skill.c 425 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389939093919392939393949395939693979398939994009401940294039404940594069407940894099410941194129413941494159416941794189419942094219422942394249425942694279428942994309431943294339434943594369437943894399440944194429443944494459446944794489449945094519452945394549455945694579458945994609461946294639464946594669467946894699470947194729473947494759476947794789479948094819482948394849485948694879488948994909491949294939494949594969497949894999500950195029503950495059506950795089509951095119512951395149515951695179518951995209521952295239524952595269527952895299530953195329533953495359536953795389539954095419542954395449545954695479548954995509551955295539554955595569557955895599560956195629563956495659566956795689569957095719572957395749575957695779578957995809581958295839584958595869587958895899590959195929593959495959596959795989599960096019602960396049605960696079608960996109611961296139614961596169617961896199620962196229623962496259626962796289629963096319632963396349635963696379638963996409641964296439644964596469647964896499650965196529653965496559656965796589659966096619662966396649665966696679668966996709671967296739674967596769677967896799680968196829683968496859686968796889689969096919692969396949695969696979698969997009701970297039704970597069707970897099710971197129713971497159716971797189719972097219722972397249725972697279728972997309731973297339734973597369737973897399740974197429743974497459746974797489749975097519752975397549755975697579758975997609761976297639764976597669767976897699770977197729773977497759776977797789779978097819782978397849785978697879788978997909791979297939794979597969797979897999800980198029803980498059806980798089809981098119812981398149815981698179818981998209821982298239824982598269827982898299830983198329833983498359836983798389839984098419842984398449845984698479848984998509851985298539854985598569857985898599860986198629863986498659866986798689869987098719872987398749875987698779878987998809881988298839884988598869887988898899890989198929893989498959896989798989899990099019902990399049905990699079908990999109911991299139914991599169917991899199920992199229923992499259926992799289929993099319932993399349935993699379938993999409941994299439944994599469947994899499950995199529953995499559956995799589959996099619962996399649965996699679968996999709971997299739974997599769977997899799980998199829983998499859986998799889989999099919992999399949995999699979998999910000100011000210003100041000510006100071000810009100101001110012100131001410015100161001710018100191002010021100221002310024100251002610027100281002910030100311003210033100341003510036100371003810039100401004110042100431004410045100461004710048100491005010051100521005310054100551005610057100581005910060100611006210063100641006510066100671006810069100701007110072100731007410075100761007710078100791008010081100821008310084100851008610087100881008910090100911009210093100941009510096100971009810099101001010110102101031010410105101061010710108101091011010111101121011310114101151011610117101181011910120101211012210123101241012510126101271012810129101301013110132101331013410135101361013710138101391014010141101421014310144101451014610147101481014910150101511015210153101541015510156101571015810159101601016110162101631016410165101661016710168101691017010171101721017310174101751017610177101781017910180101811018210183101841018510186101871018810189101901019110192101931019410195101961019710198101991020010201102021020310204102051020610207102081020910210102111021210213102141021510216102171021810219102201022110222102231022410225102261022710228102291023010231102321023310234102351023610237102381023910240102411024210243102441024510246102471024810249102501025110252102531025410255102561025710258102591026010261102621026310264102651026610267102681026910270102711027210273102741027510276102771027810279102801028110282102831028410285102861028710288102891029010291102921029310294102951029610297102981029910300103011030210303103041030510306103071030810309103101031110312103131031410315103161031710318103191032010321103221032310324103251032610327103281032910330103311033210333103341033510336103371033810339103401034110342103431034410345103461034710348103491035010351103521035310354103551035610357103581035910360103611036210363103641036510366103671036810369103701037110372103731037410375103761037710378103791038010381103821038310384103851038610387103881038910390103911039210393103941039510396103971039810399104001040110402104031040410405104061040710408104091041010411104121041310414104151041610417104181041910420104211042210423104241042510426104271042810429104301043110432104331043410435104361043710438104391044010441104421044310444104451044610447104481044910450104511045210453104541045510456104571045810459104601046110462104631046410465104661046710468104691047010471104721047310474104751047610477104781047910480104811048210483104841048510486104871048810489104901049110492104931049410495104961049710498104991050010501105021050310504105051050610507105081050910510105111051210513105141051510516105171051810519105201052110522105231052410525105261052710528105291053010531105321053310534105351053610537105381053910540105411054210543105441054510546105471054810549105501055110552105531055410555105561055710558105591056010561105621056310564105651056610567105681056910570105711057210573105741057510576105771057810579105801058110582105831058410585105861058710588105891059010591105921059310594105951059610597105981059910600106011060210603106041060510606106071060810609106101061110612106131061410615106161061710618106191062010621106221062310624106251062610627106281062910630106311063210633106341063510636106371063810639106401064110642106431064410645106461064710648106491065010651106521065310654106551065610657106581065910660106611066210663106641066510666106671066810669106701067110672106731067410675106761067710678106791068010681106821068310684106851068610687106881068910690106911069210693106941069510696106971069810699107001070110702107031070410705107061070710708107091071010711107121071310714107151071610717107181071910720107211072210723107241072510726107271072810729107301073110732107331073410735107361073710738107391074010741107421074310744107451074610747107481074910750107511075210753107541075510756107571075810759107601076110762107631076410765107661076710768107691077010771107721077310774107751077610777107781077910780107811078210783107841078