. case NJ_SUITON:
  17738. case SO_CLOUD_KILL:
  17739. case NPC_CLOUD_KILL:
  17740. case SO_WARMER:
  17741. case SC_CHAOSPANIC:
  17742. case MH_POISON_MIST:
  17743. case MH_LAVA_SLIDE:
  17744. return su;
  17745. }
  17746. }
  17747. return nullptr;
  17748. }
  17749. /// Graffiti cleaner [Valaris]
  17750. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17751. {
  17752. struct skill_unit *unit = NULL;
  17753. int remove = va_arg(ap, int);
  17754. nullpo_retr(0, bl);
  17755. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17756. return 0;
  17757. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17758. if (remove == 1)
  17759. skill_delunit(unit);
  17760. return 1;
  17761. }
  17762. return 0;
  17763. }
  17764. /// Greed effect
  17765. int skill_greed(struct block_list *bl, va_list ap)
  17766. {
  17767. struct block_list *src;
  17768. map_session_data *sd = NULL;
  17769. struct flooritem_data *fitem = NULL;
  17770. nullpo_ret(bl);
  17771. nullpo_ret(src = va_arg(ap, struct block_list *));
  17772. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17773. pc_takeitem(sd, fitem);
  17774. return 0;
  17775. }
  17776. /// Ranger's Detonator [Jobbie/3CeAM]
  17777. int skill_detonator(struct block_list *bl, va_list ap)
  17778. {
  17779. nullpo_ret(bl);
  17780. if (bl->type != BL_SKILL)
  17781. return 0;
  17782. block_list *src = va_arg(ap, block_list *);
  17783. skill_unit *unit = (skill_unit *)bl;
  17784. if (unit == nullptr)
  17785. return 0;
  17786. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17787. if (group == nullptr || group->src_id != src->id)
  17788. return 0;
  17789. int unit_id = group->unit_id;
  17790. switch( unit_id )
  17791. { //List of Hunter and Ranger Traps that can be detonate.
  17792. case UNT_BLASTMINE:
  17793. case UNT_SANDMAN:
  17794. case UNT_CLAYMORETRAP:
  17795. case UNT_TALKIEBOX:
  17796. case UNT_CLUSTERBOMB:
  17797. case UNT_FIRINGTRAP:
  17798. case UNT_ICEBOUNDTRAP:
  17799. switch(unit_id) {
  17800. case UNT_TALKIEBOX:
  17801. clif_talkiebox(bl,group->valstr);
  17802. group->val2 = -1;
  17803. break;
  17804. case UNT_CLAYMORETRAP:
  17805. case UNT_FIRINGTRAP:
  17806. case UNT_ICEBOUNDTRAP:
  17807. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  17808. break;
  17809. default:
  17810. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17811. break;
  17812. }
  17813. if (unit->group == nullptr)
  17814. return 0;
  17815. clif_changetraplook(bl, UNT_USED_TRAPS);
  17816. group->unit_id = UNT_USED_TRAPS;
  17817. group->limit = DIFF_TICK(gettick(),group->tick) +
  17818. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17819. break;
  17820. }
  17821. return 0;
  17822. }
  17823. /**
  17824. * Calculate Royal Guard's Banding bonus
  17825. * @param sd: Player data
  17826. * @return Number of Royal Guard
  17827. */
  17828. int skill_banding_count(map_session_data *sd)
  17829. {
  17830. nullpo_ret(sd);
  17831. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17832. }
  17833. /**
  17834. * Rebellion's Bind Trap explosion
  17835. * @author [Cydh]
  17836. */
  17837. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17838. struct skill_unit *su = NULL;
  17839. struct block_list *src = NULL;
  17840. nullpo_ret(bl);
  17841. src = va_arg(ap,struct block_list *);
  17842. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17843. return 0;
  17844. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17845. return 0;
  17846. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17847. clif_changetraplook(bl, UNT_USED_TRAPS);
  17848. su->group->unit_id = UNT_USED_TRAPS;
  17849. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17850. return 1;
  17851. }
  17852. /*==========================================
  17853. * Check new skill unit cell when overlapping in other skill unit cell.
  17854. * Catched skill in cell value pushed to *unit pointer.
  17855. * Set (*alive) to 0 will ends 'new unit' check
  17856. *------------------------------------------*/
  17857. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17858. {
  17859. uint16 skill_id;
  17860. int *alive;
  17861. struct skill_unit *unit;
  17862. skill_id = va_arg(ap,int);
  17863. alive = va_arg(ap,int *);
  17864. unit = (struct skill_unit *)bl;
  17865. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17866. return 0;
  17867. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17868. return 0;
  17869. switch (skill_id) {
  17870. case SA_LANDPROTECTOR: {
  17871. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17872. (*alive) = 0;
  17873. skill_delunit(unit);
  17874. return 1;
  17875. }
  17876. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17877. //It deletes everything except traps and barriers
  17878. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17879. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17880. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17881. skill_delunitgroup(unit->group);
  17882. } else
  17883. skill_delunit(unit);
  17884. return 1;
  17885. }
  17886. }
  17887. break;
  17888. case GN_CRAZYWEED_ATK:
  17889. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17890. break;
  17891. case HW_GANBANTEIN:
  17892. case LG_EARTHDRIVE:
  17893. // Officially songs/dances are removed
  17894. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17895. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17896. skill_delunitgroup(unit->group);
  17897. } else
  17898. skill_delunit(unit);
  17899. return 1;
  17900. case SA_VOLCANO:
  17901. case SA_DELUGE:
  17902. case SA_VIOLENTGALE:
  17903. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17904. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17905. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17906. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  17907. {
  17908. (*alive) = 0;
  17909. return 1;
  17910. }
  17911. /*
  17912. switch (unit->group->skill_id)
  17913. { //These cannot override each other.
  17914. case SA_VOLCANO:
  17915. case SA_DELUGE:
  17916. case SA_VIOLENTGALE:
  17917. (*alive) = 0;
  17918. return 1;
  17919. }
  17920. */
  17921. break;
  17922. case PF_FOGWALL:
  17923. switch(unit->group->skill_id) {
  17924. case SA_VOLCANO: //Can't be placed on top of these
  17925. case SA_VIOLENTGALE:
  17926. (*alive) = 0;
  17927. return 1;
  17928. case SA_DELUGE:
  17929. case NJ_SUITON:
  17930. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  17931. (*alive) = 2;
  17932. break;
  17933. }
  17934. break;
  17935. case WZ_WATERBALL:
  17936. switch (unit->group->skill_id) {
  17937. case SA_DELUGE:
  17938. case NJ_SUITON:
  17939. //Consumes deluge/suiton
  17940. skill_delunit(unit);
  17941. return 1;
  17942. }
  17943. break;
  17944. case WZ_ICEWALL:
  17945. #ifndef RENEWAL
  17946. case HP_BASILICA:
  17947. case HW_GRAVITATION:
  17948. #endif
  17949. //These can't be placed on top of themselves (duration can't be refreshed)
  17950. if (unit->group->skill_id == skill_id)
  17951. {
  17952. (*alive) = 0;
  17953. return 1;
  17954. }
  17955. break;
  17956. case RL_FIRE_RAIN: {
  17957. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  17958. if (uf[UF_REMOVEDBYFIRERAIN]) {
  17959. if (uf[UF_RANGEDSINGLEUNIT]) {
  17960. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17961. skill_delunitgroup(unit->group);
  17962. } else
  17963. skill_delunit(unit);
  17964. return 1;
  17965. }
  17966. }
  17967. break;
  17968. }
  17969. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  17970. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  17971. (*alive) = 0;
  17972. return 1;
  17973. }
  17974. return 0;
  17975. }
  17976. /*==========================================
  17977. * Splash effect for skill unit 'trap type'.
  17978. * Chance triggered when damaged, timeout, or char step on it.
  17979. *------------------------------------------*/
  17980. static int skill_trap_splash(struct block_list *bl, va_list ap)
  17981. {
  17982. struct block_list *src = va_arg(ap,struct block_list *);
  17983. struct skill_unit *unit = NULL;
  17984. t_tick tick = va_arg(ap,t_tick);
  17985. struct block_list *ss; //Skill src bl
  17986. nullpo_ret(src);
  17987. unit = (struct skill_unit *)src;
  17988. if (!unit || !unit->alive || bl->prev == NULL)
  17989. return 0;
  17990. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  17991. if (sg == nullptr)
  17992. return 0;
  17993. nullpo_ret(ss = map_id2bl(sg->src_id));
  17994. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  17995. return 0;
  17996. switch (sg->unit_id) {
  17997. case UNT_B_TRAP:
  17998. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  17999. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18000. break;
  18001. case UNT_SHOCKWAVE:
  18002. case UNT_SANDMAN:
  18003. case UNT_FLASHER:
  18004. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18005. break;
  18006. case UNT_GROUNDDRIFT_WIND:
  18007. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18008. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18009. break;
  18010. case UNT_GROUNDDRIFT_DARK:
  18011. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18012. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18013. break;
  18014. case UNT_GROUNDDRIFT_POISON:
  18015. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18016. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18017. break;
  18018. case UNT_GROUNDDRIFT_WATER:
  18019. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18020. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18021. break;
  18022. case UNT_GROUNDDRIFT_FIRE:
  18023. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18024. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18025. break;
  18026. case UNT_ELECTRICSHOCKER:
  18027. if (bl->id != ss->id) {
  18028. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18029. break;
  18030. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18031. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18032. clif_fixpos(bl);
  18033. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18034. }
  18035. }
  18036. break;
  18037. case UNT_MAGENTATRAP:
  18038. case UNT_COBALTTRAP:
  18039. case UNT_MAIZETRAP:
  18040. case UNT_VERDURETRAP:
  18041. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18042. struct status_data *status = status_get_status_data(bl);
  18043. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18044. status->ele_lv = (unsigned char)sg->skill_lv;
  18045. }
  18046. break;
  18047. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18048. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18049. break;
  18050. case UNT_FIRINGTRAP:
  18051. case UNT_ICEBOUNDTRAP:
  18052. if( src->id == bl->id ) break;
  18053. if( bl->type == BL_SKILL ) {
  18054. struct skill_unit *su = (struct skill_unit *)bl;
  18055. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18056. break;
  18057. }
  18058. case UNT_CLUSTERBOMB:
  18059. if( ss != bl )
  18060. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18061. break;
  18062. case UNT_CLAYMORETRAP:
  18063. if( src->id == bl->id ) break;
  18064. if( bl->type == BL_SKILL ) {
  18065. struct skill_unit *su = (struct skill_unit *)bl;
  18066. if (!su)
  18067. return 0;
  18068. switch(su->group->unit_id) {
  18069. case UNT_CLAYMORETRAP:
  18070. case UNT_LANDMINE:
  18071. case UNT_BLASTMINE:
  18072. case UNT_SHOCKWAVE:
  18073. case UNT_SANDMAN:
  18074. case UNT_FLASHER:
  18075. case UNT_FREEZINGTRAP:
  18076. case UNT_FIRINGTRAP:
  18077. case UNT_ICEBOUNDTRAP:
  18078. clif_changetraplook(bl, UNT_USED_TRAPS);
  18079. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18080. su->group->unit_id = UNT_USED_TRAPS;
  18081. break;
  18082. }
  18083. }
  18084. default: {
  18085. int split_count = 0;
  18086. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18087. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18088. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18089. }
  18090. break;
  18091. }
  18092. return 1;
  18093. }
  18094. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18095. {
  18096. uint16 skill_id, skill_lv;
  18097. struct skill_unit *unit;
  18098. nullpo_ret(bl);
  18099. skill_id = va_arg(ap,int);
  18100. skill_lv = va_arg(ap,int);
  18101. unit = (struct skill_unit *)bl;
  18102. if( unit == NULL || unit->group == NULL )
  18103. return 0;
  18104. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18105. return 0;
  18106. if( unit->group->skill_id == SC_MAELSTROM ) {
  18107. struct block_list *src;
  18108. if( (src = map_id2bl(unit->group->src_id)) ){
  18109. int sp = unit->group->skill_lv * skill_lv;
  18110. if( src->type == BL_PC )
  18111. sp += ((TBL_PC*)src)->status.job_level / 5;
  18112. status_heal(src, 0, sp/2, 1);
  18113. }
  18114. }
  18115. return 0;
  18116. }
  18117. /**
  18118. * Check cloaking condition
  18119. * @param bl
  18120. * @param sce
  18121. * @return True if near wall; False otherwise
  18122. */
  18123. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18124. {
  18125. bool wall = true;
  18126. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18127. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18128. { //Check for walls.
  18129. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18130. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18131. int i;
  18132. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18133. if( i == 8 )
  18134. wall = false;
  18135. }
  18136. if( sce ) {
  18137. if( !wall ) {
  18138. if( sce->val1 < 3 ) //End cloaking.
  18139. status_change_end(bl, SC_CLOAKING);
  18140. else if( sce->val4&1 ) { //Remove wall bonus
  18141. sce->val4&=~1;
  18142. status_calc_bl(bl, { SCB_SPEED });
  18143. }
  18144. } else {
  18145. if( !(sce->val4&1) ) { //Add wall speed bonus
  18146. sce->val4|=1;
  18147. status_calc_bl(bl, { SCB_SPEED });
  18148. }
  18149. }
  18150. }
  18151. return wall;
  18152. }
  18153. /** Check Shadow Form on the target
  18154. * @param bl: Target
  18155. * @param damage: Damage amount
  18156. * @param hit
  18157. * @return true - in Shadow Form state; false - otherwise
  18158. */
  18159. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18160. {
  18161. status_change *sc;
  18162. nullpo_retr(false,bl);
  18163. if (!damage)
  18164. return false;
  18165. sc = status_get_sc(bl);
  18166. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18167. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18168. if( !src || src->m != bl->m ) {
  18169. status_change_end(bl, SC__SHADOWFORM);
  18170. return false;
  18171. }
  18172. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18173. if( src->type == BL_PC )
  18174. ((TBL_PC*)src)->shadowform_id = 0;
  18175. status_change_end(bl, SC__SHADOWFORM);
  18176. return false;
  18177. }
  18178. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18179. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18180. status_change_end(bl, SC__SHADOWFORM);
  18181. if( src->type == BL_PC )
  18182. ((TBL_PC*)src)->shadowform_id = 0;
  18183. }
  18184. return true;
  18185. }
  18186. return false;
  18187. }
  18188. /**
  18189. * Check camouflage condition
  18190. * @param bl
  18191. * @param sce
  18192. * @return True if near wall; False otherwise
  18193. * @TODO: Seems wrong
  18194. */
  18195. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18196. {
  18197. bool wall = true;
  18198. if( bl->type == BL_PC ) { //Check for walls.
  18199. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18200. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18201. int i;
  18202. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18203. if( i == 8 )
  18204. wall = false;
  18205. }
  18206. if( sce ) {
  18207. if( !wall && sce->val1 < 3 ) //End camouflage.
  18208. status_change_end(bl, SC_CAMOUFLAGE);
  18209. status_calc_bl(bl, { SCB_SPEED });
  18210. }
  18211. return wall;
  18212. }
  18213. /**
  18214. * Process skill unit visibilty for single BL in area
  18215. * @param bl
  18216. * @param ap
  18217. * @author [Cydh]
  18218. **/
  18219. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18220. struct skill_unit *su = NULL;
  18221. struct block_list *src = NULL;
  18222. unsigned int party1 = 0;
  18223. bool visible = true;
  18224. nullpo_ret(bl);
  18225. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18226. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18227. party1 = va_arg(ap, unsigned int);
  18228. if (src != bl) {
  18229. unsigned int party2 = status_get_party_id(bl);
  18230. if (!party1 || !party2 || party1 != party2)
  18231. visible = false;
  18232. }
  18233. clif_getareachar_skillunit(bl, su, SELF, visible);
  18234. return 1;
  18235. }
  18236. /**
  18237. * Check for skill unit visibilty in area on
  18238. * - skill first placement
  18239. * - skill moved (knocked back, moved dance)
  18240. * @param su Skill unit
  18241. * @param target Affected target for this visibility @see enum send_target
  18242. * @author [Cydh]
  18243. **/
  18244. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18245. nullpo_retv(su);
  18246. if (!su->hidden) // It's not hidden, just do this!
