skill.c 325 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "npc.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #include <stdio.h>
  32. #include <stdlib.h>
  33. #include <string.h>
  34. #include <time.h>
  35. #define SKILLUNITTIMER_INTERVAL 100
  36. //Guild Skills are shifted to these to make them stick into the skill array.
  37. #define GD_SKILLRANGEMIN 900
  38. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  39. #define HM_SKILLRANGEMIN 800
  40. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  41. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  42. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  43. struct s_skill_db skill_db[MAX_SKILL_DB];
  44. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  45. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  46. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  47. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  48. int firewall_unit_pos;
  49. int icewall_unit_pos;
  50. //Since only mob-casted splash skills can hit ice-walls
  51. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  52. /// Maps skill ids to skill db offsets.
  53. /// Returns the skill's array index, or 0 (Unknown Skill).
  54. static int skill_get_index( int id )
  55. {
  56. // avoid ranges reserved for mapping guild/homun skills
  57. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  58. return 0;
  59. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  60. return 0;
  61. // map skill number to skill id
  62. if( id >= GD_SKILLBASE )
  63. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  64. if( id >= HM_SKILLBASE )
  65. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  66. // validate result
  67. if( id <= 0 || id >= MAX_SKILL_DB )
  68. return 0;
  69. return id;
  70. }
  71. const char* skill_get_name( int id )
  72. {
  73. return skill_db[skill_get_index(id)].name;
  74. }
  75. const char* skill_get_desc( int id )
  76. {
  77. return skill_db[skill_get_index(id)].desc;
  78. }
  79. // out of bounds error checking [celest]
  80. static void skill_chk(int* id, int lv)
  81. {
  82. *id = skill_get_index(*id); // checks/adjusts id
  83. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  84. }
  85. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  86. // Skill DB
  87. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  88. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  89. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  90. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  91. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  92. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  93. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  94. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  95. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  96. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  97. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  98. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  99. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  100. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  101. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  102. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  103. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  104. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  105. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  106. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  107. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  108. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  109. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  110. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  111. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  112. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  113. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  114. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  115. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  116. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  117. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  118. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  119. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  120. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  121. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  122. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  123. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  124. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  125. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  126. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  127. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  128. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  129. int skill_tree_get_max(int id, int b_class)
  130. {
  131. int i, skillid;
  132. b_class = pc_class2idx(b_class);
  133. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  134. if (id == skillid) return skill_tree[b_class][i].max;
  135. return skill_get_max (id);
  136. }
  137. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  138. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  139. int status_change_timer_sub(struct block_list *bl, va_list ap);
  140. int skill_attack_area(struct block_list *bl,va_list ap);
  141. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  142. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  143. int skill_greed(struct block_list *bl, va_list ap);
  144. int skill_cell_overlap(struct block_list *bl, va_list ap);
  145. int skill_ganbatein(struct block_list *bl, va_list ap);
  146. int skill_trap_splash(struct block_list *bl, va_list ap);
  147. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  148. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  149. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  150. static int skill_unit_effect(struct block_list *bl,va_list ap);
  151. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  152. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  153. int skill_get_casttype (int id)
  154. {
  155. int inf = skill_get_inf(id);
  156. if (inf&(INF_GROUND_SKILL))
  157. return CAST_GROUND;
  158. if (inf&INF_SUPPORT_SKILL)
  159. return CAST_NODAMAGE;
  160. if (inf&INF_SELF_SKILL) {
  161. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  162. return CAST_DAMAGE; //Combo skill.
  163. return CAST_NODAMAGE;
  164. }
  165. if (skill_get_nk(id)&NK_NO_DAMAGE)
  166. return CAST_NODAMAGE;
  167. return CAST_DAMAGE;
  168. };
  169. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  170. int skill_get_range2 (struct block_list *bl, int id, int lv)
  171. {
  172. int range;
  173. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  174. return 9; //Mobs have a range of 9 regardless of skill used.
  175. range = skill_get_range(id, lv);
  176. if(range < 0) {
  177. if (battle_config.use_weapon_skill_range&bl->type)
  178. return status_get_range(bl);
  179. range *=-1;
  180. }
  181. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  182. switch (id) {
  183. case AC_SHOWER:
  184. case AC_DOUBLE:
  185. case HT_BLITZBEAT:
  186. case AC_CHARGEARROW:
  187. case SN_FALCONASSAULT:
  188. case SN_SHARPSHOOTING:
  189. case HT_POWER:
  190. if (bl->type == BL_PC)
  191. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  192. else
  193. range += 10; //Assume level 10?
  194. break;
  195. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  196. case GS_RAPIDSHOWER:
  197. case GS_PIERCINGSHOT:
  198. case GS_FULLBUSTER:
  199. case GS_SPREADATTACK:
  200. case GS_GROUNDDRIFT:
  201. if (bl->type == BL_PC)
  202. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  203. else
  204. range += 10; //Assume level 10?
  205. break;
  206. case NJ_KIRIKAGE:
  207. if (bl->type == BL_PC)
  208. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  209. break;
  210. }
  211. if(!range && bl->type != BL_PC)
  212. return 9; // Enable non players to use self skills on others. [Skotlex]
  213. return range;
  214. }
  215. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  216. {
  217. int skill, heal;
  218. struct status_change* sc;
  219. if (skill_lv >= battle_config.max_heal_lv)
  220. return battle_config.max_heal;
  221. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  222. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  223. heal += heal * skill * 2 / 100;
  224. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  225. heal += heal * skill * 2 / 100;
  226. sc = status_get_sc(target);
  227. if (sc && sc->count)
  228. {
  229. if( sc->data[SC_CRITICALWOUND] )
  230. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  231. if( sc->data[SC_INCHEALRATE] )
  232. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  233. }
  234. return heal;
  235. }
  236. // Making plagiarize check its own function [Aru]
  237. int can_copy (struct map_session_data *sd, int skillid)
  238. {
  239. // Never copy NPC/Wedding Skills
  240. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  241. return 0;
  242. // High-class skills
  243. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  244. {
  245. if(battle_config.copyskill_restrict == 2)
  246. return 0;
  247. else if(battle_config.copyskill_restrict)
  248. return (sd->status.class_ == JOB_STALKER);
  249. }
  250. return 1;
  251. }
  252. // [MouseJstr] - skill ok to cast? and when?
  253. int skillnotok (int skillid, struct map_session_data *sd)
  254. {
  255. int i,m;
  256. nullpo_retr (1, sd);
  257. m = sd->bl.m;
  258. i = skill_get_index(skillid);
  259. if (i == 0)
  260. return 1; // invalid skill id
  261. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  262. return 0; // GMs can do any damn thing they want
  263. if (sd->blockskill[i] > 0)
  264. return 1;
  265. // Check skill restrictions [Celest]
  266. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  267. return 1;
  268. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  269. return 1;
  270. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  271. return 1;
  272. if(agit_flag && skill_get_nocast (skillid) & 8)
  273. return 1;
  274. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  275. return 1;
  276. switch (skillid) {
  277. case AL_WARP:
  278. if(map[m].flag.nowarp) {
  279. clif_skill_teleportmessage(sd,0);
  280. return 1;
  281. }
  282. return 0;
  283. break;
  284. case AL_TELEPORT:
  285. if(map[m].flag.noteleport) {
  286. clif_skill_teleportmessage(sd,0);
  287. return 1;
  288. }
  289. return 0;
  290. case WE_CALLPARTNER:
  291. case WE_CALLPARENT:
  292. case WE_CALLBABY:
  293. if (map[m].flag.nomemo) {
  294. clif_skill_teleportmessage(sd,1);
  295. return 1;
  296. }
  297. break;
  298. case MC_VENDING:
  299. case MC_IDENTIFY:
  300. return 0; // always allowed
  301. case WZ_ICEWALL:
  302. // noicewall flag [Valaris]
  303. if (map[m].flag.noicewall) {
  304. clif_skill_fail(sd,skillid,0,0);
  305. return 1;
  306. }
  307. break;
  308. case GD_EMERGENCYCALL:
  309. if (
  310. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  311. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  312. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  313. ) {
  314. clif_skill_fail(sd,skillid,0,0);
  315. return 1;
  316. }
  317. break;
  318. }
  319. return (map[m].flag.noskill);
  320. }
  321. // [orn] - skill ok to cast? and when? //homunculus
  322. int skillnotok_hom (int skillid, struct homun_data *hd)
  323. {
  324. int i = skill_get_index(skillid);
  325. nullpo_retr (1, hd);
  326. if (i == 0)
  327. return 1; // invalid skill id
  328. if (hd->blockskill[i] > 0)
  329. return 1;
  330. //Use master's criteria.
  331. return skillnotok(skillid, hd->master);
  332. }
  333. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  334. {
  335. int pos = skill_get_unit_layout_type(skillid,skilllv);
  336. int dir;
  337. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  338. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  339. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  340. }
  341. if (pos != -1) // simple single-definition layout
  342. return &skill_unit_layout[pos];
  343. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  344. if (skillid == MG_FIREWALL)
  345. return &skill_unit_layout [firewall_unit_pos + dir];
  346. else if (skillid == WZ_ICEWALL)
  347. return &skill_unit_layout [icewall_unit_pos + dir];
  348. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  349. return &skill_unit_layout[0]; // default 1x1 layout
  350. }
  351. /*==========================================
  352. *
  353. *------------------------------------------*/
  354. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  355. {
  356. struct map_session_data *sd, *dstsd;
  357. struct mob_data *md, *dstmd;
  358. struct status_data *sstatus, *tstatus;
  359. struct status_change *sc, *tsc;
  360. int skill;
  361. int rate;
  362. nullpo_retr(0, src);
  363. nullpo_retr(0, bl);
  364. if(skillid < 0) return 0;
  365. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  366. sd = BL_CAST(BL_PC, src);
  367. md = BL_CAST(BL_MOB, src);
  368. dstsd = BL_CAST(BL_PC, bl);
  369. dstmd = BL_CAST(BL_MOB, bl);
  370. sc = status_get_sc(src);
  371. tsc = status_get_sc(bl);
  372. sstatus = status_get_status_data(src);
  373. tstatus = status_get_status_data(bl);
  374. if (!tsc) //skill additional effect is about adding effects to the target...
  375. //So if the target can't be inflicted with statuses, this is pointless.
  376. return 0;
  377. switch(skillid)
  378. {
  379. case 0: // Normal attacks (no skill used)
  380. {
  381. if(sd) {
  382. // Automatic trigger of Blitz Beat
  383. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  384. rand()%1000 <= sstatus->luk*10/3+1 ) {
  385. rate=(sd->status.job_level+9)/10;
  386. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  387. }
  388. // Gank
  389. if(dstmd && sd->status.weapon != W_BOW &&
  390. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  391. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  392. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  393. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  394. else
  395. clif_skill_fail(sd,RG_SNATCHER,0,0);
  396. }
  397. // Chance to trigger Taekwon kicks [Dralnu]
  398. if(sc && !sc->data[SC_COMBO]) {
  399. if(sc->data[SC_READYSTORM] &&
  400. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  401. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  402. ; //Stance triggered
  403. else if(sc->data[SC_READYDOWN] &&
  404. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  405. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  406. ; //Stance triggered
  407. else if(sc->data[SC_READYTURN] &&
  408. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  409. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  410. ; //Stance triggered
  411. else if(sc->data[SC_READYCOUNTER])
  412. { //additional chance from SG_FRIEND [Komurka]
  413. rate = 20;
  414. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  415. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  416. status_change_end(src,SC_SKILLRATE_UP,-1);
  417. }
  418. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  419. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  420. }
  421. }
  422. if (sd->special_state.bonus_coma) {
  423. rate = sd->weapon_coma_ele[tstatus->def_ele];
  424. rate += sd->weapon_coma_race[tstatus->race];
  425. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  426. if (rate)
  427. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  428. }
  429. }
  430. if (sc) {
  431. struct status_change_entry *sce;
  432. // Enchant Poison gives a chance to poison attacked enemies
  433. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  434. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  435. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  436. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  437. if((sce=sc->data[SC_EDP]))
  438. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  439. skill_get_time2(ASC_EDP,sce->val1));
  440. }
  441. }
  442. break;
  443. case SM_BASH:
  444. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  445. //TODO: How much % per base level it actually is?
  446. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  447. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  448. }
  449. break;
  450. case AS_VENOMKNIFE:
  451. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  452. skilllv = pc_checkskill(sd, TF_POISON);
  453. case TF_POISON:
  454. case AS_SPLASHER:
  455. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  456. && sd && skillid==TF_POISON
  457. )
  458. clif_skill_fail(sd,skillid,0,0);
  459. break;
  460. case AS_SONICBLOW:
  461. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  462. break;
  463. case AS_GRIMTOOTH:
  464. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  465. if (!tsc->data[skill])
  466. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  467. break;
  468. case MG_FROSTDIVER:
  469. case WZ_FROSTNOVA:
  470. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  471. break;
  472. case WZ_STORMGUST:
  473. //Tharis pointed out that this is normal freeze chance with a base of 300%
  474. if(tsc->sg_counter >= 3 &&
  475. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  476. tsc->sg_counter = 0;
  477. break;
  478. case WZ_METEOR:
  479. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  480. break;
  481. case WZ_VERMILION:
  482. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  483. break;
  484. case HT_FREEZINGTRAP:
  485. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  486. break;
  487. case HT_FLASHER:
  488. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  489. break;
  490. case HT_LANDMINE:
  491. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  492. break;
  493. case HT_SHOCKWAVE:
  494. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  495. break;
  496. case HT_SANDMAN:
  497. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  498. break;
  499. case TF_SPRINKLESAND:
  500. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  501. break;
  502. case TF_THROWSTONE:
  503. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  504. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  505. break;
  506. case NPC_DARKCROSS:
  507. case CR_HOLYCROSS:
  508. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  509. break;
  510. case CR_GRANDCROSS:
  511. case NPC_GRANDDARKNESS:
  512. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  513. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  514. break;
  515. case AM_ACIDTERROR:
  516. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  517. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  518. clif_emotion(bl,23);
  519. break;
  520. case AM_DEMONSTRATION:
  521. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  522. break;
  523. case CR_SHIELDCHARGE:
  524. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  525. break;
  526. case PA_PRESSURE:
  527. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  528. break;
  529. case RG_RAID:
  530. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  531. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  532. break;
  533. case BA_FROSTJOKE:
  534. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  535. break;
  536. case DC_SCREAM:
  537. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  538. break;
  539. case BD_LULLABY:
  540. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  541. break;
  542. case DC_UGLYDANCE:
  543. rate = 5+5*skilllv;
  544. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  545. rate += 5+skill;
  546. status_zap(bl, 0, rate);
  547. break;
  548. case SL_STUN:
  549. if (tstatus->size==1) //Only stuns mid-sized mobs.
  550. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  551. break;
  552. case NPC_PETRIFYATTACK:
  553. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  554. skilllv,0,0,skill_get_time(skillid,skilllv),
  555. skill_get_time2(skillid,skilllv));
  556. break;
  557. case NPC_CURSEATTACK:
  558. case NPC_SLEEPATTACK:
  559. case NPC_BLINDATTACK:
  560. case NPC_POISON:
  561. case NPC_SILENCEATTACK:
  562. case NPC_STUNATTACK:
  563. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  564. break;
  565. case NPC_ACIDBREATH:
  566. case NPC_ICEBREATH:
  567. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  568. break;
  569. case NPC_BLEEDING:
  570. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  571. break;
  572. case NPC_MENTALBREAKER:
  573. { //Based on observations by Tharis, Mental Breaker should do SP damage
  574. //equal to Matk*skLevel.
  575. rate = sstatus->matk_min;
  576. if (rate < sstatus->matk_max)
  577. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  578. rate*=skilllv;
  579. status_zap(bl, 0, rate);
  580. break;
  581. }
  582. // Equipment breaking monster skills [Celest]
  583. case NPC_WEAPONBRAKER:
  584. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  585. break;
  586. case NPC_ARMORBRAKE:
  587. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  588. break;
  589. case NPC_HELMBRAKE:
  590. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  591. break;
  592. case NPC_SHIELDBRAKE:
  593. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  594. break;
  595. case CH_TIGERFIST:
  596. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  597. break;
  598. case LK_SPIRALPIERCE:
  599. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  600. break;
  601. case ST_REJECTSWORD:
  602. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  603. break;
  604. case PF_FOGWALL:
  605. if (src != bl && !tsc->data[SC_DELUGE])
  606. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  607. break;
  608. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  609. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  610. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  611. break;
  612. case LK_JOINTBEAT:
  613. skill = SkillStatusChangeTable(skillid);
  614. if (tsc->jb_flag) {
  615. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  616. tsc->jb_flag = 0;
  617. }
  618. break;
  619. case ASC_METEORASSAULT:
  620. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  621. switch(rand()%3) {
  622. case 0:
  623. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  624. break;
  625. case 1:
  626. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  627. break;
  628. default:
  629. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  630. }
  631. break;
  632. case HW_NAPALMVULCAN:
  633. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  634. break;
  635. case WS_CARTTERMINATION: // Cart termination
  636. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  637. break;
  638. case CR_ACIDDEMONSTRATION:
  639. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  640. break;
  641. case TK_DOWNKICK:
  642. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  643. break;
  644. case TK_JUMPKICK:
  645. //Cancel out Soul Linker status of the target. [Skotlex]
  646. if (tsc->count) {
  647. //Remove NORMAL potions effect.
  648. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
  649. status_change_end(bl, SC_ASPDPOTION0, -1);
  650. if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
  651. status_change_end(bl, SC_ASPDPOTION1, -1);
  652. if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
  653. status_change_end(bl, SC_ASPDPOTION2, -1);
  654. if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
  655. status_change_end(bl, SC_ASPDPOTION3, -1);
  656. if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
  657. status_change_end(bl, SC_SPEEDUP0, -1);
  658. if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
  659. status_change_end(bl, SC_SPEEDUP1, -1);
  660. if (tsc->data[SC_SPIRIT])
  661. status_change_end(bl, SC_SPIRIT, -1);
  662. if (tsc->data[SC_ONEHAND])
  663. status_change_end(bl, SC_ONEHAND, -1);
  664. if (tsc->data[SC_ADRENALINE2])
  665. status_change_end(bl, SC_ADRENALINE2, -1);
  666. }
  667. break;
  668. case TK_TURNKICK:
  669. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  670. if(attack_type&BF_MISC) //70% base stun chance...
  671. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  672. break;
  673. case GS_BULLSEYE: //0.1% coma rate.
  674. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  675. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  676. break;
  677. case GS_PIERCINGSHOT:
  678. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  679. break;
  680. case NJ_HYOUSYOURAKU:
  681. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  682. break;
  683. case GS_FLING:
  684. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  685. break;
  686. case GS_DISARM:
  687. rate = 3*skilllv;
  688. if (sstatus->dex > tstatus->dex)
  689. rate += (sstatus->dex - tstatus->dex)/5;
  690. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  691. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  692. break;
  693. case NPC_EVILLAND:
  694. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  695. break;
  696. case NPC_HELLJUDGEMENT:
  697. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  698. break;
  699. case NPC_CRITICALWOUND:
  700. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  701. break;
  702. }
  703. if(sd && attack_type&BF_WEAPON &&
  704. skillid != WS_CARTTERMINATION &&
  705. skillid != AM_DEMONSTRATION &&
  706. skillid != CR_REFLECTSHIELD &&
  707. skillid != ASC_BREAKER
  708. ){ //Trigger status effects
  709. int i, type;
  710. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  711. {
  712. rate = sd->addeff[i].rate;
  713. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  714. rate += sd->addeff[i].arrow_rate;
  715. if (!rate) continue;
  716. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  717. { //Trigger has range consideration.
  718. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  719. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  720. continue; //Range Failed.
  721. }
  722. type = sd->addeff[i].id;
  723. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  724. if (sd->addeff[i].flag&ATF_TARGET)
  725. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  726. if (sd->addeff[i].flag&ATF_SELF)
  727. status_change_start(src,type,rate,7,0,0,0,skill,0);
  728. }
  729. }
  730. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  731. { //Pass heritage to Master for status causing effects. [Skotlex]
  732. sd = map_id2sd(md->master_id);
  733. src = sd?&sd->bl:src;
  734. }
  735. // Autospell when attacking
  736. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  737. struct block_list *tbl;
  738. struct unit_data *ud;
  739. int i, skilllv;
  740. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  741. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  742. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  743. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  744. continue; // one or more trigger conditions were not fulfilled
  745. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  746. if (skillnotok(skill, sd))
  747. continue;
  748. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  749. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  750. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  751. if (rand()%1000 > rate)
  752. continue;
  753. if (sd->autospell[i].id < 0)
  754. tbl = src;
  755. else
  756. tbl = bl;
  757. switch (skill_get_casttype(skill)) {
  758. case CAST_GROUND:
  759. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  760. break;
  761. case CAST_NODAMAGE:
  762. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  763. break;
  764. case CAST_DAMAGE:
  765. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  766. break;
  767. }
  768. //Set canact delay. [Skotlex]
  769. ud = unit_bl2ud(src);
  770. if (ud) {
  771. rate = skill_delayfix(src, skill, skilllv);
  772. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  773. ud->canact_tick = tick+rate;
  774. }
  775. break; //Only one auto skill comes off at a time.
  776. }
  777. }
  778. //Auto-script when attacking
  779. if(sd && src != bl && sd->autoscript[0].script) {
  780. int i;
  781. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  782. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  783. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  784. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  785. continue; // one or more trigger conditions were not fulfilled
  786. if (rand()%1000 > sd->autoscript[i].rate)
  787. continue;
  788. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  789. break; //Have only one script execute at a time.
  790. }
  791. }
  792. //Polymorph
  793. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  794. dstmd && !(tstatus->mode&MD_BOSS) &&
  795. (rand()%10000 < sd->classchange))
  796. {
  797. struct mob_db *mob;
  798. int class_;
  799. skill = 0;
  800. do {
  801. do {
  802. class_ = rand() % MAX_MOB_DB;
  803. } while (!mobdb_checkid(class_));
  804. rate = rand() % 1000000;
  805. mob = mob_db(class_);
  806. } while (
  807. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  808. (skill++) < 2000);
  809. if (skill < 2000)
  810. mob_class_change(dstmd,class_);
  811. }
  812. return 0;
  813. }
  814. /* Splitted off from skill_additional_effect, which is never called when the
  815. * attack skill kills the enemy. Place in this function counter status effects
  816. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  817. * from cards) that will take effect on the source, not the target. [Skotlex]
  818. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  819. * type of skills, so not every instance of skill_additional_effect needs a call
  820. * to this one.
  821. */
  822. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  823. {
  824. int rate;
  825. struct map_session_data *sd=NULL;
  826. struct map_session_data *dstsd=NULL;
  827. struct status_change *tsc;
  828. nullpo_retr(0, src);
  829. nullpo_retr(0, bl);
  830. if(skillid < 0) return 0;
  831. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  832. tsc = status_get_sc(bl);
  833. if (tsc && !tsc->count)
  834. tsc = NULL;
  835. sd = BL_CAST(BL_PC, src);
  836. dstsd = BL_CAST(BL_PC, bl);
  837. switch(skillid){
  838. case 0: //Normal Attack
  839. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  840. tsc->data[SC_KAAHI]->val4 = add_timer(
  841. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  842. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  843. break;
  844. case MO_EXTREMITYFIST:
  845. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  846. break;
  847. case GS_FULLBUSTER:
  848. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  849. break;
  850. case HFLI_SBR44: //[orn]
  851. case HVAN_EXPLOSION:
  852. if(src->type == BL_HOM){
  853. TBL_HOM *hd = (TBL_HOM*)src;
  854. hd->homunculus.intimacy = 200;
  855. if (hd->master)
  856. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  857. }
  858. break;
  859. }
  860. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  861. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  862. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  863. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  864. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  865. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  866. ){ //Soul Drain should only work on targetted spells [Skotlex]
  867. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  868. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  869. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  870. }
  871. if(dstsd && attack_type&BF_WEAPON)
  872. { //Counter effects.
  873. int i, type, time;
  874. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  875. {
  876. rate = dstsd->addeff2[i].rate;
  877. if (attack_type&BF_LONG)
  878. rate+=dstsd->addeff2[i].arrow_rate;
  879. if (!rate) continue;
  880. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  881. { //Trigger has range consideration.
  882. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  883. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  884. continue; //Range Failed.
  885. }
  886. type = dstsd->addeff2[i].id;
  887. time = skill_get_time2(StatusSkillChangeTable[type],7);
  888. if (dstsd->addeff2[i].flag&ATF_TARGET)
  889. status_change_start(src,type,rate,7,0,0,0,time,0);
  890. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  891. status_change_start(bl,type,rate,7,0,0,0,time,0);
  892. }
  893. }
  894. // Trigger counter-spells to retaliate against damage causing skills.
  895. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  896. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  897. {
  898. struct block_list *tbl;
  899. struct unit_data *ud;
  900. int i, skillid, skilllv, rate;
  901. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  902. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  903. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  904. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  905. continue; // one or more trigger conditions were not fulfilled
  906. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  907. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  908. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  909. rate = dstsd->autospell2[i].rate;
  910. if (attack_type&BF_LONG)
  911. rate>>=1;
  912. if (skillnotok(skillid, dstsd))
  913. continue;
  914. if (rand()%1000 > rate)
  915. continue;
  916. if (dstsd->autospell2[i].id < 0)
  917. tbl = bl;
  918. else
  919. tbl = src;
  920. switch (skill_get_casttype(skillid)) {
  921. case CAST_GROUND:
  922. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  923. break;
  924. case CAST_NODAMAGE:
  925. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  926. break;
  927. case CAST_DAMAGE:
  928. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  929. break;
  930. }
  931. //Set canact delay. [Skotlex]
  932. ud = unit_bl2ud(bl);
  933. if (ud) {
  934. rate = skill_delayfix(bl, skillid, skilllv);
  935. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  936. ud->canact_tick = tick+rate;
  937. }
  938. break; //trigger only one auto-spell per hit.
  939. }
  940. }
  941. //Auto-script when attacked
  942. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  943. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  944. {
  945. int i;
  946. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  947. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  948. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  949. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  950. continue; // one or more trigger conditions were not fulfilled
  951. if (rand()%1000 > dstsd->autoscript2[i].rate)
  952. continue;
  953. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  954. break; //Have only one script execute at a time.
  955. }
  956. }
  957. return 0;
  958. }
  959. /*=========================================================================
  960. Breaks equipment. On-non players causes the corresponding strip effect.
  961. - rate goes from 0 to 10000 (100.00%)
  962. - flag is a BCT_ flag to indicate which type of adjustment should be used
  963. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  964. --------------------------------------------------------------------------*/
  965. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  966. {
  967. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  968. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  969. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  970. struct status_change *sc = status_get_sc(bl);
  971. int i,j;
  972. TBL_PC *sd;
  973. sd = BL_CAST(BL_PC, bl);
  974. if (sc && !sc->count)
  975. sc = NULL;
  976. if (sd) {
  977. if (sd->unbreakable_equip)
  978. where &= ~sd->unbreakable_equip;
  979. if (sd->unbreakable)
  980. rate -= rate*sd->unbreakable/100;
  981. if (where&EQP_WEAPON) {
  982. switch (sd->status.weapon) {
  983. case W_FIST: //Bare fists should not break :P
  984. case W_1HAXE:
  985. case W_2HAXE:
  986. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  987. case W_STAFF:
  988. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  989. case W_HUUMA:
  990. where &= ~EQP_WEAPON;
  991. }
  992. }
  993. }
  994. if (flag&BCT_ENEMY) {
  995. if (battle_config.equip_skill_break_rate != 100)
  996. rate = rate*battle_config.equip_skill_break_rate/100;
  997. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  998. if (battle_config.equip_self_break_rate != 100)
  999. rate = rate*battle_config.equip_self_break_rate/100;
  1000. }
  1001. for (i = 0; i < 4; i++) {
  1002. if (where&where_list[i]) {
  1003. if (sc && sc->count && sc->data[scdef[i]])
  1004. where&=~where_list[i];
  1005. else if (rand()%10000 >= rate)
  1006. where&=~where_list[i];
  1007. else if (!sd) //Cause Strip effect.
  1008. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1009. }
  1010. }
  1011. if (!where) //Nothing to break.
  1012. return 0;
  1013. if (sd) {
  1014. for (i = 0; i < EQI_MAX; i++) {
  1015. j = sd->equip_index[i];
  1016. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1017. continue;
  1018. flag = 0;
  1019. switch(i) {
  1020. case EQI_HEAD_TOP: //Upper Head
  1021. flag = (where&EQP_HELM);
  1022. break;
  1023. case EQI_ARMOR: //Body
  1024. flag = (where&EQP_ARMOR);
  1025. break;
  1026. case EQI_HAND_R: //Left/Right hands
  1027. case EQI_HAND_L:
  1028. flag = (
  1029. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1030. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1031. break;
  1032. default:
  1033. continue;
  1034. }
  1035. if (flag) {
  1036. sd->status.inventory[j].attribute = 1;
  1037. pc_unequipitem(sd, j, 3);
  1038. }
  1039. }
  1040. clif_equiplist(sd);
  1041. }
  1042. return where; //Return list of pieces broken.
  1043. }
  1044. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1045. {
  1046. struct status_change *sc;
  1047. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1048. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1049. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1050. int i;
  1051. if (rand()%100 >= rate)
  1052. return 0;
  1053. sc = status_get_sc(bl);
  1054. if (!sc)
  1055. return 0;
  1056. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1057. if (where&pos[i] && sc->data[sc_def[i]])
  1058. where&=~pos[i];
  1059. }
  1060. if (!where) return 0;
  1061. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1062. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1063. where&=~pos[i];
  1064. }
  1065. return where?1:0;
  1066. }
  1067. /*=========================================================================
  1068. Used to knock back players, monsters, traps, etc
  1069. - 'count' is the number of squares to knock back
  1070. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1071. - if 'flag&0x1', position update packets must not be sent.
  1072. -------------------------------------------------------------------------*/
  1073. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1074. {
  1075. int dx = 0, dy = 0, nx, ny;
  1076. int ret;
  1077. struct skill_unit* su = NULL;
  1078. nullpo_retr(0, src);
  1079. if (src != target && map_flag_gvg(target->m))
  1080. return 0; //No knocking back in WoE
  1081. if (count == 0)
  1082. return 0; //Actual knockback distance is 0.
  1083. switch (target->type)
  1084. {
  1085. case BL_MOB:
  1086. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1087. return 0;
  1088. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1089. return 0;
  1090. break;
  1091. case BL_PC:
  1092. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1093. return 0;
  1094. break;
  1095. case BL_SKILL:
  1096. su = (struct skill_unit *)target;
  1097. break;
  1098. }
  1099. if (direction == -1) // <optimized>: do the computation here instead of outside
  1100. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1101. if (direction >= 0 && direction < 8)
  1102. { // take the reversed 'direction' and reverse it
  1103. dx = -dirx[direction];
  1104. dy = -diry[direction];
  1105. }
  1106. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1107. nx = ret>>16;
  1108. ny = ret&0xffff;
  1109. if (!su)
  1110. unit_stop_walking(target,0);
  1111. dx = nx - target->x;
  1112. dy = ny - target->y;
  1113. if (!dx && !dy) //Could not knockback.
  1114. return 0;
  1115. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1116. if(su)
  1117. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1118. else
  1119. map_moveblock(target, nx, ny, gettick());
  1120. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1121. if(!(flag&0x1))
  1122. clif_blown(target);
  1123. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1124. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1125. return count; //Return amount of knocked back cells.
  1126. }
  1127. //Checks if bl should reflect back a spell.
  1128. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1129. static int skill_magic_reflect(struct block_list *bl, int type)
  1130. {
  1131. struct status_change *sc = status_get_sc(bl);
  1132. struct map_session_data *sd;
  1133. sd = BL_CAST(BL_PC, bl);
  1134. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1135. return 1;
  1136. if(sc && sc->count)
  1137. {
  1138. if(sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2)
  1139. return 1;
  1140. if(sc->data[SC_KAITE] && (sd || status_get_lv(bl) <= 80))
  1141. { //Works on players or mobs with level under 80.
  1142. clif_specialeffect(bl, 438, AREA);
  1143. if (--sc->data[SC_KAITE]->val2 <= 0)
  1144. status_change_end(bl, SC_KAITE, -1);
  1145. return 1;
  1146. }
  1147. }
  1148. return 0;
  1149. }
  1150. /*
  1151. * =========================================================================
  1152. * Does a skill attack with the given properties.
  1153. * src is the master behind the attack (player/mob/pet)
  1154. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1155. * bl is the target to be attacked.
  1156. * flag can hold a bunch of information:
  1157. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1158. * (usually holds number of targets, or just 1 for simple splash attacks)
  1159. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1160. * packet shouldn't display a skill animation)
  1161. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1162. * client (causes player characters to not scream skill name)
  1163. *-------------------------------------------------------------------------*/
  1164. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1165. {
  1166. struct Damage dmg;
  1167. struct status_data *sstatus, *tstatus;
  1168. struct status_change *sc;
  1169. struct map_session_data *sd, *tsd;
  1170. int type,damage,rdamage=0;
  1171. if(skillid > 0 && skilllv <= 0) return 0;
  1172. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1173. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1174. nullpo_retr(0, bl); //Target to be attacked.
  1175. if (src != dsrc) {
  1176. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1177. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1178. return 0;
  1179. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1180. //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]
  1181. if (!status_check_skilluse(src, bl, skillid, 2))
  1182. return 0;
  1183. }
  1184. sd = BL_CAST(BL_PC, src);
  1185. tsd = BL_CAST(BL_PC, bl);
  1186. sstatus = status_get_status_data(src);
  1187. tstatus = status_get_status_data(bl);
  1188. sc= status_get_sc(bl);
  1189. if (sc && !sc->count) sc = NULL; //Don't need it.
  1190. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1191. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1192. return 0;
  1193. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1194. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1195. return 0;
  1196. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1197. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1198. //Skotlex: Adjusted to the new system
  1199. if(src->type==BL_PET)
  1200. { // [Valaris]
  1201. struct pet_data *pd = (TBL_PET*)src;
  1202. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1203. {
  1204. int element = skill_get_ele(skillid, skilllv);
  1205. if (skillid == -1)
  1206. element = sstatus->rhw.ele;
  1207. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1208. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1209. else
  1210. dmg.damage= skilllv;
  1211. dmg.damage2=0;
  1212. dmg.div_= pd->a_skill->div_;
  1213. }
  1214. }
  1215. if (attack_type&BF_MAGIC) {
  1216. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1217. skill_magic_reflect(bl, src==dsrc))
  1218. { //Magic reflection, switch caster/target
  1219. struct block_list *tbl = bl;
  1220. bl = src;
  1221. src = tbl;
  1222. sd = BL_CAST(BL_PC, src);
  1223. tsd = BL_CAST(BL_PC, bl);
  1224. sc = status_get_sc(bl);
  1225. if (sc && !sc->count)
  1226. sc = NULL; //Don't need it.
  1227. //Spirit of Wizard blocks bounced back spells.
  1228. if (sc && sc->data[SC_SPIRIT] &&
  1229. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1230. {
  1231. //It should only consume once per skill casted. Val3 is the skill
  1232. //id and val4 is the ID of the damage src, this should account for
  1233. //ground spells (and single target spells will be completed on
  1234. //castend_id) [Skotlex]
  1235. if (tsd && !(
  1236. sc->data[SC_SPIRIT]->val3 == skillid &&
  1237. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1238. ) { //Check if you have stone to consume.
  1239. type = pc_search_inventory (tsd, 7321);
  1240. if (type >= 0)
  1241. pc_delitem(tsd, type, 1, 0);
  1242. } else
  1243. type = 0;
  1244. if (type >= 0) {
  1245. dmg.damage = dmg.damage2 = 0;
  1246. dmg.dmg_lv = ATK_FLEE;
  1247. sc->data[SC_SPIRIT]->val3 = skillid;
  1248. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1249. }
  1250. }
  1251. }
  1252. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1253. int sp = skill_get_sp(skillid,skilllv);
  1254. dmg.damage = dmg.damage2 = 0;
  1255. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1256. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1257. if(skillid == WZ_WATERBALL && skilllv > 1)
  1258. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1259. status_heal(bl, 0, sp, 2);
  1260. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1261. }
  1262. }
  1263. damage = dmg.damage + dmg.damage2;
  1264. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1265. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1266. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1267. //Skill hit type
  1268. type=(skillid==0)?5:skill_get_hit(skillid);
  1269. if(damage < dmg.div_
  1270. //Only skills that knockback even when they miss. [Skotlex]
  1271. && skillid != CH_PALMSTRIKE)
  1272. dmg.blewcount = 0;
  1273. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1274. if(battle_config.gx_disptype) dsrc = src;
  1275. if(src == bl) type = 4;
  1276. else flag|=SD_ANIMATION;
  1277. }
  1278. if(skillid == NJ_TATAMIGAESHI) {
  1279. dsrc = src; //For correct knockback.
  1280. flag|=SD_ANIMATION;
  1281. }
  1282. if(sd) {
  1283. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1284. if (sd->sc.data[SC_COMBO])
  1285. { //End combo state after skill is invoked. [Skotlex]
  1286. switch (skillid) {
  1287. case TK_TURNKICK:
  1288. case TK_STORMKICK:
  1289. case TK_DOWNKICK:
  1290. case TK_COUNTER:
  1291. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1292. { //Extend combo time.
  1293. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1294. sd->skilllv_old = skilllv;
  1295. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1296. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1297. sd->sc.data[SC_COMBO]->timer = add_timer(
  1298. tick+sd->sc.data[SC_COMBO]->val4,
  1299. status_change_timer, src->id, SC_COMBO);
  1300. break;
  1301. }
  1302. default:
  1303. status_change_end(src,SC_COMBO,-1);
  1304. }
  1305. }
  1306. switch(skillid)
  1307. {
  1308. case MO_TRIPLEATTACK:
  1309. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1310. flag=1;
  1311. break;
  1312. case MO_CHAINCOMBO:
  1313. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1314. flag=1;
  1315. break;
  1316. case MO_COMBOFINISH:
  1317. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1318. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1319. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1320. flag=1;
  1321. case CH_TIGERFIST:
  1322. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1323. flag=1;
  1324. case CH_CHAINCRUSH:
  1325. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1326. flag=1;
  1327. break;
  1328. case AC_DOUBLE:
  1329. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1330. pc_checkskill(sd, HT_POWER))
  1331. {
  1332. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1333. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1334. clif_combo_delay(src,2000);
  1335. }
  1336. break;
  1337. case TK_COUNTER:
  1338. { //bonus from SG_FRIEND [Komurka]
  1339. int level;
  1340. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1341. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1342. }
  1343. break;
  1344. case SL_STIN:
  1345. case SL_STUN:
  1346. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1347. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1348. break;
  1349. case GS_FULLBUSTER:
  1350. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1351. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1352. break;
  1353. } //Switch End
  1354. if (flag) { //Possible to chain
  1355. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1356. if (flag < 0) flag = 0;
  1357. flag += 300 * battle_config.combo_delay_rate/100;
  1358. sc_start(src,SC_COMBO,100,skillid,flag);
  1359. clif_combo_delay(src, flag);
  1360. }
  1361. }
  1362. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1363. if( flag&SD_PREAMBLE )
  1364. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1365. //Display damage.