510786107871078810789107901079110792107931079410795107961079710798107991080010801108021080310804108051080610807108081080910810108111081210813108141081510816108171081810819108201082110822108231082410825108261082710828108291083010831108321083310834108351083610837108381083910840108411084210843108441084510846108471084810849108501085110852108531085410855108561085710858108591086010861108621086310864108651086610867108681086910870108711087210873108741087510876108771087810879108801088110882108831088410885108861088710888108891089010891108921089310894108951089610897108981089910900109011090210903109041090510906109071090810909109101091110912109131091410915109161091710918109191092010921109221092310924109251092610927109281092910930109311093210933109341093510936109371093810939109401094110942109431094410945109461094710948109491095010951109521095310954109551095610957109581095910960109611096210963109641096510966109671096810969109701097110972109731097410975109761097710978109791098010981109821098310984109851098610987109881098910990109911099210993109941099510996109971099810999110001100111002110031100411005110061100711008110091101011011110121101311014110151101611017110181101911020110211102211023110241102511026110271102811029110301103111032110331103411035110361103711038110391104011041110421104311044110451104611047110481104911050110511105211053110541105511056110571105811059110601106111062110631106411065110661106711068110691107011071110721107311074110751107611077110781107911080110811108211083110841108511086110871108811089110901109111092110931109411095110961109711098110991110011101111021110311104111051110611107111081110911110111111111211113111141111511116111171111811119111201112111122111231112411125111261112711128111291113011131111321113311134111351113611137111381113911140111411114211143111441114511146111471114811149111501115111152111531115411155111561115711158111591116011161111621116311164111651116611167111681116911170111711117211173111741117511176111771117811179111801118111182111831118411185111861118711188111891119011191111921119311194111951119611197111981119911200112011120211203112041120511206112071120811209112101121111212112131121411215112161121711218112191122011221112221122311224112251122611227112281122911230112311123211233112341123511236112371123811239112401124111242112431124411245112461124711248112491125011251112521125311254112551125611257112581125911260112611126211263112641126511266112671126811269112701127111272112731127411275112761127711278112791128011281112821128311284112851128611287112881128911290112911129211293112941129511296112971129811299113001130111302113031130411305113061130711308113091131011311113121131311314113151131611317113181131911320113211132211323113241132511326113271132811329113301133111332113331133411335113361133711338113391134011341113421134311344113451134611347113481134911350113511135211353113541135511356113571135811359113601136111362113631136411365113661136711368113691137011371113721137311374113751137611377113781137911380113811138211383113841138511386113871138811389113901139111392113931139411395113961139711398113991140011401114021140311404114051140611407114081140911410114111141211413114141141511416114171141811419114201142111422114231142411425114261142711428114291143011431114321143311434114351143611437114381143911440114411144211443114441144511446114471144811449114501145111452114531145411455114561145711458114591146011461114621146311464114651146611467114681146911470114711147211473114741147511476114771147811479114801148111482114831148411485114861148711488114891149011491114921149311494114951149611497114981149911500115011150211503115041150511506115071150811509115101151111512115131151411515115161151711518115191152011521115221152311524115251152611527115281152911530115311153211533115341153511536115371153811539115401154111542115431154411545115461154711548115491155011551115521155311554115551155611557115581155911560115611156211563115641156511566115671156811569115701157111572115731157411575115761157711578115791158011581115821158311584115851158611587115881158911590115911159211593115941159511596115971159811599116001160111602116031160411605116061160711608116091161011611116121161311614116151161611617116181161911620116211162211623116241162511626116271162811629116301163111632116331163411635116361163711638116391164011641116421164311644116451164611647116481164911650116511165211653116541165511656116571165811659116601166111662116631166411665116661166711668116691167011671116721167311674116751167611677116781167911680116811168211683116841168511686116871168811689116901169111692116931169411695116961169711698116991170011701117021170311704117051170611707117081170911710117111171211713117141171511716117171171811719117201172111722117231172411725117261172711728117291173011731117321173311734117351173611737117381173911740117411174211743117441174511746117471174811749117501175111752117531175411755117561175711758117591176011761117621176311764117651176611767117681176911770117711177211773117741177511776117771177811779117801178111782117831178411785117861178711788117891179011791117921179311794117951179611797117981179911800118011180211803118041180511806118071180811809118101181111812118131181411815118161181711818118191182011821118221182311824118251182611827118281182911830118311183211833118341183511836118371183811839118401184111842118431184411845118461184711848118491185011851118521185311854118551185611857118581185911860118611186211863118641186511866118671186811869118701187111872118731187411875118761187711878118791188011881118821188311884118851188611887118881188911890118911189211893118941189511896118971189811899119001190111902119031190411905119061190711908119091191011911119121191311914119151191611917119181191911920119211192211923119241192511926119271192811929119301193111932119331193411935119361193711938119391194011941119421194311944119451194611947119481194911950119511195211953119541195511956119571195811959119601196111962119631196411965119661196711968119691197011971119721197311974119751197611977119781197911980119811198211983119841198511986119871198811989119901199111992119931199411995119961199711998119991200012001120021200312004120051200612007120081200912010120111201212013120141201512016120171201812019120201202112022120231202412025120261202712028120291203012031120321203312034120351203612037120381203912040120411204212043120441204512046120471204812049120501205112052120531205412055120561205712058120591206012061120621206312064120651206612067120681206912070120711207