  18247. clif_getareachar_skillunit(&su->bl, su, target, true);
  18248. else {
  18249. struct block_list *src = battle_get_master(&su->bl);
  18250. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18251. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18252. }
  18253. }
  18254. /**
  18255. * Check for skill unit visibilty on single BL on insight/spawn action
  18256. * @param su Skill unit
  18257. * @param bl Block list
  18258. * @author [Cydh]
  18259. **/
  18260. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18261. bool visible = true;
  18262. struct block_list *src = NULL;
  18263. nullpo_retv(bl);
  18264. nullpo_retv(su);
  18265. nullpo_retv((src = battle_get_master(&su->bl)));
  18266. if (su->hidden && src != bl) {
  18267. unsigned int party1 = status_get_party_id(src);
  18268. unsigned int party2 = status_get_party_id(bl);
  18269. if (!party1 || !party2 || party1 != party2)
  18270. visible = false;
  18271. }
  18272. clif_getareachar_skillunit(bl, su, SELF, visible);
  18273. }
  18274. /**
  18275. * Initialize new skill unit for skill unit group.
  18276. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18277. * @param group Skill unit group
  18278. * @param idx
  18279. * @param x
  18280. * @param y
  18281. * @param val1
  18282. * @param val2
  18283. */
  18284. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18285. {
  18286. if (group == nullptr || group->unit == nullptr)
  18287. return nullptr;
  18288. skill_unit *unit = &group->unit[idx];
  18289. if (unit == nullptr)
  18290. return nullptr;
  18291. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18292. return unit;
  18293. if(!unit->alive)
  18294. group->alive_count++;
  18295. unit->bl.id = map_get_new_object_id();
  18296. unit->bl.type = BL_SKILL;
  18297. unit->bl.m = group->map;
  18298. unit->bl.x = x;
  18299. unit->bl.y = y;
  18300. unit->group = group;
  18301. unit->alive = 1;
  18302. unit->val1 = val1;
  18303. unit->val2 = val2;
  18304. unit->hidden = hidden;
  18305. // Stores new skill unit
  18306. idb_put(skillunit_db, unit->bl.id, unit);
  18307. map_addiddb(&unit->bl);
  18308. if(map_addblock(&unit->bl))
  18309. return NULL;
  18310. // Perform oninit actions
  18311. switch (group->skill_id) {
  18312. case WZ_ICEWALL:
  18313. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18314. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18315. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18316. break;
  18317. case SA_LANDPROTECTOR:
  18318. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18319. break;
  18320. #ifndef RENEWAL
  18321. case HP_BASILICA:
  18322. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18323. break;
  18324. #endif
  18325. case SC_MAELSTROM:
  18326. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18327. break;
  18328. default:
  18329. if (group->state.song_dance&0x1) //Check for dissonance.
  18330. skill_dance_overlap(unit, 1);
  18331. break;
  18332. }
  18333. skill_getareachar_skillunit_visibilty(unit, AREA);
  18334. return unit;
  18335. }
  18336. /**
  18337. * Remove unit
  18338. * @param unit
  18339. */
  18340. int skill_delunit(struct skill_unit* unit)
  18341. {
  18342. nullpo_ret(unit);
  18343. if( !unit->alive )
  18344. return 0;
  18345. unit->alive = 0;
  18346. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18347. if (group == nullptr)
  18348. return 0;
  18349. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18350. skill_dance_overlap(unit, 0);
  18351. // invoke onout event
  18352. if( !unit->range )
  18353. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18354. // perform ondelete actions
  18355. switch (group->skill_id) {
  18356. case HT_ANKLESNARE:
  18357. case SC_ESCAPE:
  18358. {
  18359. struct block_list* target = map_id2bl(group->val2);
  18360. if( target )
  18361. status_change_end(target, SC_ANKLE);
  18362. }
  18363. break;
  18364. case WZ_ICEWALL:
  18365. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18366. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18367. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18368. break;
  18369. case SA_LANDPROTECTOR:
  18370. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18371. break;
  18372. #ifndef RENEWAL
  18373. case HP_BASILICA:
  18374. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18375. break;
  18376. #endif
  18377. case RA_ELECTRICSHOCKER: {
  18378. struct block_list* target = map_id2bl(group->val2);
  18379. if( target )
  18380. status_change_end(target, SC_ELECTRICSHOCKER);
  18381. }
  18382. break;
  18383. case SC_MAELSTROM:
  18384. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18385. break;
  18386. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18387. if( group->val2 ) { // Someone Traped
  18388. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18389. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18390. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18391. }
  18392. break;
  18393. }
  18394. clif_skill_delunit(unit);
  18395. unit->group=NULL;
  18396. map_delblock(&unit->bl); // don't free yet
  18397. map_deliddb(&unit->bl);
  18398. idb_remove(skillunit_db, unit->bl.id);
  18399. if(--group->alive_count==0)
  18400. skill_delunitgroup(group);
  18401. return 0;
  18402. }
  18403. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18404. /// Returns the target s_skill_unit_group or nullptr if not found.
  18405. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18406. return util::umap_find(skillunit_group_db, group_id);
  18407. }
  18408. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18409. /**
  18410. * Returns a new group_id that isn't being used in skillunit_group_db.
  18411. * Fatal error if nothing is available.
  18412. */
  18413. static int skill_get_new_group_id(void)
  18414. {
  18415. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18416. return skill_unit_group_newid++;// available
  18417. {// find next id
  18418. int base_id = skill_unit_group_newid;
  18419. while( base_id != ++skill_unit_group_newid )
  18420. {
  18421. if( skill_unit_group_newid < MAX_SKILL )
  18422. skill_unit_group_newid = MAX_SKILL;
  18423. if( skill_id2group(skill_unit_group_newid) == NULL )
  18424. return skill_unit_group_newid++;// available
  18425. }
  18426. // full loop, nothing available
  18427. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18428. exit(1);
  18429. }
  18430. }
  18431. /**
  18432. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18433. * @param src Object that cast the skill
  18434. * @param count How many 'cells' used that needed. Related with skill layout
  18435. * @param skill_id ID of used skill
  18436. * @param skill_lv Skill level of used skill
  18437. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18438. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18439. * @param interval Time interval
  18440. * @return s_skill_unit_group
  18441. */
  18442. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18443. {
  18444. nullpo_retr(nullptr, src);
  18445. unit_data *ud = unit_bl2ud(src);
  18446. nullpo_retr(nullptr, ud);
  18447. if (skill_id == 0 || skill_lv == 0)
  18448. return 0;
  18449. auto group = std::make_shared<s_skill_unit_group>();
  18450. group->src_id = src->id;
  18451. group->party_id = status_get_party_id(src);
  18452. group->guild_id = status_get_guild_id(src);
  18453. group->bg_id = bg_team_get_id(src);
  18454. group->group_id = skill_get_new_group_id();
  18455. group->link_group_id = 0;
  18456. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18457. group->unit_count = count;
  18458. group->alive_count = 0;
  18459. group->val1 = 0;
  18460. group->val2 = 0;
  18461. group->val3 = 0;
  18462. group->skill_id = skill_id;
  18463. group->skill_lv = skill_lv;
  18464. group->unit_id = unit_id;
  18465. group->map = src->m;
  18466. group->limit = limit;
  18467. group->interval = interval;
  18468. group->tick = gettick();
  18469. group->valstr = nullptr;
  18470. ud->skillunits.push_back(group);
  18471. // Stores this new group
  18472. skillunit_group_db.insert({ group->group_id, group });
  18473. return group;
  18474. }
  18475. /**
  18476. * Remove skill unit group
  18477. * @param group
  18478. * @param file
  18479. * @param line
  18480. * @param *func
  18481. */
  18482. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18483. {
  18484. struct block_list* src;
  18485. struct unit_data *ud;
  18486. short i;
  18487. int link_group_id;
  18488. if( group == nullptr ) {
  18489. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18490. return 0;
  18491. }
  18492. src = map_id2bl(group->src_id);
  18493. ud = unit_bl2ud(src);
  18494. if (!src || !ud) {
  18495. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18496. return 0;
  18497. }
  18498. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18499. switch( group->skill_id ) {
  18500. case BA_DISSONANCE:
  18501. case BA_POEMBRAGI:
  18502. case BA_WHISTLE:
  18503. case BA_ASSASSINCROSS:
  18504. case BA_APPLEIDUN:
  18505. case DC_UGLYDANCE:
  18506. case DC_HUMMING:
  18507. case DC_DONTFORGETME:
  18508. case DC_FORTUNEKISS:
  18509. case DC_SERVICEFORYOU:
  18510. case NC_NEUTRALBARRIER:
  18511. case NC_STEALTHFIELD:
  18512. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18513. break;
  18514. }
  18515. }
  18516. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18517. status_change* sc = status_get_sc(src);
  18518. if (sc && sc->getSCE(SC_DANCING)) {
  18519. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18520. status_change_end(src, SC_DANCING);
  18521. }
  18522. }
  18523. // End SC from the master when the skill group is deleted
  18524. i = SC_NONE;
  18525. switch (group->unit_id) {
  18526. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18527. #ifndef RENEWAL
  18528. case UNT_BASILICA: i = SC_BASILICA; break;
  18529. #endif
  18530. }
  18531. if (i != SC_NONE) {
  18532. status_change *sc = status_get_sc(src);
  18533. if (sc && sc->getSCE(i)) {
  18534. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18535. status_change_end(src, (sc_type)i);
  18536. }
  18537. }
  18538. switch( group->skill_id ) {
  18539. case PF_SPIDERWEB:
  18540. {
  18541. struct block_list* target = map_id2bl(group->val2);
  18542. status_change *sc;
  18543. bool removed = true;
  18544. //Clear group id from status change
  18545. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18546. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18547. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18548. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18549. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18550. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18551. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18552. else //Group was already removed in status_change_end, don't call it again!
  18553. removed = false;
  18554. //The last group was cleared, end status change
  18555. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18556. status_change_end(target, SC_SPIDERWEB);
  18557. }
  18558. }
  18559. break;
  18560. case SG_SUN_WARM:
  18561. case SG_MOON_WARM:
  18562. case SG_STAR_WARM: {
  18563. status_change *sc = status_get_sc(src);
  18564. if (sc && sc->getSCE(SC_WARM)) {
  18565. sc->getSCE(SC_WARM)->val4 = 0;
  18566. status_change_end(src, SC_WARM);
  18567. }
  18568. }
  18569. break;
  18570. case LG_BANDING: {
  18571. status_change *sc = status_get_sc(src);
  18572. if (sc && sc->getSCE(SC_BANDING)) {
  18573. sc->getSCE(SC_BANDING)->val4 = 0;
  18574. status_change_end(src, SC_BANDING);
  18575. }
  18576. }
  18577. break;
  18578. case NC_NEUTRALBARRIER:
  18579. {
  18580. status_change *sc = NULL;
  18581. if( (sc = status_get_sc(src)) != NULL ) {
  18582. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  18583. {
  18584. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  18585. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18586. }
  18587. status_change_end(src,SC_NEUTRALBARRIER);
  18588. }
  18589. }
  18590. break;
  18591. case NC_STEALTHFIELD:
  18592. {
  18593. status_change *sc = NULL;
  18594. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  18595. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  18596. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18597. }
  18598. }
  18599. break;
  18600. }
  18601. if (src->type==BL_PC && group->state.ammo_consume)
  18602. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18603. group->alive_count=0;
  18604. // remove all unit cells
  18605. if(group->unit != NULL)
  18606. for( int j = 0; j < group->unit_count; j++ )
  18607. skill_delunit(&group->unit[j]);
  18608. // clear Talkie-box string
  18609. if( group->valstr != NULL ) {
  18610. aFree(group->valstr);
  18611. group->valstr = NULL;
  18612. }
  18613. link_group_id = group->link_group_id;
  18614. if (skillunit_group_db.erase(group->group_id) != 1)
  18615. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18616. util::vector_erase_if_exists(ud->skillunits, group);
  18617. if(link_group_id) {
  18618. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18619. if(group_cur)
  18620. skill_delunitgroup(group_cur);
  18621. }
  18622. return 1;
  18623. }
  18624. /**
  18625. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18626. * @param src
  18627. */
  18628. void skill_clear_unitgroup(struct block_list *src)
  18629. {
  18630. nullpo_retv(src);
  18631. unit_data *ud = unit_bl2ud(src);
  18632. nullpo_retv(ud);
  18633. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18634. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18635. skill_delunitgroup(*it);
  18636. }
  18637. }
  18638. /**
  18639. * Search tickset for skill unit in skill unit group
  18640. * @param bl Block List for skill_unit
  18641. * @param group Skill unit group
  18642. * @param tick
  18643. * @return skill_unit_group_tickset if found
  18644. */
  18645. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18646. {
  18647. int i, j = -1, s, id;
  18648. struct unit_data *ud;
  18649. struct skill_unit_group_tickset *set;
  18650. nullpo_ret(bl);
  18651. if (group->interval == -1)
  18652. return NULL;
  18653. ud = unit_bl2ud(bl);
  18654. if (!ud)
  18655. return NULL;
  18656. set = ud->skillunittick;
  18657. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18658. id = s = group->skill_id;
  18659. else
  18660. id = s = group->group_id;
  18661. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18662. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18663. if (set[k].id == id)
  18664. return &set[k];
  18665. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18666. j=k;
  18667. }
  18668. if (j == -1) {
  18669. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18670. j = id % MAX_SKILLUNITGROUPTICKSET;
  18671. }
  18672. set[j].id = id;
  18673. set[j].tick = tick;
  18674. return &set[j];
  18675. }
  18676. /*==========================================
  18677. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18678. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18679. *------------------------------------------*/
  18680. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18681. {
  18682. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18683. t_tick tick = va_arg(ap,t_tick);
  18684. nullpo_ret(unit);
  18685. if( !unit->alive || bl->prev == NULL )
  18686. return 0;
  18687. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18688. if (group == nullptr)
  18689. return 0;
  18690. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18691. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  18692. return 0; //AoE skills are ineffective. [Skotlex]
  18693. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18694. return 0;
  18695. skill_unit_onplace_timer(unit,bl,tick);
  18696. return 1;
  18697. }
  18698. /**
  18699. * @see DBApply
  18700. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18701. */
  18702. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18703. {
  18704. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18705. t_tick tick = va_arg(ap,t_tick);
  18706. bool dissonance;
  18707. struct block_list* bl = &unit->bl;
  18708. nullpo_ret(unit);
  18709. if( !unit->alive )
  18710. return 0;
  18711. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18712. if (group == nullptr)
  18713. return 0;
  18714. // Check for expiration
  18715. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18716. {// skill unit expired (inlined from skill_unit_onlimit())
  18717. switch( group->unit_id ) {
  18718. case UNT_ICEWALL:
  18719. unit->val1 -= 50; // icewall loses 50 hp every second
  18720. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18721. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18722. if( unit->val1 <= 0 )
  18723. skill_delunit(unit);
  18724. break;
  18725. case UNT_BLASTMINE:
  18726. #ifdef RENEWAL
  18727. case UNT_CLAYMORETRAP:
  18728. #endif
  18729. case UNT_GROUNDDRIFT_WIND:
  18730. case UNT_GROUNDDRIFT_DARK:
  18731. case UNT_GROUNDDRIFT_POISON:
  18732. case UNT_GROUNDDRIFT_WATER:
  18733. case UNT_GROUNDDRIFT_FIRE:
  18734. group->unit_id = UNT_USED_TRAPS;
  18735. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18736. group->limit=DIFF_TICK(tick+1500,group->tick);
  18737. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18738. break;
  18739. case UNT_ANKLESNARE:
  18740. case UNT_ELECTRICSHOCKER:
  18741. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18742. skill_delunit(unit);
  18743. break;
  18744. }
  18745. case UNT_SKIDTRAP:
  18746. case UNT_LANDMINE:
  18747. case UNT_SHOCKWAVE:
  18748. case UNT_SANDMAN:
  18749. case UNT_FLASHER:
  18750. case UNT_FREEZINGTRAP:
  18751. #ifndef RENEWAL
  18752. case UNT_CLAYMORETRAP:
  18753. #endif
  18754. case UNT_TALKIEBOX:
  18755. case UNT_CLUSTERBOMB:
  18756. case UNT_MAGENTATRAP:
  18757. case UNT_COBALTTRAP:
  18758. case UNT_MAIZETRAP:
  18759. case UNT_VERDURETRAP:
  18760. case UNT_FIRINGTRAP:
  18761. case UNT_ICEBOUNDTRAP:
  18762. {
  18763. struct block_list* src;
  18764. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18765. { // revert unit back into a trap
  18766. struct item item_tmp;
  18767. memset(&item_tmp,0,sizeof(item_tmp));
  18768. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18769. item_tmp.identify = 1;
  18770. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18771. }
  18772. skill_delunit(unit);
  18773. }
  18774. break;
  18775. case UNT_WARP_ACTIVE:
  18776. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18777. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18778. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18779. // restart timers
  18780. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18781. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18782. // apply effect to all units standing on it
  18783. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18784. break;
  18785. case UNT_CALLFAMILY:
  18786. {
  18787. map_session_data *sd = NULL;
  18788. if(group->val1) {
  18789. sd = map_charid2sd(group->val1);
  18790. group->val1 = 0;
  18791. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18792. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18793. }
  18794. if(group->val2) {
  18795. sd = map_charid2sd(group->val2);
  18796. group->val2 = 0;
  18797. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18798. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18799. }
  18800. skill_delunit(unit);
  18801. }
  18802. break;
  18803. case UNT_REVERBERATION:
  18804. case UNT_NETHERWORLD:
  18805. if( unit->val1 <= 0 ) { // If it was deactivated.