  1366. switch( skillid )
  1367. {
  1368. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1369. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1370. break;
  1371. //Skills that need be passed as a normal attack for the client to display correctly.
  1372. case HVAN_EXPLOSION:
  1373. case NPC_SELFDESTRUCTION:
  1374. if(src->type==BL_PC)
  1375. dmg.blewcount = 10;
  1376. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1377. // fall through
  1378. case KN_AUTOCOUNTER:
  1379. case NPC_CRITICALSLASH:
  1380. case TF_DOUBLE:
  1381. case GS_CHAINACTION:
  1382. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1383. break;
  1384. case AS_SPLASHER:
  1385. if( flag&SD_ANIMATION ) // the surrounding targets
  1386. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1387. else // the central target doesn't display an animation
  1388. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1389. break;
  1390. default:
  1391. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1392. type = 5;
  1393. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1394. break;
  1395. }
  1396. map_freeblock_lock();
  1397. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1398. && pc_checkskill(tsd,RG_PLAGIARISM)
  1399. && (!sc || !sc->data[SC_PRESERVE])
  1400. && damage < tsd->status.hp)
  1401. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1402. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1403. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1404. {
  1405. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1406. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1407. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1408. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1409. }
  1410. tsd->cloneskill_id = skillid;
  1411. tsd->status.skill[skillid].id = skillid;
  1412. tsd->status.skill[skillid].lv = skilllv;
  1413. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1414. tsd->status.skill[skillid].lv = type;
  1415. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1416. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1417. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1418. clif_skillinfoblock(tsd);
  1419. }
  1420. }
  1421. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1422. struct skill_unit* su = (struct skill_unit*)bl;
  1423. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1424. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1425. }
  1426. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1427. { //Skills with can't walk delay also stop normal attacking for that
  1428. //duration when the attack connects. [Skotlex]
  1429. struct unit_data *ud = unit_bl2ud(src);
  1430. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1431. ud->attackabletime = tick + type;
  1432. }
  1433. if (!dmg.amotion) {
  1434. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1435. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1436. if (!status_isdead(bl))
  1437. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1438. //Counter status effects [Skotlex]
  1439. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1440. }
  1441. }
  1442. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1443. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1444. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1445. {
  1446. int direction = -1; // default
  1447. switch(skillid)
  1448. {
  1449. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1450. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1451. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1452. }
  1453. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1454. }
  1455. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1456. if (dmg.amotion)
  1457. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1458. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1459. int rate = 50 + skilllv * 5;
  1460. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1461. if(rand()%100 < rate)
  1462. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1463. }
  1464. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1465. if (battle_config.left_cardfix_to_right)
  1466. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1467. else
  1468. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1469. }
  1470. if (rdamage>0) {
  1471. if (dmg.amotion)
  1472. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1473. else
  1474. status_fix_damage(bl,src,rdamage,0);
  1475. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1476. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1477. if (tsd && src != bl)
  1478. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1479. skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1480. }
  1481. if (!(flag&2) &&
  1482. (
  1483. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1484. ) &&
  1485. (sc = status_get_sc(src)) &&
  1486. sc->data[SC_DOUBLECAST] &&
  1487. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1488. {
  1489. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1490. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1491. }
  1492. map_freeblock_unlock();
  1493. return damage;
  1494. }
  1495. /*==========================================
  1496. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1497. * flagについて?F16?i?を確認
  1498. * MSB <- 00fTffff ->LSB
  1499. * T =タ?ゲット選?用(BCT_*)
  1500. * ffff=自由に使用可能
  1501. * 0 =予約?B0に固定
  1502. *------------------------------------------*/
  1503. static int skill_area_temp[8];
  1504. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1505. int skill_area_sub (struct block_list *bl, va_list ap)
  1506. {
  1507. struct block_list *src;
  1508. int skill_id,skill_lv,flag;
  1509. unsigned int tick;
  1510. SkillFunc func;
  1511. nullpo_retr(0, bl);
  1512. nullpo_retr(0, ap);
  1513. src=va_arg(ap,struct block_list *);
  1514. skill_id=va_arg(ap,int);
  1515. skill_lv=va_arg(ap,int);
  1516. tick=va_arg(ap,unsigned int);
  1517. flag=va_arg(ap,int);
  1518. func=va_arg(ap,SkillFunc);
  1519. if(battle_check_target(src,bl,flag) > 0)
  1520. return func(src,bl,skill_id,skill_lv,tick,flag);
  1521. return 0;
  1522. }
  1523. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1524. {
  1525. struct skill_unit *unit;
  1526. int skillid,g_skillid;
  1527. unit = (struct skill_unit *)bl;
  1528. if(bl->prev == NULL || bl->type != BL_SKILL)
  1529. return 0;
  1530. if(!unit->alive)
  1531. return 0;
  1532. skillid = va_arg(ap,int);
  1533. g_skillid = unit->group->skill_id;
  1534. switch (skillid)
  1535. {
  1536. case MG_SAFETYWALL:
  1537. case AL_PNEUMA:
  1538. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1539. return 0;
  1540. break;
  1541. case AL_WARP:
  1542. case HT_SKIDTRAP:
  1543. case HT_LANDMINE:
  1544. case HT_ANKLESNARE:
  1545. case HT_SHOCKWAVE:
  1546. case HT_SANDMAN:
  1547. case HT_FLASHER:
  1548. case HT_FREEZINGTRAP:
  1549. case HT_BLASTMINE:
  1550. case HT_CLAYMORETRAP:
  1551. case HT_TALKIEBOX:
  1552. case HP_BASILICA:
  1553. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1554. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1555. return 0;
  1556. break;
  1557. default: //Avoid stacking with same kind of trap. [Skotlex]
  1558. if (g_skillid != skillid)
  1559. return 0;
  1560. break;
  1561. }
  1562. return 1;
  1563. }
  1564. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1565. {
  1566. //Non players do not check for the skill's splash-trigger area.
  1567. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1568. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1569. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1570. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1571. return 0;
  1572. }
  1573. range += layout_type;
  1574. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1575. }
  1576. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1577. {
  1578. int skillid;
  1579. if(bl->prev == NULL)
  1580. return 0;
  1581. if(status_isdead(bl))
  1582. return 0;
  1583. skillid = va_arg(ap,int);
  1584. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1585. return 0;
  1586. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1587. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1588. return 1;
  1589. }
  1590. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1591. {
  1592. int range, type;
  1593. switch (skillid) { // to be expanded later
  1594. case WZ_ICEWALL:
  1595. range = 2;
  1596. break;
  1597. default:
  1598. {
  1599. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1600. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1601. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1602. return 0;
  1603. }
  1604. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1605. }
  1606. break;
  1607. }
  1608. // if the caster is a monster/NPC, only check for players
  1609. // otherwise just check characters
  1610. if (bl->type == BL_PC)
  1611. type = BL_CHAR;
  1612. else
  1613. type = BL_PC;
  1614. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1615. x - range, y - range, x + range, y + range,
  1616. type, skillid);
  1617. }
  1618. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1619. {
  1620. struct map_session_data *sd;
  1621. int gid, id, strvit, agidex;
  1622. sd = (struct map_session_data *)bl;
  1623. id = va_arg(ap,int);
  1624. gid = va_arg(ap,int);
  1625. if (sd->status.guild_id != gid)
  1626. return 0;
  1627. if(id == sd->bl.id && battle_config.guild_aura&16)
  1628. return 0;
  1629. strvit = va_arg(ap,int);
  1630. agidex = va_arg(ap,int);
  1631. if (sd->sc.data[SC_GUILDAURA]) {
  1632. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1633. if (sce->val3 != strvit || sce->val4 != agidex) {
  1634. sce->val3 = strvit;
  1635. sce->val4 = agidex;
  1636. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1637. }
  1638. return 0;
  1639. }
  1640. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1641. return 1;
  1642. }
  1643. /*==========================================
  1644. * [orn]
  1645. * Checks that you have the requirements for casting a skill for homunculus.
  1646. * Flag:
  1647. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1648. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1649. *------------------------------------------*/
  1650. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1651. {
  1652. struct status_data *status;
  1653. TBL_PC * sd;
  1654. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1655. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1656. nullpo_retr(0, hd);
  1657. sd = hd->master;
  1658. if (lv <= 0) return 0;
  1659. status = &hd->battle_status;
  1660. //Code speedup, rather than using skill_get_* over and over again.
  1661. j = skill_get_index(skill);
  1662. if( j == 0 )
  1663. return 0;
  1664. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1665. return 0;
  1666. for(i = 0; i < 10; i++) {
  1667. itemid[i] = skill_db[j].itemid[i];
  1668. amount[i] = skill_db[j].amount[i];
  1669. }
  1670. hp = skill_db[j].hp[lv-1];
  1671. sp = skill_db[j].sp[lv-1];
  1672. hp_rate = skill_db[j].hp_rate[lv-1];
  1673. sp_rate = skill_db[j].sp_rate[lv-1];
  1674. state = skill_db[j].state;
  1675. mhp = skill_db[j].mhp[lv-1];
  1676. if(mhp > 0)
  1677. hp += (status->max_hp * mhp)/100;
  1678. if(hp_rate > 0)
  1679. hp += (status->hp * hp_rate)/100;
  1680. else
  1681. hp += (status->max_hp * (-hp_rate))/100;
  1682. if(sp_rate > 0)
  1683. sp += (status->sp * sp_rate)/100;
  1684. else
  1685. sp += (status->max_sp * (-sp_rate))/100;
  1686. switch(skill) { // Check for cost reductions due to skills & SCs
  1687. case HFLI_SBR44:
  1688. if(hd->homunculus.intimacy <= 200)
  1689. return 0;
  1690. break;
  1691. case HVAN_EXPLOSION:
  1692. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1693. return 0;
  1694. break;
  1695. }
  1696. if(!(type&2)){
  1697. if( hp>0 && status->hp <= (unsigned int)hp) {
  1698. clif_skill_fail(sd,skill,2,0);
  1699. return 0;
  1700. }
  1701. if( sp>0 && status->sp < (unsigned int)sp) {
  1702. clif_skill_fail(sd,skill,1,0);
  1703. return 0;
  1704. }
  1705. }
  1706. if (!type) //States are only checked on begin casting.
  1707. switch(state) {
  1708. case ST_MOVE_ENABLE:
  1709. if(!unit_can_move(&hd->bl)) {
  1710. clif_skill_fail(sd,skill,0,0);
  1711. return 0;
  1712. }
  1713. break;
  1714. }
  1715. if(!(type&1))
  1716. return 1;
  1717. // Check items and reduce required amounts
  1718. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1719. {
  1720. index[i] = -1;
  1721. if(itemid[i] <= 0)
  1722. continue;// no item
  1723. index[i] = pc_search_inventory(sd,itemid[i]);
  1724. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1725. {
  1726. clif_skill_fail(sd,skill,0,0);
  1727. return 0;
  1728. }
  1729. }
  1730. // Consume items
  1731. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1732. {
  1733. if(index[i] >= 0)
  1734. pc_delitem(sd,index[i],amount[i],0);
  1735. }
  1736. if(type&2)
  1737. return 1;
  1738. if(sp || hp)
  1739. status_zap(&hd->bl, hp, sp);
  1740. return 1;
  1741. }
  1742. /*==========================================
  1743. *
  1744. *------------------------------------------*/
  1745. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1746. {
  1747. return 1;
  1748. }
  1749. /*==========================================
  1750. *
  1751. *------------------------------------------*/
  1752. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  1753. {
  1754. struct block_list *src = map_id2bl(id),*target;
  1755. struct unit_data *ud = unit_bl2ud(src);
  1756. struct skill_timerskill *skl = NULL;
  1757. int range;
  1758. nullpo_retr(0, src);
  1759. nullpo_retr(0, ud);
  1760. skl = ud->skilltimerskill[data];
  1761. nullpo_retr(0, skl);
  1762. ud->skilltimerskill[data] = NULL;
  1763. do {
  1764. if(src->prev == NULL)
  1765. break;
  1766. if(skl->target_id) {
  1767. target = map_id2bl(skl->target_id);
  1768. if(!target && skl->skill_id == RG_INTIMIDATE)
  1769. target = src; //Required since it has to warp.
  1770. if(target == NULL)
  1771. break;
  1772. if(target->prev == NULL)
  1773. break;
  1774. if(src->m != target->m)
  1775. break;
  1776. if(status_isdead(src))
  1777. break;
  1778. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1779. break;
  1780. switch(skl->skill_id) {
  1781. case RG_INTIMIDATE:
  1782. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1783. short x,y;
  1784. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1785. if (target != src && !status_isdead(target))
  1786. unit_warp(target, -1, x, y, 3);
  1787. }
  1788. break;
  1789. case BA_FROSTJOKE:
  1790. case DC_SCREAM:
  1791. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1792. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1793. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1794. break;
  1795. case WZ_WATERBALL:
  1796. if (!status_isdead(target))
  1797. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1798. if (skl->type>1 && !status_isdead(target)) {
  1799. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1800. } else {
  1801. struct status_change *sc = status_get_sc(src);
  1802. if(sc) {
  1803. if(sc->data[SC_MAGICPOWER])
  1804. status_change_end(src,SC_MAGICPOWER,-1);
  1805. if(sc->data[SC_SPIRIT] &&
  1806. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1807. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1808. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1809. }
  1810. }
  1811. break;
  1812. default:
  1813. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1814. break;
  1815. }
  1816. }
  1817. else {
  1818. if(src->m != skl->map)
  1819. break;
  1820. switch(skl->skill_id) {
  1821. case WZ_METEOR:
  1822. if(skl->type >= 0) {
  1823. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1824. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1825. }
  1826. else
  1827. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1828. break;
  1829. }
  1830. }
  1831. } while (0);
  1832. //Free skl now that it is no longer needed.
  1833. ers_free(skill_timer_ers, skl);
  1834. return 0;
  1835. }
  1836. /*==========================================
  1837. *
  1838. *------------------------------------------*/
  1839. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1840. {
  1841. int i;
  1842. struct unit_data *ud;
  1843. nullpo_retr(1, src);
  1844. ud = unit_bl2ud(src);
  1845. nullpo_retr(1, ud);
  1846. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1847. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1848. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1849. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1850. ud->skilltimerskill[i]->src_id = src->id;
  1851. ud->skilltimerskill[i]->target_id = target;
  1852. ud->skilltimerskill[i]->skill_id = skill_id;
  1853. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1854. ud->skilltimerskill[i]->map = src->m;
  1855. ud->skilltimerskill[i]->x = x;
  1856. ud->skilltimerskill[i]->y = y;
  1857. ud->skilltimerskill[i]->type = type;
  1858. ud->skilltimerskill[i]->flag = flag;
  1859. return 0;
  1860. }
  1861. /*==========================================
  1862. *
  1863. *------------------------------------------*/
  1864. int skill_cleartimerskill (struct block_list *src)
  1865. {
  1866. int i;
  1867. struct unit_data *ud;
  1868. nullpo_retr(0, src);
  1869. ud = unit_bl2ud(src);
  1870. nullpo_retr(0, ud);
  1871. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1872. if(ud->skilltimerskill[i]) {
  1873. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1874. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1875. ud->skilltimerskill[i]=NULL;
  1876. }
  1877. }
  1878. return 1;
  1879. }
  1880. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1881. {
  1882. TBL_SKILL *su = (TBL_SKILL*)bl;
  1883. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1884. { //Reveal trap.
  1885. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1886. //clif_changetraplook(bl, su->group->unit_id);
  1887. clif_skill_setunit(su);
  1888. return 1;
  1889. }
  1890. return 0;
  1891. }
  1892. /*==========================================
  1893. *
  1894. *
  1895. *------------------------------------------*/
  1896. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1897. {
  1898. struct map_session_data *sd = NULL, *tsd = NULL;
  1899. struct status_data *tstatus;
  1900. struct status_change *sc;
  1901. if (skillid > 0 && skilllv <= 0) return 0;
  1902. nullpo_retr(1, src);
  1903. nullpo_retr(1, bl);
  1904. if (src->m != bl->m)
  1905. return 1;
  1906. if (bl->prev == NULL)
  1907. return 1;
  1908. sd = BL_CAST(BL_PC, src);
  1909. tsd = BL_CAST(BL_PC, bl);
  1910. if (status_isdead(bl))
  1911. return 1;
  1912. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1913. { //GTB makes all targetted magic display miss with a single bolt.
  1914. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1915. return 1;
  1916. }
  1917. sc = status_get_sc(src);
  1918. if (sc && !sc->count)
  1919. sc = NULL; //Unneeded
  1920. tstatus = status_get_status_data(bl);
  1921. map_freeblock_lock();
  1922. switch(skillid)
  1923. {
  1924. case SM_BASH:
  1925. case MC_MAMMONITE:
  1926. case TF_DOUBLE:
  1927. case AC_DOUBLE:
  1928. case AS_SONICBLOW:
  1929. case KN_PIERCE:
  1930. case KN_SPEARBOOMERANG:
  1931. case TF_POISON:
  1932. case TF_SPRINKLESAND:
  1933. case AC_CHARGEARROW:
  1934. case RG_INTIMIDATE:
  1935. case AM_ACIDTERROR:
  1936. case BA_MUSICALSTRIKE:
  1937. case DC_THROWARROW:
  1938. case BA_DISSONANCE:
  1939. case CR_HOLYCROSS:
  1940. case NPC_DARKCROSS:
  1941. case CR_SHIELDCHARGE:
  1942. case CR_SHIELDBOOMERANG:
  1943. case NPC_PIERCINGATT:
  1944. case NPC_MENTALBREAKER:
  1945. case NPC_RANGEATTACK:
  1946. case NPC_CRITICALSLASH:
  1947. case NPC_COMBOATTACK:
  1948. case NPC_GUIDEDATTACK:
  1949. case NPC_POISON:
  1950. case NPC_RANDOMATTACK:
  1951. case NPC_WATERATTACK:
  1952. case NPC_GROUNDATTACK:
  1953. case NPC_FIREATTACK:
  1954. case NPC_WINDATTACK:
  1955. case NPC_POISONATTACK:
  1956. case NPC_HOLYATTACK:
  1957. case NPC_DARKNESSATTACK:
  1958. case NPC_TELEKINESISATTACK:
  1959. case NPC_UNDEADATTACK:
  1960. case NPC_ARMORBRAKE:
  1961. case NPC_WEAPONBRAKER:
  1962. case NPC_HELMBRAKE:
  1963. case NPC_SHIELDBRAKE:
  1964. case NPC_BLINDATTACK:
  1965. case NPC_SILENCEATTACK:
  1966. case NPC_STUNATTACK:
  1967. case NPC_PETRIFYATTACK:
  1968. case NPC_CURSEATTACK:
  1969. case NPC_SLEEPATTACK:
  1970. case LK_AURABLADE:
  1971. case LK_SPIRALPIERCE:
  1972. case LK_HEADCRUSH:
  1973. case CG_ARROWVULCAN:
  1974. case HW_MAGICCRASHER:
  1975. case ITM_TOMAHAWK:
  1976. case MO_TRIPLEATTACK:
  1977. case CH_CHAINCRUSH:
  1978. case CH_TIGERFIST:
  1979. case PA_SHIELDCHAIN: // Shield Chain
  1980. case PA_SACRIFICE:
  1981. case WS_CARTTERMINATION: // Cart Termination
  1982. case AS_VENOMKNIFE:
  1983. case HT_PHANTASMIC:
  1984. case HT_POWER:
  1985. case TK_DOWNKICK:
  1986. case TK_COUNTER:
  1987. case GS_CHAINACTION:
  1988. case GS_TRIPLEACTION:
  1989. case GS_MAGICALBULLET:
  1990. case GS_TRACKING:
  1991. case GS_PIERCINGSHOT:
  1992. case GS_RAPIDSHOWER:
  1993. case GS_DUST:
  1994. case GS_DISARM: // Added disarm. [Reddozen]
  1995. case GS_FULLBUSTER:
  1996. case NJ_SYURIKEN:
  1997. case NJ_KUNAI:
  1998. case ASC_BREAKER:
  1999. case HFLI_MOON: //[orn]
  2000. case HFLI_SBR44: //[orn]
  2001. case NPC_BLEEDING:
  2002. case NPC_CRITICALWOUND:
  2003. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2004. break;
  2005. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2006. switch( rand()%6 ){
  2007. case 0: flag |= BREAK_ANKLE; break;
  2008. case 1: flag |= BREAK_WRIST; break;
  2009. case 2: flag |= BREAK_KNEE; break;
  2010. case 3: flag |= BREAK_SHOULDER; break;
  2011. case 4: flag |= BREAK_WAIST; break;
  2012. case 5: flag |= BREAK_NECK; break;
  2013. }
  2014. //TODO: is there really no cleaner way to do this?
  2015. sc = status_get_sc(bl);
  2016. if (sc) sc->jb_flag = flag;
  2017. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2018. break;
  2019. case MO_COMBOFINISH:
  2020. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2021. { //Becomes a splash attack when Soul Linked.
  2022. map_foreachinrange(skill_area_sub, bl,
  2023. skill_get_splash(skillid, skilllv),splash_target(src),
  2024. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2025. skill_castend_damage_id);
  2026. } else
  2027. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2028. break;
  2029. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2031. skill_area_temp[1] = 0;
  2032. map_foreachinrange(skill_attack_area, src,
  2033. skill_get_splash(skillid, skilllv), splash_target(src),
  2034. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2035. break;
  2036. case KN_CHARGEATK:
  2037. {
  2038. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2039. unsigned int dist = distance_bl(src, bl);
  2040. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2041. // teleport to target (if not on WoE grounds)
  2042. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2043. clif_slide(src, bl->x, bl->y);
  2044. // cause damage and knockback if the path to target was a straight one
  2045. if( path )
  2046. {
  2047. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2048. skill_blown(src, bl, dist, dir, 0);
  2049. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2050. // make the caster look in the direction of the target
  2051. unit_setdir(src, (dir+4)%8);
  2052. }
  2053. }
  2054. break;
  2055. case TK_JUMPKICK:
  2056. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2057. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2058. clif_slide(src,bl->x,bl->y);
  2059. break;
  2060. case SN_SHARPSHOOTING:
  2061. case NJ_KAMAITACHI:
  2062. //It won't shoot through walls since on castend there has to be a direct
  2063. //line of sight between caster and target.
  2064. skill_area_temp[1] = bl->id;
  2065. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2066. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2067. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2068. break;
  2069. case NPC_ACIDBREATH:
  2070. case NPC_DARKNESSBREATH:
  2071. case NPC_FIREBREATH:
  2072. case NPC_ICEBREATH:
  2073. case NPC_THUNDERBREATH:
  2074. skill_area_temp[1] = bl->id;
  2075. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2076. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2077. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2078. break;
  2079. case MO_INVESTIGATE:
  2080. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2081. if (sc && sc->data[SC_BLADESTOP])
  2082. status_change_end(src,SC_BLADESTOP,-1);
  2083. break;
  2084. case RG_BACKSTAP:
  2085. {
  2086. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2087. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2088. if (sc && sc->data[SC_HIDING])
  2089. status_change_end(src, SC_HIDING, -1);
  2090. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2091. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2092. unit_setdir(bl,dir);
  2093. }
  2094. else if (sd)
  2095. clif_skill_fail(sd,skillid,0,0);
  2096. }
  2097. break;
  2098. case MO_FINGEROFFENSIVE:
  2099. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2100. if (battle_config.finger_offensive_type && sd) {
  2101. int i;
  2102. for (i = 1; i < sd->spiritball_old; i++)
  2103. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2104. }
  2105. if (sc && sc->data[SC_BLADESTOP])
  2106. status_change_end(src,SC_BLADESTOP,-1);
  2107. break;
  2108. case MO_CHAINCOMBO:
  2109. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2110. if (sc && sc->data[SC_BLADESTOP])
  2111. status_change_end(src,SC_BLADESTOP,-1);
  2112. break;
  2113. case NJ_ISSEN:
  2114. if (sc) {
  2115. if (sc->data[SC_NEN])
  2116. status_change_end(src,SC_NEN,-1);
  2117. if (sc->data[SC_HIDING])
  2118. status_change_end(src,SC_HIDING,-1);
  2119. }
  2120. case MO_EXTREMITYFIST:
  2121. if (sc && skillid == MO_EXTREMITYFIST)
  2122. {
  2123. if (sc->data[SC_EXPLOSIONSPIRITS])
  2124. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2125. if (sc->data[SC_BLADESTOP])
  2126. status_change_end(src,SC_BLADESTOP,-1);
  2127. }
  2128. //Client expects you to move to target regardless of distance
  2129. {
  2130. struct unit_data *ud = unit_bl2ud(src);
  2131. short dx,dy;
  2132. int i,speed;
  2133. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2134. dx = bl->x - src->x;
  2135. dy = bl->y - src->y;
  2136. if (dx < 0) dx-=i;
  2137. else if (dx > 0) dx+=i;
  2138. if (dy < 0) dy-=i;
  2139. else if (dy > 0) dy+=i;
  2140. if (!dx && !dy) dy++;
  2141. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2142. {
  2143. dx = bl->x;
  2144. dy = bl->y;
  2145. } else {
  2146. dx = src->x + dx;
  2147. dy = src->y + dy;
  2148. }
  2149. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2150. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2151. //Increase can't walk delay to not alter your walk path
  2152. ud->canmove_tick = tick;
  2153. speed = status_get_speed(src);
  2154. for (i = 0; i < ud->walkpath.path_len; i ++)
  2155. {
  2156. if(ud->walkpath.path[i]&1)
  2157. ud->canmove_tick+=7*speed/5;
  2158. else
  2159. ud->canmove_tick+=speed;
  2160. }
  2161. }
  2162. }
  2163. break;
  2164. //Splash attack skills.
  2165. case AS_GRIMTOOTH:
  2166. case AS_SPLASHER:
  2167. case SM_MAGNUM:
  2168. case HT_BLITZBEAT:
  2169. case MC_CARTREVOLUTION:
  2170. case NPC_SPLASHATTACK:
  2171. case AC_SHOWER:
  2172. case MG_NAPALMBEAT:
  2173. case MG_FIREBALL:
  2174. case RG_RAID:
  2175. case HW_NAPALMVULCAN:
  2176. case NJ_HUUMA:
  2177. case NJ_BAKUENRYU:
  2178. case ASC_METEORASSAULT:
  2179. case GS_DESPERADO:
  2180. case GS_SPREADATTACK:
  2181. case NPC_EARTHQUAKE:
  2182. case NPC_PULSESTRIKE:
  2183. case NPC_HELLJUDGEMENT:
  2184. if( flag&1 )
  2185. { //Recursive invocation
  2186. // skill_area_temp[0] holds number of targets in area
  2187. // skill_area_temp[1] holds the id of the original target
  2188. // skill_area_temp[2] counts how many targets have already been processed
  2189. int sflag = skill_area_temp[0] & 0xFFF;
  2190. if( flag&SD_LEVEL )
  2191. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2192. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2193. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2194. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2195. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2196. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2197. skill_area_temp[2]++;
  2198. }
  2199. else
  2200. {
  2201. if ( skillid == NJ_BAKUENRYU )
  2202. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2203. skill_area_temp[0] = 0;
  2204. skill_area_temp[1] = bl->id;
  2205. skill_area_temp[2] = 0;
  2206. // if skill damage should be split among targets, count them
  2207. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2208. //special case: Venom Splasher uses a different range for searching than for splashing
  2209. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2210. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2211. // recursive invocation of skill_castend_damage_id() with flag|1
  2212. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2213. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2214. if (skillid == SM_MAGNUM) {
  2215. //Initiate 10% of your damage becomes fire element.
  2216. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2217. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2218. }
  2219. }
  2220. break;
  2221. case KN_BRANDISHSPEAR:
  2222. //Coded apart for it needs the flag passed to the damage calculation.
  2223. if (skill_area_temp[1] != bl->id)
  2224. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2225. else
  2226. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2227. break;
  2228. case KN_BOWLINGBASH:
  2229. if(flag&1){
  2230. if(bl->id==skill_area_temp[1])
  2231. break;
  2232. //two hits for 500%
  2233. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2234. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2235. } else {
  2236. int i,c;
  2237. c = skill_get_blewcount(skillid,skilllv);
  2238. // keep moving target in the direction that src is looking, square by square
  2239. for(i=0;i<c;i++){
  2240. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2241. break; //Can't knockback
  2242. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2243. if( skill_area_temp[0] > 1 ) break; // collision
  2244. }
  2245. clif_blown(bl); //Update target pos.
  2246. if (i!=c) { //Splash
  2247. skill_area_temp[1] = bl->id;
  2248. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2249. }
  2250. //Weirdo dual-hit property, two attacks for 500%
  2251. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2252. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2253. }
  2254. break;
  2255. case KN_SPEARSTAB:
  2256. if(flag&1) {
  2257. if (bl->id==skill_area_temp[1])
  2258. break;
  2259. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2260. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2261. } else {
  2262. int x=bl->x,y=bl->y,i,dir;
  2263. dir = map_calc_dir(bl,src->x,src->y);
  2264. skill_area_temp[1] = bl->id;
  2265. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2266. // all the enemies between the caster and the target are hit, as well as the target
  2267. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2268. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2269. for (i=0;i<4;i++) {
  2270. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2271. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2272. x += dirx[dir];
  2273. y += diry[dir];
  2274. }
  2275. }
  2276. break;
  2277. case TK_TURNKICK:
  2278. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2279. {
  2280. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2281. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2282. map_foreachinrange(skill_area_sub,bl,
  2283. skill_get_splash(skillid, skilllv),BL_CHAR,
  2284. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2285. skill_castend_nodamage_id);
  2286. }
  2287. break;
  2288. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2289. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2290. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2291. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2292. break;
  2293. case PR_TURNUNDEAD:
  2294. case ALL_RESURRECTION:
  2295. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2296. break;
  2297. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2298. break;
  2299. case MG_SOULSTRIKE:
  2300. case NPC_DARKSTRIKE:
  2301. case MG_COLDBOLT:
  2302. case MG_FIREBOLT:
  2303. case MG_LIGHTNINGBOLT:
  2304. case WZ_EARTHSPIKE:
  2305. case AL_HEAL:
  2306. case AL_HOLYLIGHT:
  2307. case WZ_JUPITEL:
  2308. case NPC_DARKTHUNDER:
  2309. case PR_ASPERSIO:
  2310. case MG_FROSTDIVER:
  2311. case WZ_SIGHTBLASTER:
  2312. case WZ_SIGHTRASHER:
  2313. case NJ_KOUENKA:
  2314. case NJ_HYOUSENSOU:
  2315. case NJ_HUUJIN:
  2316. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2317. break;
  2318. case NPC_MAGICALATTACK:
  2319. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2320. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2321. break;
  2322. case HVAN_CAPRICE: //[blackhole89]
  2323. {
  2324. int ran=rand()%4;
  2325. int sid = 0;
  2326. switch(ran)
  2327. {
  2328. case 0: sid=MG_COLDBOLT; break;
  2329. case 1: sid=MG_FIREBOLT; break;
  2330. case 2: sid=MG_LIGHTNINGBOLT; break;
  2331. case 3: sid=WZ_EARTHSPIKE; break;
  2332. }
  2333. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2334. }
  2335. break;
  2336. case WZ_WATERBALL:
  2337. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2338. {
  2339. int range = skilllv/2;
  2340. int size = 2*range + 1;
  2341. int count = 0;
  2342. if( src->type == BL_PC )
  2343. {// count the number of water cells in range
  2344. struct skill_unit* unit;
  2345. int x, y;
  2346. for( y = src->y - range; y <= src->y + range; ++y )
  2347. for( x = src->x - range; x <= src->x + range; ++x )
  2348. {
  2349. if( map_getcell(src->m,x,y,CELL_CHKWATER) )
  2350. count++; // natural water cell
  2351. else
  2352. if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
  2353. || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2354. {
  2355. count++; // skill-induced water cell
  2356. skill_delunit(unit); // consume cell
  2357. }
  2358. }
  2359. }
  2360. else // non-players bypass the water requirement
  2361. count = size*size;
  2362. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2363. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2364. }
  2365. break;
  2366. case PR_BENEDICTIO:
  2367. //Should attack undead and demons. [Skotlex]
  2368. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2369. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2370. break;
  2371. case SL_SMA:
  2372. if (sc && sc->data[SC_SMA])
  2373. status_change_end(src,SC_SMA,-1);
  2374. case SL_STIN:
  2375. case SL_STUN:
  2376. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2377. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2378. clif_skill_fail(sd,skillid,0,0);
  2379. break;
  2380. }
  2381. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2382. break;
  2383. case NPC_DARKBREATH:
  2384. clif_emotion(src,7);
  2385. case SN_FALCONASSAULT:
  2386. case PA_PRESSURE:
  2387. case CR_ACIDDEMONSTRATION:
  2388. case TF_THROWSTONE:
  2389. case NPC_SMOKING:
  2390. case GS_FLING:
  2391. case NJ_ZENYNAGE:
  2392. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2393. break;
  2394. case HVAN_EXPLOSION:
  2395. case NPC_SELFDESTRUCTION:
  2396. if (src != bl)
  2397. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2398. break;
  2399. // Celest
  2400. case PF_SOULBURN:
  2401. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2402. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2403. if (skilllv == 5)
  2404. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2405. status_percent_damage(src, bl, 0, 100, false);
  2406. } else {
  2407. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2408. if (skilllv == 5)
  2409. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2410. status_percent_damage(src, src, 0, 100, false);
  2411. }
  2412. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2413. break;
  2414. case NPC_BLOODDRAIN:
  2415. case NPC_ENERGYDRAIN:
  2416. {
  2417. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2418. src, src, bl, skillid, skilllv, tick, flag);
  2419. if (heal > 0){
  2420. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2421. status_heal(src, heal, 0, 0);
  2422. }
  2423. }
  2424. break;
  2425. case GS_BULLSEYE:
  2426. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2427. break;
  2428. case NJ_KASUMIKIRI:
  2429. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2430. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2431. break;
  2432. case NJ_KIRIKAGE:
  2433. if (!map_flag_gvg(src->m))
  2434. { //You don't move on GVG grounds.
  2435. short x, y;
  2436. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2437. if (unit_movepos(src, x, y, 0, 0))
  2438. clif_slide(src,src->x,src->y);
  2439. }
  2440. if (sc && sc->data[SC_HIDING])
  2441. status_change_end(src, SC_HIDING, -1);
  2442. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2443. break;
  2444. case 0:
  2445. if(sd) {
  2446. if (flag & 3){
  2447. if (bl->id != skill_area_temp[1])
  2448. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2449. } else {
  2450. skill_area_temp[1] = bl->id;
  2451. map_foreachinrange(skill_area_sub, bl,
  2452. sd->splash_range, BL_CHAR,
  2453. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2454. skill_castend_damage_id);
  2455. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2456. }
  2457. }
  2458. break;
  2459. default:
  2460. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2461. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2462. 0, abs(skill_get_num(skillid, skilllv)),
  2463. skillid, skilllv, skill_get_hit(skillid));
  2464. map_freeblock_unlock();
  2465. return 1;
  2466. }
  2467. map_freeblock_unlock();
  2468. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2469. battle_consume_ammo(sd, skillid, skilllv);
  2470. return 0;
  2471. }
  2472. /*==========================================
  2473. *
  2474. *------------------------------------------*/
  2475. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2476. {
  2477. struct map_session_data *sd;
  2478. struct homun_data *hd;
  2479. struct map_session_data *dstsd;
  2480. struct status_data *sstatus, *tstatus;
  2481. struct status_change *tsc;
  2482. struct status_change_entry *tsce;
  2483. struct mob_data *md;
  2484. struct mob_data *dstmd;
  2485. int i,type;
  2486. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2487. nullpo_retr(1, src);
  2488. nullpo_retr(1, bl);
  2489. if (src->m != bl->m)
  2490. return 1;
  2491. sd = BL_CAST(BL_PC, src);
  2492. hd = BL_CAST(BL_HOM, src);
  2493. md = BL_CAST(BL_MOB, src);
  2494. dstsd = BL_CAST(BL_PC, bl);
  2495. dstmd = BL_CAST(BL_MOB, bl);
  2496. if(bl->prev == NULL)
  2497. return 1;
  2498. if(status_isdead(src))
  2499. return 1;
  2500. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2501. return 1;
  2502. tstatus = status_get_status_data(bl);
  2503. sstatus = status_get_status_data(src);
  2504. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2505. switch (skillid) {
  2506. case HLIF_HEAL: //[orn]
  2507. if (bl->type != BL_HOM) {
  2508. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2509. break ;
  2510. }
  2511. case AL_HEAL:
  2512. case ALL_RESURRECTION:
  2513. case PR_ASPERSIO:
  2514. //Apparently only player casted skills can be offensive like this.
  2515. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2516. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2517. //Offensive heal does not works on non-enemies. [Skotlex]
  2518. clif_skill_fail(sd,skillid,0,0);
  2519. return 0;
  2520. }
  2521. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2522. }
  2523. break;
  2524. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2525. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2526. default:
  2527. //Skill is actually ground placed.
  2528. if (src == bl && skill_get_unit_id(skillid,0))
  2529. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2530. }
  2531. type = SkillStatusChangeTable(skillid);
  2532. tsc = status_get_sc(bl);
  2533. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2534. if (src!=bl && type > -1 &&
  2535. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2536. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2537. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2538. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2539. map_freeblock_lock();
  2540. switch(skillid)
  2541. {
  2542. case HLIF_HEAL: //[orn]
  2543. case AL_HEAL:
  2544. {
  2545. int heal = skill_calc_heal(src, bl, skilllv);
  2546. int heal_get_jobexp;
  2547. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2548. heal=0;
  2549. if (sd) {
  2550. if ((i = pc_skillheal_bonus(sd, skillid)))
  2551. heal += heal * i / 100;
  2552. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2553. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2554. heal = heal*2;
  2555. }
  2556. if (tsc && tsc->count)
  2557. {
  2558. if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)
  2559. ) { //Bounce back heal
  2560. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2561. status_change_end(bl, SC_KAITE, -1);
  2562. if (src == bl)
  2563. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2564. else {
  2565. bl = src;
  2566. dstsd = sd;
  2567. }
  2568. } else
  2569. if (tsc->data[SC_BERSERK])
  2570. heal = 0; //Needed so that it actually displays 0 when healing.