212073120741207512076120771207812079120801208112082120831208412085120861208712088120891209012091120921209312094120951209612097120981209912100121011210212103121041210512106121071210812109121101211112112121131211412115121161211712118121191212012121121221212312124121251212612127121281212912130121311213212133121341213512136121371213812139121401214112142121431214412145121461214712148121491215012151121521215312154121551215612157121581215912160121611216212163121641216512166121671216812169121701217112172121731217412175121761217712178121791218012181121821218312184121851218612187121881218912190121911219212193121941219512196121971219812199122001220112202122031220412205122061220712208122091221012211122121221312214122151221612217122181221912220122211222212223122241222512226122271222812229122301223112232122331223412235122361223712238122391224012241122421224312244122451224612247122481224912250122511225212253122541225512256122571225812259122601226112262122631226412265122661226712268122691227012271122721227312274122751227612277122781227912280122811228212283122841228512286122871228812289122901229112292122931229412295122961229712298122991230012301123021230312304123051230612307123081230912310123111231212313123141231512316123171231812319123201232112322123231232412325123261232712328123291233012331123321233312334123351233612337123381233912340123411234212343123441234512346123471234812349123501235112352123531235412355123561235712358123591236012361123621236312364123651236612367123681236912370123711237212373123741237512376123771237812379123801238112382123831238412385123861238712388123891239012391123921239312394123951239612397123981239912400124011240212403124041240512406124071240812409124101241112412124131241412415124161241712418124191242012421124221242312424124251242612427124281242912430124311243212433124341243512436124371243812439124401244112442124431244412445124461244712448124491245012451124521245312454124551245612457124581245912460124611246212463124641246512466124671246812469124701247112472124731247412475124761247712478124791248012481124821248312484124851248612487124881248912490124911249212493124941249512496124971249812499125001250112502125031250412505125061250712508125091251012511125121251312514125151251612517125181251912520125211252212523125241252512526125271252812529125301253112532125331253412535125361253712538125391254012541125421254312544125451254612547125481254912550125511255212553125541255512556125571255812559125601256112562125631256412565125661256712568125691257012571125721257312574125751257612577125781257912580125811258212583125841258512586125871258812589125901259112592125931259412595125961259712598125991260012601126021260312604126051260612607126081260912610126111261212613126141261512616126171261812619126201262112622126231262412625126261262712628126291263012631126321263312634126351263612637126381263912640126411264212643126441264512646126471264812649126501265112652126531265412655126561265712658126591266012661126621266312664126651266612667126681266912670126711267212673126741267512676126771267812679126801268112682126831268412685126861268712688126891269012691126921269312694126951269612697126981269912700127011270212703127041270512706127071270812709127101271112712127131271412715127161271712718127191272012721127221272312724127251272612727127281272912730127311273212733127341273512736127371273812739127401274112742127431274412745127461274712748127491275012751127521275312754127551275612757127581275912760127611276212763127641276512766127671276812769127701277112772127731277412775127761277712778127791278012781127821278312784127851278612787127881278912790127911279212793127941279512796127971279812799128001280112802128031280412805128061280712808128091281012811128121281312814128151281612817128181281912820128211282212823128241282512826128271282812829128301283112832128331283412835128361283712838128391284012841128421284312844128451284612847128481284912850128511285212853128541285512856128571285812859128601286112862128631286412865128661286712868128691287012871128721287312874128751287612877128781287912880128811288212883128841288512886128871288812889128901289112892128931289412895128961289712898128991290012901129021290312904129051290612907129081290912910129111291212913129141291512916129171291812919129201292112922129231292412925129261292712928129291293012931129321293312934129351293612937129381293912940129411294212943129441294512946129471294812949129501295112952129531295412955129561295712958129591296012961129621296312964129651296612967129681296912970129711297212973129741297512976129771297812979129801298112982129831298412985129861298712988129891299012991129921299312994129951299612997129981299913000130011300213003130041300513006130071300813009130101301113012130131301413015130161301713018130191302013021130221302313024130251302613027130281302913030130311303213033130341303513036130371303813039130401304113042130431304413045130461304713048130491305013051130521305313054130551305613057130581305913060130611306213063130641306513066130671306813069130701307113072130731307413075130761307713078130791308013081130821308313084130851308613087130881308913090130911309213093130941309513096130971309813099131001310113102131031310413105131061310713108131091311013111131121311313114131151311613117131181311913120131211312213123131241312513126131271312813129131301313113132131331313413135131361313713138131391314013141131421314313144131451314613147131481314913150131511315213153131541315513156131571315813159131601316113162131631316413165131661316713168131691317013171131721317313174131751317613177131781317913180131811318213183131841318513186131871318813189131901319113192131931319413195131961319713198131991320013201132021320313204132051320613207132081320913210132111321213213132141321513216132171321813219132201322113222132231322413225132261322713228132291323013231132321323313234132351323613237132381323913240132411324213243132441324513246132471324813249132501325113252132531325413255132561325713258132591326013261132621326313264132651326613267132681326913270132711327213273132741327513276132771327813279132801328113282132831328413285132861328713288132891329013291132921329313294132951329613297132981329913300133011330213303133041330513306133071330813309133101331113312133131331413315133161331713318133191332013321133221332313324133251332613327133281332913330133311333213333133341333513336133371333813339133401334113342133431334413345133461334713348133491335013351133521335313354133551335613357133581335