  18806. skill_delunit(unit);
  18807. break;
  18808. }
  18809. clif_changetraplook(bl,UNT_USED_TRAPS);
  18810. if (group->unit_id == UNT_REVERBERATION)
  18811. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18812. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18813. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18814. group->unit_id = UNT_USED_TRAPS;
  18815. break;
  18816. case UNT_FEINTBOMB: {
  18817. struct block_list *src = map_id2bl(group->src_id);
  18818. if (src)
  18819. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  18820. skill_delunit(unit);
  18821. }
  18822. break;
  18823. case UNT_BANDING:
  18824. {
  18825. struct block_list *src = map_id2bl(group->src_id);
  18826. status_change *sc;
  18827. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  18828. skill_delunit(unit);
  18829. break;
  18830. }
  18831. // This unit isn't removed while SC_BANDING is active.
  18832. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18833. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18834. }
  18835. break;
  18836. case UNT_B_TRAP:
  18837. {
  18838. struct block_list* src;
  18839. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18840. struct item item_tmp;
  18841. memset(&item_tmp, 0, sizeof(item_tmp));
  18842. item_tmp.nameid = group->item_id;
  18843. item_tmp.identify = 1;
  18844. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18845. }
  18846. skill_delunit(unit);
  18847. }
  18848. break;
  18849. default:
  18850. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18851. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
  18852. // Deal damage before expiration
  18853. break;
  18854. }
  18855. skill_delunit(unit);
  18856. break;
  18857. }
  18858. } else {// skill unit is still active
  18859. switch( group->unit_id ) {
  18860. case UNT_BLASTMINE:
  18861. case UNT_SKIDTRAP:
  18862. case UNT_LANDMINE:
  18863. case UNT_SHOCKWAVE:
  18864. case UNT_SANDMAN:
  18865. case UNT_FLASHER:
  18866. case UNT_CLAYMORETRAP:
  18867. case UNT_FREEZINGTRAP:
  18868. case UNT_TALKIEBOX:
  18869. case UNT_ANKLESNARE:
  18870. case UNT_B_TRAP:
  18871. if( unit->val1 <= 0 ) {
  18872. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18873. skill_delunit(unit);
  18874. else {
  18875. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18876. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18877. group->unit_id = UNT_USED_TRAPS;
  18878. }
  18879. }
  18880. break;
  18881. case UNT_REVERBERATION:
  18882. case UNT_NETHERWORLD:
  18883. if (unit->val1 <= 0) {
  18884. clif_changetraplook(bl,UNT_USED_TRAPS);
  18885. if (group->unit_id == UNT_REVERBERATION)
  18886. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18887. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18888. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18889. group->unit_id = UNT_USED_TRAPS;
  18890. }
  18891. break;
  18892. case UNT_WALLOFTHORN:
  18893. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18894. skill_delunitgroup(group);
  18895. break;
  18896. }
  18897. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18898. skill_delunit(unit);
  18899. break;
  18900. case UNT_SANCTUARY:
  18901. if (group->val1 <= 0) {
  18902. skill_delunitgroup(group);
  18903. }
  18904. break;
  18905. default:
  18906. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18907. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18908. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  18909. // Unit will expire the next interval, start dropping Meteor
  18910. block_list *src = map_id2bl(group->src_id);
  18911. if (src != nullptr) {
  18912. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  18913. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  18914. else
  18915. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  18916. group->val2 = 1;
  18917. }
  18918. }
  18919. // No damage until expiration
  18920. return 0;
  18921. }
  18922. break;
  18923. }
  18924. }
  18925. //Don't continue if unit or even group is expired and has been deleted.
  18926. if( !group || !unit->alive )
  18927. return 0;
  18928. dissonance = skill_dance_switch(unit, 0);
  18929. if( unit->range >= 0 && group->interval != -1 )
  18930. {
  18931. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  18932. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  18933. group->unit_id = UNT_USED_TRAPS;
  18934. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  18935. unit->range = -1; //Disable processed cell.
  18936. if (--group->val1 <= 0) { // number of live cells
  18937. //All tiles were processed, disable skill.
  18938. group->target_flag=BCT_NOONE;
  18939. group->bl_flag= BL_NUL;
  18940. }
  18941. }
  18942. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18943. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 ||
  18944. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  18945. skill_delunit(unit);
  18946. return 0;
  18947. }
  18948. }
  18949. if( dissonance )
  18950. skill_dance_switch(unit, 1);
  18951. return 0;
  18952. }
  18953. /*==========================================
  18954. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  18955. *------------------------------------------*/
  18956. TIMER_FUNC(skill_unit_timer){
  18957. map_freeblock_lock();
  18958. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  18959. map_freeblock_unlock();
  18960. return 0;
  18961. }
  18962. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  18963. /*==========================================
  18964. * flag :
  18965. * 1 : store that skill_unit in array
  18966. * 2 : clear that skill_unit
  18967. * 4 : call_on_left
  18968. *------------------------------------------*/
  18969. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  18970. {
  18971. struct skill_unit* unit = (struct skill_unit *)bl;
  18972. struct block_list* target = va_arg(ap,struct block_list*);
  18973. t_tick tick = va_arg(ap,t_tick);
  18974. int flag = va_arg(ap,int);
  18975. bool dissonance;
  18976. uint16 skill_id;
  18977. int i;
  18978. nullpo_ret(unit);
  18979. nullpo_ret(target);
  18980. if( !unit->alive || target->prev == NULL )
  18981. return 0;
  18982. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18983. if (group == nullptr)
  18984. return 0;
  18985. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  18986. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  18987. dissonance = skill_dance_switch(unit, 0);
  18988. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  18989. skill_id = group->skill_id;
  18990. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  18991. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  18992. if( dissonance ) {
  18993. skill_dance_switch(unit, 1);
  18994. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  18995. }
  18996. return 0;
  18997. }
  18998. //Target-type check.
  18999. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19000. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19001. if( flag&1 ) {
  19002. if( flag&2 ) { //Clear this skill id.
  19003. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  19004. if( i < ARRAYLENGTH(skill_unit_temp) )
  19005. skill_unit_temp[i] = 0;
  19006. }
  19007. } else {
  19008. if( flag&2 ) { //Store this skill id.
  19009. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  19010. if( i < ARRAYLENGTH(skill_unit_temp) )
  19011. skill_unit_temp[i] = skill_id;
  19012. else
  19013. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  19014. }
  19015. }
  19016. if( flag&4 )
  19017. skill_unit_onleft(skill_id,target,tick);
  19018. }
  19019. if( dissonance )
  19020. skill_dance_switch(unit, 1);
  19021. return 0;
  19022. } else {
  19023. if( flag&1 ) {
  19024. int result = skill_unit_onplace(unit,target,tick);
  19025. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  19026. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  19027. if( i < ARRAYLENGTH(skill_unit_temp) )
  19028. skill_unit_temp[i] = 0;
  19029. }
  19030. } else {
  19031. int result = skill_unit_onout(unit,target,tick);
  19032. if( flag&2 && result ) { //Store this unit id.
  19033. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  19034. if( i < ARRAYLENGTH(skill_unit_temp) )
  19035. skill_unit_temp[i] = skill_id;
  19036. else
  19037. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  19038. }
  19039. }
  19040. //TODO: Normally, this is dangerous since the unit and group could be freed
  19041. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19042. //cells do not get deleted within them. [Skotlex]
  19043. if( dissonance )
  19044. skill_dance_switch(unit, 1);
  19045. if( flag&4 )
  19046. skill_unit_onleft(skill_id,target,tick);
  19047. return 1;
  19048. }
  19049. }
  19050. /*==========================================
  19051. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19052. * Flag values:
  19053. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19054. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19055. * units to figure out when they have left a group.
  19056. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19057. *------------------------------------------*/
  19058. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19059. {
  19060. nullpo_ret(bl);
  19061. if( bl->prev == NULL )
  19062. return 0;
  19063. if( flag&2 && !(flag&1) ) //Onout, clear data
  19064. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  19065. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19066. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19067. int i;
  19068. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  19069. if( skill_unit_temp[i] )
  19070. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  19071. }
  19072. return 0;
  19073. }
  19074. /*==========================================
  19075. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19076. * @param bl Skill unit
  19077. * @param m Map
  19078. * @param dx
  19079. * @param dy
  19080. *------------------------------------------*/
  19081. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19082. t_tick tick = gettick();
  19083. struct skill_unit *su;
  19084. if (bl->type != BL_SKILL)
  19085. return;
  19086. if (!(su = (struct skill_unit *)bl))
  19087. return;
  19088. if (!su->alive)
  19089. return;
  19090. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19091. return; //Ensembles may not be moved around.
  19092. if (!bl->prev) {
  19093. bl->x = dx;
  19094. bl->y = dy;
  19095. return;
  19096. }
  19097. map_moveblock(bl, dx, dy, tick);
  19098. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19099. skill_getareachar_skillunit_visibilty(su, AREA);
  19100. return;
  19101. }
  19102. /**
  19103. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19104. * @param group Skill Group
  19105. * @param m Map
  19106. * @param dx
  19107. * @param dy
  19108. */
  19109. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19110. {
  19111. int i, j;
  19112. t_tick tick = gettick();
  19113. int *m_flag;
  19114. struct skill_unit *unit1;
  19115. struct skill_unit *unit2;
  19116. if (group == NULL)
  19117. return;
  19118. if (group->unit_count <= 0)
  19119. return;
  19120. if (group->unit == NULL)
  19121. return;
  19122. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19123. return; //Ensembles may not be moved around.
  19124. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19125. // m_flag
  19126. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19127. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19128. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19129. // 3: Both 1+2.
  19130. for(i = 0; i < group->unit_count; i++) {
  19131. unit1 =& group->unit[i];
  19132. if (!unit1->alive || unit1->bl.m != m)
  19133. continue;
  19134. for(j = 0; j < group->unit_count; j++) {
  19135. unit2 = &group->unit[j];
  19136. if (!unit2->alive)
  19137. continue;
  19138. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19139. m_flag[i] |= 0x1;
  19140. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19141. m_flag[i] |= 0x2;
  19142. }
  19143. }
  19144. j = 0;
  19145. for (i = 0; i < group->unit_count; i++) {
  19146. unit1 = &group->unit[i];
  19147. if (!unit1->alive)
  19148. continue;
  19149. if (!(m_flag[i]&0x2)) {
  19150. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19151. skill_dance_overlap(unit1, 0);
  19152. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19153. }
  19154. //Move Cell using "smart" criteria (avoid useless moving around)
  19155. switch(m_flag[i]) {
  19156. case 0:
  19157. //Cell moves independently, safely move it.
  19158. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19159. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19160. break;
  19161. case 1:
  19162. //Cell moves unto another cell, look for a replacement cell that won't collide
  19163. //and has no cell moving into it (flag == 2)
  19164. for(; j < group->unit_count; j++) {
  19165. int dx2, dy2;
  19166. if(m_flag[j] != 2 || !group->unit[j].alive)
  19167. continue;
  19168. //Move to where this cell would had moved.
  19169. unit2 = &group->unit[j];
  19170. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19171. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19172. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19173. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19174. j++; //Skip this cell as we have used it.
  19175. break;
  19176. }
  19177. break;
  19178. case 2:
  19179. case 3:
  19180. break; //Don't move the cell as a cell will end on this tile anyway.
  19181. }
  19182. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19183. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19184. skill_dance_overlap(unit1, 1);
  19185. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19186. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19187. }
  19188. }
  19189. aFree(m_flag);
  19190. }
  19191. /**
  19192. * Checking product requirement in player's inventory.
  19193. * Checking if player has the item or not, the amount, and the weight limit.
  19194. * @param sd Player
  19195. * @param nameid Product requested
  19196. * @param trigger Trigger criteria to match will 'ItemLv'
  19197. * @param qty Amount of item will be created
  19198. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19199. */
  19200. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19201. {
  19202. nullpo_ret(sd);
  19203. if (!item_db.exists(nameid))
  19204. return 0;
  19205. short i, j;
  19206. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19207. if (skill_produce_db[i].nameid == nameid) {
  19208. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19209. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19210. continue; // must iterate again to check other skills that produce it. [malufett]
  19211. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19212. continue; // special case
  19213. break;
  19214. }
  19215. }
  19216. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19217. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19218. return 0;
  19219. }
  19220. if (i >= MAX_SKILL_PRODUCE_DB)
  19221. return 0;
  19222. // Cannot carry the produced stuff
  19223. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19224. return 0;
  19225. // Matching the requested produce list
  19226. if (trigger >= 0) {
  19227. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19228. if (skill_produce_db[i].itemlv != trigger)
  19229. return 0;
  19230. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19231. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19232. return 0;
  19233. } else { // Weapon (itemlv must be higher or equal)
  19234. if (skill_produce_db[i].itemlv > trigger)
  19235. return 0;
  19236. }
  19237. }
  19238. // Check on player's inventory
  19239. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19240. t_itemid nameid_produce;
  19241. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19242. continue;
  19243. if (skill_produce_db[i].mat_amount[j] == 0) {
  19244. if (pc_search_inventory(sd,nameid_produce) < 0)
  19245. return 0;
  19246. } else {
  19247. unsigned short idx, amt;
  19248. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19249. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19250. amt += sd->inventory.u.items_inventory[idx].amount;
  19251. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19252. return 0;
  19253. }
  19254. }
  19255. return i + 1;
  19256. }
  19257. /**
  19258. * Attempt to produce an item
  19259. * @param sd Player
  19260. * @param skill_id Skill used
  19261. * @param nameid Requested product
  19262. * @param slot1
  19263. * @param slot2
  19264. * @param slot3
  19265. * @param qty Amount of requested item
  19266. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19267. * @return True is success, False if failed
  19268. */
  19269. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19270. {
  19271. int slot[3];
  19272. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19273. int num = -1; // exclude the recipe
  19274. struct status_data *status;
  19275. nullpo_ret(sd);
  19276. status = status_get_status_data(&sd->bl);
  19277. if( sd->skill_id_old == skill_id )
  19278. skill_lv = sd->skill_lv_old;
  19279. if (produce_idx == -1) {
  19280. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19281. return false;
  19282. idx--;
  19283. }
  19284. else
  19285. idx = produce_idx;
  19286. if (qty < 1)
  19287. qty = 1;
  19288. if (!skill_id) //A skill can be specified for some override cases.