  2571. }
  2572. heal_get_jobexp = status_heal(bl,heal,0,0);
  2573. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2574. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2575. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2576. if (heal_get_jobexp <= 0)
  2577. heal_get_jobexp = 1;
  2578. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2579. }
  2580. }
  2581. break;
  2582. case PR_REDEMPTIO:
  2583. if (sd && !(flag&1)) {
  2584. if (sd->status.party_id == 0) {
  2585. clif_skill_fail(sd,skillid,0,0);
  2586. break;
  2587. }
  2588. skill_area_temp[0] = 0;
  2589. party_foreachsamemap(skill_area_sub,
  2590. sd,skill_get_splash(skillid, skilllv),
  2591. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2592. skill_castend_nodamage_id);
  2593. if (skill_area_temp[0] == 0) {
  2594. clif_skill_fail(sd,skillid,0,0);
  2595. break;
  2596. }
  2597. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2598. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2599. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2600. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2601. clif_updatestatus(sd,SP_BASEEXP);
  2602. clif_updatestatus(sd,SP_JOBEXP);
  2603. }
  2604. status_set_hp(src, 1, 0);
  2605. status_set_sp(src, 0, 0);
  2606. break;
  2607. } else if (status_isdead(bl) && flag&1) { //Revive
  2608. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2609. skilllv = 3; //Resurrection level 3 is used
  2610. } else //Invalid target, skip resurrection.
  2611. break;
  2612. case ALL_RESURRECTION:
  2613. if(sd && map_flag_gvg(bl->m))
  2614. { //No reviving in WoE grounds!
  2615. clif_skill_fail(sd,skillid,0,0);
  2616. break;
  2617. }
  2618. if (!status_isdead(bl))
  2619. break;
  2620. {
  2621. int per = 0, sper = 0;
  2622. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2623. break;
  2624. switch(skilllv){
  2625. case 1: per=10; break;
  2626. case 2: per=30; break;
  2627. case 3: per=50; break;
  2628. case 4: per=80; break;
  2629. }
  2630. if(dstsd && dstsd->special_state.restart_full_recover)
  2631. per = sper = 100;
  2632. if (status_revive(bl, per, sper))
  2633. {
  2634. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2635. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2636. {
  2637. int exp = 0,jexp = 0;
  2638. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2639. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2640. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2641. if (exp < 1) exp = 1;
  2642. }
  2643. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2644. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2645. if (jexp < 1) jexp = 1;
  2646. }
  2647. if(exp > 0 || jexp > 0)
  2648. pc_gainexp (sd, bl, exp, jexp);
  2649. }
  2650. }
  2651. }
  2652. break;
  2653. case AL_DECAGI:
  2654. clif_skill_nodamage (src, bl, skillid, skilllv,
  2655. sc_start(bl, type,
  2656. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2657. skilllv, skill_get_time(skillid,skilllv)));
  2658. break;
  2659. case AL_CRUCIS:
  2660. if (flag&1)
  2661. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2662. else {
  2663. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2664. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2665. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2666. }
  2667. break;
  2668. case PR_LEXDIVINA:
  2669. if (tsce) {
  2670. status_change_end(bl,type, -1);
  2671. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2672. } else
  2673. clif_skill_nodamage (src, bl, skillid, skilllv,
  2674. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2675. break;
  2676. case SA_ABRACADABRA:
  2677. {
  2678. int abra_skillid = 0, abra_skilllv;
  2679. do {
  2680. i = rand() % MAX_SKILL_ABRA_DB;
  2681. abra_skillid = skill_abra_db[i].skillid;
  2682. } while (abra_skillid == 0 ||
  2683. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2684. rand()%10000 >= skill_abra_db[i].per
  2685. );
  2686. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2687. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2688. if( sd )
  2689. {// player-casted
  2690. sd->state.abra_flag = 1;
  2691. sd->skillitem = abra_skillid;
  2692. sd->skillitemlv = abra_skilllv;
  2693. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2694. }
  2695. else
  2696. {// mob-casted
  2697. struct unit_data *ud = unit_bl2ud(src);
  2698. int inf = skill_get_inf(abra_skillid);
  2699. int target_id = 0;
  2700. if (!ud) break;
  2701. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2702. if (src->type == BL_PET)
  2703. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2704. if (!bl) bl = src;
  2705. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2706. } else { //Assume offensive skills
  2707. if (ud->target)
  2708. target_id = ud->target;
  2709. else switch (src->type) {
  2710. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2711. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2712. }
  2713. if (!target_id)
  2714. break;
  2715. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2716. bl = map_id2bl(target_id);
  2717. if (!bl) bl = src;
  2718. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2719. } else
  2720. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2721. }
  2722. }
  2723. }
  2724. break;
  2725. case SA_COMA:
  2726. clif_skill_nodamage(src,bl,skillid,skilllv,
  2727. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2728. break;
  2729. case SA_FULLRECOVERY:
  2730. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2731. if (status_isimmune(bl))
  2732. break;
  2733. status_percent_heal(bl, 100, 100);
  2734. break;
  2735. case SA_SUMMONMONSTER:
  2736. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2737. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2738. break;
  2739. case SA_LEVELUP:
  2740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2741. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2742. break;
  2743. case SA_INSTANTDEATH:
  2744. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2745. status_set_hp(bl,1,0);
  2746. break;
  2747. case SA_QUESTION:
  2748. case SA_GRAVITY:
  2749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2750. break;
  2751. case SA_CLASSCHANGE:
  2752. case SA_MONOCELL:
  2753. if (dstmd)
  2754. {
  2755. int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2757. mob_class_change(dstmd,class_);
  2758. if (tsc) {
  2759. const int scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  2760. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2761. if (tsc->data[i]) status_change_end(bl, i, -1);
  2762. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2763. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2764. }
  2765. }
  2766. break;
  2767. case SA_DEATH:
  2768. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2769. status_kill(bl);
  2770. break;
  2771. case SA_REVERSEORCISH:
  2772. clif_skill_nodamage(src,bl,skillid,skilllv,
  2773. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2774. break;
  2775. case SA_FORTUNE:
  2776. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2777. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2778. break;
  2779. case SA_TAMINGMONSTER:
  2780. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2781. if (sd && dstmd) {
  2782. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2783. if( i < MAX_PET_DB )
  2784. pet_catch_process1(sd, dstmd->class_);
  2785. }
  2786. break;
  2787. case CR_PROVIDENCE:
  2788. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2789. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2790. clif_skill_fail(sd,skillid,0,0);
  2791. map_freeblock_unlock();
  2792. return 1;
  2793. }
  2794. }
  2795. clif_skill_nodamage(src,bl,skillid,skilllv,
  2796. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2797. break;
  2798. case CG_MARIONETTE:
  2799. {
  2800. struct status_change *sc= status_get_sc(src);
  2801. int type2 = SC_MARIONETTE2;
  2802. if(sc && tsc){
  2803. if (!sc->data[type] && !tsc->data[type2]) {
  2804. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2805. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2806. clif_marionette(src, bl);
  2807. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2808. }
  2809. else if (sc->data[type] && tsc->data[type2] &&
  2810. sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
  2811. status_change_end(src, type, -1);
  2812. status_change_end(bl, type2, -1);
  2813. }
  2814. else {
  2815. if (sd) clif_skill_fail(sd,skillid,0,0);
  2816. map_freeblock_unlock();
  2817. return 1;
  2818. }
  2819. }
  2820. }
  2821. break;
  2822. case RG_CLOSECONFINE:
  2823. clif_skill_nodamage(src,bl,skillid,skilllv,
  2824. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2825. break;
  2826. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2827. case SA_FROSTWEAPON:
  2828. case SA_LIGHTNINGLOADER:
  2829. case SA_SEISMICWEAPON:
  2830. if (dstsd) {
  2831. if(dstsd->status.weapon == W_FIST ||
  2832. (dstsd->sc.count && !dstsd->sc.data[type] &&
  2833. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2834. dstsd->sc.data[SC_FIREWEAPON] ||
  2835. dstsd->sc.data[SC_WATERWEAPON] ||
  2836. dstsd->sc.data[SC_WINDWEAPON] ||
  2837. dstsd->sc.data[SC_EARTHWEAPON] ||
  2838. dstsd->sc.data[SC_SHADOWWEAPON] ||
  2839. dstsd->sc.data[SC_GHOSTWEAPON] ||
  2840. dstsd->sc.data[SC_ENCPOISON]
  2841. ))
  2842. ) {
  2843. if (sd) clif_skill_fail(sd,skillid,0,0);
  2844. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2845. break;
  2846. }
  2847. }
  2848. if (sd) {
  2849. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2850. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2851. clif_skill_fail(sd,skillid,0,0);
  2852. break;
  2853. }
  2854. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2855. }
  2856. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2857. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2858. if (sd)
  2859. clif_skill_fail(sd,skillid,0,0);
  2860. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2861. clif_displaymessage(sd->fd,"You broke target's weapon");
  2862. }
  2863. break;
  2864. case PR_ASPERSIO:
  2865. if (sd && dstmd) {
  2866. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2867. break;
  2868. }
  2869. clif_skill_nodamage(src,bl,skillid,skilllv,
  2870. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2871. break;
  2872. case ITEM_ENCHANTARMS:
  2873. clif_skill_nodamage(src,bl,skillid,skilllv,
  2874. sc_start2(bl,type,100,skilllv,
  2875. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2876. break;
  2877. case TK_SEVENWIND:
  2878. switch(skill_get_ele(skillid,skilllv)) {
  2879. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2880. case ELE_WIND : type = SC_WINDWEAPON; break;
  2881. case ELE_WATER : type = SC_WATERWEAPON; break;
  2882. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2883. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2884. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2885. case ELE_HOLY : type = SC_ASPERSIO; break;
  2886. }
  2887. clif_skill_nodamage(src,bl,skillid,skilllv,
  2888. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2889. break;
  2890. case PR_KYRIE:
  2891. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2892. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2893. break;
  2894. //Passive Magnum, should had been casted on yourself.
  2895. case SM_MAGNUM:
  2896. skill_area_temp[1] = 0;
  2897. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  2898. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2899. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2900. //Initiate 10% of your damage becomes fire element.
  2901. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2902. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2903. break;
  2904. case AL_INCAGI:
  2905. case AL_BLESSING:
  2906. case PR_SLOWPOISON:
  2907. case PR_IMPOSITIO:
  2908. case PR_LEXAETERNA:
  2909. case PR_SUFFRAGIUM:
  2910. case PR_BENEDICTIO:
  2911. case LK_BERSERK:
  2912. case KN_AUTOCOUNTER:
  2913. case KN_TWOHANDQUICKEN:
  2914. case KN_ONEHAND:
  2915. case CR_SPEARQUICKEN:
  2916. case CR_REFLECTSHIELD:
  2917. case AS_POISONREACT:
  2918. case MC_LOUD:
  2919. case MG_ENERGYCOAT:
  2920. case MO_EXPLOSIONSPIRITS:
  2921. case MO_STEELBODY:
  2922. case MO_BLADESTOP:
  2923. case LK_AURABLADE:
  2924. case LK_PARRYING:
  2925. case LK_CONCENTRATION:
  2926. case WS_CARTBOOST:
  2927. case SN_SIGHT:
  2928. case WS_MELTDOWN:
  2929. case WS_OVERTHRUSTMAX:
  2930. case ST_REJECTSWORD:
  2931. case HW_MAGICPOWER:
  2932. case PF_MEMORIZE:
  2933. case PA_SACRIFICE:
  2934. case ASC_EDP:
  2935. case NPC_STOP:
  2936. case PF_DOUBLECASTING:
  2937. case SG_SUN_COMFORT:
  2938. case SG_MOON_COMFORT:
  2939. case SG_STAR_COMFORT:
  2940. case NPC_HALLUCINATION:
  2941. case HP_ASSUMPTIO:
  2942. case GS_MADNESSCANCEL:
  2943. case GS_ADJUSTMENT:
  2944. case GS_INCREASING:
  2945. case NJ_KASUMIKIRI:
  2946. case NJ_UTSUSEMI:
  2947. case NJ_NEN:
  2948. case NPC_DEFENDER:
  2949. case NPC_MAGICMIRROR:
  2950. clif_skill_nodamage(src,bl,skillid,skilllv,
  2951. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2952. break;
  2953. case MG_SIGHT:
  2954. case AL_RUWACH:
  2955. case WZ_SIGHTBLASTER:
  2956. case NPC_WIDESIGHT:
  2957. case NPC_STONESKIN:
  2958. case NPC_ANTIMAGIC:
  2959. clif_skill_nodamage(src,bl,skillid,skilllv,
  2960. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2961. break;
  2962. case HLIF_AVOID:
  2963. case HAMI_DEFENCE:
  2964. i = skill_get_time(skillid,skilllv);
  2965. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  2966. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  2967. break;
  2968. case NJ_BUNSINJYUTSU:
  2969. clif_skill_nodamage(src,bl,skillid,skilllv,
  2970. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2971. if (tsc && tsc->data[SC_NEN])
  2972. status_change_end(bl,SC_NEN,-1);
  2973. break;
  2974. /* Was modified to only affect targetted char. [Skotlex]
  2975. case HP_ASSUMPTIO:
  2976. if (flag&1)
  2977. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2978. else
  2979. {
  2980. map_foreachinrange(skill_area_sub, bl,
  2981. skill_get_splash(skillid, skilllv), BL_PC,
  2982. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  2983. skill_castend_nodamage_id);
  2984. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2985. }
  2986. break;
  2987. */
  2988. case SM_ENDURE:
  2989. clif_skill_nodamage(src,bl,skillid,skilllv,
  2990. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2991. if (sd)
  2992. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  2993. break;
  2994. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  2995. if (sd && dstsd && dstsd->sc.count) {
  2996. if (dstsd->sc.data[SC_FIREWEAPON] ||
  2997. dstsd->sc.data[SC_WATERWEAPON] ||
  2998. dstsd->sc.data[SC_WINDWEAPON] ||
  2999. dstsd->sc.data[SC_EARTHWEAPON] ||
  3000. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3001. dstsd->sc.data[SC_GHOSTWEAPON]
  3002. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3003. ) {
  3004. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3005. clif_skill_fail(sd,skillid,0,0);
  3006. break;
  3007. }
  3008. }
  3009. clif_skill_nodamage(src,bl,skillid,skilllv,
  3010. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3011. break;
  3012. case LK_TENSIONRELAX:
  3013. clif_skill_nodamage(src,bl,skillid,skilllv,
  3014. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3015. skill_get_time(skillid,skilllv)));
  3016. break;
  3017. case MC_CHANGECART:
  3018. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3019. break;
  3020. case TK_MISSION:
  3021. if (sd) {
  3022. int id;
  3023. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3024. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3025. clif_skill_fail(sd,skillid,0,0);
  3026. break;
  3027. }
  3028. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3029. if (!id) {
  3030. clif_skill_fail(sd,skillid,0,0);
  3031. break;
  3032. }
  3033. sd->mission_mobid = id;
  3034. sd->mission_count = 0;
  3035. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3036. clif_mission_info(sd, id, 0);
  3037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3038. }
  3039. break;
  3040. case AC_CONCENTRATION:
  3041. {
  3042. clif_skill_nodamage(src,bl,skillid,skilllv,
  3043. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3044. map_foreachinrange( status_change_timer_sub, src,
  3045. skill_get_splash(skillid, skilllv), BL_CHAR,
  3046. src,NULL,type,tick);
  3047. }
  3048. break;
  3049. case SM_PROVOKE:
  3050. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3051. map_freeblock_unlock();
  3052. return 1;
  3053. }
  3054. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3055. clif_skill_nodamage(src,bl,skillid,skilllv,
  3056. (i=sc_start(bl,type,
  3057. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3058. skilllv,skill_get_time(skillid,skilllv))));
  3059. if (!i)
  3060. {
  3061. if (sd)
  3062. clif_skill_fail(sd,skillid,0,0);
  3063. map_freeblock_unlock();
  3064. return 0;
  3065. }
  3066. unit_skillcastcancel(bl, 2);
  3067. if(tsc && tsc->count){
  3068. if(tsc->data[SC_FREEZE])
  3069. status_change_end(bl,SC_FREEZE,-1);
  3070. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  3071. status_change_end(bl,SC_STONE,-1);
  3072. if(tsc->data[SC_SLEEP])
  3073. status_change_end(bl,SC_SLEEP,-1);
  3074. }
  3075. if(dstmd) {
  3076. dstmd->state.provoke_flag = src->id;
  3077. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3078. }
  3079. break;
  3080. case CR_DEVOTION:
  3081. if(sd && dstsd)
  3082. {
  3083. int lv = sd->status.base_level - dstsd->status.base_level;
  3084. if (lv < 0) lv = -lv;
  3085. if (lv > battle_config.devotion_level_difference ||
  3086. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
  3087. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3088. clif_skill_fail(sd,skillid,0,0);
  3089. map_freeblock_unlock();
  3090. return 1;
  3091. }
  3092. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3093. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3094. if (i == skilllv)
  3095. {
  3096. clif_skill_fail(sd,skillid,0,0);
  3097. map_freeblock_unlock();
  3098. return 1;
  3099. }
  3100. sd->devotion[i] = bl->id;
  3101. clif_skill_nodamage(src,bl,skillid,skilllv,
  3102. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3103. clif_devotion(sd);
  3104. }
  3105. else
  3106. if (sd)
  3107. clif_skill_fail(sd,skillid,0,0);
  3108. break;
  3109. case MO_CALLSPIRITS:
  3110. if(sd) {
  3111. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3112. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3113. }
  3114. break;
  3115. case CH_SOULCOLLECT:
  3116. if(sd) {
  3117. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3118. for (i = 0; i < 5; i++)
  3119. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3120. }
  3121. break;
  3122. case MO_KITRANSLATION:
  3123. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3124. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3125. }
  3126. break;
  3127. case TK_TURNKICK:
  3128. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3129. if (skill_area_temp[1] != bl->id) {
  3130. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3131. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3132. }
  3133. break;
  3134. case MO_ABSORBSPIRITS:
  3135. i = 0;
  3136. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3137. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3138. i = dstsd->spiritball * 10;
  3139. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3140. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3141. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3142. i = 2 * dstmd->level;
  3143. mob_target(dstmd,src,0);
  3144. }
  3145. if (i) status_heal(src, 0, i, 3);
  3146. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3147. break;
  3148. case AC_MAKINGARROW:
  3149. if(sd) {
  3150. clif_arrow_create_list(sd);
  3151. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3152. }
  3153. break;
  3154. case AM_PHARMACY:
  3155. if(sd) {
  3156. clif_skill_produce_mix_list(sd,22);
  3157. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3158. }
  3159. break;
  3160. case SA_CREATECON:
  3161. if(sd) {
  3162. clif_skill_produce_mix_list(sd,23);
  3163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3164. }
  3165. break;
  3166. case BS_HAMMERFALL:
  3167. clif_skill_nodamage(src,bl,skillid,skilllv,
  3168. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3169. break;
  3170. case RG_RAID:
  3171. skill_area_temp[1] = 0;
  3172. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3173. map_foreachinrange(skill_area_sub, bl,
  3174. skill_get_splash(skillid, skilllv), splash_target(src),
  3175. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3176. skill_castend_damage_id);
  3177. status_change_end(src, SC_HIDING, -1);
  3178. break;
  3179. case ASC_METEORASSAULT:
  3180. case GS_SPREADATTACK:
  3181. case NPC_EARTHQUAKE:
  3182. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3183. case NPC_HELLJUDGEMENT:
  3184. case NPC_PULSESTRIKE:
  3185. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3186. break;
  3187. case KN_BRANDISHSPEAR:
  3188. {
  3189. int c,n=4;
  3190. int dir = map_calc_dir(src,bl->x,bl->y);
  3191. struct square tc;
  3192. int x=bl->x,y=bl->y;
  3193. skill_brandishspear_first(&tc,dir,x,y);
  3194. skill_brandishspear_dir(&tc,dir,4);
  3195. skill_area_temp[1] = bl->id;
  3196. if(skilllv > 9){
  3197. for(c=1;c<4;c++){
  3198. map_foreachincell(skill_area_sub,
  3199. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3200. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3201. skill_castend_damage_id);
  3202. }
  3203. }
  3204. if(skilllv > 6){
  3205. skill_brandishspear_dir(&tc,dir,-1);
  3206. n--;
  3207. }else{
  3208. skill_brandishspear_dir(&tc,dir,-2);
  3209. n-=2;
  3210. }
  3211. if(skilllv > 3){
  3212. for(c=0;c<5;c++){
  3213. map_foreachincell(skill_area_sub,
  3214. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3215. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3216. skill_castend_damage_id);
  3217. if(skilllv > 6 && n==3 && c==4){
  3218. skill_brandishspear_dir(&tc,dir,-1);
  3219. n--;c=-1;
  3220. }
  3221. }
  3222. }
  3223. for(c=0;c<10;c++){
  3224. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3225. map_foreachincell(skill_area_sub,
  3226. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3227. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3228. skill_castend_damage_id);
  3229. }
  3230. }
  3231. break;
  3232. case WZ_SIGHTRASHER:
  3233. //Passive side of the attack.
  3234. status_change_end(src,SC_SIGHT,-1);
  3235. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3236. map_foreachinrange(skill_area_sub,src,
  3237. skill_get_splash(skillid, skilllv),splash_target(src),
  3238. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3239. skill_castend_damage_id);
  3240. break;
  3241. case NJ_HYOUSYOURAKU:
  3242. case NJ_RAIGEKISAI:
  3243. case WZ_FROSTNOVA:
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3245. skill_area_temp[1] = 0;
  3246. map_foreachinrange(skill_attack_area, src,
  3247. skill_get_splash(skillid, skilllv), splash_target(src),
  3248. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3249. break;
  3250. case HVAN_EXPLOSION: //[orn]
  3251. case NPC_SELFDESTRUCTION:
  3252. //Self Destruction hits everyone in range (allies+enemies)
  3253. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3254. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3255. BCT_ENEMY:BCT_ALL;
  3256. clif_skill_nodamage(src, src, skillid, -1, 1);
  3257. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3258. map_foreachinrange(skill_area_sub, bl,
  3259. skill_get_splash(skillid, skilllv), splash_target(src),
  3260. src, skillid, skilllv, tick, flag|i,
  3261. skill_castend_damage_id);
  3262. map_addblock(src);
  3263. status_damage(src, src, sstatus->max_hp,0,0,1);
  3264. break;
  3265. case AL_ANGELUS:
  3266. case PR_MAGNIFICAT:
  3267. case PR_GLORIA:
  3268. case SN_WINDWALK:
  3269. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3270. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3271. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3272. } else if (sd) {
  3273. party_foreachsamemap (skill_area_sub,
  3274. sd,skill_get_splash(skillid, skilllv),
  3275. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3276. skill_castend_nodamage_id);
  3277. }
  3278. break;
  3279. case BS_ADRENALINE:
  3280. case BS_ADRENALINE2:
  3281. case BS_WEAPONPERFECT:
  3282. case BS_OVERTHRUST:
  3283. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3284. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3285. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3286. } else if (sd) {
  3287. party_foreachsamemap(skill_area_sub,
  3288. sd,skill_get_splash(skillid, skilllv),
  3289. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3290. skill_castend_nodamage_id);
  3291. }
  3292. break;
  3293. case BS_MAXIMIZE:
  3294. case NV_TRICKDEAD:
  3295. case CR_DEFENDER:
  3296. case CR_AUTOGUARD:
  3297. case TK_READYSTORM:
  3298. case TK_READYDOWN:
  3299. case TK_READYTURN:
  3300. case TK_READYCOUNTER:
  3301. case TK_DODGE:
  3302. case CR_SHRINK:
  3303. case ST_PRESERVE:
  3304. case SG_FUSION:
  3305. case GS_GATLINGFEVER:
  3306. if (tsce)
  3307. i = status_change_end(bl, type, -1);
  3308. else
  3309. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3310. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3311. break;
  3312. case SL_KAITE:
  3313. case SL_KAAHI:
  3314. case SL_KAIZEL:
  3315. case SL_KAUPE:
  3316. if (sd) {
  3317. if (!dstsd || !(
  3318. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3319. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3320. dstsd->status.char_id == sd->status.char_id ||
  3321. dstsd->status.char_id == sd->status.partner_id ||
  3322. dstsd->status.char_id == sd->status.child
  3323. )) {
  3324. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3325. clif_skill_fail(sd,skillid,0,0);
  3326. break;
  3327. }
  3328. }
  3329. clif_skill_nodamage(src,bl,skillid,skilllv,
  3330. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3331. break;
  3332. case SM_AUTOBERSERK: // Celest
  3333. if (tsce)
  3334. i = status_change_end(bl, type, -1);
  3335. else
  3336. i = sc_start(bl,type,100,skilllv,60000);
  3337. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3338. break;
  3339. case TF_HIDING:
  3340. case ST_CHASEWALK:
  3341. if (tsce)
  3342. i = status_change_end(bl, type, -1);
  3343. else
  3344. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3345. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3346. break;
  3347. case TK_RUN:
  3348. if (tsce)
  3349. clif_skill_nodamage(src,bl,skillid,skilllv,
  3350. status_change_end(bl, type, -1));
  3351. else {
  3352. clif_skill_nodamage(src,bl,skillid,skilllv,
  3353. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3354. // If the client receives a skill-use packet inmediately before
  3355. // a walkok packet, it will discard the walk packet! [Skotlex]
  3356. // So aegis has to resend the walk ok.
  3357. if (sd) clif_walkok(sd);
  3358. }
  3359. break;
  3360. case AS_CLOAKING:
  3361. if( !tsce )
  3362. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3363. else
  3364. i = status_change_end(bl, type, -1);
  3365. if( i )
  3366. clif_skill_nodamage(src,bl,skillid,-1,i);
  3367. else
  3368. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3369. break;
  3370. case BD_ADAPTATION:
  3371. if(tsc && tsc->data[SC_DANCING]){
  3372. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3373. skill_stop_dancing(bl);
  3374. }
  3375. break;
  3376. case BA_FROSTJOKE:
  3377. case DC_SCREAM:
  3378. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3379. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3380. if (md) {
  3381. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3382. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3383. char temp[70];
  3384. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3385. clif_message(&md->bl,temp);
  3386. }
  3387. break;
  3388. case BA_PANGVOICE:
  3389. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3390. break;
  3391. case DC_WINKCHARM:
  3392. if( dstsd )
  3393. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3394. else
  3395. if( dstmd )
  3396. {
  3397. if( status_get_lv(src) > status_get_lv(bl)
  3398. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3399. && !(tstatus->mode&MD_BOSS) )
  3400. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3401. else
  3402. {
  3403. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3404. if(sd) clif_skill_fail(sd,skillid,0,0);
  3405. }
  3406. }
  3407. break;
  3408. case TF_STEAL:
  3409. if(sd) {
  3410. if(pc_steal_item(sd,bl,skilllv))
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. else
  3413. clif_skill_fail(sd,skillid,0x0a,0);
  3414. }
  3415. break;
  3416. case RG_STEALCOIN:
  3417. if(sd) {
  3418. if(pc_steal_coin(sd,bl))
  3419. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3420. else
  3421. clif_skill_fail(sd,skillid,0,0);
  3422. }
  3423. break;
  3424. case MG_STONECURSE:
  3425. {
  3426. if (tstatus->mode&MD_BOSS) {
  3427. if (sd) clif_skill_fail(sd,skillid,0,0);
  3428. break;
  3429. }
  3430. if(status_isimmune(bl) || !tsc)
  3431. break;
  3432. if (dstmd)
  3433. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3434. if (tsc->data[SC_STONE]) {
  3435. status_change_end(bl,SC_STONE,-1);
  3436. if (sd) clif_skill_fail(sd,skillid,0,0);
  3437. break;
  3438. }
  3439. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3440. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3441. skill_get_time2(skillid,skilllv)))
  3442. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3443. else if(sd) {
  3444. clif_skill_fail(sd,skillid,0,0);
  3445. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3446. if (skilllv > 5) break;
  3447. }
  3448. if (sd) {
  3449. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3450. break; //Do not delete the gemstone.
  3451. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3452. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3453. }
  3454. }
  3455. break;
  3456. case NV_FIRSTAID:
  3457. clif_skill_nodamage(src,bl,skillid,5,1);
  3458. status_heal(bl,5,0,0);
  3459. break;
  3460. case AL_CURE:
  3461. if(status_isimmune(bl)) {
  3462. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3463. break;
  3464. }
  3465. status_change_end(bl, SC_SILENCE , -1 );
  3466. status_change_end(bl, SC_BLIND , -1 );
  3467. status_change_end(bl, SC_CONFUSION, -1 );
  3468. //Confusion on undead won't trigger on undead players.
  3469. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3470. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3472. break;
  3473. case TF_DETOXIFY:
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3475. status_change_end(bl, SC_POISON , -1 );
  3476. status_change_end(bl, SC_DPOISON , -1 );
  3477. break;
  3478. case PR_STRECOVERY:
  3479. if(status_isimmune(bl)) {
  3480. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3481. break;
  3482. }
  3483. if (tsc && tsc->opt1) {
  3484. status_change_end(bl, SC_FREEZE, -1 );
  3485. status_change_end(bl, SC_STONE, -1 );
  3486. status_change_end(bl, SC_SLEEP, -1 );
  3487. status_change_end(bl, SC_STUN, -1 );
  3488. }
  3489. //Is this equation really right? It looks so... special.
  3490. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3491. {
  3492. status_change_start(bl, SC_BLIND,
  3493. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3494. 1,0,0,0,
  3495. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3496. }
  3497. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3498. if(dstmd)
  3499. mob_unlocktarget(dstmd,tick);
  3500. break;
  3501. case WZ_ESTIMATION:
  3502. if(sd) {
  3503. if (dstsd) {
  3504. clif_skill_fail(sd,skillid,0,0);
  3505. break;
  3506. }
  3507. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3508. clif_skill_estimation((struct map_session_data *)src,bl);
  3509. }
  3510. break;
  3511. case BS_REPAIRWEAPON:
  3512. if(sd && dstsd)
  3513. clif_item_repair_list(sd,dstsd);
  3514. break;
  3515. case MC_IDENTIFY:
  3516. if(sd)
  3517. clif_item_identify_list(sd);
  3518. break;
  3519. // Weapon Refining [Celest]
  3520. case WS_WEAPONREFINE:
  3521. if(sd)
  3522. clif_item_refine_list(sd);
  3523. break;
  3524. case MC_VENDING:
  3525. if(sd)
  3526. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3527. if ( pc_can_give_items(pc_isGM(sd)) )
  3528. clif_skill_fail(sd,skillid,0,0);
  3529. else
  3530. clif_openvendingreq(sd,2+skilllv);
  3531. }
  3532. break;
  3533. case AL_TELEPORT:
  3534. if(sd)
  3535. {
  3536. if (map[bl->m].flag.noteleport) {
  3537. clif_skill_teleportmessage(sd,0);
  3538. break;
  3539. }
  3540. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3541. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3542. break;
  3543. }
  3544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3545. if(skilllv == 1) {
  3546. // possibility to skip menu [LuzZza]
  3547. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3548. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3549. else
  3550. pc_randomwarp(sd,3);
  3551. } else {
  3552. if (sd->skillitem != AL_TELEPORT)
  3553. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3554. else //Autocasted Teleport level 2??
  3555. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3556. }
  3557. } else
  3558. unit_warp(bl,-1,-1,-1,3);
  3559. break;
  3560. case NPC_EXPULSION:
  3561. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3562. unit_warp(bl,-1,-1,-1,3);
  3563. break;
  3564. case AL_HOLYWATER:
  3565. if(sd) {
  3566. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3567. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3568. else
  3569. clif_skill_fail(sd,skillid,0,0);
  3570. }
  3571. break;
  3572. case TF_PICKSTONE:
  3573. if(sd) {
  3574. int eflag;
  3575. struct item item_tmp;
  3576. struct block_list tbl;
  3577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3578. memset(&item_tmp,0,sizeof(item_tmp));
  3579. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3580. item_tmp.nameid = 7049;
  3581. item_tmp.identify = 1;
  3582. tbl.id = 0;
  3583. clif_takeitem(&sd->bl,&tbl);
  3584. eflag = pc_additem(sd,&item_tmp,1);
  3585. if(eflag) {
  3586. clif_additem(sd,0,0,eflag);
  3587. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3588. }
  3589. }
  3590. break;
  3591. case ASC_CDP:
  3592. if(sd) {
  3593. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3594. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3595. }
  3596. break;
  3597. case RG_STRIPWEAPON:
  3598. case RG_STRIPSHIELD:
  3599. case RG_STRIPARMOR:
  3600. case RG_STRIPHELM:
  3601. case ST_FULLSTRIP:
  3602. i = 5+2*skilllv;
  3603. if (sstatus->dex > tstatus->dex)
  3604. i += (sstatus->dex - tstatus->dex)/5;
  3605. switch (skillid) {
  3606. case RG_STRIPWEAPON:
  3607. type = EQP_WEAPON;
  3608. break;
  3609. case RG_STRIPSHIELD:
  3610. type = EQP_SHIELD;
  3611. break;
  3612. case RG_STRIPARMOR:
  3613. type = EQP_ARMOR;
  3614. break;
  3615. case RG_STRIPHELM:
  3616. type = EQP_HELM;
  3617. break;
  3618. case ST_FULLSTRIP:
  3619. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3620. break;
  3621. }
  3622. //Note that Full Strip autospell doesn't use a duration
  3623. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3624. skill_strip_equip(bl, type, i, skilllv,
  3625. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3626. && sd)
  3627. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3628. break;
  3629. case AM_BERSERKPITCHER:
  3630. case AM_POTIONPITCHER:
  3631. {
  3632. int i,x,hp = 0,sp = 0,bonus=100;
  3633. if(sd) {
  3634. x = skilllv%11 - 1;
  3635. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3636. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3637. clif_skill_fail(sd,skillid,0,0);
  3638. map_freeblock_unlock();
  3639. return 1;
  3640. }
  3641. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3642. clif_skill_fail(sd,skillid,0,0);
  3643. map_freeblock_unlock();
  3644. return 1;
  3645. }
  3646. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3647. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3648. clif_skill_fail(sd,skillid,0,0);
  3649. map_freeblock_unlock();
  3650. return 1;
  3651. }
  3652. }
  3653. potion_flag = 1;
  3654. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3655. potion_target = bl->id;
  3656. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3657. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3658. potion_flag = potion_target = 0;
  3659. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
  3660. bonus += sd->status.base_level;
  3661. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3662. hp = tstatus->max_hp * potion_per_hp / 100;
  3663. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3664. if(dstsd) {
  3665. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3666. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3667. }
  3668. }
  3669. else {
  3670. if(potion_hp > 0) {
  3671. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3672. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3673. if(dstsd)
  3674. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3675. }
  3676. if(potion_sp > 0) {
  3677. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3678. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3679. if(dstsd)
  3680. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3681. }
  3682. }
  3683. if (sd->itemgrouphealrate[IG_POTION]>0)
  3684. {
  3685. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  3686. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  3687. }
  3688. if ((i = pc_skillheal_bonus(sd, skillid)))
  3689. {
  3690. hp += hp * i / 100;
  3691. sp += sp * i / 100;
  3692. }
  3693. }
  3694. else {
  3695. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3696. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3697. if(dstsd)
  3698. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3699. }
  3700. if (tsc && tsc->data[SC_CRITICALWOUND])
  3701. {
  3702. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3703. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3704. }
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3706. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3707. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3708. if(sp > 0)
  3709. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3710. status_heal(bl,hp,sp,0);
  3711. }
  3712. break;
  3713. case AM_CP_WEAPON:
  3714. case AM_CP_SHIELD:
  3715. case AM_CP_ARMOR:
  3716. case AM_CP_HELM:
  3717. {
  3718. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3719. if(tsc && tsc->data[scid])
  3720. status_change_end(bl, scid, -1 );
  3721. clif_skill_nodamage(src,bl,skillid,skilllv,
  3722. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3723. }
  3724. break;
  3725. case AM_TWILIGHT1:
  3726. if (sd) {
  3727. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3728. //Prepare 200 White Potions.
  3729. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3730. clif_skill_fail(sd,skillid,0,0);
  3731. }
  3732. break;
  3733. case AM_TWILIGHT2:
  3734. if (sd) {
  3735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3736. //Prepare 200 Slim White Potions.
  3737. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3738. clif_skill_fail(sd,skillid,0,0);
  3739. }
  3740. break;
  3741. case AM_TWILIGHT3:
  3742. if (sd) {
  3743. //check if you can produce all three, if not, then fail:
  3744. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3745. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3746. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3747. ) {
  3748. clif_skill_fail(sd,skillid,0,0);
  3749. break;
  3750. }
  3751. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3752. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3753. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3754. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3755. }
  3756. break;
  3757. case SA_DISPELL:
  3758. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3759. {
  3760. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3761. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  3762. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  3763. || rand()%100 >= 50+10*skilllv)
  3764. {
  3765. if (sd)
  3766. clif_skill_fail(sd,skillid,0,0);
  3767. break;
  3768. }
  3769. if(status_isimmune(bl) || !tsc || !tsc->count)
  3770. break;
  3771. for(i=0;i<SC_MAX;i++){
  3772. if (!tsc->data[i])
  3773. continue;
  3774. switch (i) {
  3775. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3776. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3777. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3778. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3779. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3780. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3781. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3782. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3783. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3784. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3785. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3786. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3787. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3788. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  3789. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  3790. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  3791. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  3792. case SC_SPEEDUP1:
  3793. continue;
  3794. }
  3795. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  3796. status_change_end(bl,i,-1);
  3797. }
  3798. break;
  3799. }
  3800. //Affect all targets on splash area.
  3801. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3802. src, skillid, skilllv, tick, flag|1,
  3803. skill_castend_damage_id);
  3804. break;
  3805. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3806. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3807. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3808. break;
  3809. case TK_HIGHJUMP:
  3810. {
  3811. int x,y, dir = unit_getdir(src);
  3812. //Fails on noteleport maps, except for vs maps [Skotlex]
  3813. if(map[src->m].flag.noteleport &&
  3814. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3815. ) {
  3816. x = src->x;
  3817. y = src->y;
  3818. } else {
  3819. x = src->x + dirx[dir]*skilllv*2;
  3820. y = src->y + diry[dir]*skilllv*2;
  3821. }
  3822. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3823. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  3824. clif_slide(src,x,y);
  3825. unit_movepos(src, x, y, 1, 0);
  3826. }
  3827. }
  3828. break;
  3829. case SA_CASTCANCEL:
  3830. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3831. unit_skillcastcancel(src,1);
  3832. if(sd) {
  3833. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3834. sp = sp * (90 - (skilllv-1)*20) / 100;
  3835. if(sp < 0) sp = 0;
  3836. status_zap(src, 0, sp);
  3837. }
  3838. break;
  3839. case SA_SPELLBREAKER:
  3840. {
  3841. int sp;
  3842. if(tsc && tsc->data[SC_MAGICROD]) {
  3843. sp = skill_get_sp(skillid,skilllv);
  3844. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3845. if(sp < 1) sp = 1;
  3846. status_heal(bl,0,sp,2);
  3847. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  3848. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  3849. } else {
  3850. struct unit_data *ud = unit_bl2ud(bl);
  3851. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3852. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3853. bl_skillid = ud->skillid;
  3854. bl_skilllv = ud->skilllv;
  3855. if (tstatus->mode & MD_BOSS)
  3856. { //Only 10% success chance against bosses. [Skotlex]
  3857. if (rand()%100 < 90)
  3858. {
  3859. if (sd) clif_skill_fail(sd,skillid,0,0);
  3860. break;
  3861. }
  3862. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3863. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3864. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3865. unit_skillcastcancel(bl,0);
  3866. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3867. status_zap(bl, hp, sp);
  3868. if (hp && skilllv >= 5)
  3869. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3870. else
  3871. hp = 0;
  3872. if (sp) //Recover some of the SP used
  3873. sp = sp*(25*(skilllv-1))/100;
  3874. if(hp || sp)
  3875. status_heal(src, hp, sp, 2);
  3876. }
  3877. }
  3878. break;
  3879. case SA_MAGICROD:
  3880. //It activates silently, no use animation.