913360133611336213363133641336513366133671336813369133701337113372133731337413375133761337713378133791338013381133821338313384133851338613387133881338913390133911339213393133941339513396133971339813399134001340113402134031340413405134061340713408134091341013411134121341313414134151341613417134181341913420134211342213423134241342513426134271342813429134301343113432134331343413435134361343713438134391344013441134421344313444134451344613447134481344913450134511345213453134541345513456134571345813459134601346113462134631346413465134661346713468134691347013471134721347313474134751347613477134781347913480134811348213483134841348513486134871348813489134901349113492134931349413495134961349713498134991350013501135021350313504135051350613507135081350913510135111351213513135141351513516135171351813519135201352113522135231352413525135261352713528135291353013531135321353313534135351353613537135381353913540135411354213543135441354513546135471354813549135501355113552135531355413555135561355713558135591356013561135621356313564135651356613567135681356913570135711357213573135741357513576135771357813579135801358113582135831358413585135861358713588135891359013591135921359313594135951359613597135981359913600136011360213603136041360513606136071360813609136101361113612136131361413615136161361713618136191362013621136221362313624136251362613627136281362913630136311363213633136341363513636136371363813639136401364113642136431364413645136461364713648136491365013651136521365313654136551365613657136581365913660136611366213663136641366513666136671366813669136701367113672136731367413675136761367713678136791368013681136821368313684136851368613687136881368913690136911369213693136941369513696136971369813699137001370113702137031370413705137061370713708137091371013711137121371313714137151371613717137181371913720137211372213723137241372513726137271372813729137301373113732137331373413735137361373713738137391374013741137421374313744137451374613747137481374913750137511375213753137541375513756137571375813759137601376113762137631376413765137661376713768137691377013771137721377313774137751377613777137781377913780137811378213783137841378513786137871378813789137901379113792137931379413795137961379713798137991380013801138021380313804138051380613807138081380913810138111381213813138141381513816138171381813819138201382113822138231382413825138261382713828138291383013831138321383313834138351383613837138381383913840138411384213843138441384513846138471384813849138501385113852138531385413855138561385713858138591386013861138621386313864138651386613867138681386913870138711387213873138741387513876138771387813879138801388113882138831388413885138861388713888138891389013891138921389313894138951389613897138981389913900139011390213903139041390513906139071390813909139101391113912139131391413915139161391713918139191392013921139221392313924139251392613927139281392913930139311393213933139341393513936139371393813939139401394113942139431394413945139461394713948139491395013951139521395313954139551395613957139581395913960139611396213963139641396513966139671396813969139701397113972139731397413975139761397713978139791398013981139821398313984139851398613987139881398913990139911399213993139941399513996139971399813999140001400114002140031400414005140061400714008140091401014011140121401314014140151401614017140181401914020140211402214023140241402514026140271402814029140301403114032140331403414035140361403714038140391404014041140421404314044140451404614047140481404914050140511405214053140541405514056140571405814059140601406114062140631406414065140661406714068140691407014071140721407314074140751407614077140781407914080140811408214083140841408514086140871408814089140901409114092140931409414095140961409714098140991410014101141021410314104141051410614107141081410914110141111411214113141141411514116141171411814119141201412114122141231412414125141261412714128141291413014131141321413314134141351413614137141381413914140141411414214143141441414514146141471414814149141501415114152141531415414155141561415714158141591416014161141621416314164141651416614167141681416914170141711417214173141741417514176141771417814179141801418114182141831418414185141861418714188141891419014191141921419314194141951419614197141981419914200142011420214203142041420514206142071420814209142101421114212142131421414215142161421714218142191422014221142221422314224142251422614227142281422914230142311423214233142341423514236142371423814239142401424114242142431424414245142461424714248142491425014251142521425314254142551425614257142581425914260142611426214263142641426514266142671426814269142701427114272142731427414275142761427714278142791428014281142821428314284142851428614287142881428914290142911429214293142941429514296142971429814299143001430114302143031430414305143061430714308143091431014311143121431314314143151431614317
  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 "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. /**
  50. * Skill Cool Down Delay Saving
  51. **/
  52. DBMap* skillcd_db = NULL;
  53. struct skill_cd {
  54. int duration[MAX_SKILL_TREE];//milliseconds
  55. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  56. short nameid[MAX_SKILL_TREE];//skill id
  57. unsigned char cursor;
  58. };
  59. struct s_skill_db skill_db[MAX_SKILL_DB];
  60. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  61. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  62. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  63. //Warlock
  64. struct s_skill_spellbook_db {
  65. int nameid;
  66. int skillid;
  67. int points;
  68. };
  69. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  70. //Guillotine Cross
  71. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  72. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  73. int firewall_unit_pos;
  74. int icewall_unit_pos;
  75. int earthstrain_unit_pos;
  76. //early declaration
  77. int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
  78. //Since only mob-casted splash skills can hit ice-walls
  79. static inline int splash_target(struct block_list* bl)
  80. {
  81. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  82. }
  83. /// Returns the id of the skill, or 0 if not found.
  84. int skill_name2id(const char* name)
  85. {
  86. if( name == NULL )
  87. return 0;
  88. return (int)strdb_get(skilldb_name2id, name);
  89. }
  90. /// Maps skill ids to skill db offsets.
  91. /// Returns the skill's array index, or 0 (Unknown Skill).