  19289. skill_id = skill_produce_db[idx].req_skill;
  19290. if( skill_id == GC_RESEARCHNEWPOISON )
  19291. skill_id = GC_CREATENEWPOISON;
  19292. slot[0] = slot1;
  19293. slot[1] = slot2;
  19294. slot[2] = slot3;
  19295. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19296. short j;
  19297. if (slot[i] <= 0)
  19298. continue;
  19299. j = pc_search_inventory(sd,slot[i]);
  19300. if (j < 0)
  19301. continue;
  19302. if (slot[i] == ITEMID_STAR_CRUMB) {
  19303. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19304. sc++;
  19305. }
  19306. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19307. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19308. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19309. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19310. }
  19311. }
  19312. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19313. short x, j;
  19314. t_itemid id = skill_produce_db[idx].mat_id[i];
  19315. if (!item_db.exists(id))
  19316. continue;
  19317. num++;
  19318. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19319. do {
  19320. int y = 0;
  19321. j = pc_search_inventory(sd,id);
  19322. if (j >= 0) {
  19323. y = sd->inventory.u.items_inventory[j].amount;
  19324. if (y > x)
  19325. y = x;
  19326. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19327. } else {
  19328. ShowError("skill_produce_mix: material item error\n");
  19329. return false;
  19330. }
  19331. x -= y;
  19332. } while( j >= 0 && x > 0 );
  19333. }
  19334. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19335. wlv = itemdb_wlv(nameid);
  19336. else
  19337. wlv = 0;
  19338. if (!equip) {
  19339. switch (skill_id) {
  19340. case BS_IRON:
  19341. case BS_STEEL:
  19342. case BS_ENCHANTEDSTONE:
  19343. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19344. i = pc_checkskill(sd,skill_id);
  19345. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19346. switch (nameid) {
  19347. case ITEMID_IRON:
  19348. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19349. break;
  19350. case ITEMID_STEEL:
  19351. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19352. break;
  19353. case ITEMID_STAR_CRUMB:
  19354. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19355. break;
  19356. default: // Enchanted Stones
  19357. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19358. break;
  19359. }
  19360. break;
  19361. case ASC_CDP:
  19362. make_per = (2000 + 40*status->dex + 20*status->luk);
  19363. break;
  19364. case AL_HOLYWATER:
  19365. case AB_ANCILLA:
  19366. make_per = 100000; //100% success
  19367. break;
  19368. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19369. case AM_TWILIGHT1:
  19370. case AM_TWILIGHT2:
  19371. case AM_TWILIGHT3:
  19372. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19373. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19374. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19375. if (hom_is_active(sd->hd)) {//Player got a homun
  19376. int skill;
  19377. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19378. make_per += skill*100; //+1% bonus per level
  19379. }
  19380. switch(nameid){
  19381. case ITEMID_RED_POTION:
  19382. case ITEMID_YELLOW_POTION:
  19383. case ITEMID_WHITE_POTION:
  19384. make_per += (1+rnd()%100)*10 + 2000;
  19385. break;
  19386. case ITEMID_ALCOHOL:
  19387. make_per += (1+rnd()%100)*10 + 1000;
  19388. break;
  19389. case ITEMID_FIRE_BOTTLE:
  19390. case ITEMID_ACID_BOTTLE:
  19391. case ITEMID_MAN_EATER_BOTTLE:
  19392. case ITEMID_MINI_BOTTLE:
  19393. make_per += (1+rnd()%100)*10;
  19394. break;
  19395. case ITEMID_YELLOW_SLIM_POTION:
  19396. make_per -= (1+rnd()%50)*10;
  19397. break;
  19398. case ITEMID_WHITE_SLIM_POTION:
  19399. case ITEMID_COATING_BOTTLE:
  19400. make_per -= (1+rnd()%100)*10;
  19401. break;
  19402. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19403. case ITEMID_BLUE_POTION:
  19404. case ITEMID_RED_SLIM_POTION:
  19405. case ITEMID_ANODYNE:
  19406. case ITEMID_ALOEBERA:
  19407. default:
  19408. break;
  19409. }
  19410. if (battle_config.pp_rate != 100)
  19411. make_per = make_per * battle_config.pp_rate / 100;
  19412. break;
  19413. case SA_CREATECON: // Elemental Converter Creation
  19414. make_per = 100000; // should be 100% success rate
  19415. break;
  19416. case RK_RUNEMASTERY: {
  19417. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19418. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19419. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19420. int D = 0;
  19421. switch (nameid) { //rune rank it_diff 9 craftable rune
  19422. case ITEMID_BERKANA:
  19423. D = -2000;
  19424. break; //Rank S
  19425. case ITEMID_NAUTHIZ:
  19426. case ITEMID_URUZ:
  19427. D = -1500;
  19428. break; //Rank A
  19429. case ITEMID_ISA:
  19430. case ITEMID_WYRD:
  19431. D = -1000;
  19432. break; //Rank B
  19433. case ITEMID_RAIDO:
  19434. case ITEMID_THURISAZ:
  19435. case ITEMID_HAGALAZ:
  19436. case ITEMID_OTHILA:
  19437. D = -500;
  19438. break; //Rank C
  19439. default:
  19440. D = -1500;
  19441. break; //not specified =-15%
  19442. }
  19443. make_per = A + B + C + D;
  19444. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19445. if (runemastery_skill_lv > 9)
  19446. qty = 2 + rnd() % 5; // 2~6
  19447. else if (runemastery_skill_lv > 4)
  19448. qty = 2 + rnd() % 3; // 2~4
  19449. else
  19450. qty = 2;
  19451. }
  19452. break;
  19453. case GC_CREATENEWPOISON:
  19454. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19455. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19456. break;
  19457. case GN_CHANGEMATERIAL:
  19458. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19459. if (skill_changematerial_db[i].nameid == nameid) {
  19460. make_per = skill_changematerial_db[i].rate * 10;
  19461. break;
  19462. }
  19463. }
  19464. break;
  19465. case GN_S_PHARMACY:
  19466. {
  19467. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19468. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19469. switch (nameid) { // Item difficulty factor
  19470. case ITEMID_HP_INCREASE_POTION_SMALL:
  19471. case ITEMID_SP_INCREASE_POTION_SMALL:
  19472. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19473. difficulty += 10;
  19474. break;
  19475. case ITEMID_BOMB_MUSHROOM_SPORE:
  19476. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19477. difficulty += 15;
  19478. break;
  19479. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19480. case ITEMID_SP_INCREASE_POTION_LARGE:
  19481. case ITEMID_VITATA500:
  19482. difficulty += 20;
  19483. break;
  19484. case ITEMID_SEED_OF_HORNY_PLANT:
  19485. case ITEMID_BLOODSUCK_PLANT_SEED:
  19486. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19487. difficulty += 30;
  19488. break;
  19489. case ITEMID_HP_INCREASE_POTION_LARGE:
  19490. case ITEMID_CURE_FREE:
  19491. difficulty += 40;
  19492. break;
  19493. }
  19494. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19495. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19496. make_per -= difficulty;
  19497. qty = production_count[skill_lv - 1];
  19498. // Determine quantity from difficulty
  19499. if (make_per < 1)
  19500. qty -= 6;
  19501. else if (make_per < 100)
  19502. qty -= 5;
  19503. else if (make_per < 300)
  19504. qty -= 4;
  19505. else if (make_per < 400)
  19506. qty -= 3;
  19507. make_per = 100000; // Adjust success back to 100% for crafting
  19508. }
  19509. break;
  19510. case GN_MAKEBOMB:
  19511. case GN_MIX_COOKING:
  19512. {
  19513. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19514. switch (nameid) { // Item difficulty factor
  19515. // GN_MAKEBOMB
  19516. case ITEMID_APPLE_BOMB:
  19517. difficulty += 5;
  19518. break;
  19519. case ITEMID_COCONUT_BOMB:
  19520. case ITEMID_MELON_BOMB:
  19521. difficulty += 10;
  19522. break;
  19523. case ITEMID_PINEAPPLE_BOMB:
  19524. difficulty += 15;
  19525. break;
  19526. case ITEMID_BANANA_BOMB:
  19527. difficulty += 20;
  19528. break;
  19529. // GN_MIX_COOKING
  19530. case ITEMID_SAVAGE_FULL_ROAST:
  19531. case ITEMID_COCKTAIL_WARG_BLOOD:
  19532. case ITEMID_MINOR_STEW:
  19533. case ITEMID_SIROMA_ICED_TEA:
  19534. case ITEMID_DROSERA_HERB_SALAD:
  19535. case ITEMID_PETITE_TAIL_NOODLES:
  19536. difficulty += 15;
  19537. break;
  19538. }
  19539. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19540. if (skill_lv > 1) {
  19541. make_per -= difficulty;
  19542. // Determine quantity from difficulty
  19543. if (make_per >= 30)
  19544. qty = 10 + rnd() % 2;
  19545. else if (make_per >= 10)
  19546. qty = 10;
  19547. else if (make_per >= -10)
  19548. qty = 8;
  19549. else if (make_per >= -30)
  19550. qty = 5;
  19551. else
  19552. qty = 0;
  19553. } else {
  19554. if (make_per < difficulty)
  19555. qty = 0;
  19556. }
  19557. make_per = 100000; // Adjust success back to 100% for crafting
  19558. }
  19559. break;
  19560. case MT_M_MACHINE:
  19561. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19562. if (skill_id == MT_M_MACHINE)
  19563. qty = 7 + skill_lv;
  19564. else // BO_BIONIC_PHARMACY
  19565. qty = 10 + skill_lv;
  19566. make_per = 100000;
  19567. break;
  19568. default:
  19569. if (sd->menuskill_id == AM_PHARMACY &&
  19570. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19571. { //Assume Cooking Dish
  19572. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19573. make_per = 10000; //100% Success
  19574. else
  19575. make_per = 1200 * (sd->menuskill_val - 10)
  19576. + 20 * (sd->status.base_level + 1)
  19577. + 20 * (status->dex + 1)
  19578. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19579. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19580. - 10 * (100 - status->luk + 1)
  19581. - 500 * (num - 1)
  19582. - 100 * (rnd()%4 + 1);
  19583. break;
  19584. }
  19585. make_per = 5000;
  19586. break;
  19587. }
  19588. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19589. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19590. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19591. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19592. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19593. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19594. if( wlv >= 3 ){
  19595. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19596. }
  19597. // Element Stone: -20%
  19598. if( ele ){
  19599. make_per -= 2000;
  19600. }
  19601. // Star Crumb: -15% each
  19602. make_per -= sc * 1500;
  19603. // Weapon level malus: -0/-10/-20/-30
  19604. if( wlv > 1 ){
  19605. make_per -= ( wlv * 1000 );
  19606. }
  19607. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19608. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19609. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19610. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19611. if (battle_config.wp_rate != 100)
  19612. make_per = make_per * battle_config.wp_rate / 100;
  19613. }
  19614. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19615. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19616. if (make_per < 1) make_per = 1;
  19617. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19618. struct item tmp_item;
  19619. memset(&tmp_item,0,sizeof(tmp_item));
  19620. tmp_item.nameid = nameid;
  19621. tmp_item.amount = 1;
  19622. tmp_item.identify = 1;
  19623. if (equip) {
  19624. tmp_item.card[0] = CARD0_FORGE;
  19625. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19626. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19627. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19628. } else {
  19629. //Flag is only used on the end, so it can be used here. [Skotlex]
  19630. switch (skill_id) {
  19631. case BS_DAGGER:
  19632. case BS_SWORD:
  19633. case BS_TWOHANDSWORD:
  19634. case BS_AXE:
  19635. case BS_MACE:
  19636. case BS_KNUCKLE:
  19637. case BS_SPEAR:
  19638. flag = battle_config.produce_item_name_input&0x1;
  19639. break;
  19640. case AM_PHARMACY:
  19641. case AM_TWILIGHT1:
  19642. case AM_TWILIGHT2:
  19643. case AM_TWILIGHT3:
  19644. flag = battle_config.produce_item_name_input&0x2;
  19645. break;
  19646. case AL_HOLYWATER:
  19647. case AB_ANCILLA:
  19648. flag = battle_config.produce_item_name_input&0x8;
  19649. break;
  19650. case ASC_CDP:
  19651. flag = battle_config.produce_item_name_input&0x10;
  19652. break;
  19653. default:
  19654. flag = battle_config.produce_item_name_input&0x80;
  19655. break;
  19656. }
  19657. if (flag) {
  19658. tmp_item.card[0] = CARD0_CREATE;
  19659. tmp_item.card[1] = 0;
  19660. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19661. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19662. }
  19663. }
  19664. // if(log_config.produce > 0)
  19665. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19666. //TODO update PICKLOG
  19667. if (equip) {
  19668. clif_produceeffect(sd,0,nameid);
  19669. clif_misceffect(&sd->bl,3);
  19670. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19671. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19672. } else {
  19673. int fame = 0;
  19674. tmp_item.amount = 0;
  19675. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19676. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  19677. tmp_item.amount = qty;
  19678. break;
  19679. }
  19680. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19681. tmp_item.amount++;
  19682. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19683. continue;
  19684. if (skill_id != AM_PHARMACY &&
  19685. skill_id != AM_TWILIGHT1 &&
  19686. skill_id != AM_TWILIGHT2 &&
  19687. skill_id != AM_TWILIGHT3)
  19688. continue;
  19689. //Add fame as needed.
  19690. switch(++sd->potion_success_counter) {
  19691. case 3:
  19692. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19693. break;
  19694. case 5:
  19695. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19696. break;
  19697. case 7:
  19698. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19699. break;
  19700. case 10:
  19701. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19702. sd->potion_success_counter = 0;
  19703. break;
  19704. }
  19705. } else //Failure
  19706. sd->potion_success_counter = 0;
  19707. }
  19708. if (fame)
  19709. pc_addfame(*sd, fame);
  19710. //Visual effects and the like.
  19711. switch (skill_id) {
  19712. case AM_PHARMACY:
  19713. case AM_TWILIGHT1:
  19714. case AM_TWILIGHT2:
  19715. case AM_TWILIGHT3:
  19716. case ASC_CDP:
  19717. case GC_CREATENEWPOISON:
  19718. clif_produceeffect(sd,2,nameid);
  19719. clif_misceffect(&sd->bl,5);
  19720. break;
  19721. case BS_IRON:
  19722. case BS_STEEL:
  19723. case BS_ENCHANTEDSTONE:
  19724. clif_produceeffect(sd,0,nameid);
  19725. clif_misceffect(&sd->bl,3);
  19726. break;
  19727. default: //Those that don't require a skill?
  19728. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19729. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19730. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19731. }
  19732. break;
  19733. }
  19734. }
  19735. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19736. int j, k = 0, l;
  19737. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19738. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19739. if (skill_changematerial_db[i].nameid == nameid){
  19740. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19741. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19742. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19743. tmp_item.amount = (isStackable ? total_qty : 1);
  19744. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19745. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19746. clif_additem(sd,0,0,flag);
  19747. if( battle_config.skill_drop_items_full ){
  19748. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19749. }
  19750. }
  19751. }
  19752. k++;
  19753. }
  19754. }
  19755. break;
  19756. }
  19757. }
  19758. if (k) {
  19759. clif_produceeffect(sd,6,nameid);
  19760. clif_misceffect(&sd->bl,5);
  19761. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19762. return true;
  19763. }
  19764. } else if (tmp_item.amount) { //Success
  19765. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19766. clif_additem(sd,0,0,flag);
  19767. if( battle_config.skill_drop_items_full ){
  19768. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19769. }
  19770. }
  19771. switch (skill_id) {
  19772. case RK_RUNEMASTERY:
  19773. clif_produceeffect(sd, 4, nameid);
  19774. clif_misceffect(&sd->bl, 5);
  19775. break;
  19776. case GN_MIX_COOKING:
  19777. case GN_MAKEBOMB:
  19778. case GN_S_PHARMACY:
  19779. clif_produceeffect(sd, 6, nameid);
  19780. clif_misceffect(&sd->bl, 5);
  19781. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19782. break;
  19783. case MT_M_MACHINE:
  19784. clif_produceeffect(sd, 0, nameid);
  19785. clif_misceffect(&sd->bl, 3);
  19786. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19787. break;
  19788. case BO_BIONIC_PHARMACY:
  19789. clif_produceeffect(sd, 2, nameid);
  19790. clif_misceffect(&sd->bl, 5);
  19791. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19792. break;
  19793. }
  19794. return true;
  19795. }
  19796. }
  19797. //Failure
  19798. // if(log_config.produce)
  19799. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19800. //TODO update PICKLOG
  19801. if (equip) {
  19802. clif_produceeffect(sd,1,nameid);
  19803. clif_misceffect(&sd->bl,2);
  19804. } else {
  19805. switch (skill_id) {
  19806. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19807. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19808. case AM_PHARMACY:
  19809. case AM_TWILIGHT1:
  19810. case AM_TWILIGHT2:
  19811. case AM_TWILIGHT3:
  19812. case GC_CREATENEWPOISON:
  19813. clif_produceeffect(sd,3,nameid);
  19814. clif_misceffect(&sd->bl,6);
  19815. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19816. break;
  19817. case BS_IRON:
  19818. case BS_STEEL:
  19819. case BS_ENCHANTEDSTONE:
  19820. clif_produceeffect(sd,1,nameid);
  19821. clif_misceffect(&sd->bl,2);
  19822. break;
  19823. case RK_RUNEMASTERY:
  19824. clif_produceeffect(sd,5,nameid);
  19825. clif_misceffect(&sd->bl,6);
  19826. break;
  19827. case GN_MIX_COOKING:
  19828. if (qty == 0) {
  19829. item tmp_item;
  19830. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19831. int rate = rnd() % 1000 + 1;
  19832. memset(&tmp_item, 0, sizeof(tmp_item));
  19833. if (rate < 500)
  19834. i = 0;
  19835. else if (rate < 750)
  19836. i = 1;
  19837. else if (rate < 850)
  19838. i = 2;
  19839. else if (rate < 950)
  19840. i = 3;
  19841. else
  19842. i = 4;
  19843. tmp_item.nameid = compensation[i];
  19844. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19845. tmp_item.identify = 1;
  19846. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19847. clif_additem(sd,0,0,flag);
  19848. if( battle_config.skill_drop_items_full ){
  19849. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19850. }
  19851. }
  19852. clif_produceeffect(sd,7,nameid);
  19853. clif_misceffect(&sd->bl,6);
  19854. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19855. }
  19856. break;
  19857. case GN_MAKEBOMB:
  19858. case GN_S_PHARMACY:
  19859. case GN_CHANGEMATERIAL:
  19860. clif_produceeffect(sd,7,nameid);
  19861. clif_misceffect(&sd->bl,6);
  19862. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19863. break;
  19864. case MT_M_MACHINE:
  19865. clif_produceeffect(sd, 1, nameid);
  19866. clif_misceffect(&sd->bl, 2);
  19867. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19868. break;
  19869. case BO_BIONIC_PHARMACY:
  19870. clif_produceeffect(sd, 3, nameid);
  19871. clif_misceffect(&sd->bl, 6);
  19872. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19873. break;
  19874. default:
  19875. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19876. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19877. // todo: What in the world is this calculation
  19878. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  19879. }
  19880. break;
  19881. }
  19882. }
  19883. return false;
  19884. }
  19885. /**
  19886. * Attempt to create arrow by specified material
  19887. * @param sd Player
  19888. * @param nameid Item ID of material
  19889. * @return True if created, False is failed
  19890. */
  19891. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  19892. {
  19893. nullpo_ret(sd);
  19894. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19895. return false;
  19896. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19897. for (const auto &it : skill_arrow_db) {
  19898. if (nameid == it.second->nameid) {
  19899. arrow = it.second;
  19900. break;
  19901. }
  19902. }
  19903. short j;
  19904. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19905. return false;
  19906. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19907. for (const auto &it : arrow->created) {
  19908. char flag = 0;
  19909. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  19910. continue;
  19911. struct item tmp_item = { 0 };
  19912. tmp_item.identify = 1;
  19913. tmp_item.nameid = it.first;
  19914. tmp_item.amount = it.second;
  19915. if (battle_config.produce_item_name_input&0x4) {
  19916. tmp_item.card[0] = CARD0_CREATE;
  19917. tmp_item.card[1] = 0;
  19918. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19919. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19920. }
  19921. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19922. clif_additem(sd,0,0,flag);
  19923. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19924. }
  19925. }
  19926. return true;
  19927. }
  19928. /**
  19929. * Enchant weapon with poison
  19930. * @param sd Player
  19931. * @nameid Item ID of poison type
  19932. */
  19933. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  19934. {
  19935. nullpo_ret(sd);
  19936. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  19937. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19938. return 0;
  19939. }
  19940. sc_type type;
  19941. int chance;
  19942. //uint16 msg = 1443; //Official is using msgstringtable.txt
  19943. char output[CHAT_SIZE_MAX];
  19944. const char *msg;
  19945. switch( nameid ) {
  19946. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  19947. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  19948. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  19949. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  19950. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  19951. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  19952. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  19953. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  19954. default:
  19955. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19956. return 0;
  19957. }
  19958. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  19959. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  19960. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  19961. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  19962. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  19963. sprintf(output, msg_txt(sd,721), msg);
  19964. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  19965. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  19966. clif_msg(sd,msg);
  19967. #endif*/
  19968. return 0;
  19969. }
  19970. /**
  19971. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  19972. * @param bl: Object
  19973. * @param skill_id: Skill invoking to determine if Magic type
  19974. */
  19975. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  19976. {
  19977. status_change *sc = status_get_sc(bl);
  19978. // non-offensive and non-magic skills do not affect the status
  19979. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  19980. return;
  19981. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  19982. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  19983. status_change_end(bl, SC_MAGICPOWER);
  19984. } else {
  19985. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  19986. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  19987. if(bl->type == BL_PC){// update current display.