  3881. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3882. break;
  3883. case SA_AUTOSPELL:
  3884. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3885. if(sd)
  3886. clif_autospell(sd,skilllv);
  3887. else {
  3888. int maxlv=1,spellid=0;
  3889. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3890. if(skilllv >= 10) {
  3891. spellid = MG_FROSTDIVER;
  3892. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  3893. // maxlv = 10;
  3894. // else
  3895. maxlv = skilllv - 9;
  3896. }
  3897. else if(skilllv >=8) {
  3898. spellid = MG_FIREBALL;
  3899. maxlv = skilllv - 7;
  3900. }
  3901. else if(skilllv >=5) {
  3902. spellid = MG_SOULSTRIKE;
  3903. maxlv = skilllv - 4;
  3904. }
  3905. else if(skilllv >=2) {
  3906. int i = rand()%3;
  3907. spellid = spellarray[i];
  3908. maxlv = skilllv - 1;
  3909. }
  3910. else if(skilllv > 0) {
  3911. spellid = MG_NAPALMBEAT;
  3912. maxlv = 3;
  3913. }
  3914. if(spellid > 0)
  3915. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3916. skill_get_time(SA_AUTOSPELL,skilllv));
  3917. }
  3918. break;
  3919. case BS_GREED:
  3920. if(sd){
  3921. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3922. map_foreachinrange(skill_greed,bl,
  3923. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3924. }
  3925. break;
  3926. case SA_ELEMENTWATER:
  3927. case SA_ELEMENTFIRE:
  3928. case SA_ELEMENTGROUND:
  3929. case SA_ELEMENTWIND:
  3930. if(sd && !dstmd) //Only works on monsters.
  3931. break;
  3932. if(tstatus->mode&MD_BOSS)
  3933. break;
  3934. case NPC_ATTRICHANGE:
  3935. case NPC_CHANGEWATER:
  3936. case NPC_CHANGEGROUND:
  3937. case NPC_CHANGEFIRE:
  3938. case NPC_CHANGEWIND:
  3939. case NPC_CHANGEPOISON:
  3940. case NPC_CHANGEHOLY:
  3941. case NPC_CHANGEDARKNESS:
  3942. case NPC_CHANGETELEKINESIS:
  3943. case NPC_CHANGEUNDEAD:
  3944. clif_skill_nodamage(src,bl,skillid,skilllv,
  3945. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3946. skill_get_time(skillid, skilllv)));
  3947. break;
  3948. case NPC_PROVOCATION:
  3949. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3950. if (md) mob_unlocktarget(md, tick);
  3951. break;
  3952. case NPC_KEEPING:
  3953. case NPC_BARRIER:
  3954. {
  3955. int skill_time = skill_get_time(skillid,skilllv);
  3956. struct unit_data *ud = unit_bl2ud(bl);
  3957. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  3958. sc_start(bl,type,100,skilllv,skill_time))
  3959. && ud) { //Disable attacking/acting/moving for skill's duration.
  3960. ud->attackabletime =
  3961. ud->canact_tick =
  3962. ud->canmove_tick = tick + skill_time;
  3963. }
  3964. }
  3965. break;
  3966. case NPC_REBIRTH:
  3967. //New rebirth System uses Kaizel [Skotlex]
  3968. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  3969. break;
  3970. case NPC_DARKBLESSING:
  3971. clif_skill_nodamage(src,bl,skillid,skilllv,
  3972. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  3973. break;
  3974. case NPC_LICK:
  3975. status_zap(bl, 0, 100);
  3976. clif_skill_nodamage(src,bl,skillid,skilllv,
  3977. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  3978. break;
  3979. case NPC_SUICIDE:
  3980. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3981. status_kill(src); //When suiciding, neither exp nor drops is given.
  3982. break;
  3983. case NPC_SUMMONSLAVE:
  3984. case NPC_SUMMONMONSTER:
  3985. if(md && md->skillidx >= 0)
  3986. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  3987. break;
  3988. case NPC_CALLSLAVE:
  3989. mob_warpslave(src,MOB_SLAVEDISTANCE);
  3990. break;
  3991. case NPC_RANDOMMOVE:
  3992. if (md) {
  3993. md->next_walktime = tick - 1;
  3994. mob_randomwalk(md,tick);
  3995. }
  3996. break;
  3997. case NPC_SPEEDUP:
  3998. {
  3999. // or does it increase casting rate? just a guess xD
  4000. int i = SC_ASPDPOTION0 + skilllv - 1;
  4001. if (i > SC_ASPDPOTION3)
  4002. i = SC_ASPDPOTION3;
  4003. clif_skill_nodamage(src,bl,skillid,skilllv,
  4004. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4005. }
  4006. break;
  4007. case NPC_REVENGE:
  4008. // not really needed... but adding here anyway ^^
  4009. if (md && md->master_id > 0) {
  4010. struct block_list *mbl, *tbl;
  4011. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4012. (tbl = battle_gettargeted(mbl)) == NULL)
  4013. break;
  4014. md->state.provoke_flag = tbl->id;
  4015. mob_target(md, tbl, sstatus->rhw.range);
  4016. }
  4017. break;
  4018. case NPC_RUN:
  4019. {
  4020. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4021. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4022. unit_stop_attack(src);
  4023. //Run skillv tiles overriding the can-move check.
  4024. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4025. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4026. }
  4027. break;
  4028. case NPC_TRANSFORMATION:
  4029. case NPC_METAMORPHOSIS:
  4030. if(md && md->skillidx >= 0) {
  4031. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4032. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4033. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4034. if (class_) mob_class_change(md, class_);
  4035. }
  4036. break;
  4037. case NPC_EMOTION_ON:
  4038. case NPC_EMOTION:
  4039. //va[0] is the emotion to use.
  4040. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4041. //val[1] 'sets' the mode
  4042. //val[2] adds to the current mode
  4043. //val[3] removes from the current mode
  4044. //val[4] if set, asks to delete the previous mode change.
  4045. if(md && md->skillidx >= 0 && tsc)
  4046. {
  4047. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4048. if(md->db->skill[md->skillidx].val[4] && tsce)
  4049. status_change_end(bl, type, -1);
  4050. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4051. sc_start4(src, type, 100, skilllv,
  4052. md->db->skill[md->skillidx].val[1],
  4053. md->db->skill[md->skillidx].val[2],
  4054. md->db->skill[md->skillidx].val[3],
  4055. skill_get_time(skillid, skilllv));
  4056. }
  4057. break;
  4058. case NPC_POWERUP:
  4059. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4060. clif_skill_nodamage(src,bl,skillid,skilllv,
  4061. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4062. break;
  4063. case NPC_AGIUP:
  4064. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4065. clif_skill_nodamage(src,bl,skillid,skilllv,
  4066. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4067. break;
  4068. case NPC_INVISIBLE:
  4069. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4070. clif_skill_nodamage(src,bl,skillid,skilllv,
  4071. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4072. break;
  4073. case NPC_SIEGEMODE:
  4074. // not sure what it does
  4075. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4076. break;
  4077. case WE_MALE:
  4078. {
  4079. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4080. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4081. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4082. }
  4083. break;
  4084. case WE_FEMALE:
  4085. {
  4086. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4087. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4088. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4089. }
  4090. break;
  4091. // parent-baby skills
  4092. case WE_BABY:
  4093. if(sd){
  4094. struct map_session_data *f_sd = pc_get_father(sd);
  4095. struct map_session_data *m_sd = pc_get_mother(sd);
  4096. // if neither was found
  4097. if(!f_sd && !m_sd){
  4098. clif_skill_fail(sd,skillid,0,0);
  4099. map_freeblock_unlock();
  4100. return 0;
  4101. }
  4102. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4103. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4104. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4105. }
  4106. break;
  4107. case PF_HPCONVERSION:
  4108. {
  4109. int hp, sp;
  4110. hp = sstatus->max_hp/10;
  4111. sp = hp * 10 * skilllv / 100;
  4112. if (!status_charge(src,hp,0)) {
  4113. if (sd) clif_skill_fail(sd,skillid,0,0);
  4114. break;
  4115. }
  4116. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4117. status_heal(bl,0,sp,2);
  4118. }
  4119. break;
  4120. case HT_REMOVETRAP:
  4121. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4122. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4123. {
  4124. struct skill_unit* su;
  4125. struct skill_unit_group* sg;
  4126. su = BL_CAST(BL_SKILL, bl);
  4127. if( (su)
  4128. && (sg = su->group)
  4129. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4130. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4131. { // prevent picking up expired traps
  4132. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4133. {
  4134. if( battle_config.skill_removetrap_type )
  4135. { // get back all items used to deploy the trap
  4136. for(i=0;i<10;i++) {
  4137. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4138. int flag;
  4139. struct item item_tmp;
  4140. memset(&item_tmp,0,sizeof(item_tmp));
  4141. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4142. item_tmp.identify = 1;
  4143. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4144. clif_additem(sd,0,0,flag);
  4145. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4146. }
  4147. }
  4148. }
  4149. } else { // get back 1 trap
  4150. struct item item_tmp;
  4151. memset(&item_tmp,0,sizeof(item_tmp));
  4152. item_tmp.nameid = ITEMID_TRAP;
  4153. item_tmp.identify = 1;
  4154. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4155. clif_additem(sd,0,0,flag);
  4156. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4157. }
  4158. }
  4159. }
  4160. skill_delunit(su);
  4161. }
  4162. }
  4163. break;
  4164. case HT_SPRINGTRAP:
  4165. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4166. {
  4167. struct skill_unit *su=NULL;
  4168. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4169. switch(su->group->unit_id){
  4170. case UNT_ANKLESNARE: // ankle snare
  4171. if (su->group->val2 != 0)
  4172. // if it is already trapping something don't spring it,
  4173. // remove trap should be used instead
  4174. break;
  4175. // otherwise fallthrough to below
  4176. case UNT_BLASTMINE:
  4177. case UNT_SKIDTRAP:
  4178. case UNT_LANDMINE:
  4179. case UNT_SHOCKWAVE:
  4180. case UNT_SANDMAN:
  4181. case UNT_FLASHER:
  4182. case UNT_FREEZINGTRAP:
  4183. case UNT_CLAYMORETRAP:
  4184. case UNT_TALKIEBOX:
  4185. su->group->unit_id = UNT_USED_TRAPS;
  4186. clif_changetraplook(bl, UNT_USED_TRAPS);
  4187. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4188. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4189. }
  4190. }
  4191. }
  4192. break;
  4193. case BD_ENCORE:
  4194. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4195. if(sd)
  4196. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4197. break;
  4198. case AS_SPLASHER:
  4199. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4200. if (sd) clif_skill_fail(sd,skillid,0,0);
  4201. map_freeblock_unlock();
  4202. return 1;
  4203. }
  4204. clif_skill_nodamage(src,bl,skillid,skilllv,
  4205. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4206. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4207. break;
  4208. case PF_MINDBREAKER:
  4209. {
  4210. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4211. {
  4212. map_freeblock_unlock();
  4213. return 1;
  4214. }
  4215. if (tsce)
  4216. { //HelloKitty2 (?) explained that this silently fails when target is
  4217. //already inflicted. [Skotlex]
  4218. map_freeblock_unlock();
  4219. return 1;
  4220. }
  4221. //Has a 55% + skilllv*5% success chance.
  4222. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4223. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4224. {
  4225. if (sd) clif_skill_fail(sd,skillid,0,0);
  4226. map_freeblock_unlock();
  4227. return 0;
  4228. }
  4229. unit_skillcastcancel(bl,0);
  4230. if(tsc && tsc->count){
  4231. if(tsc->data[SC_FREEZE])
  4232. status_change_end(bl,SC_FREEZE,-1);
  4233. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4234. status_change_end(bl,SC_STONE,-1);
  4235. if(tsc->data[SC_SLEEP])
  4236. status_change_end(bl,SC_SLEEP,-1);
  4237. }
  4238. if(dstmd)
  4239. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4240. }
  4241. break;
  4242. case PF_SOULCHANGE:
  4243. {
  4244. unsigned int sp1 = 0, sp2 = 0;
  4245. if (dstmd) {
  4246. if (dstmd->state.soul_change_flag) {
  4247. if(sd) clif_skill_fail(sd,skillid,0,0);
  4248. break;
  4249. }
  4250. dstmd->state.soul_change_flag = 1;
  4251. sp2 = sstatus->max_sp * 3 /100;
  4252. status_heal(src, 0, sp2, 2);
  4253. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4254. break;
  4255. }
  4256. sp1 = sstatus->sp;
  4257. sp2 = tstatus->sp;
  4258. status_set_sp(src, sp2, 3);
  4259. status_set_sp(bl, sp1, 3);
  4260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4261. }
  4262. break;
  4263. // Slim Pitcher
  4264. case CR_SLIMPITCHER:
  4265. if (potion_hp || potion_sp) {
  4266. int hp = potion_hp, sp = potion_sp;
  4267. hp = hp * (100 + (tstatus->vit<<1))/100;
  4268. sp = sp * (100 + (tstatus->int_<<1))/100;
  4269. if (dstsd) {
  4270. if (hp)
  4271. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4272. if (sp)
  4273. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4274. }
  4275. if (tsc && tsc->data[SC_CRITICALWOUND])
  4276. {
  4277. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4278. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4279. }
  4280. if(hp > 0)
  4281. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4282. if(sp > 0)
  4283. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4284. status_heal(bl,hp,sp,0);
  4285. }
  4286. break;
  4287. // Full Chemical Protection
  4288. case CR_FULLPROTECTION:
  4289. {
  4290. int i, skilltime;
  4291. skilltime = skill_get_time(skillid,skilllv);
  4292. if (!tsc) {
  4293. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4294. break;
  4295. }
  4296. for (i=0; i<4; i++) {
  4297. if(tsc->data[SC_STRIPWEAPON + i])
  4298. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4299. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4300. }
  4301. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4302. }
  4303. break;
  4304. case RG_CLEANER: //AppleGirl
  4305. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4306. break;
  4307. case CG_LONGINGFREEDOM:
  4308. {
  4309. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4310. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4311. {
  4312. clif_skill_nodamage(src,bl,skillid,skilllv,
  4313. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4314. }
  4315. }
  4316. break;
  4317. case CG_TAROTCARD:
  4318. {
  4319. int eff, count = -1;
  4320. if (rand() % 100 > skilllv * 8) {
  4321. if (sd) clif_skill_fail(sd,skillid,0,0);
  4322. map_freeblock_unlock();
  4323. return 0;
  4324. }
  4325. do {
  4326. eff = rand() % 14;
  4327. clif_specialeffect(bl, 523 + eff, AREA);
  4328. switch (eff)
  4329. {
  4330. case 0: // heals SP to 0
  4331. status_percent_damage(src, bl, 0, 100, false);
  4332. break;
  4333. case 1: // matk halved
  4334. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4335. break;
  4336. case 2: // all buffs removed
  4337. status_change_clear_buffs(bl,1);
  4338. break;
  4339. case 3: // 1000 damage, random armor destroyed
  4340. {
  4341. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4342. status_fix_damage(src, bl, 1000, 0);
  4343. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4344. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4345. }
  4346. break;
  4347. case 4: // atk halved
  4348. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4349. break;
  4350. case 5: // 2000HP heal, random teleported
  4351. status_heal(src, 2000, 0, 0);
  4352. unit_warp(src, -1,-1,-1, 3);
  4353. break;
  4354. case 6: // random 2 other effects
  4355. if (count == -1)
  4356. count = 3;
  4357. else
  4358. count++; //Should not retrigger this one.
  4359. break;
  4360. case 7: // stop freeze or stoned
  4361. {
  4362. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4363. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4364. }
  4365. break;
  4366. case 8: // curse coma and poison
  4367. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4368. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4369. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4370. break;
  4371. case 9: // confusion
  4372. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4373. break;
  4374. case 10: // 6666 damage, atk matk halved, cursed
  4375. status_fix_damage(src, bl, 6666, 0);
  4376. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4377. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4378. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4379. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4380. break;
  4381. case 11: // 4444 damage
  4382. status_fix_damage(src, bl, 4444, 0);
  4383. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4384. break;
  4385. case 12: // stun
  4386. sc_start(bl,SC_STUN,100,skilllv,5000);
  4387. break;
  4388. case 13: // atk,matk,hit,flee,def reduced
  4389. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4390. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4391. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4392. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4393. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4394. break;
  4395. default:
  4396. break;
  4397. }
  4398. } while ((--count) > 0);
  4399. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4400. }
  4401. break;
  4402. case SL_ALCHEMIST:
  4403. case SL_ASSASIN:
  4404. case SL_BARDDANCER:
  4405. case SL_BLACKSMITH:
  4406. case SL_CRUSADER:
  4407. case SL_HUNTER:
  4408. case SL_KNIGHT:
  4409. case SL_MONK:
  4410. case SL_PRIEST:
  4411. case SL_ROGUE:
  4412. case SL_SAGE:
  4413. case SL_SOULLINKER:
  4414. case SL_STAR:
  4415. case SL_SUPERNOVICE:
  4416. case SL_WIZARD:
  4417. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4418. clif_skill_fail(sd,skillid,0,0);
  4419. break;
  4420. }
  4421. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4422. { //Erase death count 1% of the casts
  4423. dstsd->die_counter = 0;
  4424. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4425. clif_misceffect2(bl, 0x152);
  4426. //SC_SPIRIT invokes status_calc_pc for us.
  4427. }
  4428. clif_skill_nodamage(src,bl,skillid,skilllv,
  4429. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4430. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4431. break;
  4432. case SL_HIGH:
  4433. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4434. clif_skill_fail(sd,skillid,0,0);
  4435. break;
  4436. }
  4437. clif_skill_nodamage(src,bl,skillid,skilllv,
  4438. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4439. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4440. break;
  4441. case SL_SWOO:
  4442. if (tsce) {
  4443. sc_start(src,SC_STUN,100,skilllv,10000);
  4444. break;
  4445. }
  4446. case SL_SKA: // [marquis007]
  4447. case SL_SKE:
  4448. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4449. clif_skill_fail(sd,skillid,0,0);
  4450. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4451. } else
  4452. clif_skill_nodamage(src,bl,skillid,skilllv,
  4453. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4454. if (skillid == SL_SKE)
  4455. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4456. break;
  4457. // New guild skills [Celest]
  4458. case GD_BATTLEORDER:
  4459. if(flag&1) {
  4460. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4461. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4462. } else if (status_get_guild_id(src)) {
  4463. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4464. map_foreachinrange(skill_area_sub, src,
  4465. skill_get_splash(skillid, skilllv), BL_CHAR,
  4466. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4467. skill_castend_nodamage_id);
  4468. if (sd)
  4469. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4470. }
  4471. break;
  4472. case GD_REGENERATION:
  4473. if(flag&1) {
  4474. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4475. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4476. } else if (status_get_guild_id(src)) {
  4477. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4478. map_foreachinrange(skill_area_sub, src,
  4479. skill_get_splash(skillid, skilllv), BL_CHAR,
  4480. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4481. skill_castend_nodamage_id);
  4482. if (sd)
  4483. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4484. }
  4485. break;
  4486. case GD_RESTORE:
  4487. if(flag&1) {
  4488. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4489. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4490. } else if (status_get_guild_id(src)) {
  4491. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4492. map_foreachinrange(skill_area_sub, src,
  4493. skill_get_splash(skillid, skilllv), BL_CHAR,
  4494. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4495. skill_castend_nodamage_id);
  4496. if (sd)
  4497. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4498. }
  4499. break;
  4500. case GD_EMERGENCYCALL:
  4501. {
  4502. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4503. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4504. int j = 0;
  4505. struct guild *g = NULL;
  4506. // i don't know if it actually summons in a circle, but oh well. ;P
  4507. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4508. if (!g)
  4509. break;
  4510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4511. for(i = 0; i < g->max_member; i++, j++) {
  4512. if (j>8) j=0;
  4513. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4514. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4515. continue;
  4516. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4517. dx[j] = dy[j] = 0;
  4518. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4519. }
  4520. }
  4521. if (sd)
  4522. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4523. }
  4524. break;
  4525. case SG_FEEL:
  4526. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4527. if (sd) {
  4528. if(!sd->feel_map[skilllv-1].index)
  4529. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4530. else
  4531. clif_feel_info(sd, skilllv-1, 1);
  4532. }
  4533. break;
  4534. case SG_HATE:
  4535. if (sd) {
  4536. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4537. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4538. clif_skill_fail(sd,skillid,0,0);
  4539. }
  4540. break;
  4541. case GS_GLITTERING:
  4542. if(sd) {
  4543. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4544. if(rand()%100 < (20+10*skilllv))
  4545. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4546. else if(sd->spiritball > 0)
  4547. pc_delspiritball(sd,1,0);
  4548. }
  4549. break;
  4550. case GS_CRACKER:
  4551. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4552. {
  4553. i =65 -5*distance_bl(src,bl); //Base rate
  4554. if (i < 30) i = 30;
  4555. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4556. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4557. }
  4558. else if (sd)
  4559. clif_skill_fail(sd,skillid,0,0);
  4560. break;
  4561. case AM_CALLHOMUN: //[orn]
  4562. if (sd && !merc_call_homunculus(sd))
  4563. clif_skill_fail(sd,skillid,0,0);
  4564. break;
  4565. case AM_REST:
  4566. if (sd)
  4567. {
  4568. if (merc_hom_vaporize(sd,1))
  4569. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4570. else
  4571. clif_skill_fail(sd,skillid,0,0);
  4572. }
  4573. break;
  4574. case HAMI_CASTLE: //[orn]
  4575. if(rand()%100 < 20*skilllv && src != bl)
  4576. {
  4577. int x,y;
  4578. x = src->x;
  4579. y = src->y;
  4580. if (hd)
  4581. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4582. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4583. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4584. clif_slide(src,bl->x,bl->y) ;
  4585. if (unit_movepos(bl,x,y,0,0))
  4586. {
  4587. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4588. clif_slide(bl,x,y) ;
  4589. }
  4590. //TODO: Shouldn't also players and the like switch targets?
  4591. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4592. AREA_SIZE, BL_MOB, bl, src);
  4593. }
  4594. }
  4595. // Failed
  4596. else if (hd && hd->master)
  4597. clif_skill_fail(hd->master, skillid, 0, 0);
  4598. else if (sd)
  4599. clif_skill_fail(sd, skillid, 0, 0);
  4600. break;
  4601. case HVAN_CHAOTIC: //[orn]
  4602. {
  4603. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4604. int rnd = rand()%100;
  4605. i = (skilllv-1)%5;
  4606. if(rnd<per[i][0]) //Self
  4607. bl = src;
  4608. else if(rnd<per[i][1]) //Master
  4609. bl = battle_get_master(src);
  4610. else //Enemy
  4611. bl = map_id2bl(battle_gettarget(src));
  4612. if (!bl) bl = src;
  4613. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4614. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4615. i += i * rnd / 100;
  4616. //Eh? why double skill packet?
  4617. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4618. clif_skill_nodamage(src,bl,skillid,i,1);
  4619. status_heal(bl, i, 0, 0);
  4620. }
  4621. break;
  4622. //Homun single-target support skills [orn]
  4623. case HAMI_BLOODLUST:
  4624. case HFLI_FLEET:
  4625. case HFLI_SPEED:
  4626. case HLIF_CHANGE:
  4627. clif_skill_nodamage(src,bl,skillid,skilllv,
  4628. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4629. if (hd)
  4630. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4631. break;
  4632. case NPC_DRAGONFEAR:
  4633. if (flag&1) {
  4634. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4635. i = rand()%ARRAYLENGTH(sc);
  4636. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4637. } else {
  4638. // hacked-together packet (not correct) that shows the animation
  4639. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  4640. map_foreachinrange(skill_area_sub, bl,
  4641. skill_get_splash(skillid, skilllv),BL_CHAR,
  4642. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4643. skill_castend_nodamage_id);
  4644. }
  4645. break;
  4646. case NPC_WIDEBLEEDING:
  4647. case NPC_WIDECONFUSE:
  4648. case NPC_WIDECURSE:
  4649. case NPC_WIDEFREEZE:
  4650. case NPC_WIDESLEEP:
  4651. case NPC_WIDESILENCE:
  4652. case NPC_WIDESTONE:
  4653. case NPC_WIDESTUN:
  4654. case NPC_SLOWCAST:
  4655. if (flag&1)
  4656. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4657. else {
  4658. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4659. map_foreachinrange(skill_area_sub, bl,
  4660. skill_get_splash(skillid, skilllv),BL_CHAR,
  4661. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4662. skill_castend_nodamage_id);
  4663. }
  4664. break;
  4665. default:
  4666. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4667. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4668. map_freeblock_unlock();
  4669. return 1;
  4670. }
  4671. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4672. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4673. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4674. }
  4675. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4676. battle_consume_ammo(sd, skillid, skilllv);
  4677. map_freeblock_unlock();
  4678. return 0;
  4679. }
  4680. /*==========================================
  4681. *
  4682. *------------------------------------------*/
  4683. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  4684. {
  4685. struct block_list *target, *src = map_id2bl(id);
  4686. struct map_session_data* sd = NULL;
  4687. struct homun_data* hd = NULL; //[orn]
  4688. struct mob_data* md = NULL;
  4689. struct unit_data* ud = unit_bl2ud(src);
  4690. struct status_change *sc = NULL;
  4691. int inf,inf2,flag=0;
  4692. nullpo_retr(0, ud);
  4693. sd = BL_CAST(BL_PC, src);
  4694. hd = BL_CAST(BL_HOM, src);
  4695. md = BL_CAST(BL_MOB, src);
  4696. if( src->prev == NULL ) {
  4697. ud->skilltimer = -1;
  4698. return 0;
  4699. }
  4700. if(ud->skillid != SA_CASTCANCEL ) {
  4701. if( ud->skilltimer != tid ) {
  4702. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4703. ud->skilltimer = -1;
  4704. return 0;
  4705. }
  4706. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4707. status_freecast_switch(sd);
  4708. ud->skilltimer=-1;
  4709. }
  4710. if (ud->skilltarget == id)
  4711. target = src;
  4712. else
  4713. target = map_id2bl(ud->skilltarget);
  4714. // Use a do so that you can break out of it when the skill fails.
  4715. do {
  4716. if(!target || target->prev==NULL) break;
  4717. if(src->m != target->m || status_isdead(src)) break;
  4718. switch (ud->skillid) {
  4719. //These should become skill_castend_pos
  4720. case WE_CALLPARTNER:
  4721. case WE_CALLPARENT:
  4722. case WE_CALLBABY:
  4723. case AM_RESURRECTHOMUN:
  4724. case PF_SPIDERWEB:
  4725. //Find a random spot to place the skill. [Skotlex]
  4726. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4727. ud->skillx = target->x + inf2;
  4728. ud->skilly = target->y + inf2;
  4729. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4730. ud->skillx = target->x;
  4731. ud->skilly = target->y;
  4732. }
  4733. ud->skilltimer=tid;
  4734. return skill_castend_pos(tid,tick,id,data);
  4735. }
  4736. if(ud->skillid == RG_BACKSTAP) {
  4737. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4738. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4739. break;
  4740. }
  4741. }
  4742. if (ud->skillid == PR_LEXDIVINA)
  4743. {
  4744. sc = status_get_sc(target);
  4745. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4746. (!sc || !sc->data[SC_SILENCE]))
  4747. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4748. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4749. break;
  4750. }
  4751. } else {
  4752. //Check target validity.
  4753. inf = skill_get_inf(ud->skillid);
  4754. inf2 = skill_get_inf2(ud->skillid);
  4755. if(inf&INF_ATTACK_SKILL ||
  4756. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4757. inf = BCT_ENEMY; //Offensive skill.
  4758. else if(inf2&INF2_NO_ENEMY)
  4759. inf = BCT_NOENEMY;
  4760. else
  4761. inf = 0;
  4762. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4763. {
  4764. inf |=
  4765. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4766. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4767. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4768. inf &= ~BCT_NEUTRAL;
  4769. }
  4770. if (inf && battle_check_target(src, target, inf) <= 0)
  4771. break;
  4772. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4773. sc->data[SC_FOGWALL] &&
  4774. rand()%100 < 75)
  4775. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4776. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4777. break;
  4778. }
  4779. }
  4780. //Avoid doing double checks for instant-cast skills.
  4781. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4782. break;
  4783. if(md) {
  4784. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4785. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4786. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4787. }
  4788. if(src != target && battle_config.skill_add_range &&
  4789. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4790. {
  4791. if (sd) {
  4792. clif_skill_fail(sd,ud->skillid,0,0);
  4793. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4794. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4795. }
  4796. break;
  4797. }
  4798. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4799. break;
  4800. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4801. break;
  4802. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  4803. flag = 1;
  4804. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4805. unit_stop_walking(src,1);
  4806. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4807. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4808. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4809. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4810. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  4811. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4812. map_freeblock_lock();
  4813. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4814. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4815. else
  4816. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4817. sc = status_get_sc(src);
  4818. if(sc && sc->count) {
  4819. if(sc->data[SC_MAGICPOWER] &&
  4820. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4821. status_change_end(src,SC_MAGICPOWER,-1);
  4822. if(sc->data[SC_SPIRIT] &&
  4823. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4824. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  4825. ud->skillid != WZ_WATERBALL)
  4826. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4827. }
  4828. if (ud->skilltimer == -1) {
  4829. if(md) md->skillidx = -1;
  4830. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4831. ud->skilllv = ud->skilltarget = 0;
  4832. }
  4833. map_freeblock_unlock();
  4834. return 1;
  4835. } while(0);
  4836. //Skill failed.
  4837. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  4838. { //When Asura fails... (except when it fails from Fog of Wall)
  4839. //Consume SP/spheres
  4840. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4841. status_set_sp(src, 0, 0);
  4842. sc = &sd->sc;
  4843. if (sc->count)
  4844. { //End states
  4845. if (sc->data[SC_EXPLOSIONSPIRITS])
  4846. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4847. if (sc->data[SC_BLADESTOP])
  4848. status_change_end(src,SC_BLADESTOP,-1);
  4849. }
  4850. if (target && target->m == src->m)
  4851. { //Move character to target anyway.
  4852. int dx,dy;
  4853. dx = target->x - src->x;
  4854. dy = target->y - src->y;
  4855. if(dx > 0) dx++;
  4856. else if(dx < 0) dx--;
  4857. if (dy > 0) dy++;
  4858. else if(dy < 0) dy--;
  4859. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4860. { //Display movement + animation.
  4861. clif_slide(src,src->x,src->y);
  4862. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4863. }
  4864. clif_skill_fail(sd,ud->skillid,0,0);
  4865. }
  4866. }
  4867. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4868. ud->canact_tick = tick;
  4869. //You can't place a skill failed packet here because it would be
  4870. //sent in ALL cases, even cases where skill_check_condition fails
  4871. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4872. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4873. else
  4874. if(md) md->skillidx = -1;
  4875. return 0;
  4876. }
  4877. /*==========================================
  4878. *
  4879. *------------------------------------------*/
  4880. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  4881. {
  4882. struct block_list* src = map_id2bl(id);
  4883. int maxcount;
  4884. struct map_session_data *sd = NULL;
  4885. struct homun_data *hd = NULL; //[orn]
  4886. struct unit_data *ud = unit_bl2ud(src);
  4887. struct mob_data *md = NULL;
  4888. nullpo_retr(0, ud);
  4889. sd = BL_CAST(BL_PC , src);
  4890. hd = BL_CAST(BL_HOM, src);
  4891. md = BL_CAST(BL_MOB, src);
  4892. if( src->prev == NULL ) {
  4893. ud->skilltimer = -1;
  4894. return 0;
  4895. }
  4896. if( ud->skilltimer != tid )
  4897. {
  4898. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4899. ud->skilltimer = -1;
  4900. return 0;
  4901. }
  4902. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4903. status_freecast_switch(sd);
  4904. ud->skilltimer=-1;
  4905. do {
  4906. if(status_isdead(src))
  4907. break;
  4908. if( !(src->type&battle_config.skill_reiteration) &&
  4909. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4910. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4911. )
  4912. {
  4913. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4914. break;
  4915. }
  4916. if( src->type&battle_config.skill_nofootset &&
  4917. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4918. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4919. )
  4920. {
  4921. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4922. break;
  4923. }
  4924. if( src->type&battle_config.land_skill_limit &&
  4925. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4926. ) {
  4927. int i;
  4928. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4929. if(ud->skillunit[i]->skill_id == ud->skillid)
  4930. maxcount--;
  4931. }
  4932. if( maxcount == 0 )
  4933. {
  4934. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4935. break;
  4936. }
  4937. }
  4938. if(tid != -1)
  4939. { //Avoid double checks on instant cast skills. [Skotlex]
  4940. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  4941. break;
  4942. if(battle_config.skill_add_range &&
  4943. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  4944. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  4945. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4946. break;
  4947. }
  4948. }
  4949. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  4950. break;
  4951. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  4952. break;
  4953. if(md) {
  4954. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4955. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4956. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4957. }
  4958. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4959. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  4960. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  4961. unit_stop_walking(src,1);
  4962. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4963. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4964. map_freeblock_lock();
  4965. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  4966. if (ud->skilltimer == -1) {
  4967. if (md) md->skillidx = -1;
  4968. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  4969. ud->skilllv = ud->skillx = ud->skilly = 0;
  4970. }
  4971. map_freeblock_unlock();
  4972. return 1;
  4973. } while(0);
  4974. ud->canact_tick = tick;
  4975. ud->skillid = ud->skilllv = 0;
  4976. if(sd)
  4977. sd->skillitem = sd->skillitemlv = 0;
  4978. else if(md)
  4979. md->skillidx = -1;
  4980. return 0;
  4981. }
  4982. /*==========================================
  4983. *
  4984. *------------------------------------------*/
  4985. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  4986. {
  4987. struct map_session_data* sd;
  4988. struct status_change* sc;
  4989. struct status_change_entry *sce;
  4990. struct skill_unit_group* sg;
  4991. int i,type;
  4992. //if(skilllv <= 0) return 0;
  4993. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4994. nullpo_retr(0, src);
  4995. if(status_isdead(src))
  4996. return 0;
  4997. sd = BL_CAST(BL_PC, src);
  4998. sc = status_get_sc(src);
  4999. type = SkillStatusChangeTable(skillid);
  5000. sce = (sc && type != -1)?sc->data[type]:NULL;
  5001. switch (skillid) { //Skill effect.
  5002. case WZ_METEOR:
  5003. case MO_BODYRELOCATION:
  5004. case CR_CULTIVATION:
  5005. case HW_GANBANTEIN:
  5006. break; //Effect is displayed on respective switch case.
  5007. default:
  5008. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5009. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5010. else
  5011. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5012. }
  5013. switch(skillid)
  5014. {
  5015. case PR_BENEDICTIO:
  5016. skill_area_temp[1] = src->id;
  5017. i = skill_get_splash(skillid, skilllv);
  5018. map_foreachinarea(skill_area_sub,
  5019. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5020. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5021. skill_castend_nodamage_id);
  5022. map_foreachinarea(skill_area_sub,
  5023. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5024. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5025. skill_castend_damage_id);
  5026. break;
  5027. case BS_HAMMERFALL:
  5028. i = skill_get_splash(skillid, skilllv);
  5029. map_foreachinarea (skill_area_sub,
  5030. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5031. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5032. skill_castend_nodamage_id);
  5033. break;
  5034. case HT_DETECTING:
  5035. i = skill_get_splash(skillid, skilllv);
  5036. map_foreachinarea( status_change_timer_sub,
  5037. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5038. src,NULL,SC_SIGHT,tick);
  5039. if(battle_config.traps_setting&1)
  5040. map_foreachinarea( skill_reveal_trap,
  5041. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5042. break;
  5043. case MG_SAFETYWALL:
  5044. case MG_FIREWALL:
  5045. case MG_THUNDERSTORM:
  5046. case AL_PNEUMA:
  5047. case WZ_ICEWALL:
  5048. case WZ_FIREPILLAR:
  5049. case WZ_QUAGMIRE:
  5050. case WZ_VERMILION:
  5051. case WZ_STORMGUST:
  5052. case WZ_HEAVENDRIVE:
  5053. case PR_SANCTUARY:
  5054. case PR_MAGNUS:
  5055. case CR_GRANDCROSS:
  5056. case NPC_GRANDDARKNESS:
  5057. case HT_SKIDTRAP:
  5058. case HT_LANDMINE:
  5059. case HT_ANKLESNARE:
  5060. case HT_SHOCKWAVE:
  5061. case HT_SANDMAN:
  5062. case HT_FLASHER:
  5063. case HT_FREEZINGTRAP:
  5064. case HT_BLASTMINE:
  5065. case HT_CLAYMORETRAP:
  5066. case AS_VENOMDUST:
  5067. case AM_DEMONSTRATION:
  5068. case PF_FOGWALL:
  5069. case PF_SPIDERWEB:
  5070. case HT_TALKIEBOX:
  5071. case WE_CALLPARTNER:
  5072. case WE_CALLPARENT:
  5073. case WE_CALLBABY:
  5074. case AC_SHOWER: //Ground-placed skill implementation.