  92. int skill_get_index( int id )
  93. {
  94. // avoid ranges reserved for mapping guild/homun/mercenary skills
  95. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  96. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  97. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  98. return 0;
  99. // map skill id to skill db index
  100. if( id >= GD_SKILLBASE )
  101. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  102. else
  103. if( id >= MC_SKILLBASE )
  104. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  105. else
  106. if( id >= HM_SKILLBASE )
  107. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  108. else
  109. ; // identity
  110. // validate result
  111. if( id <= 0 || id >= MAX_SKILL_DB )
  112. return 0;
  113. return id;
  114. }
  115. const char* skill_get_name( int id )
  116. {
  117. return skill_db[skill_get_index(id)].name;
  118. }
  119. const char* skill_get_desc( int id )
  120. {
  121. return skill_db[skill_get_index(id)].desc;
  122. }
  123. // out of bounds error checking [celest]
  124. static void skill_chk(int* id, int lv)
  125. {
  126. *id = skill_get_index(*id); // checks/adjusts id
  127. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  128. }
  129. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  130. // Skill DB
  131. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  132. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  133. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  134. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  135. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  136. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  137. 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); }
  138. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  139. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  140. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  141. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  142. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  143. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  144. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  145. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  146. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  147. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  148. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  149. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  150. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  151. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  152. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  153. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  154. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  155. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  156. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  157. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  158. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  159. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  160. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  161. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  162. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  163. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  164. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  165. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  166. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  167. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  168. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  169. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  170. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  171. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  172. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  173. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  174. int skill_tree_get_max(int id, int b_class)
  175. {
  176. int i;
  177. b_class = pc_class2idx(b_class);
  178. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  179. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  180. return skill_tree[b_class][i].max;
  181. else
  182. return skill_get_max(id);
  183. }
  184. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  185. int skill_attack_area(struct block_list *bl,va_list ap);
  186. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  187. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  188. int skill_greed(struct block_list *bl, va_list ap);
  189. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  190. static int skill_trap_splash(struct block_list *bl, va_list ap);
  191. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  192. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  193. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  194. static int skill_unit_effect(struct block_list *bl,va_list ap);
  195. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  196. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  197. int skill_get_casttype (int id)
  198. {
  199. int inf = skill_get_inf(id);
  200. if (inf&(INF_GROUND_SKILL))
  201. return CAST_GROUND;
  202. if (inf&INF_SUPPORT_SKILL)
  203. return CAST_NODAMAGE;
  204. if (inf&INF_SELF_SKILL) {
  205. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  206. return CAST_DAMAGE; //Combo skill.
  207. return CAST_NODAMAGE;
  208. }
  209. if (skill_get_nk(id)&NK_NO_DAMAGE)
  210. return CAST_NODAMAGE;
  211. return CAST_DAMAGE;
  212. };
  213. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  214. int skill_get_range2 (struct block_list *bl, int id, int lv)
  215. {
  216. int range;
  217. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  218. return 9; //Mobs have a range of 9 regardless of skill used.
  219. range = skill_get_range(id, lv);
  220. if( range < 0 )
  221. {
  222. if( battle_config.use_weapon_skill_range&bl->type )
  223. return status_get_range(bl);
  224. range *=-1;
  225. }
  226. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  227. switch( id )
  228. {
  229. case AC_SHOWER: case MA_SHOWER:
  230. case AC_DOUBLE: case MA_DOUBLE:
  231. case HT_BLITZBEAT:
  232. case AC_CHARGEARROW:
  233. case MA_CHARGEARROW:
  234. case SN_FALCONASSAULT:
  235. case HT_POWER:
  236. /**
  237. * Ranger
  238. **/
  239. case RA_ARROWSTORM:
  240. case RA_AIMEDBOLT:
  241. case RA_WUGBITE:
  242. if( bl->type == BL_PC )
  243. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  244. else
  245. range += 10; //Assume level 10?
  246. break;
  247. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  248. case GS_RAPIDSHOWER:
  249. case GS_PIERCINGSHOT:
  250. case GS_FULLBUSTER:
  251. case GS_SPREADATTACK:
  252. case GS_GROUNDDRIFT:
  253. if (bl->type == BL_PC)
  254. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  255. else
  256. range += 10; //Assume level 10?