  19988. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  19989. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  19990. }
  19991. }
  19992. }
  19993. }
  19994. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  19995. int x, y, i, class_, skill;
  19996. struct mob_data *md;
  19997. nullpo_ret(sd);
  19998. skill = sd->menuskill_val;
  19999. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20000. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20001. return 0;
  20002. }
  20003. // Spawn Position
  20004. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  20005. x = sd->sc.comet_x;
  20006. y = sd->sc.comet_y;
  20007. sd->sc.comet_x = 0;
  20008. sd->sc.comet_y = 0;
  20009. sd->menuskill_val = 0;
  20010. // Item picked decides the mob class
  20011. switch(nameid) {
  20012. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20013. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20014. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20015. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20016. default:
  20017. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20018. return 0;
  20019. }
  20020. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  20021. if( md ) {
  20022. struct unit_data *ud = unit_bl2ud(&md->bl);
  20023. md->master_id = sd->bl.id;
  20024. md->special_state.ai = AI_FAW;
  20025. if(ud) {
  20026. ud->skill_id = NC_MAGICDECOY;
  20027. ud->skill_lv = skill;
  20028. }
  20029. if( md->deletetimer != INVALID_TIMER )
  20030. delete_timer(md->deletetimer, mob_timer_delete);
  20031. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20032. mob_spawn(md);
  20033. }
  20034. return 0;
  20035. }
  20036. /**
  20037. * Process Warlock Spellbooks
  20038. * @param sd: Player data
  20039. * @param nameid: Spellbook item used
  20040. */
  20041. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20042. if (reading_spellbook_db.empty())
  20043. return;
  20044. status_change *sc = status_get_sc(&sd.bl);
  20045. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20046. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20047. break;
  20048. if (i == SC_MAXSPELLBOOK) {
  20049. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  20050. return;
  20051. }
  20052. }
  20053. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20054. if (spell == nullptr)
  20055. return;
  20056. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20057. if (skill_lv == 0) { // Caster hasn't learned the skill
  20058. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20059. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  20060. return;
  20061. }
  20062. uint16 points = spell->points;
  20063. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20064. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20065. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  20066. return;
  20067. }
  20068. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20069. if (!sc->getSCE(i)) {
  20070. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20071. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20072. break;
  20073. }
  20074. }
  20075. } else {
  20076. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20077. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20078. }
  20079. // Reading Spell Book SP cost same as the sealed spell.
  20080. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20081. }
  20082. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20083. int lv, prob, aslvl = 0;
  20084. uint16 id, sk_idx = 0;
  20085. nullpo_ret(sd);
  20086. if (sd->sc.getSCE(SC_STOP)) {
  20087. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20088. status_change_end(&sd->bl,SC_STOP);
  20089. }
  20090. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20091. return 0;
  20092. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20093. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20094. return 0;
  20095. }
  20096. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20097. lv = min(lv,sd->status.skill[sk_idx].lv);
  20098. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20099. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20100. return 0;
  20101. }
  20102. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20103. int i;
  20104. nullpo_ret(sd);
  20105. nullpo_ret(item_list);
  20106. if( n <= 0 )
  20107. return 1;
  20108. for( i = 0; i < n; i++ ) {
  20109. t_itemid nameid, product;
  20110. int add_amount, del_amount, idx;
  20111. struct item tmp_item;
  20112. idx = item_list[i*2+0]-2;
  20113. if( idx < 0 || idx >= MAX_INVENTORY ){
  20114. return 1;
  20115. }
  20116. del_amount = item_list[i*2+1];
  20117. if( skill_lv == 2 )
  20118. del_amount -= (del_amount % 10);
  20119. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20120. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20121. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20122. return 1;
  20123. }
  20124. switch( nameid ) {
  20125. // Level 1
  20126. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20127. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20128. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20129. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20130. // Level 2
  20131. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20132. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20133. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20134. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20135. default:
  20136. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20137. return 1;
  20138. }
  20139. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20140. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20141. return 1;
  20142. }
  20143. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20144. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20145. return 1;
  20146. }
  20147. memset(&tmp_item,0,sizeof(tmp_item));
  20148. tmp_item.nameid = product;
  20149. tmp_item.amount = add_amount;
  20150. tmp_item.identify = 1;
  20151. if( tmp_item.amount ) {
  20152. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20153. if( flag != 0 ) {
  20154. clif_additem(sd,0,0,flag);
  20155. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20156. }
  20157. }
  20158. }
  20159. return 0;
  20160. }
  20161. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20162. int i, j, k, c, p = 0, amount;
  20163. t_itemid nameid;
  20164. nullpo_ret(sd);
  20165. nullpo_ret(item_list);
  20166. // Search for objects that can be created.
  20167. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20168. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20169. p = 0;
  20170. do {
  20171. c = 0;
  20172. // Verification of overlap between the objects required and the list submitted.
  20173. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20174. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20175. for( k = 0; k < n; k++ ) {
  20176. int idx = item_list[k*2+0]-2;
  20177. if( idx < 0 || idx >= MAX_INVENTORY ){
  20178. return 0;
  20179. }
  20180. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20181. amount = item_list[k*2+1];
  20182. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20183. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20184. return 0;
  20185. }
  20186. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20187. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20188. c++; // match
  20189. }
  20190. }
  20191. else
  20192. break; // No more items required
  20193. }
  20194. p++;
  20195. } while(n == j && c == n);
  20196. p--;
  20197. if ( p > 0 ) {
  20198. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20199. return 1;
  20200. }
  20201. }
  20202. }
  20203. if( p == 0)
  20204. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20205. return 0;
  20206. }
  20207. /**
  20208. * For Royal Guard's LG_TRAMPLE
  20209. */
  20210. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20211. {
  20212. skill_unit *su = (struct skill_unit *)bl;
  20213. nullpo_ret(su);
  20214. std::shared_ptr<s_skill_unit_group> sg;
  20215. t_tick tick = va_arg(ap, t_tick);
  20216. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20217. switch( sg->unit_id ) {
  20218. case UNT_CLAYMORETRAP:
  20219. case UNT_FIRINGTRAP:
  20220. case UNT_ICEBOUNDTRAP:
  20221. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20222. break;
  20223. case UNT_LANDMINE:
  20224. case UNT_BLASTMINE:
  20225. case UNT_SHOCKWAVE:
  20226. case UNT_SANDMAN:
  20227. case UNT_FLASHER:
  20228. case UNT_FREEZINGTRAP:
  20229. case UNT_CLUSTERBOMB:
  20230. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20231. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20232. else
  20233. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20234. break;
  20235. }
  20236. // Traps aren't recovered.
  20237. skill_delunit(su);
  20238. }
  20239. return 0;
  20240. }
  20241. /*==========================================
  20242. *
  20243. *------------------------------------------*/
  20244. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20245. int i;
  20246. nullpo_retr(-1, sd);
  20247. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20248. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20249. }
  20250. TIMER_FUNC(skill_blockpc_end){
  20251. map_session_data *sd = map_id2sd(id);
  20252. int i = (int)data;
  20253. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20254. return 0;
  20255. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20256. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20257. return 0;
  20258. }
  20259. aFree(sd->scd[i]);
  20260. sd->scd[i] = NULL;
  20261. return 1;
  20262. }
  20263. /**
  20264. * Flags a singular skill as being blocked from persistent usage.
  20265. * @param sd the player the skill delay affects
  20266. * @param skill_id the skill which should be delayed
  20267. * @param tick the length of time the delay should last
  20268. * @param load whether this assignment is being loaded upon player login
  20269. * @return 0 if successful, -1 otherwise
  20270. */
  20271. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20272. int i;
  20273. nullpo_retr(-1, sd);
  20274. if (!skill_id || tick < 1)
  20275. return -1;
  20276. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20277. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20278. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20279. aFree(sd->scd[i]);
  20280. sd->scd[i] = NULL;
  20281. }
  20282. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20283. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20284. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20285. sd->scd[i]->skill_id = skill_id;
  20286. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20287. if (battle_config.display_status_timers)
  20288. clif_skill_cooldown(sd, skill_id, tick);
  20289. return 1;
  20290. } else {
  20291. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20292. return 0;
  20293. }
  20294. }
  20295. int skill_blockpc_clear(map_session_data *sd) {
  20296. int i;
  20297. nullpo_ret(sd);
  20298. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20299. if (!sd->scd[i])
  20300. continue;
  20301. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20302. aFree(sd->scd[i]);
  20303. sd->scd[i] = NULL;
  20304. }
  20305. return 1;
  20306. }
  20307. TIMER_FUNC(skill_blockhomun_end){
  20308. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20309. if (hd) {
  20310. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20311. if (skill != hd->blockskill.end())
  20312. hd->blockskill.erase(skill);
  20313. }
  20314. return 1;
  20315. }
  20316. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20317. {
  20318. nullpo_retr(-1, hd);
  20319. if (!skill_db.exists(skill_id))
  20320. return -1;
  20321. auto skill = util::vector_get(hd->blockskill, skill_id);
  20322. if (tick < 1 && skill != hd->blockskill.end()) {
  20323. hd->blockskill.erase(skill);
  20324. return -1;
  20325. }
  20326. hd->blockskill.push_back(skill_id);
  20327. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20328. }
  20329. TIMER_FUNC(skill_blockmerc_end){
  20330. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20331. if (md) {
  20332. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20333. if (skill != md->blockskill.end())
  20334. md->blockskill.erase(skill);
  20335. }
  20336. return 1;
  20337. }
  20338. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20339. {
  20340. nullpo_retr(-1, md);
  20341. if (!skill_db.exists(skill_id))
  20342. return -1;
  20343. auto skill = util::vector_get(md->blockskill, skill_id);
  20344. if (tick < 1 && skill != md->blockskill.end()) {
  20345. md->blockskill.erase(skill);
  20346. return -1;
  20347. }
  20348. md->blockskill.push_back(skill_id);
  20349. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20350. }
  20351. /**
  20352. * Adds a new skill unit entry for this player to recast after map load
  20353. * @param sd: Player
  20354. * @param skill_id: Skill ID to save
  20355. * @param skill_lv: Skill level to save
  20356. */
  20357. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20358. {
  20359. struct skill_usave *sus = NULL;
  20360. if (idb_exists(skillusave_db,sd->status.char_id))
  20361. idb_remove(skillusave_db,sd->status.char_id);
  20362. CREATE(sus, struct skill_usave, 1);
  20363. idb_put(skillusave_db, sd->status.char_id, sus);
  20364. sus->skill_id = skill_id;
  20365. sus->skill_lv = skill_lv;
  20366. }
  20367. /**
  20368. * Loads saved skill unit entries for this player after map load
  20369. * @param sd: Player
  20370. */
  20371. void skill_usave_trigger(map_session_data *sd)
  20372. {
  20373. skill_usave *sus;
  20374. std::shared_ptr<s_skill_unit_group> group;
  20375. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20376. return;
  20377. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20378. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20379. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20380. idb_remove(skillusave_db, sd->status.char_id);
  20381. }
  20382. /*
  20383. *
  20384. */
  20385. int skill_split_str (char *str, char **val, int num)
  20386. {
  20387. int i;
  20388. for( i = 0; i < num && str; i++ ) {
  20389. val[i] = str;
  20390. str = strchr(str,',');
  20391. if( str )
  20392. *str++ = 0;
  20393. }
  20394. return i;
  20395. }
  20396. /*
  20397. *
  20398. */
  20399. void skill_init_unit_layout (void) {
  20400. int i,j,pos = 0;
  20401. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20402. // standard square layouts go first
  20403. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20404. int size = i*2+1;
  20405. skill_unit_layout[i].count = size*size;
  20406. for (j=0; j<size*size; j++) {
  20407. skill_unit_layout[i].dx[j] = (j%size-i);
  20408. skill_unit_layout[i].dy[j] = (j/size-i);
  20409. }
  20410. }
  20411. // afterwards add special ones
  20412. pos = i;
  20413. for (const auto &it : skill_db) {
  20414. std::shared_ptr<s_skill_db> skill = it.second;
  20415. uint16 skill_id = skill->nameid;
  20416. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20417. continue;
  20418. if( skill_id == EL_FIRE_MANTLE ) {
  20419. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20420. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20421. skill_unit_layout[pos].count = 8;
  20422. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20423. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20424. } else {
  20425. switch (skill_id) {
  20426. case MG_FIREWALL:
  20427. case WZ_ICEWALL:
  20428. case WL_EARTHSTRAIN:
  20429. case RL_FIRE_RAIN:
  20430. // these will be handled later
  20431. break;
  20432. case PR_SANCTUARY:
  20433. case NPC_EVILLAND: {
  20434. static const int dx[] = {
  20435. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20436. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20437. static const int dy[]={
  20438. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20439. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20440. skill_unit_layout[pos].count = 21;
  20441. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20442. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20443. }
  20444. break;
  20445. case PR_MAGNUS: {
  20446. static const int dx[] = {
  20447. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20448. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20449. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20450. static const int dy[] = {
  20451. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20452. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20453. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20454. skill_unit_layout[pos].count = 33;
  20455. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20456. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20457. }
  20458. break;
  20459. case AS_VENOMDUST: {
  20460. static const int dx[] = {-1, 0, 0, 0, 1};
  20461. static const int dy[] = { 0,-1, 0, 1, 0};
  20462. skill_unit_layout[pos].count = 5;
  20463. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20464. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20465. }
  20466. break;
  20467. case CR_GRANDCROSS:
  20468. case NPC_GRANDDARKNESS: {
  20469. static const int dx[] = {
  20470. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20471. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20472. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20473. static const int dy[] = {
  20474. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20475. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20476. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20477. skill_unit_layout[pos].count = 29;
  20478. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20479. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20480. }
  20481. break;
  20482. case PF_FOGWALL: {
  20483. static const int dx[] = {
  20484. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20485. static const int dy[] = {
  20486. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20487. skill_unit_layout[pos].count = 15;
  20488. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20489. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20490. }
  20491. break;
  20492. case PA_GOSPEL: {
  20493. static const int dx[] = {
  20494. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20495. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20496. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20497. -1, 0, 1};
  20498. static const int dy[] = {
  20499. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20500. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20501. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20502. 3, 3, 3};
  20503. skill_unit_layout[pos].count = 33;
  20504. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20505. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20506. }
  20507. break;
  20508. case NJ_KAENSIN: {
  20509. 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};
  20510. 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};
  20511. skill_unit_layout[pos].count = 24;
  20512. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20513. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20514. }
  20515. break;
  20516. case NJ_TATAMIGAESHI: {
  20517. //Level 1 (count 4, cross of 3x3)
  20518. static const int dx1[] = {-1, 1, 0, 0};
  20519. static const int dy1[] = { 0, 0,-1, 1};
  20520. //Level 2-3 (count 8, cross of 5x5)
  20521. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20522. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20523. //Level 4-5 (count 12, cross of 7x7
  20524. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20525. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20526. //lv1
  20527. j = 0;
  20528. skill_unit_layout[pos].count = 4;
  20529. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20530. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20531. skill->unit_layout_type[j] = pos;
  20532. //lv2/3
  20533. j++;
  20534. pos++;
  20535. skill_unit_layout[pos].count = 8;
  20536. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20537. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20538. skill->unit_layout_type[j] = pos;
  20539. skill->unit_layout_type[++j] = pos;
  20540. //lv4/5
  20541. j++;
  20542. pos++;
  20543. skill_unit_layout[pos].count = 12;
  20544. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20545. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20546. skill->unit_layout_type[j] = pos;
  20547. skill->unit_layout_type[++j] = pos;
  20548. //Fill in the rest using lv 5.