  5075. case SA_VOLCANO:
  5076. case SA_DELUGE:
  5077. case SA_VIOLENTGALE:
  5078. case SA_LANDPROTECTOR:
  5079. case BD_LULLABY:
  5080. case BD_RICHMANKIM:
  5081. case BD_ETERNALCHAOS:
  5082. case BD_DRUMBATTLEFIELD:
  5083. case BD_RINGNIBELUNGEN:
  5084. case BD_ROKISWEIL:
  5085. case BD_INTOABYSS:
  5086. case BD_SIEGFRIED:
  5087. case BA_DISSONANCE:
  5088. case BA_POEMBRAGI:
  5089. case BA_WHISTLE:
  5090. case BA_ASSASSINCROSS:
  5091. case BA_APPLEIDUN:
  5092. case DC_UGLYDANCE:
  5093. case DC_HUMMING:
  5094. case DC_DONTFORGETME:
  5095. case DC_FORTUNEKISS:
  5096. case DC_SERVICEFORYOU:
  5097. case CG_MOONLIT:
  5098. case GS_DESPERADO:
  5099. case NJ_KAENSIN:
  5100. case NJ_BAKUENRYU:
  5101. case NJ_SUITON:
  5102. case NJ_HYOUSYOURAKU:
  5103. case NJ_RAIGEKISAI:
  5104. case NJ_KAMAITACHI:
  5105. case NPC_EVILLAND:
  5106. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5107. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5108. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5109. break;
  5110. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5111. skill_clear_unitgroup(src);
  5112. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5113. flag|=1;
  5114. break;
  5115. case HP_BASILICA:
  5116. skill_clear_unitgroup(src);
  5117. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5118. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5119. flag|=1;
  5120. break;
  5121. case CG_HERMODE:
  5122. skill_clear_unitgroup(src);
  5123. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5124. sc_start4(src,SC_DANCING,100,
  5125. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5126. flag|=1;
  5127. break;
  5128. case RG_CLEANER: // [Valaris]
  5129. i = skill_get_splash(skillid, skilllv);
  5130. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5131. break;
  5132. case WZ_METEOR:
  5133. {
  5134. int flag=0, area = skill_get_splash(skillid, skilllv);
  5135. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5136. if (sc && sc->data[SC_MAGICPOWER])
  5137. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5138. for(i=0;i<2+(skilllv>>1);i++) {
  5139. tmpx = x;
  5140. tmpy = y;
  5141. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5142. continue;
  5143. if(!(flag&1)){
  5144. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5145. flag=flag|1;
  5146. }
  5147. if(i > 0)
  5148. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5149. x1 = tmpx;
  5150. y1 = tmpy;
  5151. }
  5152. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5153. }
  5154. break;
  5155. case AL_WARP:
  5156. if(sd)
  5157. {
  5158. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5159. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5160. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5161. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5162. );
  5163. }
  5164. break;
  5165. case MO_BODYRELOCATION:
  5166. if (unit_movepos(src, x, y, 1, 1)) {
  5167. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5168. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5169. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5170. }
  5171. break;
  5172. case NJ_SHADOWJUMP:
  5173. {
  5174. if (!map_flag_gvg(src->m))
  5175. { //You don't move on GVG grounds.
  5176. unit_movepos(src, x, y, 1, 0);
  5177. clif_slide(src,x,y);
  5178. }
  5179. if (sc && sc->data[SC_HIDING])
  5180. status_change_end(src, SC_HIDING, -1);
  5181. }
  5182. break;
  5183. case AM_SPHEREMINE:
  5184. case AM_CANNIBALIZE:
  5185. {
  5186. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5187. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5188. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5189. struct mob_data *md;
  5190. // Correct info, don't change any of this! [celest]
  5191. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5192. if (md) {
  5193. md->master_id = src->id;
  5194. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5195. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5196. mob_spawn (md); //Now it is ready for spawning.
  5197. }
  5198. }
  5199. break;
  5200. // Slim Pitcher [Celest]
  5201. case CR_SLIMPITCHER:
  5202. if (sd) {
  5203. int i = skilllv%11 - 1;
  5204. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5205. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5206. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5207. clif_skill_fail(sd,skillid,0,0);
  5208. return 1;
  5209. }
  5210. potion_flag = 1;
  5211. potion_hp = 0;
  5212. potion_sp = 0;
  5213. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5214. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5215. potion_flag = 0;
  5216. //Apply skill bonuses
  5217. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5218. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5219. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5220. + pc_skillheal_bonus(sd, skillid);
  5221. potion_hp = potion_hp * (100+i)/100;
  5222. potion_sp = potion_sp * (100+i)/100;
  5223. if(potion_hp > 0 || potion_sp > 0) {
  5224. i = skill_get_splash(skillid, skilllv);
  5225. map_foreachinarea(skill_area_sub,
  5226. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5227. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5228. skill_castend_nodamage_id);
  5229. }
  5230. } else {
  5231. int i = skilllv%11 - 1;
  5232. struct item_data *item = itemdb_search(i);
  5233. i = skill_db[skillid].itemid[i];
  5234. item = itemdb_search(i);
  5235. potion_flag = 1;
  5236. potion_hp = 0;
  5237. potion_sp = 0;
  5238. run_script(item->script,0,src->id,0);
  5239. potion_flag = 0;
  5240. i = skill_get_max(CR_SLIMPITCHER)*10;
  5241. potion_hp = potion_hp * (100+i)/100;
  5242. potion_sp = potion_sp * (100+i)/100;
  5243. if(potion_hp > 0 || potion_sp > 0) {
  5244. i = skill_get_splash(skillid, skilllv);
  5245. map_foreachinarea(skill_area_sub,
  5246. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5247. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5248. skill_castend_nodamage_id);
  5249. }
  5250. }
  5251. break;
  5252. case HW_GANBANTEIN:
  5253. if (rand()%100 < 80) {
  5254. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5255. i = skill_get_splash(skillid, skilllv);
  5256. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5257. } else {
  5258. if (sd) clif_skill_fail(sd,skillid,0,0);
  5259. return 1;
  5260. }
  5261. break;
  5262. case HW_GRAVITATION:
  5263. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5264. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5265. flag|=1;
  5266. break;
  5267. // Plant Cultivation [Celest]
  5268. case CR_CULTIVATION:
  5269. if (sd) {
  5270. int i = skilllv - 1;
  5271. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5272. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5273. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5274. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5275. ) {
  5276. clif_skill_fail(sd,skillid,0,0);
  5277. return 1;
  5278. }
  5279. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5280. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5281. if (rand()%100 < 50) {
  5282. clif_skill_fail(sd,skillid,0,0);
  5283. } else {
  5284. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5285. if (!md) break;
  5286. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5287. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5288. mob_spawn (md);
  5289. }
  5290. }
  5291. break;
  5292. case SG_SUN_WARM:
  5293. case SG_MOON_WARM:
  5294. case SG_STAR_WARM:
  5295. skill_clear_unitgroup(src);
  5296. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5297. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5298. flag|=1;
  5299. break;
  5300. case PA_GOSPEL:
  5301. if (sce && sce->val4 == BCT_SELF)
  5302. status_change_end(src,SC_GOSPEL,-1);
  5303. else
  5304. {
  5305. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5306. if (!sg) break;
  5307. if (sce)
  5308. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5309. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5310. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5311. }
  5312. break;
  5313. case NJ_TATAMIGAESHI:
  5314. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5315. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5316. break;
  5317. case AM_RESURRECTHOMUN: //[orn]
  5318. if (sd)
  5319. {
  5320. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5321. {
  5322. clif_skill_fail(sd,skillid,0,0);
  5323. break;
  5324. }
  5325. }
  5326. break;
  5327. default:
  5328. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5329. return 1;
  5330. }
  5331. if (sc && sc->data[SC_MAGICPOWER])
  5332. status_change_end(src,SC_MAGICPOWER,-1);
  5333. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5334. battle_consume_ammo(sd, skillid, skilllv);
  5335. return 0;
  5336. }
  5337. /*==========================================
  5338. *
  5339. *------------------------------------------*/
  5340. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5341. {
  5342. nullpo_retr(0, sd);
  5343. //Simplify skill_failed code.
  5344. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5345. if(skill_num != sd->menuskill_id)
  5346. return 0;
  5347. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5348. skill_failed(sd);
  5349. return 0;
  5350. }
  5351. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5352. skill_failed(sd);
  5353. return 0;
  5354. }
  5355. if(sd->sc.count && (
  5356. sd->sc.data[SC_SILENCE] ||
  5357. sd->sc.data[SC_ROKISWEIL] ||
  5358. sd->sc.data[SC_AUTOCOUNTER] ||
  5359. sd->sc.data[SC_STEELBODY] ||
  5360. sd->sc.data[SC_DANCING] ||
  5361. sd->sc.data[SC_BERSERK] ||
  5362. sd->sc.data[SC_MARIONETTE]
  5363. )) {
  5364. skill_failed(sd);
  5365. return 0;
  5366. }
  5367. pc_stop_attack(sd);
  5368. pc_stop_walking(sd,0);
  5369. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5370. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5371. if(strcmp(map,"cancel")==0) {
  5372. skill_failed(sd);
  5373. return 0;
  5374. }
  5375. switch(skill_num)
  5376. {
  5377. case AL_TELEPORT:
  5378. if(strcmp(map,"Random")==0)
  5379. pc_randomwarp(sd,3);
  5380. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5381. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5382. break;
  5383. case AL_WARP:
  5384. {
  5385. const struct point *p[4];
  5386. struct skill_unit_group *group;
  5387. int i, lv, wx, wy;
  5388. int maxcount=0;
  5389. int x,y;
  5390. unsigned short mapindex;
  5391. mapindex = mapindex_name2id((char*)map);
  5392. if(!mapindex) { //Given map not found?
  5393. clif_skill_fail(sd,skill_num,0,0);
  5394. skill_failed(sd);
  5395. return 0;
  5396. }
  5397. p[0] = &sd->status.save_point;
  5398. p[1] = &sd->status.memo_point[0];
  5399. p[2] = &sd->status.memo_point[1];
  5400. p[3] = &sd->status.memo_point[2];
  5401. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5402. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5403. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5404. maxcount--;
  5405. }
  5406. if(!maxcount) {
  5407. clif_skill_fail(sd,skill_num,0,0);
  5408. skill_failed(sd);
  5409. return 0;
  5410. }
  5411. }
  5412. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5413. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5414. wx = sd->menuskill_val>>16;
  5415. wy = sd->menuskill_val&0xffff;
  5416. if( lv <= 0 ) return 0;
  5417. if( lv > 4 ) lv = 4; // crash prevention
  5418. // check if the chosen map exists in the memo list
  5419. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5420. if( i < lv ) {
  5421. x=p[i]->x;
  5422. y=p[i]->y;
  5423. } else {
  5424. skill_failed(sd);
  5425. return 0;
  5426. }
  5427. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5428. {
  5429. skill_failed(sd);
  5430. return 0;
  5431. }
  5432. // This makes Warp Portal fail if the cell is not empty
  5433. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5434. // clif_skill_fail(sd,0,0,0);
  5435. // skill_failed(sd);
  5436. // return 0;
  5437. //}
  5438. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5439. skill_failed(sd);
  5440. return 0;
  5441. }
  5442. // record the destination coordinates
  5443. group->val2 = (x<<16)|y;
  5444. group->val3 = mapindex;
  5445. }
  5446. break;
  5447. }
  5448. sd->menuskill_id = sd->menuskill_val = 0;
  5449. return 0;
  5450. #undef skill_failed
  5451. }
  5452. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5453. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5454. {
  5455. struct skill_unit* target = (struct skill_unit*)bl;
  5456. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5457. int flag = va_arg(ap, int);
  5458. if (src == target)
  5459. return 0;
  5460. if (!target->group || !(target->group->state.song_dance&0x1))
  5461. return 0;
  5462. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5463. return 0;
  5464. if (flag) //Set dissonance
  5465. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5466. else //Remove dissonance
  5467. target->val2 &= ~UF_ENSEMBLE;
  5468. clif_skill_setunit(target); //Update look of affected cell.
  5469. return 1;
  5470. }
  5471. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5472. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5473. //When 1, this unit has been positioned, so start the cancel effect.
  5474. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5475. {
  5476. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5477. return 0;
  5478. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5479. return 0; //Nothing to remove, this unit is not overlapped.
  5480. if (unit->val1 != unit->group->skill_id)
  5481. { //Reset state
  5482. unit->val1 = unit->group->skill_id;
  5483. unit->val2 &= ~UF_ENSEMBLE;
  5484. }
  5485. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5486. }
  5487. /*==========================================
  5488. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5489. * Flag: 0 - Convert, 1 - Revert.
  5490. *------------------------------------------*/
  5491. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5492. {
  5493. static struct skill_unit_group backup;
  5494. struct skill_unit_group* group = unit->group;
  5495. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5496. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5497. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5498. return false;
  5499. if( !flag )
  5500. { //Transform
  5501. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5502. // backup
  5503. backup.skill_id = group->skill_id;
  5504. backup.skill_lv = group->skill_lv;
  5505. backup.unit_id = group->unit_id;
  5506. backup.target_flag = group->target_flag;
  5507. backup.bl_flag = group->bl_flag;
  5508. backup.interval = group->interval;
  5509. // replace
  5510. group->skill_id = skillid;
  5511. group->skill_lv = 1;
  5512. group->unit_id = skill_get_unit_id(skillid,0);
  5513. group->target_flag = skill_get_unit_target(skillid);
  5514. group->bl_flag = skill_get_unit_bl_target(skillid);
  5515. group->interval = skill_get_unit_interval(skillid);
  5516. }
  5517. else
  5518. { //Restore
  5519. group->skill_id = backup.skill_id;
  5520. group->skill_lv = backup.skill_lv;
  5521. group->unit_id = backup.unit_id;
  5522. group->target_flag = backup.target_flag;
  5523. group->bl_flag = backup.bl_flag;
  5524. group->interval = backup.interval;
  5525. }
  5526. return true;
  5527. }
  5528. /*==========================================
  5529. * Initializes and sets a ground skill.
  5530. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5531. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5532. *------------------------------------------*/
  5533. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5534. {
  5535. struct skill_unit_group *group;
  5536. int i,limit,val1=0,val2=0,val3=0;
  5537. int target,interval,range,unit_flag;
  5538. struct s_skill_unit_layout *layout;
  5539. struct map_session_data *sd;
  5540. struct status_data *status;
  5541. struct status_change *sc;
  5542. int active_flag=1;
  5543. int subunt=0;
  5544. nullpo_retr(NULL, src);
  5545. limit = skill_get_time(skillid,skilllv);
  5546. range = skill_get_unit_range(skillid,skilllv);
  5547. interval = skill_get_unit_interval(skillid);
  5548. target = skill_get_unit_target(skillid);
  5549. unit_flag = skill_get_unit_flag(skillid);
  5550. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5551. sd = BL_CAST(BL_PC, src);
  5552. status = status_get_status_data(src);
  5553. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5554. switch(skillid)
  5555. {
  5556. case MG_SAFETYWALL:
  5557. val2=skilllv+1;
  5558. break;
  5559. case MG_FIREWALL:
  5560. if(sc && sc->data[SC_VIOLENTGALE])
  5561. limit = limit*3/2;
  5562. val2=4+skilllv;
  5563. break;
  5564. case AL_WARP:
  5565. val1=skilllv+6;
  5566. if(!(flag&1))
  5567. limit=2000;
  5568. else // previous implementation (not used anymore)
  5569. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5570. if( src->type != BL_SKILL ) return NULL;
  5571. group = ((TBL_SKILL*)src)->group;
  5572. src = map_id2bl(group->src_id);
  5573. if( !src ) return NULL;
  5574. val2 = group->val2; //Copy the (x,y) position you warp to
  5575. val3 = group->val3; //as well as the mapindex to warp to.
  5576. }
  5577. break;
  5578. case PR_SANCTUARY:
  5579. case NPC_EVILLAND:
  5580. val1=(skilllv+3)*2;
  5581. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5582. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5583. val2 += val2 * i / 100;
  5584. break;
  5585. case WZ_FIREPILLAR:
  5586. if((flag&1)!=0)
  5587. limit=1000;
  5588. val1=skilllv+2;
  5589. break;
  5590. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5591. case AM_DEMONSTRATION:
  5592. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5593. && (src->type&battle_config.vs_traps_bctall))
  5594. target = BCT_ALL;
  5595. break;
  5596. case NJ_SUITON:
  5597. skill_clear_group(src,1);
  5598. break;
  5599. case HT_SHOCKWAVE:
  5600. val1=skilllv*15+10;
  5601. case HT_SANDMAN:
  5602. case HT_CLAYMORETRAP:
  5603. case HT_SKIDTRAP:
  5604. case HT_LANDMINE:
  5605. case HT_ANKLESNARE:
  5606. case HT_FLASHER:
  5607. case HT_FREEZINGTRAP:
  5608. case HT_BLASTMINE:
  5609. if( map_flag_gvg(src->m) )
  5610. limit *= 4; // longer trap times in WOE [celest]
  5611. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5612. target = BCT_ALL;
  5613. break;
  5614. case SA_LANDPROTECTOR:
  5615. case SA_VOLCANO:
  5616. case SA_DELUGE:
  5617. case SA_VIOLENTGALE:
  5618. {
  5619. struct skill_unit_group *old_sg;
  5620. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5621. { //HelloKitty confirmed that these are interchangeable,
  5622. //so you can change element and not consume gemstones.
  5623. if ((
  5624. old_sg->skill_id == SA_VOLCANO ||
  5625. old_sg->skill_id == SA_DELUGE ||
  5626. old_sg->skill_id == SA_VIOLENTGALE
  5627. ) && old_sg->limit > 0)
  5628. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5629. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5630. if (limit < 0) //This can happen...
  5631. limit = skill_get_time(skillid,skilllv);
  5632. }
  5633. skill_clear_group(src,1);
  5634. }
  5635. break;
  5636. }
  5637. case BA_DISSONANCE:
  5638. case DC_UGLYDANCE:
  5639. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5640. break;
  5641. case BA_WHISTLE:
  5642. val1 = skilllv +status->agi/10; // Flee increase
  5643. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5644. if(sd){
  5645. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5646. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5647. }
  5648. break;
  5649. case DC_HUMMING:
  5650. val1 = 2*skilllv+status->dex/10; // Hit increase
  5651. if(sd)
  5652. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5653. break;
  5654. case BA_POEMBRAGI:
  5655. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5656. //For some reason at level 10 the base delay reduction is 50%.
  5657. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5658. if(sd){
  5659. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5660. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5661. }
  5662. break;
  5663. case DC_DONTFORGETME:
  5664. val1 = 30*skilllv+status->dex; // ASPD decrease
  5665. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  5666. if(sd){
  5667. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5668. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  5669. }
  5670. if (val2 < 1) val2 = 1;
  5671. break;
  5672. case BA_APPLEIDUN:
  5673. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5674. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5675. if(sd){
  5676. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5677. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5678. if ((i = pc_skillheal_bonus(sd, skillid)))
  5679. val2 += val2 * i / 100;
  5680. }
  5681. break;
  5682. case DC_SERVICEFORYOU:
  5683. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5684. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5685. if(sd){
  5686. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5687. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5688. }
  5689. break;
  5690. case BA_ASSASSINCROSS:
  5691. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5692. if(sd)
  5693. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5694. break;
  5695. case DC_FORTUNEKISS:
  5696. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5697. if(sd)
  5698. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5699. val1*=10; //Because every 10 crit is an actual cri point.
  5700. break;
  5701. case BD_DRUMBATTLEFIELD:
  5702. val1 = (skilllv+1)*25; //Watk increase
  5703. val2 = (skilllv+1)*2; //Def increase
  5704. break;
  5705. case BD_RINGNIBELUNGEN:
  5706. val1 = (skilllv+2)*25; //Watk increase
  5707. break;
  5708. case BD_RICHMANKIM:
  5709. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5710. break;
  5711. case BD_SIEGFRIED:
  5712. val1 = 55 + skilllv*5; //Elemental Resistance
  5713. val2 = skilllv*10; //Status ailment resistance
  5714. break;
  5715. case WE_CALLPARTNER:
  5716. if (sd) val1 = sd->status.partner_id;
  5717. break;
  5718. case WE_CALLPARENT:
  5719. if (sd) {
  5720. val1 = sd->status.father;
  5721. val2 = sd->status.mother;
  5722. }
  5723. break;
  5724. case WE_CALLBABY:
  5725. if (sd) val1 = sd->status.child;
  5726. break;
  5727. case NJ_KAENSIN:
  5728. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5729. val2 = (skilllv+1)/2 + 4;
  5730. break;
  5731. case GS_GROUNDDRIFT:
  5732. {
  5733. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5734. val1 = status->rhw.ele;
  5735. if (!val1)
  5736. val1=element[rand()%5];
  5737. switch (val1)
  5738. {
  5739. case ELE_FIRE:
  5740. subunt++;
  5741. case ELE_WATER:
  5742. subunt++;
  5743. case ELE_POISON:
  5744. subunt++;
  5745. case ELE_DARK:
  5746. subunt++;
  5747. case ELE_WIND:
  5748. break;
  5749. default:
  5750. subunt=rand()%5;
  5751. break;
  5752. }
  5753. break;
  5754. }
  5755. }
  5756. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5757. group->val1=val1;
  5758. group->val2=val2;
  5759. group->val3=val3;
  5760. group->target_flag=target;
  5761. group->bl_flag= skill_get_unit_bl_target(skillid);
  5762. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  5763. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5764. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  5765. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5766. if (DIFF_TICK(group->tick, gettick()) > 100)
  5767. active_flag = 0;
  5768. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5769. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5770. if (sd)
  5771. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5772. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5773. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5774. }
  5775. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5776. val1=skilllv;
  5777. val2=0;
  5778. limit=group->limit;
  5779. for(i=0;i<layout->count;i++)
  5780. {
  5781. struct skill_unit *unit;
  5782. short ux,uy;
  5783. int alive=1;
  5784. ux = x + layout->dx[i];
  5785. uy = y + layout->dy[i];
  5786. switch (skillid) {
  5787. case MG_FIREWALL:
  5788. case NJ_KAENSIN:
  5789. val2=group->val2;
  5790. break;
  5791. case WZ_ICEWALL:
  5792. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5793. break;
  5794. case GS_DESPERADO:
  5795. val1 = abs(layout->dx[i]);
  5796. val2 = abs(layout->dy[i]);
  5797. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5798. if (val2 > val1) val1 = val2;
  5799. if (val1) val1--;
  5800. val1 = 36 -12*val1;
  5801. } else //Diagonal edges
  5802. val1 = 28 -4*val1 -4*val2;
  5803. if (val1 < 1) val1 = 1;
  5804. val2 = 0;
  5805. break;
  5806. default:
  5807. if (group->state.song_dance&0x1)
  5808. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5809. break;
  5810. }
  5811. if(range<=0)
  5812. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5813. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  5814. alive = 0;
  5815. if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  5816. alive = 0; //no path between cell and center of casting.
  5817. if(alive && skillid == WZ_ICEWALL) {
  5818. if( map_getcell(src->m,ux,uy,CELL_CHKWALL) || map_getcell(src->m,ux,uy,CELL_CHKCLIFF) )
  5819. alive=0;
  5820. else
  5821. clif_changemapcell(0,src->m,ux,uy,5,AREA);
  5822. }
  5823. if(alive){
  5824. //FIXME: why not calculate val1/val2 in here? [ultramage]
  5825. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5826. unit->limit=limit;
  5827. unit->range=range;
  5828. if (skillid == PF_FOGWALL && alive == 2)
  5829. { //Double duration of cells on top of Deluge/Suiton
  5830. unit->limit *= 2;
  5831. group->limit = unit->limit;
  5832. }
  5833. // execute on all targets standing on this cell
  5834. if (range==0 && active_flag)
  5835. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5836. }
  5837. }
  5838. if (!group->alive_count)
  5839. { //No cells? Something that was blocked completely by Land Protector?
  5840. skill_delunitgroup(src, group);
  5841. return NULL;
  5842. }
  5843. if (group->state.song_dance) {
  5844. if(sd){
  5845. sd->skillid_dance = skillid;
  5846. sd->skilllv_dance = skilllv;
  5847. }
  5848. if (
  5849. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5850. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5851. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5852. )
  5853. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5854. }
  5855. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5856. group->val1 = group->alive_count;
  5857. return group;
  5858. }
  5859. /*==========================================
  5860. *
  5861. *------------------------------------------*/
  5862. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5863. {
  5864. struct skill_unit_group *sg;
  5865. struct block_list *ss;
  5866. struct status_change *sc;
  5867. struct status_change_entry *sce;
  5868. int type,skillid;
  5869. nullpo_retr(0, src);
  5870. nullpo_retr(0, bl);
  5871. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5872. return 0;
  5873. nullpo_retr(0, sg=src->group);
  5874. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5875. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5876. return 0; //AoE skills are ineffective. [Skotlex]
  5877. sc = status_get_sc(bl);
  5878. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5879. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5880. type = SkillStatusChangeTable(sg->skill_id);
  5881. sce = (sc && type != -1)?sc->data[type]:NULL;
  5882. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5883. switch (sg->unit_id) {
  5884. case UNT_SAFETYWALL:
  5885. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5886. if (!sce)
  5887. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5888. break;
  5889. case UNT_PNEUMA:
  5890. if (!sce)
  5891. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5892. break;
  5893. case UNT_WARP_WAITING:
  5894. if(bl->type==BL_PC){
  5895. struct map_session_data *sd = (struct map_session_data *)bl;
  5896. if((!sd->chatID || battle_config.chat_warpportal)
  5897. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  5898. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  5899. if (--sg->val1<=0)
  5900. skill_delunitgroup(NULL, sg);
  5901. }
  5902. }
  5903. } else
  5904. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5905. {
  5906. int m = map_mapindex2mapid(sg->val3);
  5907. if (m < 0) break; //Map not available on this map-server.
  5908. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5909. }
  5910. break;
  5911. case UNT_QUAGMIRE:
  5912. if(!sce)
  5913. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5914. break;
  5915. case UNT_VOLCANO:
  5916. case UNT_DELUGE:
  5917. case UNT_VIOLENTGALE:
  5918. if(!sce)
  5919. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5920. break;
  5921. case UNT_SUITON:
  5922. if(!sce)
  5923. sc_start4(bl,type,100,sg->skill_lv,
  5924. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  5925. 0,0,sg->limit);
  5926. break;
  5927. case UNT_HERMODE:
  5928. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  5929. status_change_clear_buffs(bl,1); //Should dispell only allies.
  5930. case UNT_RICHMANKIM:
  5931. case UNT_ETERNALCHAOS:
  5932. case UNT_DRUMBATTLEFIELD:
  5933. case UNT_RINGNIBELUNGEN:
  5934. case UNT_ROKISWEIL:
  5935. case UNT_INTOABYSS:
  5936. case UNT_SIEGFRIED:
  5937. //Needed to check when a dancer/bard leaves their ensemble area.
  5938. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5939. return skillid;
  5940. if (!sce)
  5941. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5942. break;
  5943. case UNT_WHISTLE:
  5944. case UNT_ASSASSINCROSS:
  5945. case UNT_POEMBRAGI:
  5946. case UNT_APPLEIDUN:
  5947. case UNT_HUMMING:
  5948. case UNT_DONTFORGETME:
  5949. case UNT_FORTUNEKISS:
  5950. case UNT_SERVICEFORYOU:
  5951. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5952. return 0;
  5953. if (!sc) return 0;
  5954. if (!sce)
  5955. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5956. else if (sce->val4 == 1) {
  5957. //Readjust timers since the effect will not last long.
  5958. sce->val4 = 0;
  5959. delete_timer(sce->timer, status_change_timer);
  5960. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  5961. }
  5962. break;
  5963. case UNT_FOGWALL:
  5964. if (!sce)
  5965. {
  5966. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  5967. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  5968. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  5969. }
  5970. break;
  5971. case UNT_GRAVITATION:
  5972. if (!sce)
  5973. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  5974. break;
  5975. // officially, icewall has no problems existing on occupied cells [ultramage]
  5976. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  5977. // src->val1 = 0;
  5978. // if(src->limit + sg->tick > tick + 700)
  5979. // src->limit = DIFF_TICK(tick+700,sg->tick);
  5980. // break;
  5981. case UNT_MOONLIT:
  5982. //Knockback out of area if affected char isn't in Moonlit effect
  5983. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  5984. break;
  5985. if (ss == bl) //Also needed to prevent infinite loop crash.
  5986. break;
  5987. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  5988. break;
  5989. }
  5990. return skillid;
  5991. }
  5992. /*==========================================
  5993. *
  5994. *------------------------------------------*/
  5995. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5996. {
  5997. struct skill_unit_group *sg;
  5998. struct block_list *ss;
  5999. TBL_PC* sd;
  6000. TBL_PC* tsd;
  6001. struct status_data *tstatus, *sstatus;
  6002. struct status_change *tsc, *sc;
  6003. struct skill_unit_group_tickset *ts;
  6004. int type, skillid;
  6005. int diff=0;
  6006. nullpo_retr(0, src);
  6007. nullpo_retr(0, bl);
  6008. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6009. return 0;
  6010. nullpo_retr(0, sg=src->group);
  6011. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6012. sd = BL_CAST(BL_PC, ss);
  6013. tsd = BL_CAST(BL_PC, bl);
  6014. tsc = status_get_sc(bl);
  6015. tstatus = status_get_status_data(bl);
  6016. if (sg->state.magic_power) //For magic power.
  6017. {
  6018. sc = status_get_sc(ss);
  6019. sstatus = status_get_status_data(ss);
  6020. } else {
  6021. sc = NULL;
  6022. sstatus = NULL;
  6023. }
  6024. type = SkillStatusChangeTable(sg->skill_id);
  6025. skillid = sg->skill_id;
  6026. if (sg->interval == -1) {
  6027. switch (sg->unit_id) {
  6028. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6029. case UNT_SPIDERWEB:
  6030. case UNT_FIREPILLAR_ACTIVE:
  6031. return 0;
  6032. default:
  6033. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6034. return 0;
  6035. }
  6036. }
  6037. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6038. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6039. diff = DIFF_TICK(tick,ts->tick);
  6040. if (diff < 0)
  6041. return 0;
  6042. ts->tick = tick+sg->interval;
  6043. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6044. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6045. }
  6046. //Temporarily set magic power to have it take effect. [Skotlex]
  6047. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6048. { //Store previous values.
  6049. swap(sstatus->matk_min, sc->mp_matk_min);
  6050. swap(sstatus->matk_max, sc->mp_matk_max);
  6051. //Note to NOT return from the function until this is unset!
  6052. }
  6053. switch (sg->unit_id)
  6054. {
  6055. case UNT_FIREWALL:
  6056. case UNT_KAENSIN:
  6057. {
  6058. int count=0;
  6059. const int x = bl->x, y = bl->y;
  6060. //Take into account these hit more times than the timer interval can handle.
  6061. do
  6062. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6063. while(--src->val2 && x == bl->x && y == bl->y &&
  6064. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6065. if (src->val2<=0)
  6066. skill_delunit(src);
  6067. }
  6068. break;
  6069. case UNT_SANCTUARY:
  6070. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6071. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6072. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6073. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6074. // reduce healing count if this was meant for damaging [hekate]
  6075. sg->val1 -= 2;
  6076. } else {
  6077. int heal = sg->val2;
  6078. if (tstatus->hp >= tstatus->max_hp)
  6079. break;
  6080. if (tsc)
  6081. {
  6082. if( tsc->data[SC_INCHEALRATE] )
  6083. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6084. if( tsc->data[SC_CRITICALWOUND] )
  6085. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6086. }
  6087. if (status_isimmune(bl))
  6088. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6089. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6090. status_heal(bl, heal, 0, 0);
  6091. if (diff >= 500)
  6092. sg->val1--;
  6093. }
  6094. if (sg->val1 <= 0)
  6095. skill_delunitgroup(NULL,sg);
  6096. break;
  6097. case UNT_EVILLAND:
  6098. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6099. { //Damage enemies
  6100. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6101. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6102. } else {
  6103. int heal = sg->val2;
  6104. if (tstatus->hp >= tstatus->max_hp)
  6105. break;
  6106. if (tsc && tsc->data[SC_CRITICALWOUND])
  6107. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6108. if (status_isimmune(bl))
  6109. heal = 0;
  6110. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6111. status_heal(bl, heal, 0, 0);
  6112. }
  6113. break;
  6114. case UNT_MAGNUS:
  6115. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6116. break;
  6117. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6118. break;
  6119. case UNT_ATTACK_SKILLS:
  6120. switch (sg->skill_id)
  6121. {
  6122. case SG_SUN_WARM: //SG skills [Komurka]
  6123. case SG_MOON_WARM:
  6124. case SG_STAR_WARM:
  6125. {
  6126. int count = 0;
  6127. const int x = bl->x, y = bl->y;
  6128. //If target isn't knocked back it should hit every 20ms [Playtester]
  6129. do
  6130. {
  6131. if( bl->type == BL_PC )
  6132. status_zap(bl, 0, 15); // sp damage to players
  6133. else // mobs
  6134. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6135. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6136. else { //should end when out of sp.
  6137. sg->limit = DIFF_TICK(tick,sg->tick);
  6138. break;
  6139. }
  6140. } while( x == bl->x && y == bl->y &&
  6141. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6142. }
  6143. break;
  6144. case WZ_STORMGUST:
  6145. if (tsc)
  6146. { //Reset hit counter when under new storm gust.
  6147. if (tsc->sg_id != sg->group_id) {
  6148. tsc->sg_id = sg->group_id;
  6149. tsc->sg_counter = 0;
  6150. }
  6151. tsc->sg_counter++; //SG hit counter.
  6152. }
  6153. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6154. tsc->sg_counter=0; //Attack absorbed.
  6155. break;
  6156. default:
  6157. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6158. }
  6159. break;
  6160. case UNT_FIREPILLAR_WAITING:
  6161. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6162. skill_delunit(src);
  6163. break;
  6164. case UNT_FIREPILLAR_ACTIVE:
  6165. skill_area_temp[1] = 0;
  6166. map_foreachinrange(skill_attack_area,bl,
  6167. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6168. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6169. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6170. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6171. break;
  6172. case UNT_SKIDTRAP:
  6173. {
  6174. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6175. sg->unit_id = UNT_USED_TRAPS;
  6176. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6177. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6178. }
  6179. break;
  6180. case UNT_SPIDERWEB:
  6181. case UNT_ANKLESNARE:
  6182. if(sg->val2==0 && tsc){
  6183. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6184. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6185. {
  6186. struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6187. if (td) sec = DIFF_TICK(td->tick, tick);
  6188. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6189. clif_fixpos(bl);
  6190. sg->val2=bl->id;
  6191. } else
  6192. sec = 3000; //Couldn't trap it?
  6193. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6194. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6195. sg->interval = -1;
  6196. src->range = 0;
  6197. }
  6198. break;
  6199. case UNT_VENOMDUST:
  6200. if(tsc && !tsc->data[type])
  6201. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6202. break;
  6203. case UNT_LANDMINE:
  6204. case UNT_CLAYMORETRAP:
  6205. case UNT_BLASTMINE:
  6206. case UNT_SHOCKWAVE:
  6207. case UNT_SANDMAN:
  6208. case UNT_FLASHER:
  6209. case UNT_FREEZINGTRAP:
  6210. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6211. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6212. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6213. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6214. break;
  6215. case UNT_TALKIEBOX:
  6216. if (sg->src_id == bl->id)
  6217. break;
  6218. if (sg->val2 == 0){
  6219. clif_talkiebox(&src->bl, sg->valstr);
  6220. sg->unit_id = UNT_USED_TRAPS;
  6221. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6222. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6223. sg->val2 = -1;
  6224. }
  6225. break;
  6226. case UNT_LULLABY:
  6227. if (ss->id == bl->id)
  6228. break;
  6229. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6230. break;
  6231. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6232. if (ss->id != bl->id)
  6233. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6234. break;
  6235. case UNT_DISSONANCE:
  6236. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6237. break;
  6238. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6239. {
  6240. int heal;
  6241. if (sg->src_id == bl->id)
  6242. break;
  6243. heal = sg->val2;
  6244. if(tsc && tsc->data[SC_CRITICALWOUND])
  6245. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6246. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6247. status_heal(bl, heal, 0, 0);
  6248. break;
  6249. }
  6250. case UNT_TATAMIGAESHI:
  6251. case UNT_DEMONSTRATION:
  6252. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6253. break;
  6254. case UNT_GOSPEL:
  6255. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6256. break;
  6257. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6258. { // Support Effect only on party, not guild
  6259. int i = rand()%13; // Positive buff count
  6260. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6261. switch (i)
  6262. {
  6263. case 0: // Heal 1~9999 HP
  6264. type = rand() %9999+1;
  6265. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6266. status_heal(bl,type,0,0);
  6267. break;
  6268. case 1: // End all negative status
  6269. status_change_clear_buffs(bl,2);
  6270. if (tsd) clif_gospel_info(tsd, 0x15);
  6271. break;
  6272. case 2: // Immunity to all status
  6273. sc_start(bl,SC_SCRESIST,100,100,type);
  6274. if (tsd) clif_gospel_info(tsd, 0x16);
  6275. break;
  6276. case 3: // MaxHP +100%
  6277. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6278. if (tsd) clif_gospel_info(tsd, 0x17);
  6279. break;
  6280. case 4: // MaxSP +100%
  6281. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6282. if (tsd) clif_gospel_info(tsd, 0x18);
  6283. break;
  6284. case 5: // All stats +20
  6285. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6286. if (tsd) clif_gospel_info(tsd, 0x19);
  6287. break;
  6288. case 6: // Level 10 Blessing
  6289. sc_start(bl,SC_BLESSING,100,10,type);
  6290. break;
  6291. case 7: // Level 10 Increase AGI
  6292. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6293. break;
  6294. case 8: // Enchant weapon with Holy element
  6295. sc_start(bl,SC_ASPERSIO,100,1,type);
  6296. if (tsd) clif_gospel_info(tsd, 0x1c);
  6297. break;
  6298. case 9: // Enchant armor with Holy element
  6299. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6300. if (tsd) clif_gospel_info(tsd, 0x1d);
  6301. break;
  6302. case 10: // DEF +25%
  6303. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6304. if (tsd) clif_gospel_info(tsd, 0x1e);
  6305. break;
  6306. case 11: // ATK +100%
  6307. sc_start(bl,SC_INCATKRATE,100,100,type);
  6308. if (tsd) clif_gospel_info(tsd, 0x1f);
  6309. break;
  6310. case 12: // HIT/Flee +50
  6311. sc_start(bl,SC_INCHIT,100,50,type);
  6312. sc_start(bl,SC_INCFLEE,100,50,type);
  6313. if (tsd) clif_gospel_info(tsd, 0x20);
  6314. break;
  6315. }
  6316. }
  6317. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6318. { // Offensive Effect
  6319. int i = rand()%9; // Negative buff count
  6320. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6321. switch (i)
  6322. {
  6323. case 0: // Deal 1~9999 damage
  6324. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6325. break;
  6326. case 1: // Curse
  6327. sc_start(bl,SC_CURSE,100,1,type);
  6328. break;
  6329. case 2: // Blind
  6330. sc_start(bl,SC_BLIND,100,1,type);
  6331. break;
  6332. case 3: // Poison
  6333. sc_start(bl,SC_POISON,100,1,type);
  6334. break;
  6335. case 4: // Level 10 Provoke
  6336. sc_start(bl,SC_PROVOKE,100,10,type);
  6337. break;
  6338. case 5: // DEF -100%
  6339. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6340. break;
  6341. case 6: // ATK -100%
  6342. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6343. break;
  6344. case 7: // Flee -100%
  6345. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6346. break;
  6347. case 8: // Speed/ASPD -25%
  6348. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6349. break;
  6350. }
  6351. }
  6352. break;
  6353. case UNT_GRAVITATION:
  6354. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6355. break;
  6356. case UNT_DESPERADO:
  6357. if (rand()%100 < src->val1)
  6358. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6359. break;
  6360. case UNT_GROUNDDRIFT_WIND:
  6361. case UNT_GROUNDDRIFT_DARK:
  6362. case UNT_GROUNDDRIFT_POISON:
  6363. case UNT_GROUNDDRIFT_WATER:
  6364. case UNT_GROUNDDRIFT_FIRE:
  6365. map_foreachinrange(skill_trap_splash,&src->bl,
  6366. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6367. &src->bl,tick);
  6368. sg->unit_id = UNT_USED_TRAPS;
  6369. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6370. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6371. break;
  6372. }
  6373. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6374. { //Unset magic power.