  257. break;
  258. case NJ_KIRIKAGE:
  259. if (bl->type == BL_PC)
  260. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  261. break;
  262. /**
  263. * Warlock
  264. **/
  265. case WL_WHITEIMPRISON:
  266. case WL_SOULEXPANSION:
  267. case WL_FROSTMISTY:
  268. case WL_MARSHOFABYSS:
  269. case WL_SIENNAEXECRATE:
  270. case WL_DRAINLIFE:
  271. case WL_CRIMSONROCK:
  272. case WL_HELLINFERNO:
  273. case WL_COMET:
  274. case WL_CHAINLIGHTNING:
  275. case WL_TETRAVORTEX:
  276. case WL_RELEASE:
  277. if( bl->type == BL_PC )
  278. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  279. break;
  280. /**
  281. * Ranger Bonus
  282. **/
  283. case HT_LANDMINE:
  284. case HT_FREEZINGTRAP:
  285. case HT_BLASTMINE:
  286. case HT_CLAYMORETRAP:
  287. case RA_CLUSTERBOMB:
  288. case RA_FIRINGTRAP:
  289. case RA_ICEBOUNDTRAP:
  290. if( bl->type == BL_PC )
  291. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  292. }
  293. if( !range && bl->type != BL_PC )
  294. return 9; // Enable non players to use self skills on others. [Skotlex]
  295. return range;
  296. }
  297. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  298. {
  299. int skill, hp;
  300. struct map_session_data *sd = BL_CAST(BL_PC, src);
  301. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  302. struct status_change* sc;
  303. switch( skill_id )
  304. {
  305. case BA_APPLEIDUN:
  306. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  307. if( sd )
  308. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  309. break;
  310. case PR_SANCTUARY:
  311. hp = (skill_lv>6)?777:skill_lv*100;
  312. break;
  313. case NPC_EVILLAND:
  314. hp = (skill_lv>6)?666:skill_lv*100;
  315. break;
  316. default:
  317. if (skill_lv >= battle_config.max_heal_lv)
  318. return battle_config.max_heal;
  319. #if REMODE
  320. /**
  321. * Renewal Heal Formula (from Doddler)
  322. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  323. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  324. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  325. **/
  326. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rand()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  327. #else
  328. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  329. #endif
  330. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  331. hp += hp * skill * 2 / 100;
  332. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  333. hp += hp * skill * 2 / 100;
  334. break;
  335. }
  336. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  337. hp >>= 1;
  338. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  339. hp += hp*skill/100;
  340. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  341. hp += hp*skill/100;
  342. sc = status_get_sc(target);
  343. if( sc && sc->count )
  344. {
  345. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  346. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  347. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  348. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  349. }
  350. return hp;
  351. }
  352. // Making plagiarize check its own function [Aru]
  353. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  354. {
  355. // Never copy NPC/Wedding Skills
  356. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  357. return 0;
  358. // High-class skills
  359. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  360. {
  361. if(battle_config.copyskill_restrict == 2)
  362. return 0;
  363. else if(battle_config.copyskill_restrict)
  364. return (sd->status.class_ == JOB_STALKER);
  365. }
  366. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  367. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  368. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  369. skillid == MER_INCAGI || skillid == MER_BLESSING))
  370. return 0;
  371. return 1;
  372. }
  373. // [MouseJstr] - skill ok to cast? and when?
  374. int skillnotok (int skillid, struct map_session_data *sd)
  375. {
  376. int i,m;
  377. nullpo_retr (1, sd);
  378. m = sd->bl.m;
  379. i = skill_get_index(skillid);
  380. if (i == 0)
  381. return 1; // invalid skill id
  382. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  383. return 0; // GMs can do any damn thing they want
  384. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  385. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  386. // Epoque:
  387. // This code will compare the player's attack motion value which is influenced by ASPD before
  388. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  389. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  390. if( sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  391. {// attempted to cast a skill before the attack motion has finished
  392. return 1;
  393. }
  394. if (sd->blockskill[i] > 0)
  395. return 1;
  396. // Check skill restrictions [Celest]
  397. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  398. return 1;
  399. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  400. return 1;
  401. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  402. return 1;
  403. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  404. return 1;
  405. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  406. return 1;
  407. if( sd->sc.option&OPTION_MOUNTING )
  408. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  409. switch (skillid) {
  410. case AL_WARP:
  411. if(map[m].flag.nowarp) {
  412. clif_skill_teleportmessage(sd,0);
  413. return 1;
  414. }
  415. return 0;
  416. case AL_TELEPORT:
  417. if(map[m].flag.noteleport) {
  418. clif_skill_teleportmessage(sd,0);
  419. return 1;
  420. }
  421. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  422. case WE_CALLPARTNER:
  423. case WE_CALLPARENT:
  424. case WE_CALLBABY:
  425. if (map[m].flag.nomemo) {
  426. clif_skill_teleportmessage(sd,1);
  427. return 1;
  428. }
  429. break;
  430. case MC_VENDING:
  431. case MC_IDENTIFY:
  432. case ALL_BUYING_STORE:
  433. return 0; // always allowed
  434. case WZ_ICEWALL:
  435. // noicewall flag [Valaris]
  436. if (map[m].flag.noicewall) {
  437. clif_skill_fail(sd,skillid,0,0);
  438. return 1;
  439. }
  440. break;
  441. case GC_DARKILLUSION:
  442. if( map_flag_gvg(m) ) {
  443. clif_skill_fail(sd,skillid,0,0);
  444. return 1;
  445. }
  446. break;
  447. case GD_EMERGENCYCALL:
  448. if (
  449. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  450. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  451. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  452. ) {
  453. clif_skill_fail(sd,skillid,0,0);
  454. return 1;
  455. }
  456. break;
  457. case BS_GREED:
  458. case WS_CARTBOOST:
  459. case BS_HAMMERFALL:
  460. case BS_ADRENALINE:
  461. case MC_CARTREVOLUTION:
  462. case MC_MAMMONITE:
  463. case WS_MELTDOWN:
  464. case MG_SIGHT:
  465. case TF_HIDING:
  466. /**
  467. * These skills cannot be used while in mado gear (credits to Xantara)
  468. **/
  469. if(sd->sc.option&OPTION_MADOGEAR) {
  470. clif_skill_fail(sd,skillid,0,0);
  471. return 1;
  472. }
  473. break;
  474. }
  475. return (map[m].flag.noskill);
  476. }
  477. int skillnotok_hom(int skillid, struct homun_data *hd)
  478. {
  479. int i = skill_get_index(skillid);
  480. nullpo_retr(1,hd);
  481. if (i == 0)
  482. return 1; // invalid skill id
  483. if (hd->blockskill[i] > 0)
  484. return 1;
  485. //Use master's criteria.