  20549. for (;j<MAX_SKILL_LEVEL;j++)
  20550. skill->unit_layout_type[j] = pos;
  20551. //Skip, this way the check below will fail and continue to the next skill.
  20552. pos++;
  20553. }
  20554. break;
  20555. case GN_WALLOFTHORN: {
  20556. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20557. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20558. skill_unit_layout[pos].count = 16;
  20559. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20560. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20561. }
  20562. break;
  20563. case NPC_FLAMECROSS: {
  20564. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20565. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20566. skill_unit_layout[pos].count = 8;
  20567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20569. }
  20570. break;
  20571. default:
  20572. ShowError("unknown unit layout at skill %d\n",i);
  20573. break;
  20574. }
  20575. }
  20576. if (!skill_unit_layout[pos].count)
  20577. continue;
  20578. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20579. skill->unit_layout_type[j] = pos;
  20580. pos++;
  20581. }
  20582. // firewall and icewall have 8 layouts (direction-dependent)
  20583. firewall_unit_pos = pos;
  20584. for (i=0;i<8;i++) {
  20585. if (i&1) {
  20586. skill_unit_layout[pos].count = 5;
  20587. if (i&0x2) {
  20588. int dx[] = {-1,-1, 0, 0, 1};
  20589. int dy[] = { 1, 0, 0,-1,-1};
  20590. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20591. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20592. } else {
  20593. int dx[] = { 1, 1 ,0, 0,-1};
  20594. int dy[] = { 1, 0, 0,-1,-1};
  20595. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20596. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20597. }
  20598. } else {
  20599. skill_unit_layout[pos].count = 3;
  20600. if (i%4==0) {
  20601. int dx[] = {-1, 0, 1};
  20602. int dy[] = { 0, 0, 0};
  20603. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20604. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20605. } else {
  20606. int dx[] = { 0, 0, 0};
  20607. int dy[] = {-1, 0, 1};
  20608. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20609. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20610. }
  20611. }
  20612. pos++;
  20613. }
  20614. icewall_unit_pos = pos;
  20615. for (i=0;i<8;i++) {
  20616. skill_unit_layout[pos].count = 5;
  20617. if (i&1) {
  20618. if (i&0x2) {
  20619. int dx[] = {-2,-1, 0, 1, 2};
  20620. int dy[] = { 2, 1, 0,-1,-2};
  20621. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20622. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20623. } else {
  20624. int dx[] = { 2, 1 ,0,-1,-2};
  20625. int dy[] = { 2, 1, 0,-1,-2};
  20626. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20627. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20628. }
  20629. } else {
  20630. if (i%4==0) {
  20631. int dx[] = {-2,-1, 0, 1, 2};
  20632. int dy[] = { 0, 0, 0, 0, 0};
  20633. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20634. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20635. } else {
  20636. int dx[] = { 0, 0, 0, 0, 0};
  20637. int dy[] = {-2,-1, 0, 1, 2};
  20638. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20639. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20640. }
  20641. }
  20642. pos++;
  20643. }
  20644. earthstrain_unit_pos = pos;
  20645. for( i = 0; i < 8; i++ )
  20646. { // For each Direction
  20647. skill_unit_layout[pos].count = 15;
  20648. switch( i )
  20649. {
  20650. case 0: case 1: case 3: case 4: case 5: case 7:
  20651. {
  20652. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20653. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20654. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20655. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20656. }
  20657. break;
  20658. case 2:
  20659. case 6:
  20660. {
  20661. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20662. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20663. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20664. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20665. }
  20666. break;
  20667. }
  20668. pos++;
  20669. }
  20670. firerain_unit_pos = pos;
  20671. for( i = 0; i < 8; i++ ) {
  20672. skill_unit_layout[pos].count = 3;
  20673. switch( i ) {
  20674. case 0: case 1: case 3: case 4: case 5: case 7:
  20675. {
  20676. static const int dx[] = {-1, 0, 1};
  20677. static const int dy[] = { 0, 0, 0};
  20678. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20679. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20680. }
  20681. break;
  20682. case 2:
  20683. case 6:
  20684. {
  20685. static const int dx[] = { 0, 0, 0};
  20686. static const int dy[] = {-1, 0, 1};
  20687. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20688. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20689. }
  20690. break;
  20691. }
  20692. pos++;
  20693. }
  20694. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20695. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20696. }
  20697. void skill_init_nounit_layout (void) {
  20698. int i, pos = 0;
  20699. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20700. for( i = 0; i < 8; i++ ) {
  20701. if( i&1 ) {
  20702. skill_nounit_layout[pos].count = 33;
  20703. if( i&2 ) {
  20704. if( i&4 ) { // 7
  20705. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20706. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20707. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20708. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20709. } else { // 3
  20710. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20711. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20712. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20713. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20714. }
  20715. } else {
  20716. if( i&4 ) { // 5
  20717. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20718. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20719. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20720. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20721. } else { // 1
  20722. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20723. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20724. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20725. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20726. }
  20727. }
  20728. } else {
  20729. skill_nounit_layout[pos].count = 21;
  20730. if( i&2 ) {
  20731. if( i&4 ) { // 6
  20732. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20733. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20734. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20735. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20736. } else { // 2
  20737. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20738. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20739. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20740. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20741. }
  20742. } else {
  20743. if( i&4 ) { // 4
  20744. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20745. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20746. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20747. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20748. } else { // 0
  20749. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20750. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20751. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20752. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20753. }
  20754. }
  20755. }
  20756. pos++;
  20757. }
  20758. for( i = 0; i < 8; i++ ) {
  20759. if( i&1 ) {
  20760. skill_nounit_layout[pos].count = 74;
  20761. if( i&2 ) {
  20762. if( i&4 ) { // 7
  20763. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20764. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20765. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20766. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20767. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20768. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20769. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20770. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20771. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20772. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20773. } else { // 3
  20774. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20775. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20776. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20777. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20778. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20779. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20780. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20781. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20782. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20783. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20784. }
  20785. } else {
  20786. if( i&4 ) { // 5
  20787. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20788. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20789. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20790. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20791. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20792. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20793. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20794. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20795. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20796. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20797. } else { // 1
  20798. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20799. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20800. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20801. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20802. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20803. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20804. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20805. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20806. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20807. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20808. }
  20809. }
  20810. } else {
  20811. skill_nounit_layout[pos].count = 44;
  20812. if( i&2 ) {
  20813. if( i&4 ) { // 6
  20814. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  20815. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20816. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20817. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20818. } else { // 2
  20819. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  20820. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20821. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20822. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20823. }
  20824. } else {
  20825. if( i&4 ) { // 4
  20826. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20827. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20828. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20829. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20830. } else { // 0
  20831. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20832. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20833. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20834. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20835. }
  20836. }
  20837. }
  20838. pos++;
  20839. }
  20840. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20841. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20842. }
  20843. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20844. status_change *sc = status_get_sc(bl);
  20845. if( !sc || !bl || !skill_id )
  20846. return 0; // Can do it
  20847. switch (type) {
  20848. case SC_ANKLE:
  20849. if (skill_id == AL_TELEPORT)
  20850. return 1;
  20851. break;
  20852. case SC_STASIS:
  20853. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20854. return 1; // Can't do it.
  20855. break;
  20856. case SC_KAGEHUMI:
  20857. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20858. return 1;
  20859. case SC_BITE:
  20860. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20861. return 1;
  20862. break;
  20863. }
  20864. return 0;
  20865. }
  20866. /**
  20867. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20868. * @param sc: Status changes active on target
  20869. * @param skill_id: Skill to toggle
  20870. * @return True on success or false otherwise
  20871. */
  20872. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20873. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20874. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20875. return false;
  20876. if (skill->inf2[INF2_TOGGLEABLE]) {
  20877. if (sc.getSCE(skill->sc))
  20878. return true;
  20879. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20880. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  20881. return true;
  20882. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  20883. return true;
  20884. }
  20885. return false;
  20886. }
  20887. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20888. int type = 0;
  20889. switch( skill_id ) {
  20890. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20891. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20892. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20893. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20894. }
  20895. type += skill_lv - 1;
  20896. return type;
  20897. }
  20898. /**
  20899. * Check before do `unit_movepos` call
  20900. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  20901. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20902. **/
  20903. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20904. status_change *sc;
  20905. nullpo_retr(false, bl);
  20906. struct map_data *mapdata = map_getmapdata(bl->m);
  20907. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  20908. return false;
  20909. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  20910. return false;
  20911. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  20912. return false;
  20913. sc = status_get_sc(bl);
  20914. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  20915. return false;
  20916. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  20917. }
  20918. /**
  20919. * Get skill duration after adjustments by skill_duration mapflag
  20920. * @param mapdata: Source map data
  20921. * @param skill_id: Skill ID
  20922. * @param skill_lv: Skill level
  20923. * @return Adjusted skill duration
  20924. */
  20925. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  20926. int time = 0;
  20927. if (!(time = skill_get_time(skill_id, skill_lv)))
  20928. return 0;
  20929. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  20930. return time / 100 * mapdata->skill_duration[skill_id];
  20931. return time;
  20932. }
  20933. const std::string SkillDatabase::getDefaultLocation() {
  20934. return std::string(db_path) + "/skill_db.yml";
  20935. }
  20936. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  20937. int32 value;
  20938. const auto& skNode = node[c4::to_csubstr(nodeName)];
  20939. if (!skNode.is_seq()) {
  20940. if (!this->asInt32(node, nodeName, value))
  20941. return false;
  20942. for (size_t i = 0; i < S; i++)
  20943. arr[i] = value;
  20944. } else {
  20945. uint16 max_level = 0;
  20946. for (const auto& it : skNode) {
  20947. uint16 skill_lv;
  20948. if (!this->asUInt16(it, "Level", skill_lv))
  20949. continue;
  20950. if (skill_lv > MAX_SKILL_LEVEL) {
  20951. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  20952. return false;
  20953. }
  20954. if (!this->asInt32(it, subNodeName, value))
  20955. continue;
  20956. arr[skill_lv - 1] = value;
  20957. max_level = max(max_level, skill_lv);
  20958. }
  20959. size_t i = max_level, j;
  20960. // Check for linear change with increasing steps until we reach half of the data acquired.
  20961. for (size_t step = 1; step <= i / 2; step++) {
  20962. int diff = arr[i - 1] - arr[i - step - 1];
  20963. for (j = i - 1; j >= step; j--) {
  20964. if ((arr[j] - arr[j - step]) != diff)
  20965. break;
  20966. }
  20967. if (j >= step) // No match, try next step.
  20968. continue;
  20969. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  20970. arr[i] = arr[i - step] + diff;
  20971. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  20972. arr[i] = 1;
  20973. diff = 0;
  20974. step = 1;
  20975. }
  20976. }
  20977. return true;
  20978. }
  20979. // Unable to determine linear trend, fill remaining array values with last value
  20980. for (; i < S; i++)
  20981. arr[i] = arr[max_level - 1];
  20982. }
  20983. return true;
  20984. }
  20985. /**
  20986. * Reads and parses an entry from the skill_db.
  20987. * @param node: YAML node containing the entry.