  6375. swap(sstatus->matk_min, sc->mp_matk_min);
  6376. swap(sstatus->matk_max, sc->mp_matk_max);
  6377. }
  6378. if (bl->type == BL_MOB && ss != bl)
  6379. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6380. return skillid;
  6381. }
  6382. /*==========================================
  6383. * Triggered when a char steps out of a skill cell
  6384. *------------------------------------------*/
  6385. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6386. {
  6387. struct skill_unit_group *sg;
  6388. struct status_change *sc;
  6389. struct status_change_entry *sce;
  6390. int type;
  6391. nullpo_retr(0, src);
  6392. nullpo_retr(0, bl);
  6393. nullpo_retr(0, sg=src->group);
  6394. sc = status_get_sc(bl);
  6395. type = SkillStatusChangeTable(sg->skill_id);
  6396. sce = (sc && type != -1)?sc->data[type]:NULL;
  6397. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6398. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6399. return 0;
  6400. switch(sg->unit_id){
  6401. case UNT_SAFETYWALL:
  6402. case UNT_PNEUMA:
  6403. if (sce)
  6404. status_change_end(bl,type,-1);
  6405. break;
  6406. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6407. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6408. status_change_end(bl,type,-1);
  6409. break;
  6410. case UNT_SPIDERWEB:
  6411. {
  6412. struct block_list *target = map_id2bl(sg->val2);
  6413. if (target && target==bl)
  6414. {
  6415. if (sce && sce->val2 == sg->group_id)
  6416. status_change_end(bl,type,-1);
  6417. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6418. }
  6419. break;
  6420. }
  6421. }
  6422. return sg->skill_id;
  6423. }
  6424. /*==========================================
  6425. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6426. *------------------------------------------*/
  6427. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6428. {
  6429. struct status_change *sc;
  6430. struct status_change_entry *sce;
  6431. int type;
  6432. sc = status_get_sc(bl);
  6433. if (sc && !sc->count)
  6434. sc = NULL;
  6435. type = SkillStatusChangeTable(skill_id);
  6436. sce = (sc && type != -1)?sc->data[type]:NULL;
  6437. switch (skill_id)
  6438. {
  6439. case WZ_QUAGMIRE:
  6440. if (bl->type==BL_MOB)
  6441. break;
  6442. if (sce)
  6443. status_change_end(bl, type, -1);
  6444. break;
  6445. case BD_LULLABY:
  6446. case BD_RICHMANKIM:
  6447. case BD_ETERNALCHAOS:
  6448. case BD_DRUMBATTLEFIELD:
  6449. case BD_RINGNIBELUNGEN:
  6450. case BD_ROKISWEIL:
  6451. case BD_INTOABYSS:
  6452. case BD_SIEGFRIED:
  6453. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6454. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6455. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6456. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6457. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6458. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6459. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6460. skill_stop_dancing(bl);
  6461. }
  6462. case MG_SAFETYWALL:
  6463. case AL_PNEUMA:
  6464. case SA_VOLCANO:
  6465. case SA_DELUGE:
  6466. case SA_VIOLENTGALE:
  6467. case CG_HERMODE:
  6468. case HW_GRAVITATION:
  6469. case NJ_SUITON:
  6470. if (sce)
  6471. status_change_end(bl, type, -1);
  6472. break;
  6473. case BA_POEMBRAGI:
  6474. case BA_WHISTLE:
  6475. case BA_ASSASSINCROSS:
  6476. case BA_APPLEIDUN:
  6477. case DC_HUMMING:
  6478. case DC_DONTFORGETME:
  6479. case DC_FORTUNEKISS:
  6480. case DC_SERVICEFORYOU:
  6481. if (sce)
  6482. {
  6483. delete_timer(sce->timer, status_change_timer);
  6484. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6485. //not possible on our current implementation.
  6486. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6487. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6488. }
  6489. break;
  6490. case PF_FOGWALL:
  6491. if (sce)
  6492. {
  6493. status_change_end(bl,type,-1);
  6494. if ((sce=sc->data[SC_BLIND]))
  6495. {
  6496. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6497. status_change_end(bl, SC_BLIND, -1);
  6498. else {
  6499. delete_timer(sce->timer, status_change_timer);
  6500. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6501. }
  6502. }
  6503. }
  6504. break;
  6505. }
  6506. return skill_id;
  6507. }
  6508. /*==========================================
  6509. * Invoked when a unit cell has been placed/removed/deleted.
  6510. * flag values:
  6511. * flag&1: Invoke onplace function (otherwise invoke onout)
  6512. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6513. *------------------------------------------*/
  6514. int skill_unit_effect (struct block_list* bl, va_list ap)
  6515. {
  6516. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6517. struct skill_unit_group* group = unit->group;
  6518. unsigned int tick = va_arg(ap,unsigned int);
  6519. unsigned int flag = va_arg(ap,unsigned int);
  6520. int skill_id;
  6521. bool dissonance;
  6522. if( !unit->alive || bl->prev == NULL )
  6523. return 0;
  6524. nullpo_retr(0, group);
  6525. dissonance = skill_dance_switch(unit, 0);
  6526. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6527. skill_id = group->skill_id;
  6528. //Target-type check.
  6529. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6530. {
  6531. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6532. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6533. }
  6534. else
  6535. {
  6536. if( flag&1 )
  6537. skill_unit_onplace(unit,bl,tick);
  6538. else
  6539. skill_unit_onout(unit,bl,tick);
  6540. if( flag&4 )
  6541. skill_unit_onleft(skill_id, bl, tick);
  6542. }
  6543. if( dissonance ) skill_dance_switch(unit, 1);
  6544. return 0;
  6545. }
  6546. /*==========================================
  6547. * Triggers when a skill unit is about to be deleted
  6548. *------------------------------------------*/
  6549. static int skill_unit_ondelete (struct skill_unit *src, unsigned int tick)
  6550. {
  6551. struct skill_unit_group *sg;
  6552. nullpo_retr(0, src);
  6553. nullpo_retr(0, sg=src->group);
  6554. switch( sg->unit_id )
  6555. {
  6556. case UNT_ICEWALL:
  6557. // hack to prevent client from leaving cells unwalkable
  6558. //FIXME: this should be done individually in insight/outsight code instead [ultramage]
  6559. clif_changemapcell(0,src->bl.m,src->bl.x,src->bl.y,src->val2,ALL_SAMEMAP);
  6560. break;
  6561. case UNT_ANKLESNARE:
  6562. {
  6563. struct block_list *target = map_id2bl(sg->val2);
  6564. if(target)
  6565. status_change_end(target,SC_ANKLE,-1);
  6566. }
  6567. break;
  6568. }
  6569. return 0;
  6570. }
  6571. /*==========================================
  6572. *
  6573. *------------------------------------------*/
  6574. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6575. {
  6576. struct skill_unit_group *sg;
  6577. nullpo_retr(0, src);
  6578. nullpo_retr(0, sg=src->group);
  6579. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6580. skill_delunitgroup(NULL,sg);
  6581. else
  6582. switch(sg->unit_id){
  6583. case UNT_ICEWALL:
  6584. src->val1-=damage;
  6585. break;
  6586. default:
  6587. damage = 0;
  6588. break;
  6589. }
  6590. return damage;
  6591. }
  6592. /*==========================================
  6593. *
  6594. *------------------------------------------*/
  6595. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6596. {
  6597. int *c, skillid;
  6598. struct block_list *src;
  6599. struct map_session_data *sd;
  6600. struct map_session_data *tsd;
  6601. int *p_sd; //Contains the list of characters found.
  6602. nullpo_retr(0, bl);
  6603. nullpo_retr(0, ap);
  6604. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6605. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6606. nullpo_retr(0, sd=(struct map_session_data*)src);
  6607. c=va_arg(ap,int *);
  6608. p_sd = va_arg(ap, int *);
  6609. skillid = va_arg(ap,int);
  6610. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6611. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6612. if (bl == src)
  6613. return 0;
  6614. if(pc_isdead(tsd))
  6615. return 0;
  6616. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  6617. return 0;
  6618. switch(skillid)
  6619. {
  6620. case PR_BENEDICTIO:
  6621. {
  6622. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6623. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6624. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6625. && sd->status.sp >= 10)
  6626. p_sd[(*c)++]=tsd->bl.id;
  6627. return 1;
  6628. }
  6629. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6630. {
  6631. int skilllv;
  6632. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6633. return 0;
  6634. if (sd->status.sex != tsd->status.sex &&
  6635. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6636. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6637. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6638. sd->status.party_id && tsd->status.party_id &&
  6639. sd->status.party_id == tsd->status.party_id &&
  6640. !tsd->sc.data[SC_DANCING])
  6641. {
  6642. p_sd[(*c)++]=tsd->bl.id;
  6643. return skilllv;
  6644. } else {
  6645. return 0;
  6646. }
  6647. }
  6648. break;
  6649. }
  6650. return 0;
  6651. }
  6652. /*==========================================
  6653. * Checks and stores partners for ensemble skills [Skotlex]
  6654. *------------------------------------------*/
  6655. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  6656. {
  6657. static int c=0;
  6658. static int p_sd[2] = { 0, 0 };
  6659. int i;
  6660. if (!battle_config.player_skill_partner_check ||
  6661. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  6662. return 99; //As if there were infinite partners.
  6663. if (cast_flag)
  6664. { //Execute the skill on the partners.
  6665. struct map_session_data* tsd;
  6666. switch (skill_id)
  6667. {
  6668. case PR_BENEDICTIO:
  6669. for (i = 0; i < c; i++)
  6670. {
  6671. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6672. status_charge(&tsd->bl, 0, 10);
  6673. }
  6674. return c;
  6675. default: //Warning: Assuming Ensemble skills here (for speed)
  6676. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  6677. {
  6678. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  6679. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6680. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6681. tsd->skillid_dance = skill_id;
  6682. tsd->skilllv_dance = *skill_lv;
  6683. }
  6684. return c;
  6685. }
  6686. }
  6687. //Else: new search for partners.
  6688. c = 0;
  6689. memset (p_sd, 0, sizeof(p_sd));
  6690. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6691. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6692. *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.
  6693. return c;
  6694. }
  6695. /*==========================================
  6696. *
  6697. *------------------------------------------*/
  6698. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6699. {
  6700. int *c,src_id,mob_class,skill;
  6701. struct mob_data *md;
  6702. md=(struct mob_data*)bl;
  6703. src_id=va_arg(ap,int);
  6704. mob_class=va_arg(ap,int);
  6705. skill=va_arg(ap,int);
  6706. c=va_arg(ap,int *);
  6707. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  6708. return 0; //Non alchemist summoned mobs have nothing to do here.
  6709. if(md->class_==mob_class)
  6710. (*c)++;
  6711. return 1;
  6712. }
  6713. /*==========================================
  6714. * Determines if a given skill should be made to consume ammo
  6715. * when used by the player. [Skotlex]
  6716. *------------------------------------------*/
  6717. int skill_isammotype (struct map_session_data *sd, int skill)
  6718. {
  6719. return (
  6720. battle_config.arrow_decrement==2 &&
  6721. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6722. skill != HT_PHANTASMIC &&
  6723. skill_get_type(skill) == BF_WEAPON &&
  6724. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  6725. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  6726. );
  6727. }
  6728. /*==========================================
  6729. * Checks that you have the requirements for casting a skill.
  6730. * Flag:
  6731. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6732. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6733. *------------------------------------------*/
  6734. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  6735. {
  6736. struct status_data *status;
  6737. struct status_change *sc;
  6738. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6739. int itemid[10],amount[10];
  6740. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  6741. nullpo_retr(0, sd);
  6742. if (lv <= 0 || sd->chatID) return 0;
  6743. if( battle_config.gm_skilluncond &&
  6744. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6745. sd->skillitem != skill)
  6746. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6747. sd->skillitem = sd->skillitemlv = 0;
  6748. //Need to do arrow state check.
  6749. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  6750. //Need to do Spiritball check.
  6751. sd->spiritball_old = sd->spiritball;
  6752. return 1;
  6753. }
  6754. status = &sd->battle_status;
  6755. sc = &sd->sc;
  6756. if (!sc->count)
  6757. sc = NULL;
  6758. if(pc_is90overweight(sd)) {
  6759. clif_skill_fail(sd,skill,9,0);
  6760. sd->skillitem = sd->skillitemlv = 0;
  6761. return 0;
  6762. }
  6763. if (sd->state.abra_flag)
  6764. {
  6765. if (sd->skillitem != skill)
  6766. { //Cancelled, using a different skill.
  6767. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6768. } else {
  6769. //Abracadabra skill, skip requisites!
  6770. if(type&1)
  6771. { //Clear out the data.
  6772. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6773. }
  6774. return 1;
  6775. }
  6776. }
  6777. if (sd->menuskill_id == AM_PHARMACY &&
  6778. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6779. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6780. )) {
  6781. sd->skillitem = sd->skillitemlv = 0;
  6782. return 0;
  6783. }
  6784. if(sd->skillitem == skill) {
  6785. if(!type) //When a target was selected
  6786. { //Consume items that were skipped in pc_use_item [Skotlex]
  6787. if((i = sd->itemindex) == -1 ||
  6788. sd->status.inventory[i].nameid != sd->itemid ||
  6789. sd->inventory_data[i] == NULL ||
  6790. !sd->inventory_data[i]->flag.delay_consume ||
  6791. sd->status.inventory[i].amount < 1
  6792. )
  6793. { //Something went wrong, item exploit?
  6794. sd->itemid = sd->itemindex = -1;
  6795. return 0;
  6796. }
  6797. //Consume
  6798. sd->itemid = sd->itemindex = -1;
  6799. if(skill == WZ_EARTHSPIKE && sc &&
  6800. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  6801. ; //Do not consume item.
  6802. else
  6803. pc_delitem(sd,i,1,0);
  6804. }
  6805. if (type&1) //Casting finished
  6806. sd->skillitem = sd->skillitemlv = 0;
  6807. return 1;
  6808. }
  6809. //Code speedup, rather than using skill_get_* over and over again.
  6810. j = skill_get_index(skill);
  6811. if( j == 0 ) // invalid skill id
  6812. return 0;
  6813. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6814. return 0;
  6815. hp = skill_db[j].hp[lv-1];
  6816. sp = skill_db[j].sp[lv-1];
  6817. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6818. sp=sp/2;
  6819. hp_rate = skill_db[j].hp_rate[lv-1];
  6820. sp_rate = skill_db[j].sp_rate[lv-1];
  6821. zeny = skill_db[j].zeny[lv-1];
  6822. weapon = skill_db[j].weapon;
  6823. ammo = skill_db[j].ammo;
  6824. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6825. state = skill_db[j].state;
  6826. spiritball = skill_db[j].spiritball[lv-1];
  6827. mhp = skill_db[j].mhp[lv-1];
  6828. for(i = 0; i < 10; i++) {
  6829. itemid[i] = skill_db[j].itemid[i];
  6830. amount[i] = skill_db[j].amount[i];
  6831. }
  6832. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  6833. //mhp is the max-hp-requirement, that is,
  6834. //you must have this % or less of HP to cast it.
  6835. clif_skill_fail(sd,skill,2,0);
  6836. return 0;
  6837. }
  6838. if(hp_rate > 0)
  6839. hp += (status->hp * hp_rate)/100;
  6840. else
  6841. hp += (status->max_hp * (-hp_rate))/100;
  6842. if(sp_rate > 0)
  6843. sp += (status->sp * sp_rate)/100;
  6844. else
  6845. sp += (status->max_sp * (-sp_rate))/100;
  6846. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6847. { //Assume this skill is using the weapon, therefore it requires arrows.
  6848. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6849. ammo_qty = 1;
  6850. }
  6851. //Can only update state when weapon/arrow info is checked.
  6852. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6853. switch(skill) { // Check for cost reductions due to skills & SCs
  6854. case MC_MAMMONITE:
  6855. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6856. zeny -= zeny*10/100;
  6857. break;
  6858. case AL_HOLYLIGHT:
  6859. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  6860. sp *= 5;
  6861. break;
  6862. case SL_SMA:
  6863. case SL_STUN:
  6864. case SL_STIN:
  6865. {
  6866. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6867. if(kaina_lv==0 || sd->status.base_level<70)
  6868. break;
  6869. if(sd->status.base_level>=90)
  6870. sp -= sp*7*kaina_lv/100;
  6871. else if(sd->status.base_level>=80)
  6872. sp -= sp*5*kaina_lv/100;
  6873. else if(sd->status.base_level>=70)
  6874. sp -= sp*3*kaina_lv/100;
  6875. }
  6876. break;
  6877. case MO_TRIPLEATTACK:
  6878. case MO_CHAINCOMBO:
  6879. case MO_COMBOFINISH:
  6880. case CH_TIGERFIST:
  6881. case CH_CHAINCRUSH:
  6882. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  6883. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6884. break;
  6885. }
  6886. if(sd->dsprate!=100)
  6887. sp=sp*sd->dsprate/100;
  6888. // perform skill-specific checks (and actions)
  6889. switch( skill )
  6890. {
  6891. case SA_CASTCANCEL:
  6892. if(sd->ud.skilltimer == -1) {
  6893. clif_skill_fail(sd,skill,0,0);
  6894. return 0;
  6895. }
  6896. break;
  6897. case BS_MAXIMIZE:
  6898. case NV_TRICKDEAD:
  6899. case TF_HIDING:
  6900. case AS_CLOAKING:
  6901. case CR_AUTOGUARD:
  6902. case CR_DEFENDER:
  6903. case ST_CHASEWALK:
  6904. case PA_GOSPEL:
  6905. case CR_SHRINK:
  6906. case TK_RUN:
  6907. case GS_GATLINGFEVER:
  6908. if(sc && sc->data[SkillStatusChangeTable(skill)])
  6909. return 1; //Allow turning off.
  6910. break;
  6911. case AL_WARP:
  6912. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6913. item_flag = 1;
  6914. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6915. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6916. return 0;
  6917. }
  6918. break;
  6919. case MO_CALLSPIRITS:
  6920. if(sd->spiritball >= lv) {
  6921. clif_skill_fail(sd,skill,0,0);
  6922. return 0;
  6923. }
  6924. break;
  6925. case MO_FINGEROFFENSIVE: //謖�シセ
  6926. case GS_FLING:
  6927. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6928. spiritball = sd->spiritball;
  6929. sd->spiritball_old = sd->spiritball;
  6930. }
  6931. else sd->spiritball_old = spiritball;
  6932. break;
  6933. case MO_BODYRELOCATION:
  6934. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  6935. spiritball = 0;
  6936. break;
  6937. case MO_CHAINCOMBO:
  6938. if(!sc)
  6939. return 0;
  6940. if(sc->data[SC_BLADESTOP])
  6941. break;
  6942. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  6943. break;
  6944. return 0;
  6945. case MO_COMBOFINISH:
  6946. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  6947. return 0;
  6948. break;
  6949. case CH_TIGERFIST:
  6950. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  6951. return 0;
  6952. break;
  6953. case CH_CHAINCRUSH:
  6954. if(!(sc && sc->data[SC_COMBO]))
  6955. return 0;
  6956. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  6957. return 0;
  6958. break;
  6959. case MO_EXTREMITYFIST:
  6960. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  6961. // return 0;
  6962. if(sc && sc->data[SC_BLADESTOP])
  6963. spiritball--;
  6964. else if (sc && sc->data[SC_COMBO]) {
  6965. switch(sc->data[SC_COMBO]->val1) {
  6966. case MO_COMBOFINISH:
  6967. spiritball = 4;
  6968. break;
  6969. case CH_TIGERFIST:
  6970. spiritball = 3;
  6971. break;
  6972. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  6973. spiritball = sd->spiritball?sd->spiritball:1;
  6974. break;
  6975. default:
  6976. return 0;
  6977. }
  6978. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  6979. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  6980. clif_skill_fail(sd,skill,0,0);
  6981. return 0;
  6982. }
  6983. break;
  6984. case TK_MISSION: //Does not works on Non-Taekwon
  6985. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  6986. clif_skill_fail(sd,skill,0,0);
  6987. return 0;
  6988. }
  6989. break;
  6990. case TK_READYCOUNTER:
  6991. case TK_READYDOWN:
  6992. case TK_READYSTORM:
  6993. case TK_READYTURN:
  6994. if(sc && sc->data[SkillStatusChangeTable(skill)])
  6995. return 1; //Enable disabling them regardless of who you are.
  6996. case TK_JUMPKICK:
  6997. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  6998. //They do not work on Soul Linkers.
  6999. clif_skill_fail(sd,skill,0,0);
  7000. return 0;
  7001. }
  7002. break;
  7003. case TK_TURNKICK:
  7004. case TK_STORMKICK:
  7005. case TK_DOWNKICK:
  7006. case TK_COUNTER:
  7007. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7008. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7009. if(!(sc && sc->data[SC_COMBO]))
  7010. return 0; //Combo needs to be ready
  7011. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7012. { //Unlimited Combo
  7013. if (skill == sd->skillid_old) {
  7014. status_change_end(&sd->bl, SC_COMBO, -1);
  7015. sd->skillid_old = sd->skilllv_old = 0;
  7016. return 0; //Can't repeat previous combo skill.
  7017. }
  7018. break;
  7019. } else
  7020. if(sc->data[SC_COMBO]->val1 == skill)
  7021. break; //Combo ready.
  7022. //Cancel combo wait.
  7023. unit_cancel_combo(&sd->bl);
  7024. return 0;
  7025. case BD_ADAPTATION:
  7026. {
  7027. int time;
  7028. if(!(sc && sc->data[SC_DANCING]))
  7029. {
  7030. clif_skill_fail(sd,skill,0,0);
  7031. return 0;
  7032. }
  7033. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7034. if (skill_get_time(
  7035. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7036. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7037. - time <= skill_get_time2(skill,lv))
  7038. {
  7039. clif_skill_fail(sd,skill,0,0);
  7040. return 0;
  7041. }
  7042. }
  7043. break;
  7044. case PR_BENEDICTIO:
  7045. if (!(type&1))
  7046. { //Started casting.
  7047. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7048. {
  7049. clif_skill_fail(sd,skill,0,0);
  7050. return 0;
  7051. }
  7052. }
  7053. else
  7054. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7055. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7056. break;
  7057. case AM_CANNIBALIZE:
  7058. case AM_SPHEREMINE:
  7059. if(type&1){
  7060. int c=0;
  7061. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7062. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7063. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7064. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7065. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7066. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7067. if(c >= maxcount ||
  7068. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7069. { //Fails when: exceed max limit. There are other plant types already out.
  7070. clif_skill_fail(sd,skill,0,0);
  7071. return 0;
  7072. }
  7073. }
  7074. }
  7075. break;
  7076. case WZ_FIREPILLAR: // celest
  7077. if (lv <= 5) // no gems required at level 1-5
  7078. itemid[0] = 0;
  7079. break;
  7080. case SL_SMA:
  7081. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7082. if(!(sc && sc->data[SC_SMA]))
  7083. return 0;
  7084. break;
  7085. case HT_POWER:
  7086. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7087. return 0;
  7088. break;
  7089. case AM_BERSERKPITCHER:
  7090. case AM_POTIONPITCHER:
  7091. case CR_SLIMPITCHER:
  7092. case MG_STONECURSE:
  7093. case CR_CULTIVATION:
  7094. case SA_FLAMELAUNCHER:
  7095. case SA_FROSTWEAPON:
  7096. case SA_LIGHTNINGLOADER:
  7097. case SA_SEISMICWEAPON:
  7098. item_flag = 1;
  7099. break;
  7100. case SA_DELUGE:
  7101. case SA_VOLCANO:
  7102. case SA_VIOLENTGALE:
  7103. { //Does not consumes if the skill is already active. [Skotlex]
  7104. struct skill_unit_group *sg;
  7105. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7106. (
  7107. sg->skill_id == SA_VOLCANO ||
  7108. sg->skill_id == SA_DELUGE ||
  7109. sg->skill_id == SA_VIOLENTGALE
  7110. )) {
  7111. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7112. item_flag = 0;
  7113. else
  7114. sg->limit = 0; //Disable it.
  7115. }
  7116. break;
  7117. }
  7118. case CG_HERMODE:
  7119. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7120. {
  7121. clif_skill_fail(sd,skill,0,0);
  7122. return 0;
  7123. }
  7124. break;
  7125. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7126. {
  7127. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7128. int size = range*2+1;
  7129. for (i=0;i<size*size;i++) {
  7130. x = sd->bl.x+(i%size-range);
  7131. y = sd->bl.y+(i/size-range);
  7132. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7133. clif_skill_fail(sd,skill,0,0);
  7134. return 0;
  7135. }
  7136. }
  7137. }
  7138. break;
  7139. case PR_REDEMPTIO:
  7140. {
  7141. int exp;
  7142. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7143. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7144. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7145. return 0;
  7146. }
  7147. break;
  7148. }
  7149. case AM_TWILIGHT2:
  7150. case AM_TWILIGHT3:
  7151. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7152. {
  7153. clif_skill_fail(sd,skill,0,0);
  7154. return 0;
  7155. }
  7156. break;
  7157. case SG_SUN_WARM:
  7158. case SG_MOON_WARM:
  7159. case SG_STAR_WARM:
  7160. if (sc && sc->data[SC_MIRACLE])
  7161. break;
  7162. i = skill-SG_SUN_WARM;
  7163. if (sd->bl.m == sd->feel_map[i].m)
  7164. break;
  7165. clif_skill_fail(sd,skill,0,0);
  7166. return 0;
  7167. break;
  7168. case SG_SUN_COMFORT:
  7169. case SG_MOON_COMFORT:
  7170. case SG_STAR_COMFORT:
  7171. if (sc && sc->data[SC_MIRACLE])
  7172. break;
  7173. i = skill-SG_SUN_COMFORT;
  7174. if (sd->bl.m == sd->feel_map[i].m &&
  7175. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7176. break;
  7177. clif_skill_fail(sd,skill,0,0);
  7178. return 0;
  7179. case SG_FUSION:
  7180. if (sc && sc->data[SC_FUSION])
  7181. return 1;
  7182. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7183. break;
  7184. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7185. if(sp>0 && type&1)
  7186. {
  7187. if (status->sp < (unsigned int)sp)
  7188. clif_skill_fail(sd,skill,1,0);
  7189. else
  7190. status_zap(&sd->bl, 0, sp);
  7191. }
  7192. return 0;
  7193. case GD_BATTLEORDER:
  7194. case GD_REGENERATION:
  7195. case GD_RESTORE:
  7196. if (!map_flag_gvg(sd->bl.m)) {
  7197. clif_skill_fail(sd,skill,0,0);
  7198. return 0;
  7199. }
  7200. case GD_EMERGENCYCALL:
  7201. // other checks were already done in skillnotok()
  7202. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7203. return 0;
  7204. break;
  7205. case GS_GLITTERING:
  7206. if(sd->spiritball >= 10) {
  7207. clif_skill_fail(sd,skill,0,0);
  7208. return 0;
  7209. }
  7210. break;
  7211. case NJ_ISSEN:
  7212. if (status->hp < 2) {
  7213. clif_skill_fail(sd,skill,0,0);
  7214. return 0;
  7215. }
  7216. case NJ_BUNSINJYUTSU:
  7217. if (!(sc && sc->data[SC_NEN])) {
  7218. clif_skill_fail(sd,skill,0,0);
  7219. return 0;
  7220. }
  7221. break;
  7222. case NJ_ZENYNAGE:
  7223. if(sd->status.zeny < zeny) {
  7224. clif_skill_fail(sd,skill,5,0);
  7225. return 0;
  7226. }
  7227. zeny = 0; //Zeny is reduced on skill_attack.
  7228. break;
  7229. case PF_HPCONVERSION:
  7230. if (status->sp == status->max_sp)
  7231. return 0; //Unusable when at full SP.
  7232. break;
  7233. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7234. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7235. clif_skill_fail(sd,skill,0,0);
  7236. return 0;
  7237. }
  7238. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7239. item_flag = 0;
  7240. break;
  7241. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7242. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7243. {
  7244. clif_skill_fail(sd,skill,0,0);
  7245. return 0;
  7246. }
  7247. break;
  7248. }
  7249. if(!(type&2)){
  7250. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7251. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7252. return 0;
  7253. }
  7254. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7255. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7256. return 0;
  7257. }
  7258. if(zeny>0 && sd->status.zeny < zeny) {
  7259. clif_skill_fail(sd,skill,5,0);
  7260. return 0;
  7261. }
  7262. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7263. clif_skill_fail(sd,skill,6,0);
  7264. return 0;
  7265. }
  7266. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7267. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7268. !sd->inventory_data[i] ||
  7269. sd->status.inventory[i].amount < ammo_qty
  7270. ) {
  7271. clif_arrow_fail(sd,0);
  7272. return 0;
  7273. }
  7274. if (!(ammo&1<<sd->inventory_data[i]->look))
  7275. { //Ammo type check. Send the "wrong weapon type" message
  7276. //which is the closest we have to wrong ammo type. [Skotlex]
  7277. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7278. //clif_skill_fail(sd,skill,6,0);
  7279. return 0;
  7280. }
  7281. }
  7282. if( spiritball > 0 && sd->spiritball < spiritball) {
  7283. clif_skill_fail(sd,skill,0,0);
  7284. return 0;
  7285. }
  7286. }
  7287. switch(state) {
  7288. case ST_HIDING:
  7289. if(!(sc && sc->option&OPTION_HIDE)) {
  7290. clif_skill_fail(sd,skill,0,0);
  7291. return 0;
  7292. }
  7293. break;
  7294. case ST_CLOAKING:
  7295. if(!pc_iscloaking(sd)) {
  7296. clif_skill_fail(sd,skill,0,0);
  7297. return 0;
  7298. }
  7299. break;
  7300. case ST_HIDDEN:
  7301. if(!pc_ishiding(sd)) {
  7302. clif_skill_fail(sd,skill,0,0);
  7303. return 0;
  7304. }
  7305. break;
  7306. case ST_RIDING:
  7307. if(!pc_isriding(sd)) {
  7308. clif_skill_fail(sd,skill,0,0);
  7309. return 0;
  7310. }
  7311. break;
  7312. case ST_FALCON:
  7313. if(!pc_isfalcon(sd)) {
  7314. clif_skill_fail(sd,skill,0,0);
  7315. return 0;
  7316. }
  7317. break;
  7318. case ST_CARTBOOST:
  7319. if(!(sc && sc->data[SC_CARTBOOST])) {
  7320. clif_skill_fail(sd,skill,0,0);
  7321. return 0;
  7322. }
  7323. case ST_CART:
  7324. if(!pc_iscarton(sd)) {
  7325. clif_skill_fail(sd,skill,0,0);
  7326. return 0;
  7327. }
  7328. break;
  7329. case ST_SHIELD:
  7330. if(sd->status.shield <= 0) {
  7331. clif_skill_fail(sd,skill,0,0);
  7332. return 0;
  7333. }
  7334. break;
  7335. case ST_SIGHT:
  7336. if(!(sc && sc->data[SC_SIGHT])) {
  7337. clif_skill_fail(sd,skill,0,0);
  7338. return 0;
  7339. }
  7340. break;
  7341. case ST_EXPLOSIONSPIRITS:
  7342. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7343. clif_skill_fail(sd,skill,0,0);
  7344. return 0;
  7345. }
  7346. break;
  7347. case ST_RECOV_WEIGHT_RATE:
  7348. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7349. clif_skill_fail(sd,skill,0,0);
  7350. return 0;
  7351. }
  7352. break;
  7353. case ST_MOVE_ENABLE:
  7354. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7355. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7356. if (!unit_can_move(&sd->bl)) {
  7357. clif_skill_fail(sd,skill,0,0);
  7358. return 0;
  7359. }
  7360. break;
  7361. case ST_WATER:
  7362. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7363. break;
  7364. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7365. break;
  7366. clif_skill_fail(sd,skill,0,0);
  7367. return 0;
  7368. }
  7369. if(!(type&1))
  7370. return 1; // consumption only happens on cast-end
  7371. if( item_flag )
  7372. {
  7373. int index[ARRAYLENGTH(itemid)];
  7374. // Check consumed items and reduce required amounts
  7375. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7376. {
  7377. index[i] = -1;
  7378. if( itemid[i] <= 0 )
  7379. continue;// no item
  7380. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7381. {
  7382. if (sd->special_state.no_gemstone)
  7383. { //Make it substract 1 gem rather than skipping the cost.
  7384. if (--amount[i] < 1)
  7385. continue;
  7386. }
  7387. if(sc && sc->data[SC_INTOABYSS])
  7388. continue;
  7389. }
  7390. if((skill == AM_POTIONPITCHER ||
  7391. skill == CR_SLIMPITCHER ||
  7392. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7393. continue;
  7394. index[i] = pc_search_inventory(sd,itemid[i]);
  7395. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7396. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7397. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7398. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7399. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7400. else
  7401. clif_skill_fail(sd,skill,0,0);
  7402. return 0;
  7403. }
  7404. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7405. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7406. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7407. }
  7408. // Consume items
  7409. if (item_flag==2)
  7410. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7411. {
  7412. if(index[i] >= 0)
  7413. pc_delitem(sd,index[i],amount[i],0);
  7414. }
  7415. }
  7416. if(type&2)
  7417. return 1;
  7418. if(sp || hp)
  7419. status_zap(&sd->bl, hp, sp);
  7420. if(zeny > 0) // Zeny豸郁イサ
  7421. pc_payzeny(sd,zeny);
  7422. if(spiritball > 0)
  7423. pc_delspiritball(sd,spiritball,0);
  7424. return 1;
  7425. }
  7426. /*==========================================
  7427. * Does cast-time reductions based on dex, item bonuses and config setting
  7428. *------------------------------------------*/
  7429. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7430. {
  7431. int time = skill_get_cast(skill_id, skill_lv);
  7432. struct map_session_data *sd;
  7433. nullpo_retr(0, bl);
  7434. sd = BL_CAST(BL_PC, bl);
  7435. // calculate base cast time (reduced by dex)
  7436. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7437. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7438. if (scale > 0) // not instant cast
  7439. time = time * scale / battle_config.castrate_dex_scale;
  7440. else return 0; // instant cast
  7441. }
  7442. // calculate cast time reduced by item/card bonuses
  7443. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7444. {
  7445. int i;
  7446. if (sd->castrate != 100)
  7447. time = time * sd->castrate / 100;
  7448. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7449. {
  7450. if (sd->skillcast[i].id == skill_id)
  7451. {
  7452. time+= time * sd->skillcast[i].val / 100;
  7453. break;
  7454. }
  7455. }
  7456. }
  7457. // config cast time multiplier
  7458. if (battle_config.cast_rate != 100)
  7459. time = time * battle_config.cast_rate / 100;
  7460. // return final cast time
  7461. return (time > 0) ? time : 0;
  7462. }
  7463. /*==========================================
  7464. * Does cast-time reductions based on sc data.
  7465. *------------------------------------------*/
  7466. int skill_castfix_sc (struct block_list *bl, int time)
  7467. {
  7468. struct status_change *sc = status_get_sc(bl);
  7469. if (sc && sc->count) {
  7470. if (sc->data[SC_SLOWCAST])
  7471. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7472. if (sc->data[SC_FASTCAST])
  7473. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7474. if (sc->data[SC_SUFFRAGIUM]) {
  7475. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7476. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7477. }
  7478. if (sc->data[SC_MEMORIZE]) {
  7479. time>>=1;
  7480. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7481. status_change_end(bl, SC_MEMORIZE, -1);
  7482. }
  7483. if (sc->data[SC_POEMBRAGI])
  7484. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7485. }
  7486. return (time > 0) ? time : 0;
  7487. }
  7488. /*==========================================
  7489. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7490. *------------------------------------------*/
  7491. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7492. {
  7493. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7494. int time = skill_get_delay(skill_id, skill_lv);
  7495. nullpo_retr(0, bl);
  7496. if (skill_id == SA_ABRACADABRA)
  7497. return 0; //Will use picked skill's delay.
  7498. if (bl->type&battle_config.no_skill_delay)
  7499. return battle_config.min_skill_delay_limit;
  7500. if (time < 0)
  7501. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7502. // Delay reductions
  7503. switch (skill_id)
  7504. { //Monk combo skills have their delay reduced by agi/dex.
  7505. case MO_TRIPLEATTACK:
  7506. case MO_CHAINCOMBO:
  7507. case MO_COMBOFINISH:
  7508. case CH_TIGERFIST:
  7509. case CH_CHAINCRUSH:
  7510. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7511. break;
  7512. default:
  7513. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7514. { // if skill delay is allowed to be reduced by dex
  7515. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7516. if (scale > 0)
  7517. time = time * scale / battle_config.castrate_dex_scale;
  7518. else //To be capped later to minimum.
  7519. time = 0;
  7520. }
  7521. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7522. { // if skill delay is allowed to be reduced by agi
  7523. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7524. if (scale > 0)
  7525. time = time * scale / battle_config.castrate_dex_scale;
  7526. else //To be capped later to minimum.