  486. return skillnotok(skillid, hd->master);
  487. }
  488. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  489. {
  490. int i = skill_get_index(skillid);
  491. nullpo_retr(1,md);
  492. if( i == 0 )
  493. return 1; // Invalid Skill ID
  494. if( md->blockskill[i] > 0 )
  495. return 1;
  496. return skillnotok(skillid, md->master);
  497. }
  498. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  499. {
  500. int pos = skill_get_unit_layout_type(skillid,skilllv);
  501. int dir;
  502. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  503. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  504. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  505. }
  506. if (pos != -1) // simple single-definition layout
  507. return &skill_unit_layout[pos];
  508. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  509. if (skillid == MG_FIREWALL)
  510. return &skill_unit_layout [firewall_unit_pos + dir];
  511. else if (skillid == WZ_ICEWALL)
  512. return &skill_unit_layout [icewall_unit_pos + dir];
  513. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  514. return &skill_unit_layout [earthstrain_unit_pos + dir];
  515. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  516. return &skill_unit_layout[0]; // default 1x1 layout
  517. }
  518. /*==========================================
  519. *
  520. *------------------------------------------*/
  521. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  522. {
  523. struct map_session_data *sd, *dstsd;
  524. struct mob_data *md, *dstmd;
  525. struct status_data *sstatus, *tstatus;
  526. struct status_change *sc, *tsc;
  527. enum sc_type status;
  528. int skill;
  529. int rate;
  530. nullpo_ret(src);
  531. nullpo_ret(bl);
  532. if(skillid < 0) return 0;
  533. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  534. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  535. return 0;
  536. sd = BL_CAST(BL_PC, src);
  537. md = BL_CAST(BL_MOB, src);
  538. dstsd = BL_CAST(BL_PC, bl);
  539. dstmd = BL_CAST(BL_MOB, bl);
  540. sc = status_get_sc(src);
  541. tsc = status_get_sc(bl);
  542. sstatus = status_get_status_data(src);
  543. tstatus = status_get_status_data(bl);
  544. if (!tsc) //skill additional effect is about adding effects to the target...
  545. //So if the target can't be inflicted with statuses, this is pointless.
  546. return 0;
  547. if( sd )
  548. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  549. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  550. { // Trigger status effects
  551. enum sc_type type;
  552. int i;
  553. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  554. {
  555. rate = sd->addeff[i].rate;
  556. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  557. rate += sd->addeff[i].arrow_rate;
  558. if( !rate ) continue;
  559. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  560. { // Trigger has attack type consideration.
  561. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  562. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  563. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  564. else
  565. continue;
  566. }
  567. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  568. { // Trigger has range consideration.
  569. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  570. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  571. continue; //Range Failed.
  572. }
  573. type = sd->addeff[i].id;
  574. skill = skill_get_time2(status_sc2skill(type),7);
  575. if (sd->addeff[i].flag&ATF_TARGET)
  576. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  577. if (sd->addeff[i].flag&ATF_SELF)
  578. status_change_start(src,type,rate,7,0,0,0,skill,0);
  579. }
  580. }
  581. if( skillid )
  582. { // Trigger status effects on skills
  583. enum sc_type type;
  584. int i;
  585. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  586. {
  587. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  588. continue;
  589. type = sd->addeff3[i].id;
  590. skill = skill_get_time2(status_sc2skill(type),7);
  591. if( sd->addeff3[i].target&ATF_TARGET )
  592. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  593. if( sd->addeff3[i].target&ATF_SELF )
  594. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  595. }
  596. }
  597. }
  598. if( dmg_lv < ATK_DEF ) // no damage, return;
  599. return 0;
  600. switch(skillid)
  601. {
  602. case 0: // Normal attacks (no skill used)
  603. {
  604. if( attack_type&BF_SKILL )
  605. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  606. if(sd) {
  607. // Automatic trigger of Blitz Beat
  608. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  609. rand()%1000 <= sstatus->luk*10/3+1 ) {
  610. rate=(sd->status.job_level+9)/10;
  611. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  612. }
  613. // Automatic trigger of Warg Strike [Jobbie]
  614. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rand()%1000 <= sstatus->luk*10/3+1 )
  615. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  616. // Gank
  617. if(dstmd && sd->status.weapon != W_BOW &&
  618. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  619. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  620. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  621. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  622. else
  623. clif_skill_fail(sd,RG_SNATCHER,0,0);
  624. }
  625. // Chance to trigger Taekwon kicks [Dralnu]
  626. if(sc && !sc->data[SC_COMBO]) {
  627. if(sc->data[SC_READYSTORM] &&
  628. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  629. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  630. ; //Stance triggered
  631. else if(sc->data[SC_READYDOWN] &&
  632. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  633. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  634. ; //Stance triggered
  635. else if(sc->data[SC_READYTURN] &&
  636. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  637. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  638. ; //Stance triggered
  639. else if(sc->data[SC_READYCOUNTER])
  640. { //additional chance from SG_FRIEND [Komurka]
  641. rate = 20;
  642. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  643. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  644. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  645. }
  646. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  647. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  648. }
  649. }
  650. }
  651. if (sc) {
  652. struct status_change_entry *sce;
  653. // Enchant Poison gives a chance to poison attacked enemies
  654. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  655. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  656. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  657. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  658. if((sce=sc->data[SC_EDP]))
  659. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  660. skill_get_time2(ASC_EDP,sce->val1));
  661. }
  662. }
  663. break;
  664. case SM_BASH:
  665. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  666. //TODO: How much % per base level it actually is?