  20988. * @return count of successfully parsed rows
  20989. */
  20990. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  20991. uint16 skill_id;
  20992. if (!this->asUInt16(node, "Id", skill_id))
  20993. return 0;
  20994. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  20995. bool exists = skill != nullptr;
  20996. if (!exists) {
  20997. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  20998. return 0;
  20999. skill = std::make_shared<s_skill_db>();
  21000. skill->nameid = skill_id;
  21001. }
  21002. if (this->nodeExists(node, "Name")) {
  21003. std::string name;
  21004. if (!this->asString(node, "Name", name))
  21005. return 0;
  21006. name.resize(SKILL_NAME_LENGTH);
  21007. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21008. }
  21009. if (this->nodeExists(node, "Description")) {
  21010. std::string name;
  21011. if (!this->asString(node, "Description", name))
  21012. return 0;
  21013. name.resize(SKILL_DESC_LENGTH);
  21014. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21015. }
  21016. if (this->nodeExists(node, "MaxLevel")) {
  21017. uint16 skill_lv;
  21018. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21019. return 0;
  21020. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21021. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21022. return 0;
  21023. }
  21024. skill->max = skill_lv;
  21025. }
  21026. if (this->nodeExists(node, "Type")) {
  21027. std::string type;
  21028. if (!this->asString(node, "Type", type))
  21029. return 0;
  21030. std::string type_constant = "BF_" + type;
  21031. int64 constant;
  21032. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21033. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21034. return 0;
  21035. }
  21036. if (constant < BF_NONE || constant > BF_MISC) {
  21037. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21038. return 0;
  21039. }
  21040. skill->skill_type = static_cast<e_battle_flag>(constant);
  21041. } else {
  21042. if (!exists)
  21043. skill->skill_type = BF_NONE;
  21044. }
  21045. if (this->nodeExists(node, "TargetType")) {
  21046. std::string inf;
  21047. if (!this->asString(node, "TargetType", inf))
  21048. return 0;
  21049. std::string inf_constant = "INF_" + inf + "_SKILL";
  21050. int64 constant;
  21051. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21052. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21053. return 0;
  21054. }
  21055. skill->inf = static_cast<uint16>(constant);
  21056. }
  21057. if (this->nodeExists(node, "DamageFlags")) {
  21058. const auto& damageNode = node["DamageFlags"];
  21059. for (const auto& it : damageNode) {
  21060. std::string nk;
  21061. c4::from_chars(it.key(), &nk);
  21062. std::string nk_constant = "NK_" + nk;
  21063. int64 constant;
  21064. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21065. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21066. return 0;
  21067. }
  21068. bool active;
  21069. if (!this->asBool(damageNode, nk, active))
  21070. return 0;
  21071. if (active)
  21072. skill->nk.set(static_cast<uint8>(constant));
  21073. else
  21074. skill->nk.reset(static_cast<uint8>(constant));
  21075. }
  21076. }
  21077. if (this->nodeExists(node, "Flags")) {
  21078. const auto& infoNode = node["Flags"];
  21079. for (const auto& it : infoNode) {
  21080. std::string inf2;
  21081. c4::from_chars(it.key(), &inf2);
  21082. std::string inf2_constant = "INF2_" + inf2;
  21083. int64 constant;
  21084. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21085. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21086. continue;
  21087. }
  21088. bool active;
  21089. if (!this->asBool(infoNode, inf2, active))
  21090. return 0;
  21091. if (active)
  21092. skill->inf2.set(static_cast<uint8>(constant));
  21093. else
  21094. skill->inf2.reset(static_cast<uint8>(constant));
  21095. }
  21096. }
  21097. if (this->nodeExists(node, "Range")) {
  21098. if (!this->parseNode("Range", "Size", node, skill->range))
  21099. return 0;
  21100. } else {
  21101. if (!exists)
  21102. memset(skill->range, 0, sizeof(skill->range));
  21103. }
  21104. if (this->nodeExists(node, "Hit")) {
  21105. std::string hit;
  21106. if (!this->asString(node, "Hit", hit))
  21107. return 0;
  21108. std::string hit_constant = "DMG_" + hit;
  21109. int64 constant;
  21110. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21111. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21112. return 0;
  21113. }
  21114. skill->hit = static_cast<e_damage_type>(constant);
  21115. } else {
  21116. if (!exists)
  21117. skill->hit = DMG_NORMAL;
  21118. }
  21119. if (this->nodeExists(node, "HitCount")) {
  21120. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21121. return 0;
  21122. } else {
  21123. if (!exists)
  21124. memset(skill->num, 0, sizeof(skill->num));
  21125. }
  21126. if (this->nodeExists(node, "Element")) {
  21127. const auto elementNode = node["Element"];
  21128. std::string element;
  21129. if (!elementNode.is_seq()) {
  21130. if (!this->asString(node, "Element", element))
  21131. return 0;
  21132. std::string element_constant = "ELE_" + element;
  21133. int64 constant;
  21134. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21135. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21136. return 0;
  21137. }
  21138. if (constant == ELE_NONE) {
  21139. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21140. return 0;
  21141. }
  21142. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21143. } else {
  21144. for (const auto& it : elementNode) {
  21145. uint16 skill_lv;
  21146. if (!this->asUInt16(it, "Level", skill_lv))
  21147. continue;
  21148. if (skill_lv > MAX_SKILL_LEVEL) {
  21149. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21150. return false;
  21151. }
  21152. if (!this->asString(it, "Element", element))
  21153. continue;
  21154. std::string element_constant = "ELE_" + element;
  21155. int64 constant;
  21156. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21157. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21158. return 0;
  21159. }
  21160. if (constant == ELE_NONE) {
  21161. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21162. return 0;
  21163. }
  21164. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21165. }
  21166. }
  21167. } else {
  21168. if (!exists)
  21169. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21170. }
  21171. if (this->nodeExists(node, "SplashArea")) {
  21172. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21173. return 0;
  21174. } else {
  21175. if (!exists)
  21176. memset(skill->splash, 0, sizeof(skill->splash));
  21177. }
  21178. if (this->nodeExists(node, "ActiveInstance")) {
  21179. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21180. return 0;
  21181. } else {
  21182. if (!exists)
  21183. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21184. }
  21185. if (this->nodeExists(node, "Knockback")) {
  21186. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21187. return 0;
  21188. } else {
  21189. if (!exists)
  21190. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21191. }
  21192. if (this->nodeExists(node, "CopyFlags")) {
  21193. const auto& copyNode = node["CopyFlags"];
  21194. if (this->nodeExists(copyNode, "Skill")) {
  21195. const auto& copyskillNode = copyNode["Skill"];
  21196. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21197. bool active;
  21198. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21199. return 0;
  21200. if (active)
  21201. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21202. else
  21203. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21204. }
  21205. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21206. bool active;
  21207. if (!this->asBool(copyskillNode, "Reproduce", active))
  21208. return 0;
  21209. if (active)
  21210. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21211. else
  21212. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21213. }
  21214. } else {
  21215. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21216. return 0;
  21217. }
  21218. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21219. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21220. for (const auto& it : copyreqNode) {
  21221. std::string req;
  21222. c4::from_chars(it.key(), &req);
  21223. std::string req_constant = "SKILL_REQ_" + req;
  21224. int64 constant;
  21225. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21226. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21227. return 0;
  21228. }
  21229. skill->copyable.req_opt |= constant;
  21230. }
  21231. } else {
  21232. if (!exists)
  21233. skill->copyable.req_opt = 0;
  21234. }
  21235. }
  21236. if (this->nodeExists(node, "NoNearNpc")) {
  21237. const auto& npcNode = node["NoNearNpc"];
  21238. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21239. uint16 range;
  21240. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21241. return 0;
  21242. skill->unit_nonearnpc_range = range;
  21243. } else {
  21244. if (!exists)
  21245. skill->unit_nonearnpc_range = 0;
  21246. }
  21247. if (this->nodeExists(npcNode, "Type")) {
  21248. const auto& npctypeNode = npcNode["Type"];
  21249. for (const auto& it : npctypeNode) {
  21250. std::string type;
  21251. c4::from_chars(it.key(), &type);
  21252. std::string type_constant = "SKILL_NONEAR_" + type;
  21253. int64 constant;
  21254. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21255. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21256. return 0;
  21257. }
  21258. bool active;
  21259. if (!this->asBool(npctypeNode, type, active))
  21260. return 0;
  21261. if (active)
  21262. skill->unit_nonearnpc_type |= constant;
  21263. else
  21264. skill->unit_nonearnpc_type &= ~constant;
  21265. }
  21266. } else {
  21267. if (!exists)
  21268. skill->unit_nonearnpc_type = 0;
  21269. }
  21270. }
  21271. if (this->nodeExists(node, "CastCancel")) {
  21272. bool active;
  21273. if (!this->asBool(node, "CastCancel", active))
  21274. return 0;
  21275. skill->castcancel = active;
  21276. } else {
  21277. if (!exists)
  21278. skill->castcancel = false;
  21279. }
  21280. if (this->nodeExists(node, "CastDefenseReduction")) {
  21281. uint16 reduction;
  21282. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21283. return 0;
  21284. skill->cast_def_rate = reduction;
  21285. } else {
  21286. if (!exists)
  21287. skill->cast_def_rate = 0;
  21288. }
  21289. if (this->nodeExists(node, "CastTime")) {
  21290. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21291. return 0;
  21292. } else {
  21293. if (!exists)
  21294. memset(skill->cast, 0, sizeof(skill->cast));
  21295. }
  21296. if (this->nodeExists(node, "AfterCastActDelay")) {
  21297. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21298. return 0;
  21299. } else {
  21300. if (!exists)
  21301. memset(skill->delay, 0, sizeof(skill->delay));
  21302. }
  21303. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21304. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21305. return 0;
  21306. } else {
  21307. if (!exists)
  21308. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21309. }
  21310. if (this->nodeExists(node, "Duration1")) {
  21311. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21312. return 0;
  21313. } else {
  21314. if (!exists)
  21315. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21316. }
  21317. if (this->nodeExists(node, "Duration2")) {
  21318. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21319. return 0;
  21320. } else {
  21321. if (!exists)
  21322. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21323. }
  21324. if (this->nodeExists(node, "Cooldown")) {
  21325. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21326. return 0;
  21327. } else {
  21328. if (!exists)
  21329. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21330. }
  21331. #ifdef RENEWAL_CAST
  21332. if (this->nodeExists(node, "FixedCastTime")) {
  21333. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21334. return 0;
  21335. } else {
  21336. if (!exists)
  21337. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21338. }
  21339. #endif
  21340. if (this->nodeExists(node, "CastTimeFlags")) {
  21341. const auto& castNode = node["CastTimeFlags"];
  21342. for (const auto& it : castNode) {
  21343. std::string flag;
  21344. c4::from_chars(it.key(), &flag);
  21345. std::string flag_constant = "SKILL_CAST_" + flag;
  21346. int64 constant;
  21347. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21348. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21349. return 0;
  21350. }
  21351. bool active;
  21352. if (!this->asBool(castNode, flag, active))
  21353. return 0;
  21354. if (active)
  21355. skill->castnodex |= constant;
  21356. else
  21357. skill->castnodex &= ~constant;
  21358. }
  21359. }
  21360. if (this->nodeExists(node, "CastDelayFlags")) {
  21361. const auto& castNode = node["CastDelayFlags"];
  21362. for (const auto& it : castNode) {
  21363. std::string flag;
  21364. c4::from_chars(it.key(), &flag);
  21365. std::string flag_constant = "SKILL_CAST_" + flag;
  21366. int64 constant;
  21367. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21368. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21369. return 0;
  21370. }
  21371. bool active;
  21372. if (!this->asBool(castNode, flag, active))
  21373. return 0;
  21374. if (active)
  21375. skill->delaynodex |= constant;
  21376. else
  21377. skill->delaynodex &= ~constant;
  21378. }
  21379. }
  21380. if (this->nodeExists(node, "Requires")) {
  21381. const auto& requireNode = node["Requires"];
  21382. if (this->nodeExists(requireNode, "HpCost")) {
  21383. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21384. return 0;
  21385. } else {
  21386. if (!exists)
  21387. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21388. }
  21389. if (this->nodeExists(requireNode, "SpCost")) {
  21390. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21391. return 0;
  21392. } else {
  21393. if (!exists)
  21394. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21395. }
  21396. if (this->nodeExists(requireNode, "ApCost")) {
  21397. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21398. return 0;
  21399. } else {
  21400. if (!exists)
  21401. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21402. }
  21403. if (this->nodeExists(requireNode, "HpRateCost")) {
  21404. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21405. return 0;
  21406. } else {
  21407. if (!exists)
  21408. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21409. }
  21410. if (this->nodeExists(requireNode, "SpRateCost")) {
  21411. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21412. return 0;
  21413. } else {
  21414. if (!exists)
  21415. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21416. }
  21417. if (this->nodeExists(requireNode, "ApRateCost")) {
  21418. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21419. return 0;
  21420. } else {
  21421. if (!exists)
  21422. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21423. }
  21424. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21425. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21426. return 0;
  21427. } else {
  21428. if (!exists)
  21429. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21430. }
  21431. if (this->nodeExists(requireNode, "ZenyCost")) {
  21432. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21433. return 0;
  21434. } else {
  21435. if (!exists)
  21436. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21437. }
  21438. if (this->nodeExists(requireNode, "Weapon")) {
  21439. const auto& weaponNode = requireNode["Weapon"];
  21440. if (this->nodeExists(weaponNode, "All")) {
  21441. bool active;
  21442. if (!this->asBool(weaponNode, "All", active))
  21443. return 0;
  21444. if (active)
  21445. skill->require.weapon = 0;
  21446. } else {
  21447. for (const auto& it : weaponNode) {
  21448. std::string weapon;
  21449. c4::from_chars(it.key(), &weapon);
  21450. std::string weapon_constant = "W_" + weapon;
  21451. int64 constant;
  21452. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21453. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21454. return 0;
  21455. }
  21456. bool active;
  21457. if (!this->asBool(weaponNode, weapon, active))
  21458. return 0;
  21459. if (active)
  21460. skill->require.weapon |= 1 << constant;
  21461. else
  21462. skill->require.weapon &= ~(1 << constant);
  21463. }
  21464. }
  21465. } else {
  21466. if (!exists)
  21467. skill->require.weapon = 0;
  21468. }
  21469. if (this->nodeExists(requireNode, "Ammo")) {
  21470. const auto& ammoNode = requireNode["Ammo"];
  21471. if (this->nodeExists(ammoNode, "None")) {
  21472. bool active;
  21473. if (!this->asBool(ammoNode, "None", active))
  21474. return 0;
  21475. if (active)
  21476. skill->require.ammo = 0;
  21477. } else {
  21478. for (const auto& it : ammoNode) {
  21479. std::string ammo;
  21480. c4::from_chars(it.key(), &ammo);
  21481. std::string ammo_constant = "AMMO_" + ammo;
  21482. int64 constant;
  21483. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21484. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21485. return 0;
  21486. }
  21487. bool active;
  21488. if (!this->asBool(ammoNode, ammo, active))
  21489. return 0;
  21490. if (active)
  21491. skill->require.ammo |= 1 << constant;
  21492. else
  21493. skill->require.ammo &= ~(1 << constant);
  21494. }
  21495. }
  21496. } else {
  21497. if (!exists)
  21498. skill->require.ammo = 0;
  21499. }
  21500. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21501. if (skill->require.ammo == 0) {
  21502. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21503. return 0;
  21504. }
  21505. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21506. return 0;
  21507. } else {
  21508. if (!exists)
  21509. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21510. }
  21511. if (this->nodeExists(requireNode, "State")) {
  21512. std::string state;
  21513. if (!this->asString(requireNode, "State", state))
  21514. return 0;
  21515. std::string state_constant = "ST_" + state;
  21516. int64 constant;
  21517. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21518. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21519. return 0;
  21520. }
  21521. skill->require.state = static_cast<int32>(constant);
  21522. }
  21523. if (this->nodeExists(requireNode, "Status")) {
  21524. const auto& statusNode = requireNode["Status"];
  21525. for (const auto& it : statusNode) {
  21526. std::string status;
  21527. c4::from_chars(it.key(), &status);
  21528. std::string status_constant = "SC_" + status;
  21529. int64 constant;
  21530. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21531. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21532. return 0;
  21533. }
  21534. bool active;
  21535. if (!this->asBool(statusNode, status, active))
  21536. return 0;
  21537. auto status_exists = util::vector_get(skill->require.status, constant);
  21538. if (active && status_exists == skill->require.status.end())
  21539. skill->require.status.push_back(static_cast<sc_type>(constant));
  21540. else if (!active && status_exists != skill->require.status.end())
  21541. skill->require.status.erase(status_exists);
  21542. }
  21543. }
  21544. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21545. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21546. return 0;
  21547. } else {
  21548. if (!exists)
  21549. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21550. }
  21551. if (this->nodeExists(requireNode, "ItemCost")) {
  21552. const auto itemNode = requireNode["ItemCost"];
  21553. int32 count = 0;
  21554. for (const auto& it : itemNode) {
  21555. std::string item_name;
  21556. if (!this->asString(it, "Item", item_name))
  21557. continue;
  21558. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21559. if (item == nullptr) {
  21560. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21561. return 0;
  21562. }
  21563. int32 amount;
  21564. if (!this->asInt32(it, "Amount", amount))
  21565. continue;
  21566. if (this->nodeExists(it, "Level")) {
  21567. uint16 cost_level;
  21568. if (!this->asUInt16(it, "Level", cost_level))
  21569. continue;
  21570. if (cost_level < 1 || cost_level > skill->max) {
  21571. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21572. return 0;
  21573. }
  21574. count = cost_level - 1;
  21575. if (!skill->require.itemid_level_dependent)
  21576. skill->require.itemid_level_dependent = true;
  21577. }
  21578. skill->require.itemid[count] = item->nameid;
  21579. skill->require.amount[count] = amount;
  21580. count++;
  21581. }
  21582. }
  21583. if (this->nodeExists(requireNode, "Equipment")) {
  21584. const auto& equipNode = requireNode["Equipment"];
  21585. for (const auto& it : equipNode) {
  21586. std::string item_name;
  21587. c4::from_chars(it.key(), &item_name);
  21588. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21589. if (item == nullptr) {
  21590. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21591. return 0;
  21592. }
  21593. bool active;
  21594. if (!this->asBool(equipNode, item_name, active))
  21595. return 0;
  21596. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21597. if (active && equip_exists == skill->require.eqItem.end())
  21598. skill->require.eqItem.push_back(item->nameid);
  21599. else if (!active && equip_exists != skill->require.eqItem.end())
  21600. skill->require.eqItem.erase(equip_exists);
  21601. }
  21602. }
  21603. }
  21604. if (this->nodeExists(node, "GiveAp")) {
  21605. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21606. return 0;
  21607. } else {
  21608. if (!exists)
  21609. memset(skill->giveap, 0, sizeof(skill->giveap));
  21610. }
  21611. if (this->nodeExists(node, "Unit")) {
  21612. const auto& unitNode = node["Unit"];
  21613. if (this->nodeExists(unitNode, "Id")) {
  21614. std::string unit;
  21615. if (!this->asString(unitNode, "Id", unit))
  21616. return 0;
  21617. std::string unit_constant = "UNT_" + unit;
  21618. int64 constant;
  21619. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21620. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21621. return 0;
  21622. }
  21623. skill->unit_id = static_cast<uint16>(constant);
  21624. } else {
  21625. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21626. return 0;
  21627. }
  21628. if (this->nodeExists(unitNode, "AlternateId")) {
  21629. std::string unit;
  21630. if (!this->asString(unitNode, "AlternateId", unit))
  21631. return 0;
  21632. std::string unit_constant = "UNT_" + unit;
  21633. int64 constant;
  21634. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21635. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21636. return 0;
  21637. }
  21638. skill->unit_id2 = static_cast<uint16>(constant);
  21639. } else {
  21640. if (!exists)
  21641. skill->unit_id2 = 0;
  21642. }
  21643. if (this->nodeExists(unitNode, "Layout")) {
  21644. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21645. return 0;
  21646. } else {
  21647. if (!exists)
  21648. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21649. }
  21650. if (this->nodeExists(unitNode, "Range")) {
  21651. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21652. return 0;
  21653. } else {
  21654. if (!exists)
  21655. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21656. }
  21657. if (this->nodeExists(unitNode, "Interval")) {
  21658. int16 interval;
  21659. if (!this->asInt16(unitNode, "Interval", interval))
  21660. return 0;
  21661. skill->unit_interval = interval;
  21662. } else {
  21663. if (!exists)
  21664. skill->unit_interval = 0;
  21665. }
  21666. if (this->nodeExists(unitNode, "Target")) {
  21667. std::string target;
  21668. if (!this->asString(unitNode, "Target", target))
  21669. return 0;
  21670. std::string target_constant = "BCT_" + target;
  21671. int64 constant;
  21672. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21673. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21674. return 0;
  21675. }
  21676. skill->unit_target = static_cast<int32>(constant);
  21677. } else {
  21678. if (!exists)
  21679. skill->unit_target = BCT_ALL;
  21680. }
  21681. if (this->nodeExists(unitNode, "Flag")) {
  21682. const auto& flagNode = unitNode["Flag"];
  21683. for (const auto& it : flagNode) {
  21684. std::string flag;
  21685. c4::from_chars(it.key(), &flag);
  21686. std::string flag_constant = "UF_" + flag;
  21687. int64 constant;
  21688. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21689. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21690. return 0;
  21691. }
  21692. bool active;
  21693. if (!this->asBool(flagNode, flag, active))
  21694. return 0;
  21695. if (active)
  21696. skill->unit_flag.set(static_cast<uint8>(constant));
  21697. else
  21698. skill->unit_flag.reset(static_cast<uint8>(constant));
  21699. }
  21700. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21701. skill->unit_target = BCT_NOENEMY;
  21702. // By default, target just characters.