  7527. time = 0;
  7528. }
  7529. }
  7530. if (!(delaynodex&2))
  7531. {
  7532. struct status_change *sc;
  7533. sc= status_get_sc(bl);
  7534. if (sc && sc->count) {
  7535. if (sc->data[SC_POEMBRAGI])
  7536. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7537. if (sc->data[SC_SPIRIT])
  7538. switch (skill_id) {
  7539. case CR_SHIELDBOOMERANG:
  7540. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7541. time /=2;
  7542. break;
  7543. case AS_SONICBLOW:
  7544. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7545. time /= 2;
  7546. break;
  7547. }
  7548. }
  7549. }
  7550. if (!(delaynodex&4))
  7551. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7552. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7553. if (battle_config.delay_rate != 100)
  7554. time = time * battle_config.delay_rate / 100;
  7555. if (time < status_get_amotion(bl))
  7556. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7557. return max(time, battle_config.min_skill_delay_limit);
  7558. }
  7559. /*=========================================
  7560. *
  7561. *-----------------------------------------*/
  7562. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7563. {
  7564. nullpo_retv(tc);
  7565. if(dir == 0){
  7566. tc->val1[0]=x-2;
  7567. tc->val1[1]=x-1;
  7568. tc->val1[2]=x;
  7569. tc->val1[3]=x+1;
  7570. tc->val1[4]=x+2;
  7571. tc->val2[0]=
  7572. tc->val2[1]=
  7573. tc->val2[2]=
  7574. tc->val2[3]=
  7575. tc->val2[4]=y-1;
  7576. }
  7577. else if(dir==2){
  7578. tc->val1[0]=
  7579. tc->val1[1]=
  7580. tc->val1[2]=
  7581. tc->val1[3]=
  7582. tc->val1[4]=x+1;
  7583. tc->val2[0]=y+2;
  7584. tc->val2[1]=y+1;
  7585. tc->val2[2]=y;
  7586. tc->val2[3]=y-1;
  7587. tc->val2[4]=y-2;
  7588. }
  7589. else if(dir==4){
  7590. tc->val1[0]=x-2;
  7591. tc->val1[1]=x-1;
  7592. tc->val1[2]=x;
  7593. tc->val1[3]=x+1;
  7594. tc->val1[4]=x+2;
  7595. tc->val2[0]=
  7596. tc->val2[1]=
  7597. tc->val2[2]=
  7598. tc->val2[3]=
  7599. tc->val2[4]=y+1;
  7600. }
  7601. else if(dir==6){
  7602. tc->val1[0]=
  7603. tc->val1[1]=
  7604. tc->val1[2]=
  7605. tc->val1[3]=
  7606. tc->val1[4]=x-1;
  7607. tc->val2[0]=y+2;
  7608. tc->val2[1]=y+1;
  7609. tc->val2[2]=y;
  7610. tc->val2[3]=y-1;
  7611. tc->val2[4]=y-2;
  7612. }
  7613. else if(dir==1){
  7614. tc->val1[0]=x-1;
  7615. tc->val1[1]=x;
  7616. tc->val1[2]=x+1;
  7617. tc->val1[3]=x+2;
  7618. tc->val1[4]=x+3;
  7619. tc->val2[0]=y-4;
  7620. tc->val2[1]=y-3;
  7621. tc->val2[2]=y-1;
  7622. tc->val2[3]=y;
  7623. tc->val2[4]=y+1;
  7624. }
  7625. else if(dir==3){
  7626. tc->val1[0]=x+3;
  7627. tc->val1[1]=x+2;
  7628. tc->val1[2]=x+1;
  7629. tc->val1[3]=x;
  7630. tc->val1[4]=x-1;
  7631. tc->val2[0]=y-1;
  7632. tc->val2[1]=y;
  7633. tc->val2[2]=y+1;
  7634. tc->val2[3]=y+2;
  7635. tc->val2[4]=y+3;
  7636. }
  7637. else if(dir==5){
  7638. tc->val1[0]=x+1;
  7639. tc->val1[1]=x;
  7640. tc->val1[2]=x-1;
  7641. tc->val1[3]=x-2;
  7642. tc->val1[4]=x-3;
  7643. tc->val2[0]=y+3;
  7644. tc->val2[1]=y+2;
  7645. tc->val2[2]=y+1;
  7646. tc->val2[3]=y;
  7647. tc->val2[4]=y-1;
  7648. }
  7649. else if(dir==7){
  7650. tc->val1[0]=x-3;
  7651. tc->val1[1]=x-2;
  7652. tc->val1[2]=x-1;
  7653. tc->val1[3]=x;
  7654. tc->val1[4]=x+1;
  7655. tc->val2[1]=y;
  7656. tc->val2[0]=y+1;
  7657. tc->val2[2]=y-1;
  7658. tc->val2[3]=y-2;
  7659. tc->val2[4]=y-3;
  7660. }
  7661. }
  7662. /*=========================================
  7663. *
  7664. *-----------------------------------------*/
  7665. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7666. {
  7667. int c;
  7668. nullpo_retv(tc);
  7669. for( c = 0; c < 5; c++ )
  7670. {
  7671. switch( dir )
  7672. {
  7673. case 0: tc->val2[c]+=are; break;
  7674. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7675. case 2: tc->val1[c]-=are; break;
  7676. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7677. case 4: tc->val2[c]-=are; break;
  7678. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7679. case 6: tc->val1[c]+=are; break;
  7680. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7681. }
  7682. }
  7683. }
  7684. /*==========================================
  7685. * Weapon Repair [Celest/DracoRPG]
  7686. *------------------------------------------*/
  7687. void skill_repairweapon (struct map_session_data *sd, int idx)
  7688. {
  7689. int material;
  7690. int materials[4] = { 1002, 998, 999, 756 };
  7691. struct item *item;
  7692. struct map_session_data *target_sd;
  7693. nullpo_retv(sd);
  7694. target_sd = map_id2sd(sd->menuskill_val);
  7695. if (!target_sd) //Failed....
  7696. return;
  7697. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7698. return;
  7699. if(idx < 0 || idx >= MAX_INVENTORY)
  7700. return; //Invalid index??
  7701. item = &target_sd->status.inventory[idx];
  7702. if(item->nameid <= 0 || item->attribute == 0)
  7703. return; //Again invalid item....
  7704. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7705. clif_item_repaireffect(sd,item->nameid,1);
  7706. return;
  7707. }
  7708. if (itemdb_type(item->nameid)==4)
  7709. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7710. else
  7711. material = materials [2]; // Armors consume 1 Steel
  7712. if (pc_search_inventory(sd,material) < 0 ) {
  7713. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7714. return;
  7715. }
  7716. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7717. item->attribute=0;
  7718. clif_equiplist(target_sd);
  7719. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7720. clif_item_repaireffect(sd,item->nameid,0);
  7721. if(sd!=target_sd)
  7722. clif_item_repaireffect(target_sd,item->nameid,0);
  7723. }
  7724. /*==========================================
  7725. * Item Appraisal
  7726. *------------------------------------------*/
  7727. void skill_identify (struct map_session_data *sd, int idx)
  7728. {
  7729. int flag=1;
  7730. nullpo_retv(sd);
  7731. if(idx >= 0 && idx < MAX_INVENTORY) {
  7732. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7733. flag=0;
  7734. sd->status.inventory[idx].identify=1;
  7735. }
  7736. }
  7737. clif_item_identified(sd,idx,flag);
  7738. }
  7739. /*==========================================
  7740. * Weapon Refine [Celest]
  7741. *------------------------------------------*/
  7742. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7743. {
  7744. int i = 0, ep = 0, per;
  7745. int material[5] = { 0, 1010, 1011, 984, 984 };
  7746. struct item *item;
  7747. nullpo_retv(sd);
  7748. if (idx >= 0 && idx < MAX_INVENTORY)
  7749. {
  7750. struct item_data *ditem = sd->inventory_data[idx];
  7751. item = &sd->status.inventory[idx];
  7752. if(item->nameid > 0 && ditem->type == 4)
  7753. {
  7754. if( item->refine >= sd->menuskill_val
  7755. || item->refine >= MAX_REFINE // if it's no longer refineable
  7756. || ditem->flag.no_refine // if the item isn't refinable
  7757. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7758. {
  7759. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7760. return;
  7761. }
  7762. per = percentrefinery [ditem->wlv][(int)item->refine];
  7763. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7764. pc_delitem(sd, i, 1, 0);
  7765. if (per > rand() % 100) {
  7766. item->refine++;
  7767. if(item->equip) {
  7768. ep = item->equip;
  7769. pc_unequipitem(sd,idx,3);
  7770. }
  7771. clif_refine(sd->fd,0,idx,item->refine);
  7772. clif_delitem(sd,idx,1);
  7773. clif_additem(sd,idx,1,0);
  7774. if (ep)
  7775. pc_equipitem(sd,idx,ep);
  7776. clif_misceffect(&sd->bl,3);
  7777. if(item->refine == MAX_REFINE &&
  7778. item->card[0] == CARD0_FORGE &&
  7779. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7780. { // Fame point system [DracoRPG]
  7781. switch(ditem->wlv){
  7782. case 1:
  7783. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7784. break;
  7785. case 2:
  7786. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7787. break;
  7788. case 3:
  7789. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7790. break;
  7791. }
  7792. }
  7793. } else {
  7794. item->refine = 0;
  7795. if(item->equip)
  7796. pc_unequipitem(sd,idx,3);
  7797. clif_refine(sd->fd,1,idx,item->refine);
  7798. pc_delitem(sd,idx,1,0);
  7799. clif_misceffect(&sd->bl,2);
  7800. clif_emotion(&sd->bl, 23);
  7801. }
  7802. }
  7803. }
  7804. }
  7805. /*==========================================
  7806. *
  7807. *------------------------------------------*/
  7808. int skill_autospell (struct map_session_data *sd, int skillid)
  7809. {
  7810. int skilllv;
  7811. int maxlv=1,lv;
  7812. nullpo_retr(0, sd);
  7813. skilllv = sd->menuskill_val;
  7814. lv=pc_checkskill(sd,skillid);
  7815. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7816. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7817. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7818. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  7819. maxlv =10; //Soul Linker bonus. [Skotlex]
  7820. else if(skilllv==2) maxlv=1;
  7821. else if(skilllv==3) maxlv=2;
  7822. else if(skilllv>=4) maxlv=3;
  7823. }
  7824. else if(skillid==MG_SOULSTRIKE){
  7825. if(skilllv==5) maxlv=1;
  7826. else if(skilllv==6) maxlv=2;
  7827. else if(skilllv>=7) maxlv=3;
  7828. }
  7829. else if(skillid==MG_FIREBALL){
  7830. if(skilllv==8) maxlv=1;
  7831. else if(skilllv>=9) maxlv=2;
  7832. }
  7833. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7834. else return 0;
  7835. if(maxlv > lv)
  7836. maxlv = lv;
  7837. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7838. skill_get_time(SA_AUTOSPELL,skilllv));
  7839. return 0;
  7840. }
  7841. /*==========================================
  7842. * Sitting skills functions.
  7843. *------------------------------------------*/
  7844. static int skill_sit_count (struct block_list *bl, va_list ap)
  7845. {
  7846. struct map_session_data *sd;
  7847. int type =va_arg(ap,int);
  7848. sd=(struct map_session_data*)bl;
  7849. if(!pc_issit(sd))
  7850. return 0;
  7851. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7852. return 1;
  7853. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7854. return 1;
  7855. return 0;
  7856. }
  7857. static int skill_sit_in (struct block_list *bl, va_list ap)
  7858. {
  7859. struct map_session_data *sd;
  7860. int type =va_arg(ap,int);
  7861. sd=(struct map_session_data*)bl;
  7862. if(!pc_issit(sd))
  7863. return 0;
  7864. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7865. sd->state.gangsterparadise=1;
  7866. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7867. {
  7868. sd->state.rest=1;
  7869. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7870. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7871. }
  7872. return 0;
  7873. }
  7874. static int skill_sit_out (struct block_list *bl, va_list ap)
  7875. {
  7876. struct map_session_data *sd;
  7877. int type =va_arg(ap,int);
  7878. sd=(struct map_session_data*)bl;
  7879. if(sd->state.gangsterparadise && type&1)
  7880. sd->state.gangsterparadise=0;
  7881. if(sd->state.rest && type&2) {
  7882. sd->state.rest=0;
  7883. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7884. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7885. }
  7886. return 0;
  7887. }
  7888. int skill_sit (struct map_session_data *sd, int type)
  7889. {
  7890. int flag = 0;
  7891. int range = 0, lv;
  7892. nullpo_retr(0, sd);
  7893. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7894. flag|=1;
  7895. range = skill_get_splash(RG_GANGSTER, lv);
  7896. }
  7897. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7898. flag|=2;
  7899. range = skill_get_splash(TK_HPTIME, lv);
  7900. }
  7901. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7902. flag|=2;
  7903. range = skill_get_splash(TK_SPTIME, lv);
  7904. }
  7905. if (!flag) return 0;
  7906. if(type) {
  7907. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7908. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7909. } else {
  7910. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7911. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7912. }
  7913. return 0;
  7914. }
  7915. /*==========================================
  7916. *
  7917. *------------------------------------------*/
  7918. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7919. {
  7920. struct block_list *src;
  7921. int skillnum,skilllv;
  7922. unsigned int tick;
  7923. nullpo_retr(0, bl);
  7924. nullpo_retr(0, ap);
  7925. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7926. skillnum=va_arg(ap,int);
  7927. skilllv=va_arg(ap,int);
  7928. if(skilllv <= 0) return 0;
  7929. tick=va_arg(ap,unsigned int);
  7930. if (src == bl || status_isdead(bl))
  7931. return 0;
  7932. if (bl->type == BL_PC) {
  7933. struct map_session_data *sd = (struct map_session_data *)bl;
  7934. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7935. return 0;
  7936. }
  7937. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  7938. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7939. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7940. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  7941. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7942. return 0;
  7943. }
  7944. /*==========================================
  7945. *
  7946. *------------------------------------------*/
  7947. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  7948. {
  7949. int range = skill_get_unit_range(skill_num,skill_lv);
  7950. int x,y;
  7951. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  7952. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  7953. map_setcell(src->bl.m, x, y, cell, flag);
  7954. }
  7955. /*==========================================
  7956. *
  7957. *------------------------------------------*/
  7958. int skill_attack_area (struct block_list *bl, va_list ap)
  7959. {
  7960. struct block_list *src,*dsrc;
  7961. int atk_type,skillid,skilllv,flag,type;
  7962. unsigned int tick;
  7963. if(status_isdead(bl))
  7964. return 0;
  7965. atk_type = va_arg(ap,int);
  7966. src=va_arg(ap,struct block_list*);
  7967. dsrc=va_arg(ap,struct block_list*);
  7968. skillid=va_arg(ap,int);
  7969. skilllv=va_arg(ap,int);
  7970. tick=va_arg(ap,unsigned int);
  7971. flag=va_arg(ap,int);
  7972. type=va_arg(ap,int);
  7973. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  7974. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7975. if(battle_check_target(dsrc,bl,type) <= 0 ||
  7976. !status_check_skilluse(NULL, bl, skillid, 2))
  7977. return 0;
  7978. switch (skillid) {
  7979. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  7980. case NPC_ACIDBREATH:
  7981. case NPC_DARKNESSBREATH:
  7982. case NPC_FIREBREATH:
  7983. case NPC_ICEBREATH:
  7984. case NPC_THUNDERBREATH:
  7985. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7986. default:
  7987. //Area-splash, disable skill animation.
  7988. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  7989. }
  7990. }
  7991. /*==========================================
  7992. *
  7993. *------------------------------------------*/
  7994. int skill_clear_group (struct block_list *bl, int flag)
  7995. {
  7996. struct unit_data *ud = unit_bl2ud(bl);
  7997. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  7998. int i, count=0;
  7999. nullpo_retr(0, bl);
  8000. if (!ud) return 0;
  8001. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8002. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8003. {
  8004. switch (ud->skillunit[i]->skill_id) {
  8005. case SA_DELUGE:
  8006. case SA_VOLCANO:
  8007. case SA_VIOLENTGALE:
  8008. case SA_LANDPROTECTOR:
  8009. case NJ_SUITON:
  8010. case NJ_KAENSIN:
  8011. if (flag&1)
  8012. group[count++]= ud->skillunit[i];
  8013. break;
  8014. default:
  8015. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8016. group[count++]= ud->skillunit[i];
  8017. break;
  8018. }
  8019. }
  8020. for (i=0;i<count;i++)
  8021. skill_delunitgroup(bl, group[i]);
  8022. return count;
  8023. }
  8024. /*==========================================
  8025. * Returns the first element field found [Skotlex]
  8026. *------------------------------------------*/
  8027. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8028. {
  8029. struct unit_data *ud = unit_bl2ud(bl);
  8030. int i;
  8031. nullpo_retr(0, bl);
  8032. if (!ud) return NULL;
  8033. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8034. switch (ud->skillunit[i]->skill_id) {
  8035. case SA_DELUGE:
  8036. case SA_VOLCANO:
  8037. case SA_VIOLENTGALE:
  8038. case SA_LANDPROTECTOR:
  8039. case NJ_SUITON:
  8040. return ud->skillunit[i];
  8041. }
  8042. }
  8043. return NULL;
  8044. }
  8045. // for graffiti cleaner [Valaris]
  8046. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8047. {
  8048. struct skill_unit *unit=NULL;
  8049. nullpo_retr(0, bl);
  8050. nullpo_retr(0, ap);
  8051. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8052. return 0;
  8053. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8054. skill_delunit(unit);
  8055. return 0;
  8056. }
  8057. int skill_greed (struct block_list *bl, va_list ap)
  8058. {
  8059. struct block_list *src;
  8060. struct map_session_data *sd=NULL;
  8061. struct flooritem_data *fitem=NULL;
  8062. nullpo_retr(0, bl);
  8063. nullpo_retr(0, ap);
  8064. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8065. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8066. pc_takeitem(sd, fitem);
  8067. return 0;
  8068. }
  8069. /*==========================================
  8070. *
  8071. *------------------------------------------*/
  8072. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8073. {
  8074. int skillid;
  8075. int *alive;
  8076. struct skill_unit *unit;
  8077. struct block_list *src;
  8078. skillid = va_arg(ap,int);
  8079. alive = va_arg(ap,int *);
  8080. src = va_arg(ap,struct block_list *);
  8081. unit = (struct skill_unit *)bl;
  8082. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8083. return 0;
  8084. switch (skillid)
  8085. {
  8086. case SA_LANDPROTECTOR:
  8087. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8088. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8089. { //Check for offensive Land Protector to delete both. [Skotlex]
  8090. (*alive) = 0;
  8091. skill_delunit(unit);
  8092. return 1;
  8093. }
  8094. //Delete the rest of types.
  8095. case HW_GANBANTEIN:
  8096. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8097. { //It deletes everything except songs/dances
  8098. skill_delunit(unit);
  8099. return 1;
  8100. }
  8101. break;
  8102. case SA_VOLCANO:
  8103. case SA_DELUGE:
  8104. case SA_VIOLENTGALE:
  8105. // Suiton/Kaensin CAN super-impose on each another.
  8106. // case NJ_SUITON:
  8107. // case NJ_KAENSIN:
  8108. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8109. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8110. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8111. if (unit->range <= 0)
  8112. {
  8113. (*alive) = 0;
  8114. return 1;
  8115. }
  8116. /*
  8117. switch (unit->group->skill_id)
  8118. { //These cannot override each other.
  8119. case SA_VOLCANO:
  8120. case SA_DELUGE:
  8121. case SA_VIOLENTGALE:
  8122. // case NJ_SUITON:
  8123. // case NJ_KAENSIN:
  8124. (*alive) = 0;
  8125. return 1;
  8126. }
  8127. */
  8128. break;
  8129. case PF_FOGWALL:
  8130. switch(unit->group->skill_id)
  8131. {
  8132. case SA_VOLCANO: //Can't be placed on top of these
  8133. case SA_VIOLENTGALE:
  8134. (*alive) = 0;
  8135. return 1;
  8136. case SA_DELUGE:
  8137. case NJ_SUITON:
  8138. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8139. (*alive) = 2;
  8140. break;
  8141. }
  8142. break;
  8143. case HP_BASILICA:
  8144. if (unit->group->skill_id == HP_BASILICA)
  8145. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8146. (*alive) = 0;
  8147. return 1;
  8148. }
  8149. break;
  8150. }
  8151. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8152. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8153. { //It deletes everything except songs/dances/traps
  8154. (*alive) = 0;
  8155. return 1;
  8156. }
  8157. return 0;
  8158. }
  8159. /*==========================================
  8160. * variation of skill_cell_overlap
  8161. *------------------------------------------*/
  8162. int skill_ganbatein (struct block_list *bl, va_list ap)
  8163. {
  8164. struct skill_unit *unit;
  8165. nullpo_retr(0, bl);
  8166. nullpo_retr(0, ap);
  8167. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8168. return 0;
  8169. if (unit->group->state.song_dance&0x1)
  8170. return 0; //Don't touch song/dance.
  8171. skill_delunit(unit);
  8172. return 1;
  8173. }
  8174. /*==========================================
  8175. *
  8176. *------------------------------------------*/
  8177. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8178. {
  8179. struct mob_data* md;
  8180. struct unit_data*ud = unit_bl2ud(bl);
  8181. struct block_list *from_bl;
  8182. struct block_list *to_bl;
  8183. md = (struct mob_data*)bl;
  8184. from_bl = va_arg(ap,struct block_list *);
  8185. to_bl = va_arg(ap,struct block_list *);
  8186. if(ud && ud->target == from_bl->id)
  8187. ud->target = to_bl->id;
  8188. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8189. md->target_id = to_bl->id;
  8190. return 0;
  8191. }
  8192. /*==========================================
  8193. *
  8194. *------------------------------------------*/
  8195. int skill_trap_splash (struct block_list *bl, va_list ap)
  8196. {
  8197. struct block_list *src;
  8198. int tick;
  8199. struct skill_unit *unit;
  8200. struct skill_unit_group *sg;
  8201. struct block_list *ss;
  8202. src = va_arg(ap,struct block_list *);
  8203. unit = (struct skill_unit *)src;
  8204. tick = va_arg(ap,int);
  8205. nullpo_retr(0, sg = unit->group);
  8206. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8207. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8208. return 0;
  8209. switch(sg->unit_id){
  8210. case UNT_SHOCKWAVE:
  8211. case UNT_SANDMAN:
  8212. case UNT_FLASHER:
  8213. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8214. break;
  8215. case UNT_LANDMINE:
  8216. case UNT_BLASTMINE:
  8217. case UNT_CLAYMORETRAP:
  8218. case UNT_FREEZINGTRAP:
  8219. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8220. break;
  8221. case UNT_GROUNDDRIFT_WIND:
  8222. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8223. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8224. break;
  8225. case UNT_GROUNDDRIFT_DARK:
  8226. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8227. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8228. break;
  8229. case UNT_GROUNDDRIFT_POISON:
  8230. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8231. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8232. break;
  8233. case UNT_GROUNDDRIFT_WATER:
  8234. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8235. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8236. break;
  8237. case UNT_GROUNDDRIFT_FIRE:
  8238. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8239. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8240. break;
  8241. default:
  8242. return 0;
  8243. }
  8244. return 1;
  8245. }
  8246. /*==========================================
  8247. *
  8248. *------------------------------------------*/
  8249. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8250. {
  8251. struct status_change *sc;
  8252. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8253. int i;
  8254. nullpo_retr(0, bl);
  8255. nullpo_retr(0, sc= status_get_sc(bl));
  8256. if (!sc->count) return 0;
  8257. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8258. if (type != scs[i] && sc->data[scs[i]])
  8259. status_change_end(bl, scs[i], -1);
  8260. return 0;
  8261. }
  8262. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8263. {
  8264. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8265. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8266. bool wall = true;
  8267. int i;
  8268. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8269. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8270. { //Check for walls.
  8271. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8272. if( i == 8 )
  8273. wall = false;
  8274. }
  8275. if( sce )
  8276. {
  8277. if( !wall )
  8278. {
  8279. if( sce->val1 < 3 ) //End cloaking.
  8280. status_change_end(bl, SC_CLOAKING, -1);
  8281. else
  8282. if( sce->val4&1 )
  8283. { //Remove wall bonus
  8284. sce->val4&=~1;
  8285. status_calc_bl(bl,SCB_SPEED);
  8286. }
  8287. }
  8288. else
  8289. {
  8290. if( !(sce->val4&1) )
  8291. { //Add wall speed bonus
  8292. sce->val4|=1;
  8293. status_calc_bl(bl,SCB_SPEED);
  8294. }
  8295. }
  8296. }
  8297. return wall;
  8298. }
  8299. /*==========================================
  8300. *
  8301. *
  8302. *------------------------------------------*/
  8303. void skill_stop_dancing (struct block_list *src)
  8304. {
  8305. struct status_change* sc;
  8306. struct status_change_entry *sce;
  8307. struct skill_unit_group* group;
  8308. struct map_session_data* dsd = NULL;
  8309. nullpo_retv(src);
  8310. nullpo_retv(sc = status_get_sc(src));
  8311. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8312. return;
  8313. group = (struct skill_unit_group *)sce->val2;
  8314. sce->val2 = 0;
  8315. if (sce->val4)
  8316. {
  8317. if (sce->val4 != BCT_SELF)
  8318. dsd = map_id2sd(sce->val4);
  8319. sce->val4 = 0;
  8320. }
  8321. status_change_end(src, SC_DANCING, -1);
  8322. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8323. {
  8324. sce->val4 = sce->val2 = 0;
  8325. status_change_end(&dsd->bl, SC_DANCING, -1);
  8326. }
  8327. if (group)
  8328. skill_delunitgroup(NULL, group);
  8329. }
  8330. /*==========================================
  8331. *
  8332. *------------------------------------------*/
  8333. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8334. {
  8335. struct skill_unit *unit;
  8336. nullpo_retr(NULL, group);
  8337. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8338. nullpo_retr(NULL, unit=&group->unit[idx]);
  8339. if(!unit->alive)
  8340. group->alive_count++;
  8341. unit->bl.id=map_addobject(&unit->bl);
  8342. unit->bl.type=BL_SKILL;
  8343. unit->bl.m=group->map;
  8344. unit->bl.x=x;
  8345. unit->bl.y=y;
  8346. unit->group=group;
  8347. unit->alive=1;
  8348. unit->val1=val1;
  8349. unit->val2=val2;
  8350. map_addblock(&unit->bl);
  8351. switch (group->skill_id) {
  8352. case SA_LANDPROTECTOR:
  8353. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8354. break;
  8355. case HP_BASILICA:
  8356. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8357. break;
  8358. case WZ_ICEWALL:
  8359. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  8360. break;
  8361. default:
  8362. if (group->state.song_dance&0x1) //Check for dissonance.
  8363. skill_dance_overlap(unit, 1);
  8364. break;
  8365. }
  8366. clif_skill_setunit(unit);
  8367. return unit;
  8368. }
  8369. /*==========================================
  8370. *
  8371. *------------------------------------------*/
  8372. int skill_delunit (struct skill_unit* unit)
  8373. {
  8374. struct skill_unit_group *group;
  8375. nullpo_retr(0, unit);
  8376. if( !unit->alive )
  8377. return 0;
  8378. nullpo_retr(0, group=unit->group);
  8379. // invoke ondelete event
  8380. skill_unit_ondelete(unit, gettick());
  8381. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8382. skill_dance_overlap(unit, 0);
  8383. // invoke onout event
  8384. if( !unit->range )
  8385. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8386. switch (group->skill_id) {
  8387. case SA_LANDPROTECTOR:
  8388. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8389. break;
  8390. case HP_BASILICA:
  8391. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8392. break;
  8393. case WZ_ICEWALL:
  8394. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  8395. break;
  8396. }
  8397. clif_skill_delunit(unit);
  8398. unit->group=NULL;
  8399. unit->alive=0;
  8400. map_delobjectnofree(unit->bl.id);
  8401. if(--group->alive_count==0)
  8402. skill_delunitgroup(NULL, group);
  8403. return 0;
  8404. }
  8405. /*==========================================
  8406. *
  8407. *------------------------------------------*/
  8408. static int skill_unit_group_newid = MAX_SKILL_DB;
  8409. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8410. {
  8411. struct unit_data* ud = unit_bl2ud( src );
  8412. struct skill_unit_group* group;
  8413. int i;
  8414. if(skilllv <= 0) return 0;
  8415. nullpo_retr(NULL, src);
  8416. nullpo_retr(NULL, ud);
  8417. // find a free spot to store the new unit group
  8418. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8419. if(i == MAX_SKILLUNITGROUP)
  8420. {
  8421. // array is full, make room by discarding oldest group
  8422. int j=0;
  8423. unsigned maxdiff=0,x,tick=gettick();
  8424. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8425. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8426. maxdiff=x;
  8427. j=i;
  8428. }
  8429. skill_delunitgroup(src, ud->skillunit[j]);
  8430. //Since elements must have shifted, we use the last slot.
  8431. i = MAX_SKILLUNITGROUP-1;
  8432. }
  8433. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8434. group->src_id = src->id;
  8435. group->party_id = status_get_party_id(src);
  8436. group->guild_id = status_get_guild_id(src);
  8437. group->group_id = skill_unit_group_newid++;
  8438. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8439. group->unit_count = count;
  8440. group->alive_count = 0;
  8441. group->val1 = 0;
  8442. group->val2 = 0;
  8443. group->val3 = 0;
  8444. group->skill_id = skillid;
  8445. group->skill_lv = skilllv;
  8446. group->unit_id = unit_id;
  8447. group->map = src->m;
  8448. group->limit = limit;
  8449. group->interval = interval;
  8450. group->tick = gettick();
  8451. group->valstr = NULL;
  8452. ud->skillunit[i] = group;
  8453. if(skill_unit_group_newid<=0)
  8454. skill_unit_group_newid = MAX_SKILL_DB;
  8455. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8456. group->tick += 1500;
  8457. return group;
  8458. }
  8459. /*==========================================
  8460. *
  8461. *------------------------------------------*/
  8462. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8463. {
  8464. struct unit_data *ud;
  8465. int i,j;
  8466. nullpo_retr(0, group);
  8467. if (!src) src=map_id2bl(group->src_id);
  8468. ud = unit_bl2ud(src);
  8469. if(!src || !ud) {
  8470. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8471. return 0;
  8472. }
  8473. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8474. {
  8475. struct status_change* sc = status_get_sc(src);
  8476. if (sc && sc->data[SC_DANCING])
  8477. {
  8478. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8479. status_change_end(src,SC_DANCING,-1);
  8480. }
  8481. }
  8482. // end Gospel's status change on 'src'
  8483. // (needs to be done when the group is deleted by other means than skill deactivation)
  8484. if (group->unit_id == UNT_GOSPEL) {
  8485. struct status_change *sc = status_get_sc(src);
  8486. if(sc && sc->data[SC_GOSPEL]) {
  8487. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8488. status_change_end(src,SC_GOSPEL,-1);
  8489. }
  8490. }
  8491. if (group->skill_id == SG_SUN_WARM ||
  8492. group->skill_id == SG_MOON_WARM ||
  8493. group->skill_id == SG_STAR_WARM) {
  8494. struct status_change *sc = status_get_sc(src);
  8495. if(sc && sc->data[SC_WARM]) {
  8496. sc->data[SC_WARM]->val4 = 0;
  8497. status_change_end(src,SC_WARM,-1);
  8498. }
  8499. }
  8500. if (src->type==BL_PC && group->state.ammo_consume)
  8501. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8502. group->alive_count=0;
  8503. // remove all unit cells
  8504. if(group->unit != NULL)
  8505. for( i = 0; i < group->unit_count; i++ )
  8506. skill_delunit(&group->unit[i]);
  8507. // clear Talkie-box string
  8508. if( group->valstr != NULL )
  8509. {
  8510. aFree(group->valstr);
  8511. group->valstr = NULL;
  8512. }
  8513. map_freeblock(&group->unit->bl);
  8514. group->unit=NULL;
  8515. group->group_id=0;
  8516. group->unit_count=0;
  8517. // locate this group, swap with the last entry and delete it
  8518. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8519. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8520. if( i < MAX_SKILLUNITGROUP )
  8521. {
  8522. ud->skillunit[i] = ud->skillunit[j];
  8523. ud->skillunit[j] = NULL;
  8524. ers_free(skill_unit_ers, group);
  8525. }
  8526. else
  8527. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8528. return 1;
  8529. }
  8530. /*==========================================
  8531. *
  8532. *------------------------------------------*/
  8533. int skill_clear_unitgroup (struct block_list *src)
  8534. {
  8535. struct unit_data *ud = unit_bl2ud(src);
  8536. nullpo_retr(0, ud);
  8537. while (ud->skillunit[0])
  8538. skill_delunitgroup(src, ud->skillunit[0]);
  8539. return 1;
  8540. }
  8541. /*==========================================
  8542. *
  8543. *------------------------------------------*/
  8544. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8545. {
  8546. int i,j=-1,k,s,id;
  8547. struct unit_data *ud;
  8548. struct skill_unit_group_tickset *set;
  8549. nullpo_retr(0, bl);
  8550. if (group->interval==-1)
  8551. return NULL;
  8552. ud = unit_bl2ud(bl);
  8553. if (!ud) return NULL;
  8554. set = ud->skillunittick;
  8555. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8556. id = s = group->skill_id;
  8557. else
  8558. id = s = group->group_id;
  8559. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8560. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8561. if (set[k].id == id)
  8562. return &set[k];
  8563. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8564. j=k;
  8565. }
  8566. if (j == -1) {
  8567. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8568. j = id % MAX_SKILLUNITGROUPTICKSET;
  8569. }
  8570. set[j].id = id;
  8571. set[j].tick = tick;
  8572. return &set[j];
  8573. }
  8574. /*==========================================
  8575. *
  8576. *------------------------------------------*/
  8577. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8578. {
  8579. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8580. struct skill_unit_group* group = unit->group;
  8581. unsigned int tick = va_arg(ap,unsigned int);
  8582. if( !unit->alive || bl->prev == NULL )
  8583. return 0;
  8584. nullpo_retr(0, group);
  8585. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8586. return 0; //AoE skills are ineffective. [Skotlex]
  8587. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8588. return 0;
  8589. skill_unit_onplace_timer(unit,bl,tick);
  8590. return 1;
  8591. }
  8592. /*==========================================
  8593. *
  8594. *------------------------------------------*/
  8595. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8596. {
  8597. struct skill_unit* unit = (struct skill_unit *)bl;
  8598. struct skill_unit_group* group = unit->group;
  8599. unsigned int tick = va_arg(ap,unsigned int);
  8600. bool dissonance;
  8601. if( !unit->alive )
  8602. return 0;
  8603. nullpo_retr(0, group);
  8604. dissonance = skill_dance_switch(unit, 0);
  8605. if( unit->range >= 0 && group->interval != -1 )
  8606. {
  8607. if( battle_config.skill_wall_check )
  8608. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8609. else
  8610. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8611. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8612. group->unit_id = UNT_USED_TRAPS;
  8613. if( !unit->alive )
  8614. {
  8615. if( dissonance ) skill_dance_switch(unit, 1);
  8616. return 0;
  8617. }
  8618. }
  8619. if( dissonance ) skill_dance_switch(unit, 1);
  8620. // check for expiration
  8621. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8622. { // stuff inlined from skill_unit_onlimit()
  8623. switch( group->unit_id )
  8624. {
  8625. case UNT_BLASTMINE:
  8626. case UNT_GROUNDDRIFT_WIND:
  8627. case UNT_GROUNDDRIFT_DARK:
  8628. case UNT_GROUNDDRIFT_POISON:
  8629. case UNT_GROUNDDRIFT_WATER:
  8630. case UNT_GROUNDDRIFT_FIRE:
  8631. group->unit_id = UNT_USED_TRAPS;
  8632. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8633. group->limit=DIFF_TICK(tick+1500,group->tick);
  8634. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8635. break;
  8636. case UNT_ANKLESNARE:
  8637. if( group->val2 > 0 ) { // used trap
  8638. struct block_list *target = map_id2bl(group->val2);
  8639. if(target)
  8640. status_change_end(target,SC_ANKLE,-1);
  8641. skill_delunit(unit);
  8642. break;
  8643. }
  8644. // else fall through
  8645. case UNT_SKIDTRAP:
  8646. case UNT_LANDMINE:
  8647. case UNT_SHOCKWAVE:
  8648. case UNT_SANDMAN:
  8649. case UNT_FLASHER:
  8650. case UNT_FREEZINGTRAP:
  8651. case UNT_CLAYMORETRAP:
  8652. case UNT_TALKIEBOX:
  8653. {
  8654. struct block_list* src = map_id2bl(group->src_id);
  8655. if( src && src->type == BL_PC )
  8656. { // revert unit back into a trap
  8657. struct item item_tmp;
  8658. memset(&item_tmp,0,sizeof(item_tmp));
  8659. item_tmp.nameid = ITEMID_TRAP;
  8660. item_tmp.identify = 1;
  8661. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8662. }
  8663. skill_delunit(unit);
  8664. }
  8665. break;
  8666. case UNT_WARP_ACTIVE:
  8667. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8668. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8669. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8670. // restart timers
  8671. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8672. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8673. // apply effect to all units standing on it
  8674. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8675. break;
  8676. case UNT_CALLFAMILY:
  8677. {
  8678. struct map_session_data *sd = NULL;
  8679. if(group->val1) {
  8680. sd = map_charid2sd(group->val1);
  8681. group->val1 = 0;
  8682. if (sd && !map[sd->bl.m].flag.nowarp)
  8683. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8684. }
  8685. if(group->val2) {
  8686. sd = map_charid2sd(group->val2);
  8687. group->val2 = 0;
  8688. if (sd && !map[sd->bl.m].flag.nowarp)
  8689. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8690. }
  8691. skill_delunit(unit);
  8692. }
  8693. break;
  8694. default:
  8695. skill_delunit(unit);
  8696. }
  8697. }
  8698. else
  8699. {
  8700. switch( group->unit_id )
  8701. {
  8702. case UNT_ICEWALL:
  8703. // icewall loses 50 hp every second
  8704. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8705. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8706. unit->limit = DIFF_TICK(tick+700,group->tick);
  8707. break;
  8708. case UNT_TATAMIGAESHI:
  8709. if( unit->range >= 0 )
  8710. { //Disable processed cell.
  8711. unit->range = -1;
  8712. if (--group->val1 <= 0) // number of live cells
  8713. { //All tiles were processed, disable skill.
  8714. group->target_flag=BCT_NOONE;
  8715. group->bl_flag= BL_NUL;
  8716. }
  8717. }
  8718. break;
  8719. }
  8720. }
  8721. return 0;
  8722. }
  8723. /*==========================================
  8724. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8725. *------------------------------------------*/
  8726. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8727. {
  8728. map_freeblock_lock();
  8729. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8730. map_freeblock_unlock();
  8731. return 0;
  8732. }
  8733. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8734. /*==========================================
  8735. *
  8736. *------------------------------------------*/
  8737. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8738. {
  8739. struct skill_unit* unit = (struct skill_unit *)bl;
  8740. struct skill_unit_group* group = unit->group;
  8741. struct block_list* target = va_arg(ap,struct block_list*);
  8742. unsigned int tick = va_arg(ap,unsigned int);
  8743. int flag = va_arg(ap,int);
  8744. bool dissonance;
  8745. int skill_id;
  8746. int i;
  8747. nullpo_retr(0, group);
  8748. if( !unit->alive || target->prev == NULL )
  8749. return 0;
  8750. dissonance = skill_dance_switch(unit, 0);
  8751. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8752. skill_id = unit->group->skill_id;
  8753. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8754. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8755. if( dissonance ) skill_dance_switch(unit, 1);
  8756. return 0;
  8757. }
  8758. //Target-type check.
  8759. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8760. {
  8761. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8762. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8763. if( flag&1 )
  8764. {
  8765. if( flag&2 )
  8766. { //Clear this skill id.
  8767. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8768. if( i < ARRAYLENGTH(skill_unit_temp) )
  8769. skill_unit_temp[i] = 0;
  8770. }
  8771. }
  8772. else
  8773. {
  8774. if( flag&2 )
  8775. { //Store this skill id.
  8776. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8777. if( i < ARRAYLENGTH(skill_unit_temp) )
  8778. skill_unit_temp[i] = skill_id;
  8779. else
  8780. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8781. }
  8782. }
  8783. if( flag&4 )
  8784. skill_unit_onleft(skill_id,target,tick);
  8785. }
  8786. if( dissonance ) skill_dance_switch(unit, 1);
  8787. return 0;
  8788. }
  8789. else
  8790. {
  8791. if( flag&1 )
  8792. {
  8793. int result = skill_unit_onplace(unit,target,tick);
  8794. if( flag&2 && result )
  8795. { //Clear skill ids we have stored in onout.
  8796. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8797. if( i < ARRAYLENGTH(skill_unit_temp) )
  8798. skill_unit_temp[i] = 0;
  8799. }
  8800. }
  8801. else
  8802. {
  8803. int result = skill_unit_onout(unit,target,tick);
  8804. if( flag&2 && result )
  8805. { //Store this unit id.
  8806. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8807. if( i < ARRAYLENGTH(skill_unit_temp) )
  8808. skill_unit_temp[i] = skill_id;
  8809. else
  8810. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8811. }
  8812. }
  8813. //TODO: Normally, this is dangerous since the unit and group could be freed
  8814. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8815. //cells do not get deleted within them. [Skotlex]
  8816. if( dissonance ) skill_dance_switch(unit, 1);
  8817. if( flag&4 )
  8818. skill_unit_onleft(skill_id,target,tick);
  8819. return 1;
  8820. }
  8821. }
  8822. /*==========================================
  8823. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8824. * Flag values:
  8825. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8826. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8827. * units to figure out when they have left a group.
  8828. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8829. *------------------------------------------*/
  8830. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8831. {
  8832. nullpo_retr(0, bl);
  8833. if( bl->prev == NULL )
  8834. return 0;
  8835. if( flag&2 && !(flag&1) )
  8836. { //Onout, clear data
  8837. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8838. }
  8839. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8840. if( flag&2 && flag&1 )
  8841. { //Onplace, check any skill units you have left.
  8842. int i;
  8843. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8844. if( skill_unit_temp[i] )
  8845. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8846. }
  8847. return 0;
  8848. }
  8849. /*==========================================
  8850. *
  8851. *------------------------------------------*/
  8852. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8853. {
  8854. int i,j;
  8855. unsigned int tick = gettick();
  8856. int *m_flag;
  8857. struct skill_unit *unit1;
  8858. struct skill_unit *unit2;
  8859. nullpo_retr(0, group);
  8860. if (group->unit_count<=0)
  8861. return 0;
  8862. if (group->unit==NULL)
  8863. return 0;
  8864. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  8865. return 0; //Ensembles may not be moved around.
  8866. if( group->unit_id == UNT_ICEWALL )
  8867. return 0; //Icewalls don't get knocked back
  8868. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8869. // m_flag
  8870. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8871. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8872. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8873. // 3: Both 1+2.
  8874. for(i=0;i<group->unit_count;i++){
  8875. unit1=&group->unit[i];
  8876. if (!unit1->alive || unit1->bl.m!=m)
  8877. continue;
  8878. for(j=0;j<group->unit_count;j++){
  8879. unit2=&group->unit[j];
  8880. if (!unit2->alive)
  8881. continue;
  8882. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8883. m_flag[i] |= 0x1;
  8884. }
  8885. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8886. m_flag[i] |= 0x2;
  8887. }
  8888. }
  8889. }
  8890. j = 0;
  8891. for (i=0;i<group->unit_count;i++) {
  8892. unit1=&group->unit[i];
  8893. if (!unit1->alive)
  8894. continue;
  8895. if (!(m_flag[i]&0x2)) {
  8896. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8897. skill_dance_overlap(unit1, 0);
  8898. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8899. }
  8900. //Move Cell using "smart" criteria (avoid useless moving around)
  8901. switch(m_flag[i])
  8902. {
  8903. case 0:
  8904. //Cell moves independently, safely move it.
  8905. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8906. break;
  8907. case 1:
  8908. //Cell moves unto another cell, look for a replacement cell that won't collide
  8909. //and has no cell moving into it (flag == 2)
  8910. for(;j<group->unit_count;j++)
  8911. {
  8912. if(m_flag[j]!=2 || !group->unit[j].alive)
  8913. continue;
  8914. //Move to where this cell would had moved.
  8915. unit2 = &group->unit[j];
  8916. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8917. j++; //Skip this cell as we have used it.
  8918. break;
  8919. }
  8920. break;
  8921. case 2:
  8922. case 3:
  8923. break; //Don't move the cell as a cell will end on this tile anyway.
  8924. }
  8925. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8926. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8927. skill_dance_overlap(unit1, 1);
  8928. clif_skill_setunit(unit1);
  8929. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8930. }
  8931. }
  8932. aFree(m_flag);
  8933. return 0;
  8934. }
  8935. /*==========================================
  8936. *
  8937. *------------------------------------------*/
  8938. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8939. {
  8940. int i,j;
  8941. nullpo_retr(0, sd);
  8942. if(nameid<=0)
  8943. return 0;
  8944. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8945. if(skill_produce_db[i].nameid == nameid )
  8946. break;
  8947. }
  8948. if( i >= MAX_SKILL_PRODUCE_DB )
  8949. return 0;
  8950. if(trigger>=0){
  8951. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8952. if(skill_produce_db[i].itemlv!=trigger)
  8953. return 0;
  8954. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  8955. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  8956. return 0;
  8957. } else { // Weapon (itemlv must be higher or equal)
  8958. if(skill_produce_db[i].itemlv>trigger)
  8959. return 0;
  8960. }
  8961. }
  8962. if((j=skill_produce_db[i].req_skill)>0 &&
  8963. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  8964. return 0;
  8965. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8966. int id,x,y;
  8967. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  8968. continue;
  8969. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8970. if(pc_search_inventory(sd,id) < 0)
  8971. return 0;
  8972. }
  8973. else {
  8974. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8975. if( sd->status.inventory[y].nameid == id )
  8976. x+=sd->status.inventory[y].amount;
  8977. if(x<qty*skill_produce_db[i].mat_amount[j])
  8978. return 0;
  8979. }
  8980. }
  8981. return i+1;
  8982. }
  8983. /*==========================================
  8984. *
  8985. *------------------------------------------*/
  8986. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  8987. {
  8988. int slot[3];
  8989. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8990. struct status_data *status;
  8991. nullpo_retr(0, sd);
  8992. status = status_get_status_data(&sd->bl);
  8993. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  8994. return 0;
  8995. idx--;
  8996. if (qty < 1)
  8997. qty = 1;
  8998. if (!skill_id) //A skill can be specified for some override cases.
  8999. skill_id = skill_produce_db[idx].req_skill;
  9000. slot[0]=slot1;
  9001. slot[1]=slot2;
  9002. slot[2]=slot3;
  9003. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9004. int j;
  9005. if( slot[i]<=0 )
  9006. continue;
  9007. j = pc_search_inventory(sd,slot[i]);
  9008. if(j < 0)
  9009. continue;
  9010. if(slot[i]==1000){ /* Star Crumb */
  9011. pc_delitem(sd,j,1,1);
  9012. sc++;
  9013. }
  9014. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9015. static const int ele_table[4]={3,1,4,2};
  9016. pc_delitem(sd,j,1,1);
  9017. ele=ele_table[slot[i]-994];
  9018. }
  9019. }
  9020. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9021. int j,id,x;
  9022. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9023. continue;
  9024. x=qty*skill_produce_db[idx].mat_amount[i];
  9025. do{
  9026. int y=0;
  9027. j = pc_search_inventory(sd,id);
  9028. if(j >= 0){
  9029. y = sd->status.inventory[j].amount;
  9030. if(y>x)y=x;
  9031. pc_delitem(sd,j,y,0);
  9032. } else
  9033. ShowError("skill_produce_mix: material item error\n");
  9034. x-=y;
  9035. }while( j>=0 && x>0 );
  9036. }
  9037. if((equip=itemdb_isequip(nameid)))
  9038. wlv = itemdb_wlv(nameid);
  9039. if(!equip) {
  9040. switch(skill_id){
  9041. case BS_IRON:
  9042. case BS_STEEL:
  9043. case BS_ENCHANTEDSTONE:
  9044. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9045. i = pc_checkskill(sd,skill_id);
  9046. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9047. switch(nameid){
  9048. case 998: // Iron
  9049. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9050. break;
  9051. case 999: // Steel
  9052. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9053. break;
  9054. case 1000: //Star Crumb
  9055. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9056. break;
  9057. default: // Enchanted Stones
  9058. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9059. break;
  9060. }
  9061. break;
  9062. case ASC_CDP:
  9063. make_per = (2000 + 40*status->dex + 20*status->luk);
  9064. break;
  9065. case AL_HOLYWATER:
  9066. make_per = 100000; //100% success
  9067. break;
  9068. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9069. case AM_TWILIGHT1:
  9070. case AM_TWILIGHT2:
  9071. case AM_TWILIGHT3:
  9072. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9073. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9074. + status->int_*5 + status->dex*10+status->luk*10;
  9075. switch(nameid){
  9076. case 501: // Red Potion
  9077. case 503: // Yellow Potion
  9078. case 504: // White Potion
  9079. case 605: // Anodyne
  9080. case 606: // Aloevera
  9081. make_per += 2000;
  9082. break;
  9083. case 505: // Blue Potion
  9084. make_per -= 500;
  9085. break;
  9086. case 545: // Condensed Red Potion
  9087. case 546: // Condensed Yellow Potion
  9088. case 547: // Condensed White Potion
  9089. make_per -= 1000;
  9090. break;
  9091. case 970: // Alcohol
  9092. make_per += 1000;
  9093. break;
  9094. case 7139: // Glistening Coat
  9095. make_per -= 1000;
  9096. break;
  9097. case 7135: // Bottle Grenade
  9098. case 7136: // Acid Bottle
  9099. case 7137: // Plant Bottle
  9100. case 7138: // Marine Sphere Bottle
  9101. default:
  9102. break;
  9103. }
  9104. if(battle_config.pp_rate != 100)
  9105. make_per = make_per * battle_config.pp_rate / 100;
  9106. break;
  9107. case SA_CREATECON: // Elemental Converter Creation
  9108. make_per = 100000; // should be 100% success rate
  9109. break;
  9110. default:
  9111. if (sd->menuskill_id == AM_PHARMACY &&
  9112. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9113. { //Assume Cooking Dish
  9114. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9115. make_per = 10000; //100% Success
  9116. else
  9117. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9118. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9119. break;
  9120. }
  9121. make_per = 5000;
  9122. break;
  9123. }
  9124. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9125. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9126. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9127. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9128. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9129. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9130. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9131. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9132. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9133. if(battle_config.wp_rate != 100)
  9134. make_per = make_per * battle_config.wp_rate / 100;
  9135. }
  9136. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9137. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9138. make_per = (make_per * 80) / 100; //Lupus
  9139. if(make_per < 1) make_per = 1;
  9140. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9141. struct item tmp_item;
  9142. memset(&tmp_item,0,sizeof(tmp_item));
  9143. tmp_item.nameid=nameid;
  9144. tmp_item.amount=1;
  9145. tmp_item.identify=1;
  9146. if(equip){
  9147. tmp_item.card[0]=CARD0_FORGE;
  9148. tmp_item.card[1]=((sc*5)<<8)+ele;
  9149. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9150. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9151. } else {
  9152. //Flag is only used on the end, so it can be used here. [Skotlex]
  9153. switch (skill_id) {
  9154. case BS_DAGGER:
  9155. case BS_SWORD:
  9156. case BS_TWOHANDSWORD:
  9157. case BS_AXE:
  9158. case BS_MACE:
  9159. case BS_KNUCKLE:
  9160. case BS_SPEAR:
  9161. flag = battle_config.produce_item_name_input&0x1;
  9162. break;
  9163. case AM_PHARMACY:
  9164. case AM_TWILIGHT1:
  9165. case AM_TWILIGHT2:
  9166. case AM_TWILIGHT3:
  9167. flag = battle_config.produce_item_name_input&0x2;
  9168. break;
  9169. case AL_HOLYWATER:
  9170. flag = battle_config.produce_item_name_input&0x8;
  9171. break;
  9172. case ASC_CDP:
  9173. flag = battle_config.produce_item_name_input&0x10;
  9174. break;
  9175. default:
  9176. flag = battle_config.produce_item_name_input&0x80;
  9177. break;
  9178. }
  9179. if (flag) {
  9180. tmp_item.card[0]=CARD0_CREATE;
  9181. tmp_item.card[1]=0;
  9182. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9183. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9184. }
  9185. }
  9186. // if(log_config.produce > 0)
  9187. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9188. //TODO update PICKLOG
  9189. if(equip){
  9190. clif_produceeffect(sd,0,nameid);
  9191. clif_misceffect(&sd->bl,3);
  9192. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9193. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9194. } else {
  9195. int fame = 0;
  9196. tmp_item.amount = 0;
  9197. for (i=0; i< qty; i++)
  9198. { //Apply quantity modifiers.
  9199. if (rand()%10000 < make_per || qty == 1)
  9200. { //Success
  9201. tmp_item.amount++;
  9202. if(nameid < 545 || nameid > 547)
  9203. continue;
  9204. if(skill_id != AM_PHARMACY &&
  9205. skill_id != AM_TWILIGHT1 &&
  9206. skill_id != AM_TWILIGHT2 &&
  9207. skill_id != AM_TWILIGHT3)
  9208. continue;
  9209. //Add fame as needed.
  9210. switch(++sd->potion_success_counter) {
  9211. case 3:
  9212. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9213. break;
  9214. case 5:
  9215. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9216. break;
  9217. case 7:
  9218. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9219. break;
  9220. case 10:
  9221. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9222. sd->potion_success_counter = 0;
  9223. break;
  9224. }
  9225. } else //Failure
  9226. sd->potion_success_counter = 0;
  9227. }
  9228. if (fame)
  9229. pc_addfame(sd,fame);
  9230. //Visual effects and the like.
  9231. switch (skill_id) {
  9232. case AM_PHARMACY:
  9233. case AM_TWILIGHT1:
  9234. case AM_TWILIGHT2:
  9235. case AM_TWILIGHT3:
  9236. case ASC_CDP:
  9237. clif_produceeffect(sd,2,nameid);
  9238. clif_misceffect(&sd->bl,5);
  9239. break;
  9240. case BS_IRON:
  9241. case BS_STEEL:
  9242. case BS_ENCHANTEDSTONE:
  9243. clif_produceeffect(sd,0,nameid);
  9244. clif_misceffect(&sd->bl,3);
  9245. break;
  9246. default: //Those that don't require a skill?
  9247. if (skill_produce_db[idx].itemlv>10 &&
  9248. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9249. clif_specialeffect(&sd->bl, 608, AREA);
  9250. break;
  9251. }
  9252. }
  9253. if (tmp_item.amount) { //Success
  9254. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9255. clif_additem(sd,0,0,flag);
  9256. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9257. }
  9258. return 1;
  9259. }
  9260. }
  9261. //Failure
  9262. // if(log_config.produce)
  9263. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9264. //TODO update PICKLOG
  9265. if(equip){
  9266. clif_produceeffect(sd,1,nameid);
  9267. clif_misceffect(&sd->bl,2);
  9268. } else {
  9269. switch (skill_id) {
  9270. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9271. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9272. case AM_PHARMACY:
  9273. case AM_TWILIGHT1:
  9274. case AM_TWILIGHT2:
  9275. case AM_TWILIGHT3:
  9276. clif_produceeffect(sd,3,nameid);
  9277. clif_misceffect(&sd->bl,6);
  9278. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9279. break;
  9280. case BS_IRON:
  9281. case BS_STEEL:
  9282. case BS_ENCHANTEDSTONE:
  9283. clif_produceeffect(sd,1,nameid);
  9284. clif_misceffect(&sd->bl,2);
  9285. break;
  9286. default:
  9287. if (skill_produce_db[idx].itemlv>10 &&
  9288. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9289. clif_specialeffect(&sd->bl, 609, AREA);
  9290. }
  9291. }
  9292. return 0;
  9293. }
  9294. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9295. {
  9296. int i,j,flag,index=-1;
  9297. struct item tmp_item;
  9298. nullpo_retr(0, sd);
  9299. if(nameid <= 0)
  9300. return 1;
  9301. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9302. if(nameid == skill_arrow_db[i].nameid) {
  9303. index = i;
  9304. break;
  9305. }
  9306. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9307. return 1;
  9308. pc_delitem(sd,j,1,0);
  9309. for(i=0;i<5;i++) {
  9310. memset(&tmp_item,0,sizeof(tmp_item));
  9311. tmp_item.identify = 1;
  9312. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9313. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9314. if(battle_config.produce_item_name_input&0x4) {
  9315. tmp_item.card[0]=CARD0_CREATE;
  9316. tmp_item.card[1]=0;
  9317. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9318. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9319. }
  9320. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9321. continue;
  9322. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9323. clif_additem(sd,0,0,flag);
  9324. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9325. }
  9326. }
  9327. return 0;
  9328. }
  9329. /*==========================================
  9330. *
  9331. *------------------------------------------*/
  9332. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9333. {
  9334. struct map_session_data *sd = map_id2sd(id);
  9335. if (data <= 0 || data >= MAX_SKILL)
  9336. return 0;
  9337. if (sd) sd->blockskill[data] = 0;
  9338. return 1;
  9339. }
  9340. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9341. {
  9342. nullpo_retr (-1, sd);
  9343. skillid = skill_get_index(skillid);
  9344. if (skillid == 0)
  9345. return -1;
  9346. if (tick < 1) {
  9347. sd->blockskill[skillid] = 0;
  9348. return -1;
  9349. }
  9350. sd->blockskill[skillid] = 1;
  9351. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9352. }
  9353. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9354. {
  9355. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9356. if (data <= 0 || data >= MAX_SKILL)
  9357. return 0;
  9358. if (hd) hd->blockskill[data] = 0;
  9359. return 1;
  9360. }
  9361. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9362. {
  9363. nullpo_retr (-1, hd);
  9364. skillid = skill_get_index(skillid);
  9365. if (skillid == 0)
  9366. return -1;
  9367. if (tick < 1) {
  9368. hd->blockskill[skillid] = 0;
  9369. return -1;
  9370. }
  9371. hd->blockskill[skillid] = 1;
  9372. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9373. }
  9374. /*
  9375. *
  9376. */
  9377. int skill_split_str (char *str, char **val, int num)
  9378. {
  9379. int i;
  9380. for( i = 0; i < num && str; i++ )
  9381. {
  9382. val[i] = str;
  9383. str = strchr(str,',');
  9384. if( str )
  9385. *str++=0;
  9386. }
  9387. return i;
  9388. }
  9389. /*
  9390. *
  9391. */
  9392. int skill_split_atoi (char *str, int *val)
  9393. {
  9394. int i, j, diff, step = 1;
  9395. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9396. if (!str) break;
  9397. val[i] = atoi(str);
  9398. str = strchr(str,':');
  9399. if (str)
  9400. *str++=0;
  9401. }
  9402. if(i==0) //No data found.
  9403. return 0;
  9404. if(i==1)
  9405. { //Single value, have the whole range have the same value.
  9406. for (; i < MAX_SKILL_LEVEL; i++)
  9407. val[i] = val[i-1];
  9408. return i;
  9409. }
  9410. //Check for linear change with increasing steps until we reach half of the data acquired.
  9411. for (step = 1; step <= i/2; step++)
  9412. {
  9413. diff = val[i-1] - val[i-step-1];
  9414. for(j = i-1; j >= step; j--)
  9415. if ((val[j]-val[j-step]) != diff)
  9416. break;
  9417. if (j>=step) //No match, try next step.
  9418. continue;
  9419. for(; i < MAX_SKILL_LEVEL; i++)
  9420. { //Apply linear increase
  9421. val[i] = val[i-step]+diff;
  9422. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9423. { val[i] = 1; diff = 0; step = 1; }
  9424. }
  9425. return i;
  9426. }
  9427. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9428. for (;i<MAX_SKILL_LEVEL; i++)
  9429. val[i] = val[i-1];
  9430. return i;
  9431. }
  9432. /*
  9433. *
  9434. */
  9435. void skill_init_unit_layout (void)
  9436. {
  9437. int i,j,size,pos = 0;
  9438. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9439. // standard square layouts go first
  9440. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9441. size = i*2+1;
  9442. skill_unit_layout[i].count = size*size;
  9443. for (j=0; j<size*size; j++) {
  9444. skill_unit_layout[i].dx[j] = (j%size-i);
  9445. skill_unit_layout[i].dy[j] = (j/size-i);
  9446. }
  9447. }
  9448. // afterwards add special ones
  9449. pos = i;
  9450. for (i=0;i<MAX_SKILL_DB;i++) {
  9451. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9452. continue;
  9453. switch (i) {
  9454. case MG_FIREWALL:
  9455. case WZ_ICEWALL:
  9456. // these will be handled later
  9457. break;
  9458. case PR_SANCTUARY:
  9459. case NPC_EVILLAND:
  9460. {
  9461. static const int dx[] = {
  9462. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9463. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9464. static const int dy[]={
  9465. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9466. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9467. skill_unit_layout[pos].count = 21;
  9468. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9469. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9470. break;
  9471. }
  9472. case PR_MAGNUS:
  9473. {
  9474. static const int dx[] = {
  9475. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9476. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9477. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9478. static const int dy[] = {
  9479. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9480. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9481. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9482. skill_unit_layout[pos].count = 33;
  9483. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9484. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9485. break;
  9486. }
  9487. case AS_VENOMDUST:
  9488. {
  9489. static const int dx[] = {-1, 0, 0, 0, 1};
  9490. static const int dy[] = { 0,-1, 0, 1, 0};
  9491. skill_unit_layout[pos].count = 5;
  9492. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9493. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9494. break;
  9495. }
  9496. case CR_GRANDCROSS:
  9497. case NPC_GRANDDARKNESS:
  9498. {
  9499. static const int dx[] = {
  9500. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9501. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9502. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9503. static const int dy[] = {
  9504. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9505. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9506. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9507. skill_unit_layout[pos].count = 29;
  9508. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9509. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9510. break;
  9511. }
  9512. case PF_FOGWALL:
  9513. {
  9514. static const int dx[] = {
  9515. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9516. static const int dy[] = {
  9517. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9518. skill_unit_layout[pos].count = 15;
  9519. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9520. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9521. break;
  9522. }
  9523. case PA_GOSPEL:
  9524. {
  9525. static const int dx[] = {
  9526. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9527. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9528. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9529. -1, 0, 1};
  9530. static const int dy[] = {
  9531. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9532. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9533. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9534. 3, 3, 3};
  9535. skill_unit_layout[pos].count = 33;
  9536. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9537. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9538. break;
  9539. }
  9540. case NJ_KAENSIN:
  9541. {
  9542. 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};
  9543. 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};
  9544. skill_unit_layout[pos].count = 24;
  9545. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9546. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9547. break;
  9548. }
  9549. case NJ_TATAMIGAESHI:
  9550. {
  9551. //Level 1 (count 4, cross of 3x3)
  9552. static const int dx1[] = {-1, 1, 0, 0};
  9553. static const int dy1[] = { 0, 0,-1, 1};
  9554. //Level 2-3 (count 8, cross of 5x5)
  9555. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9556. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9557. //Level 4-5 (count 12, cross of 7x7
  9558. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9559. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9560. //lv1
  9561. j = 0;
  9562. skill_unit_layout[pos].count = 4;
  9563. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9564. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9565. skill_db[i].unit_layout_type[j] = pos;
  9566. //lv2/3
  9567. j++;
  9568. pos++;
  9569. skill_unit_layout[pos].count = 8;
  9570. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9571. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9572. skill_db[i].unit_layout_type[j] = pos;
  9573. skill_db[i].unit_layout_type[++j] = pos;
  9574. //lv4/5
  9575. j++;
  9576. pos++;
  9577. skill_unit_layout[pos].count = 12;
  9578. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9579. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9580. skill_db[i].unit_layout_type[j] = pos;
  9581. skill_db[i].unit_layout_type[++j] = pos;
  9582. //Fill in the rest using lv 5.
  9583. for (;j<MAX_SKILL_LEVEL;j++)
  9584. skill_db[i].unit_layout_type[j] = pos;
  9585. //Skip, this way the check below will fail and continue to the next skill.
  9586. pos++;
  9587. break;
  9588. }
  9589. default:
  9590. ShowError("unknown unit layout at skill %d\n",i);
  9591. break;
  9592. }
  9593. if (!skill_unit_layout[pos].count)
  9594. continue;
  9595. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9596. skill_db[i].unit_layout_type[j] = pos;
  9597. pos++;
  9598. }
  9599. // firewall and icewall have 8 layouts (direction-dependent)
  9600. firewall_unit_pos = pos;
  9601. for (i=0;i<8;i++) {
  9602. if (i&1) {
  9603. skill_unit_layout[pos].count = 5;
  9604. if (i&0x2) {
  9605. int dx[] = {-1,-1, 0, 0, 1};
  9606. int dy[] = { 1, 0, 0,-1,-1};
  9607. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9608. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9609. } else {
  9610. int dx[] = { 1, 1 ,0, 0,-1};
  9611. int dy[] = { 1, 0, 0,-1,-1};
  9612. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9613. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9614. }
  9615. } else {
  9616. skill_unit_layout[pos].count = 3;
  9617. if (i%4==0) {
  9618. int dx[] = {-1, 0, 1};
  9619. int dy[] = { 0, 0, 0};
  9620. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9621. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9622. } else {
  9623. int dx[] = { 0, 0, 0};
  9624. int dy[] = {-1, 0, 1};
  9625. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9626. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9627. }
  9628. }
  9629. pos++;
  9630. }
  9631. icewall_unit_pos = pos;
  9632. for (i=0;i<8;i++) {
  9633. skill_unit_layout[pos].count = 5;
  9634. if (i&1) {
  9635. if (i&0x2) {
  9636. int dx[] = {-2,-1, 0, 1, 2};
  9637. int dy[] = { 2, 1, 0,-1,-2};
  9638. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9639. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9640. } else {
  9641. int dx[] = { 2, 1 ,0,-1,-2};
  9642. int dy[] = { 2, 1, 0,-1,-2};
  9643. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9644. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9645. }
  9646. } else {
  9647. if (i%4==0) {
  9648. int dx[] = {-2,-1, 0, 1, 2};
  9649. int dy[] = { 0, 0, 0, 0, 0};
  9650. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9651. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9652. } else {
  9653. int dx[] = { 0, 0, 0, 0, 0};
  9654. int dy[] = {-2,-1, 0, 1, 2};
  9655. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9656. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9657. }
  9658. }
  9659. pos++;
  9660. }
  9661. }
  9662. /*==========================================
  9663. * DB reading.
  9664. * skill_db.txt
  9665. * skill_require_db.txt
  9666. * skill_cast_db.txt
  9667. * skill_unit_db.txt
  9668. * produce_db.txt
  9669. * create_arrow_db.txt
  9670. * abra_db.txt
  9671. * skill_castnodex_db.txt
  9672. * skill_nocast_db.txt
  9673. *------------------------------------------*/
  9674. /// Opens and parses a CSV file into columns, feeding them to the specified callback function row by row.
  9675. /// Tracks the progress of the operation (file position, number of successfully processed rows).
  9676. /// Returns 'true' if it was able to process the specified file, or 'false' if it could not be read.
  9677. static bool skill_read_csvdb( const char* directory, const char* filename, int mincolumns, bool (*parseproc)(char* split[], int columns, int current) )
  9678. {
  9679. FILE* fp;
  9680. int lines = 0;
  9681. int entries = 0;
  9682. char path[1024], line[1024];
  9683. // open file
  9684. snprintf(path, sizeof(path), "%s/%s", directory, filename);
  9685. fp = fopen(path,"r");
  9686. if( fp == NULL )
  9687. {
  9688. ShowError("skill_read_db: can't read %s\n", path);
  9689. return false;
  9690. }
  9691. // process rows one by one
  9692. while( fgets(line, sizeof(line), fp) )
  9693. {
  9694. char* split[50];
  9695. int columns;
  9696. lines++;
  9697. if( line[0] == '/' && line[1] == '/' )
  9698. continue;
  9699. //TODO: strip trailing // comment
  9700. //TODO: strip trailing whitespace
  9701. if( line[0] == '\0' || line[0] == '\n' )
  9702. continue;
  9703. memset(split,0,sizeof(split));
  9704. columns = skill_split_str(line,split,ARRAYLENGTH(split));
  9705. if( columns < 2 ) // FIXME: assumes db has at least 2 mandatory columns
  9706. continue; // empty line
  9707. if( columns < mincolumns )
  9708. {
  9709. ShowError("skill_read_csvdb: Insufficient columns in line %d of \"%s\" (found %d, need at least %d).\n", lines, path, columns, mincolumns);
  9710. continue; // not enough columns
  9711. }
  9712. if( columns > ARRAYLENGTH(split) )
  9713. {
  9714. ShowError("skill_read_csvdb: Too many columns in line %d of \"%s\" (found %d, capacity %d). Increase the capacity in the source code please.\n", lines, path, columns, ARRAYLENGTH(split) );
  9715. continue; // source code problem
  9716. }
  9717. // parse this row
  9718. if( !parseproc(split, columns, entries) )
  9719. {
  9720. ShowError("skill_read_csvdb: Could not process contents of line %d of \"%s\".\n", lines, path);
  9721. continue; // invalid row contents?
  9722. }
  9723. // success!
  9724. entries++;
  9725. }
  9726. fclose(fp);
  9727. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  9728. return true;
  9729. }
  9730. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9731. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9732. int i = atoi(split[0]);
  9733. if( i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX ) {
  9734. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9735. return false;
  9736. }
  9737. if( i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX ) {
  9738. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9739. return false;
  9740. }
  9741. i = skill_get_index(i);
  9742. if( !i ) // invalid skill id
  9743. return false;
  9744. skill_split_atoi(split[1],skill_db[i].range);
  9745. skill_db[i].hit = atoi(split[2]);
  9746. skill_db[i].inf = atoi(split[3]);
  9747. skill_split_atoi(split[4],skill_db[i].element);
  9748. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9749. skill_split_atoi(split[6],skill_db[i].splash);
  9750. skill_db[i].max = atoi(split[7]);
  9751. skill_split_atoi(split[8],skill_db[i].num);
  9752. if( strcmpi(split[9],"yes") == 0 )
  9753. skill_db[i].castcancel = 1;
  9754. else
  9755. skill_db[i].castcancel = 0;
  9756. skill_db[i].cast_def_rate = atoi(split[10]);
  9757. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9758. skill_split_atoi(split[12],skill_db[i].maxcount);
  9759. if( strcmpi(split[13],"weapon") == 0 )
  9760. skill_db[i].skill_type = BF_WEAPON;
  9761. else if( strcmpi(split[13],"magic") == 0 )
  9762. skill_db[i].skill_type = BF_MAGIC;
  9763. else if( strcmpi(split[13],"misc") == 0 )
  9764. skill_db[i].skill_type = BF_MISC;
  9765. else
  9766. skill_db[i].skill_type = 0;
  9767. skill_split_atoi(split[14],skill_db[i].blewcount);
  9768. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  9769. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  9770. return true;
  9771. }
  9772. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9773. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  9774. char* p;
  9775. int j;
  9776. int i = atoi(split[0]);
  9777. i = skill_get_index(i);
  9778. if( !i ) // invalid skill id
  9779. return false;
  9780. skill_split_atoi(split[1],skill_db[i].hp);
  9781. skill_split_atoi(split[2],skill_db[i].mhp);
  9782. skill_split_atoi(split[3],skill_db[i].sp);
  9783. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9784. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9785. skill_split_atoi(split[6],skill_db[i].zeny);
  9786. //FIXME: document this
  9787. p = split[7];
  9788. for( j = 0; j < 32; j++ )
  9789. {
  9790. int l = atoi(p);
  9791. if( l == 99 ) // magic value?
  9792. {
  9793. skill_db[i].weapon = 0xffffffff;
  9794. break;
  9795. }
  9796. else
  9797. skill_db[i].weapon |= 1<<l;
  9798. p = strchr(p,':');
  9799. if(!p)
  9800. break;
  9801. p++;
  9802. }
  9803. //FIXME: document this
  9804. p = split[8];
  9805. for( j = 0; j < 32; j++ )
  9806. {
  9807. int l = atoi(p);
  9808. if( l == 99 ) // magic value?
  9809. {
  9810. skill_db[i].ammo = 0xffffffff;
  9811. break;
  9812. }
  9813. else if( l ) // 0 not allowed?
  9814. skill_db[i].ammo |= 1<<l;
  9815. p = strchr(p,':');
  9816. if( !p )
  9817. break;
  9818. p++;
  9819. }
  9820. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9821. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9822. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9823. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9824. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9825. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9826. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9827. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9828. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9829. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9830. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9831. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9832. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9833. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9834. else skill_db[i].state = ST_NONE;
  9835. skill_split_atoi(split[11],skill_db[i].spiritball);
  9836. for( j = 0; j < 10; j++ ) {
  9837. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9838. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9839. }
  9840. return true;
  9841. }
  9842. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9843. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9844. int i = atoi(split[0]);
  9845. i = skill_get_index(i);
  9846. if( !i ) // invalid skill id
  9847. return false;
  9848. skill_split_atoi(split[1],skill_db[i].cast);
  9849. skill_split_atoi(split[2],skill_db[i].delay);
  9850. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9851. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9852. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9853. return true;
  9854. }
  9855. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9856. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9857. int i = atoi(split[0]);
  9858. i = skill_get_index(i);
  9859. if( !i ) // invalid skill id
  9860. return false;
  9861. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9862. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9863. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9864. skill_split_atoi(split[4],skill_db[i].unit_range);
  9865. skill_db[i].unit_interval = atoi(split[5]);
  9866. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9867. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9868. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9869. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9870. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9871. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9872. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9873. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9874. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9875. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9876. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9877. skill_db[i].unit_target = BCT_NOENEMY;
  9878. //By default, target just characters.
  9879. skill_db[i].unit_target |= BL_CHAR;
  9880. if (skill_db[i].unit_flag&UF_NOPC)
  9881. skill_db[i].unit_target &= ~BL_PC;
  9882. if (skill_db[i].unit_flag&UF_NOMOB)
  9883. skill_db[i].unit_target &= ~BL_MOB;
  9884. if (skill_db[i].unit_flag&UF_SKILL)
  9885. skill_db[i].unit_target |= BL_SKILL;
  9886. return true;
  9887. }
  9888. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9889. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9890. int x,y;
  9891. int i = atoi(split[0]);
  9892. if( !i )
  9893. return false;
  9894. if( current == MAX_SKILL_PRODUCE_DB )
  9895. return false;
  9896. skill_produce_db[current].nameid = i;
  9897. skill_produce_db[current].itemlv = atoi(split[1]);
  9898. skill_produce_db[current].req_skill = atoi(split[2]);
  9899. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9900. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9901. {
  9902. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9903. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9904. }
  9905. if( current == MAX_SKILL_PRODUCE_DB-1 )
  9906. ShowWarning("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  9907. return true;
  9908. }
  9909. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9910. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9911. int x,y;
  9912. int i = atoi(split[0]);
  9913. if( !i )
  9914. return false;
  9915. if( current == MAX_SKILL_ARROW_DB )
  9916. return false;
  9917. skill_arrow_db[current].nameid = i;
  9918. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  9919. {
  9920. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9921. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9922. }
  9923. //TODO?: add capacity warning here
  9924. return true;
  9925. }
  9926. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9927. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9928. int i = atoi(split[0]);
  9929. if( !skill_get_index(i) || !skill_get_max(i) )
  9930. {
  9931. ShowError("abra_db: Invalid skill ID %d\n", i);
  9932. return false;
  9933. }
  9934. if ( !skill_get_inf(i) )
  9935. {
  9936. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  9937. return false;
  9938. }
  9939. if( current == MAX_SKILL_ABRA_DB )
  9940. return false;
  9941. skill_abra_db[current].skillid = i;
  9942. skill_abra_db[current].req_lv = atoi(split[2]);
  9943. skill_abra_db[current].per = atoi(split[3]);
  9944. //TODO?: add capacity warning here
  9945. return true;
  9946. }
  9947. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9948. {// Skill id,Cast,Delay (optional)
  9949. int i = atoi(split[0]);
  9950. i = skill_get_index(i);
  9951. if( !i ) // invalid skill id
  9952. return false;
  9953. skill_split_atoi(split[1],skill_db[i].castnodex);
  9954. if( split[2] ) // optional column
  9955. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9956. return true;
  9957. }
  9958. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9959. {// SkillID,Flag
  9960. int i = atoi(split[0]);
  9961. i = skill_get_index(i);
  9962. if( !i ) // invalid skill id
  9963. return false;
  9964. skill_db[i].nocast |= atoi(split[1]);
  9965. return true;
  9966. }
  9967. int skill_readdb(void)
  9968. {
  9969. // init skill db structures
  9970. memset(skill_db,0,sizeof(skill_db));
  9971. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9972. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9973. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9974. // load skill databases
  9975. skill_read_csvdb(db_path, "skill_db.txt", 17, skill_parse_row_skilldb);
  9976. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9977. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9978. skill_read_csvdb(db_path, "skill_require_db.txt", 17, skill_parse_row_requiredb);
  9979. skill_read_csvdb(db_path, "skill_cast_db.txt", 6, skill_parse_row_castdb);
  9980. skill_read_csvdb(db_path, "skill_unit_db.txt", 8, skill_parse_row_unitdb);
  9981. skill_init_unit_layout();
  9982. skill_read_csvdb(db_path, "produce_db.txt", 4, skill_parse_row_producedb);
  9983. skill_read_csvdb(db_path, "create_arrow_db.txt", 1+2, skill_parse_row_createarrowdb);
  9984. skill_read_csvdb(db_path, "abra_db.txt", 4, skill_parse_row_abradb);
  9985. skill_read_csvdb(db_path, "skill_castnodex_db.txt", 2, skill_parse_row_castnodexdb);
  9986. skill_read_csvdb(db_path, "skill_nocast_db.txt", 2, skill_parse_row_nocastdb);
  9987. return 0;
  9988. }
  9989. void skill_reload (void)
  9990. {
  9991. skill_readdb();
  9992. }
  9993. /*==========================================
  9994. *
  9995. *------------------------------------------*/
  9996. int do_init_skill (void)
  9997. {
  9998. skill_readdb();
  9999. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10000. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10001. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10002. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10003. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10004. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10005. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10006. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10007. return 0;
  10008. }
  10009. int do_final_skill(void)
  10010. {
  10011. ers_destroy(skill_unit_ers);
  10012. ers_destroy(skill_timer_ers);
  10013. return 0;
  10014. }