  21703. skill->unit_target |= BL_CHAR;
  21704. if (skill->unit_flag[UF_NOPC])
  21705. skill->unit_target &= ~BL_PC;
  21706. if (skill->unit_flag[UF_NOMOB])
  21707. skill->unit_target &= ~BL_MOB;
  21708. if (skill->unit_flag[UF_SKILL])
  21709. skill->unit_target |= BL_SKILL;
  21710. } else {
  21711. if (!exists){
  21712. skill->unit_flag = UF_NONE;
  21713. // By default, target just characters.
  21714. skill->unit_target |= BL_CHAR;
  21715. }
  21716. }
  21717. }
  21718. if (this->nodeExists(node, "Status")) {
  21719. std::string status;
  21720. if (!this->asString(node, "Status", status))
  21721. return 0;
  21722. std::string status_constant = "SC_" + status;
  21723. int64 constant;
  21724. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21725. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21726. return 0;
  21727. }
  21728. if (constant < SC_NONE || constant >= SC_MAX) {
  21729. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21730. constant = SC_NONE;
  21731. }
  21732. skill->sc = static_cast<sc_type>(constant);
  21733. } else {
  21734. if (!exists)
  21735. skill->sc = SC_NONE;
  21736. }
  21737. if (!exists) {
  21738. this->put(skill_id, skill);
  21739. this->skilldb_id2idx[skill_id] = this->skill_num;
  21740. this->skill_num++;
  21741. }
  21742. return 1;
  21743. }
  21744. void SkillDatabase::clear() {
  21745. TypesafeCachedYamlDatabase::clear();
  21746. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21747. this->skill_num = 1;
  21748. }
  21749. void SkillDatabase::loadingFinished(){
  21750. if( this->skill_num > MAX_SKILL ){
  21751. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  21752. }
  21753. TypesafeCachedYamlDatabase::loadingFinished();
  21754. }
  21755. /**
  21756. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21757. * @param skill_id
  21758. * @param silent If Skill is undefined, show error message!
  21759. * @return Skill Index or 0 if not found/unset
  21760. **/
  21761. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21762. uint16 idx = this->skilldb_id2idx[skill_id];
  21763. if( idx == 0 && skill_id != 0 && !silent ){
  21764. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21765. }
  21766. return idx;
  21767. }
  21768. SkillDatabase skill_db;
  21769. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21770. return std::string(db_path) + "/spellbook_db.yml";
  21771. }
  21772. /**
  21773. * Reads and parses an entry from the spellbook_db.
  21774. * @param node: YAML node containing the entry.
  21775. * @return count of successfully parsed rows
  21776. */
  21777. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21778. std::string skill_name;
  21779. if (!this->asString(node, "Skill", skill_name))
  21780. return 0;
  21781. uint16 skill_id = skill_name2id(skill_name.c_str());
  21782. if (skill_id == 0) {
  21783. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21784. return 0;
  21785. }
  21786. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21787. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21788. return 0;
  21789. }
  21790. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21791. bool exists = spell != nullptr;
  21792. if (!exists) {
  21793. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21794. return 0;
  21795. spell = std::make_shared<s_skill_spellbook_db>();
  21796. spell->skill_id = skill_id;
  21797. }
  21798. if (this->nodeExists(node, "Book")) {
  21799. std::string book_name;
  21800. if (!this->asString(node, "Book", book_name))
  21801. return 0;
  21802. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21803. if (item == nullptr) {
  21804. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21805. return 0;
  21806. }
  21807. spell->nameid = item->nameid;
  21808. }
  21809. if (this->nodeExists(node, "PreservePoints")) {
  21810. uint16 points;
  21811. if (!this->asUInt16(node, "PreservePoints", points))
  21812. return 0;
  21813. spell->points = points;
  21814. }
  21815. if (!exists)
  21816. this->put(skill_id, spell);
  21817. return 1;
  21818. }
  21819. /**
  21820. * Check if the specified item is available in the spellbook_db or not
  21821. * @param nameid: Book Item ID
  21822. * @return Spell data or nullptr otherwise
  21823. */
  21824. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21825. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  21826. return nullptr;
  21827. for (const auto &spell : reading_spellbook_db) {
  21828. if (spell.second->nameid == nameid)
  21829. return spell.second;
  21830. }
  21831. return nullptr;
  21832. }
  21833. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21834. return std::string(db_path) + "/magicmushroom_db.yml";
  21835. }
  21836. /**
  21837. * Reads and parses an entry from the magicmushroom_db.
  21838. * @param node: YAML node containing the entry.
  21839. * @return count of successfully parsed rows
  21840. */
  21841. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21842. std::string skill_name;
  21843. if (!this->asString(node, "Skill", skill_name))
  21844. return 0;
  21845. uint16 skill_id = skill_name2id(skill_name.c_str());
  21846. if (!skill_id) {
  21847. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21848. return 0;
  21849. }
  21850. if (!skill_get_inf(skill_id)) {
  21851. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21852. return 0;
  21853. }
  21854. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21855. bool exists = mushroom != nullptr;
  21856. if (!exists) {
  21857. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21858. mushroom->skill_id = skill_id;
  21859. this->put(skill_id, mushroom);
  21860. }
  21861. return 1;
  21862. }
  21863. /** Reads skill no cast db
  21864. * Structure: SkillID,Flag
  21865. */
  21866. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21867. {
  21868. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21869. if (!skill)
  21870. return false;
  21871. skill->nocast |= atoi(split[1]);
  21872. return true;
  21873. }
  21874. /** Reads Produce db
  21875. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21876. */
  21877. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21878. {
  21879. unsigned short x, y;
  21880. unsigned short id = atoi(split[0]);
  21881. t_itemid nameid = 0;
  21882. bool found = false;
  21883. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21884. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21885. return false;
  21886. }
  21887. // Clear previous data, for importing support
  21888. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21889. // Import just for clearing/disabling from original data
  21890. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21891. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21892. return true;
  21893. }
  21894. if (!item_db.exists(nameid)) {
  21895. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21896. return false;
  21897. }
  21898. skill_produce_db[id].nameid = nameid;
  21899. skill_produce_db[id].itemlv = atoi(split[2]);
  21900. skill_produce_db[id].req_skill = atoi(split[3]);
  21901. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  21902. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  21903. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  21904. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  21905. }
  21906. if (!found)
  21907. skill_produce_count++;
  21908. return true;
  21909. }
  21910. const std::string SkillArrowDatabase::getDefaultLocation() {
  21911. return std::string(db_path) + "/create_arrow_db.yml";
  21912. }
  21913. /**
  21914. * Reads and parses an entry from the create_arrow_db.
  21915. * @param node: YAML node containing the entry.
  21916. * @return count of successfully parsed rows
  21917. */
  21918. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21919. std::string source_name;
  21920. if (!this->asString(node, "Source", source_name))
  21921. return 0;
  21922. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  21923. if (item == nullptr) {
  21924. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  21925. return 0;
  21926. }
  21927. t_itemid nameid = item->nameid;
  21928. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  21929. bool exists = arrow != nullptr;
  21930. if (!exists) {
  21931. arrow = std::make_shared<s_skill_arrow_db>();
  21932. arrow->nameid = nameid;
  21933. }
  21934. const auto& MakeNode = node["Make"];
  21935. for (const auto &it : MakeNode) {
  21936. std::string item_name;
  21937. if (!this->asString(it, "Item", item_name))
  21938. return 0;
  21939. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21940. if (item == nullptr) {
  21941. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21942. return 0;
  21943. }
  21944. uint16 amount;
  21945. if (!this->asUInt16(it, "Amount", amount))
  21946. return 0;
  21947. if (amount == 0) {
  21948. if (arrow->created.erase(item->nameid) == 0)
  21949. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  21950. continue;
  21951. }
  21952. if (amount > MAX_AMOUNT) {
  21953. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  21954. continue;
  21955. }
  21956. arrow->created[item->nameid] = amount;
  21957. }
  21958. if (!exists)
  21959. this->put(nameid, arrow);
  21960. return 1;
  21961. }
  21962. const std::string AbraDatabase::getDefaultLocation() {
  21963. return std::string(db_path) + "/abra_db.yml";
  21964. }
  21965. /**
  21966. * Reads and parses an entry from the abra_db.
  21967. * @param node: YAML node containing the entry.
  21968. * @return count of successfully parsed rows
  21969. */
  21970. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21971. std::string skill_name;
  21972. if (!this->asString(node, "Skill", skill_name))
  21973. return 0;
  21974. uint16 skill_id = skill_name2id(skill_name.c_str());
  21975. if (!skill_id) {
  21976. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  21977. return 0;
  21978. }
  21979. if (!skill_get_inf(skill_id)) {
  21980. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  21981. return 0;
  21982. }
  21983. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  21984. bool exists = abra != nullptr;
  21985. if (!exists) {
  21986. abra = std::make_shared<s_skill_abra_db>();
  21987. abra->skill_id = skill_id;
  21988. }
  21989. if (this->nodeExists(node, "Probability")) {
  21990. const auto& probNode = node["Probability"];
  21991. uint16 probability;
  21992. if (!probNode.is_seq()) {
  21993. if (!this->asUInt16Rate(probNode, "Probability", probability))
  21994. return 0;
  21995. abra->per.fill(probability);
  21996. } else {
  21997. abra->per.fill(0);
  21998. for (const auto& it : probNode) {
  21999. uint16 skill_lv;
  22000. if (!this->asUInt16(it, "Level", skill_lv))
  22001. continue;
  22002. if (skill_lv > MAX_SKILL_LEVEL) {
  22003. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22004. return 0;
  22005. }
  22006. if (!this->asUInt16Rate(it, "Probability", probability))
  22007. continue;
  22008. abra->per[skill_lv - 1] = probability;
  22009. }
  22010. }
  22011. } else {
  22012. if (!exists)
  22013. abra->per.fill(500);
  22014. }
  22015. if (!exists)
  22016. this->put(skill_id, abra);
  22017. return 1;
  22018. }
  22019. /** Reads change material db
  22020. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22021. */
  22022. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  22023. {
  22024. uint16 id = atoi(split[0]);
  22025. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22026. short rate = atoi(split[2]);
  22027. bool found = false;
  22028. int x, y;
  22029. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22030. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22031. return false;
  22032. }
  22033. // Clear previous data, for importing support
  22034. if (skill_changematerial_db[id].nameid > 0) {
  22035. found = true;
  22036. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22037. }
  22038. // Import just for clearing/disabling from original data
  22039. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22040. if (nameid == 0) {
  22041. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22042. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22043. return true;
  22044. }
  22045. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22046. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22047. if (skill_produce_db[x].nameid == nameid)
  22048. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22049. break;
  22050. }
  22051. if (x >= MAX_SKILL_PRODUCE_DB) {
  22052. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22053. return false;
  22054. }
  22055. skill_changematerial_db[id].nameid = nameid;
  22056. skill_changematerial_db[id].rate = rate;
  22057. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22058. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22059. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22060. }
  22061. if (!found)
  22062. skill_changematerial_count++;
  22063. return true;
  22064. }
  22065. /**
  22066. * Reads skill damage adjustment
  22067. * @author [Lilith]
  22068. */
  22069. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  22070. {
  22071. int64 caster_tmp;
  22072. uint16 id;
  22073. int caster, value;
  22074. char *result;
  22075. trim(split[0]);
  22076. if (ISDIGIT(split[0][0])) {
  22077. value = strtol(split[0], &result, 10);
  22078. if (*result) {
  22079. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22080. return false;
  22081. }
  22082. id = value;
  22083. } else
  22084. id = skill_name2id(split[0]);
  22085. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22086. if (!skill)
  22087. return false;
  22088. skill->damage = {};
  22089. trim(split[1]);
  22090. if (ISDIGIT(split[1][0])) {
  22091. value = strtol(split[1], &result, 10);
  22092. if (*result) {
  22093. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22094. return false;
  22095. }
  22096. caster = value;
  22097. } else { // Try to parse caster as constant
  22098. if (!script_get_constant(split[1], &caster_tmp)) {
  22099. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22100. return false;
  22101. }
  22102. caster = static_cast<uint16>(caster_tmp);
  22103. }
  22104. skill->damage.caster |= caster;
  22105. value = strtol(split[2], &result, 10);
  22106. if (*result) {
  22107. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22108. return false;
  22109. }
  22110. skill->damage.map |= value;
  22111. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22112. value = strtol(split[offset], &result, 10);
  22113. if (*result && *result != ' ') {
  22114. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22115. value = 0;
  22116. }
  22117. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22118. }
  22119. return true;
  22120. }
  22121. /** Reads skill database files */
  22122. static void skill_readdb(void) {
  22123. int i;
  22124. const char* dbsubpath[] = {
  22125. "",
  22126. "/" DBIMPORT,
  22127. //add other path here
  22128. };
  22129. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22130. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22131. skill_produce_count = skill_changematerial_count = 0;
  22132. skill_db.load();
  22133. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22134. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22135. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22136. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22137. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22138. if (i == 0) {
  22139. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22140. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22141. } else {
  22142. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22143. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22144. }
  22145. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22146. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22147. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22148. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22149. aFree(dbsubpath1);
  22150. aFree(dbsubpath2);
  22151. }
  22152. abra_db.load();
  22153. magic_mushroom_db.load();
  22154. reading_spellbook_db.load();
  22155. skill_arrow_db.load();
  22156. skill_init_unit_layout();
  22157. skill_init_nounit_layout();
  22158. }
  22159. void skill_reload (void) {
  22160. skill_db.clear();
  22161. abra_db.clear();
  22162. magic_mushroom_db.clear();
  22163. reading_spellbook_db.clear();
  22164. skill_arrow_db.clear();
  22165. skill_readdb();
  22166. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22167. s_mapiterator *iter = mapit_getallusers();
  22168. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22169. pc_validate_skill(sd);
  22170. clif_skillinfoblock(sd);
  22171. }
  22172. mapit_free(iter);
  22173. }
  22174. /*==========================================
  22175. *
  22176. *------------------------------------------*/
  22177. void do_init_skill(void)
  22178. {
  22179. skill_readdb();
  22180. skillunit_db = idb_alloc(DB_OPT_BASE);
  22181. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22182. bowling_db = idb_alloc(DB_OPT_BASE);
  22183. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22184. ers_chunk_size(skill_timer_ers, 150);
  22185. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22186. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22187. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22188. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22189. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22190. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22191. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22192. }
  22193. void do_final_skill(void)
  22194. {
  22195. skill_db.clear();
  22196. abra_db.clear();
  22197. magic_mushroom_db.clear();
  22198. reading_spellbook_db.clear();
  22199. skill_arrow_db.clear();
  22200. db_destroy(skillunit_db);
  22201. db_destroy(skillusave_db);
  22202. db_destroy(bowling_db);
  22203. ers_destroy(skill_timer_ers);
  22204. }