  667. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  668. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  669. }
  670. break;
  671. case MER_CRASH:
  672. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  673. break;
  674. case AS_VENOMKNIFE:
  675. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  676. skilllv = pc_checkskill(sd, TF_POISON);
  677. case TF_POISON:
  678. case AS_SPLASHER:
  679. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  680. && sd && skillid==TF_POISON
  681. )
  682. clif_skill_fail(sd,skillid,0,0);
  683. break;
  684. case AS_SONICBLOW:
  685. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  686. break;
  687. case WZ_FIREPILLAR:
  688. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  689. break;
  690. case MG_FROSTDIVER:
  691. case WZ_FROSTNOVA:
  692. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  693. break;
  694. case WZ_STORMGUST:
  695. //Tharis pointed out that this is normal freeze chance with a base of 300%
  696. if(tsc->sg_counter >= 3 &&
  697. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  698. tsc->sg_counter = 0;
  699. break;
  700. case WZ_METEOR:
  701. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  702. break;
  703. case WZ_VERMILION:
  704. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  705. break;
  706. case HT_FREEZINGTRAP:
  707. case MA_FREEZINGTRAP:
  708. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  709. break;
  710. case HT_FLASHER:
  711. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  712. break;
  713. case HT_LANDMINE:
  714. case MA_LANDMINE:
  715. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  716. break;
  717. case HT_SHOCKWAVE:
  718. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  719. break;
  720. case HT_SANDMAN:
  721. case MA_SANDMAN:
  722. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  723. break;
  724. case TF_SPRINKLESAND:
  725. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  726. break;
  727. case TF_THROWSTONE:
  728. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  729. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  730. break;
  731. case NPC_DARKCROSS:
  732. case CR_HOLYCROSS:
  733. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  734. break;
  735. case CR_GRANDCROSS:
  736. case NPC_GRANDDARKNESS:
  737. //Chance to cause blind status vs demon and undead element, but not against players
  738. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  739. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  740. attack_type |= BF_WEAPON;
  741. break;
  742. case AM_ACIDTERROR:
  743. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  744. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  745. clif_emotion(bl,E_OMG);
  746. break;
  747. case AM_DEMONSTRATION:
  748. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  749. break;
  750. case CR_SHIELDCHARGE:
  751. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  752. break;
  753. case PA_PRESSURE:
  754. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  755. break;
  756. case RG_RAID:
  757. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  758. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  759. break;
  760. case BA_FROSTJOKER:
  761. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  762. break;
  763. case DC_SCREAM:
  764. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  765. break;
  766. case BD_LULLABY:
  767. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  768. break;
  769. case DC_UGLYDANCE:
  770. rate = 5+5*skilllv;
  771. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  772. rate += 5+skill;
  773. status_zap(bl, 0, rate);
  774. break;
  775. case SL_STUN:
  776. if (tstatus->size==1) //Only stuns mid-sized mobs.
  777. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  778. break;
  779. case NPC_PETRIFYATTACK:
  780. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  781. skilllv,0,0,skill_get_time(skillid,skilllv),
  782. skill_get_time2(skillid,skilllv));
  783. break;
  784. case NPC_CURSEATTACK:
  785. case NPC_SLEEPATTACK:
  786. case NPC_BLINDATTACK:
  787. case NPC_POISON:
  788. case NPC_SILENCEATTACK:
  789. case NPC_STUNATTACK:
  790. case NPC_HELLPOWER:
  791. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  792. break;
  793. case NPC_ACIDBREATH:
  794. case NPC_ICEBREATH:
  795. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  796. break;
  797. case NPC_BLEEDING:
  798. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  799. break;
  800. case NPC_MENTALBREAKER:
  801. { //Based on observations by Tharis, Mental Breaker should do SP damage
  802. //equal to Matk*skLevel.
  803. rate = sstatus->matk_min;
  804. if (rate < sstatus->matk_max)
  805. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  806. rate*=skilllv;
  807. status_zap(bl, 0, rate);
  808. break;
  809. }
  810. // Equipment breaking monster skills [Celest]
  811. case NPC_WEAPONBRAKER:
  812. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  813. break;
  814. case NPC_ARMORBRAKE:
  815. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  816. break;
  817. case NPC_HELMBRAKE:
  818. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  819. break;
  820. case NPC_SHIELDBRAKE:
  821. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  822. break;
  823. case CH_TIGERFIST:
  824. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  825. break;
  826. case LK_SPIRALPIERCE:
  827. case ML_SPIRALPIERCE:
  828. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  829. break;
  830. case ST_REJECTSWORD:
  831. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  832. break;
  833. case PF_FOGWALL:
  834. if (src != bl && !tsc->data[SC_DELUGE])
  835. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  836. break;
  837. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  838. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  839. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  840. break;
  841. case LK_JOINTBEAT:
  842. status = status_skill2sc(skillid);
  843. if (tsc->jb_flag) {
  844. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  845. tsc->jb_flag = 0;
  846. }
  847. break;
  848. case ASC_METEORASSAULT:
  849. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  850. switch(rand()%3) {
  851. case 0:
  852. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  853. break;
  854. case 1:
  855. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  856. break;
  857. default:
  858. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  859. }
  860. break;
  861. case HW_NAPALMVULCAN:
  862. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  863. break;
  864. case WS_CARTTERMINATION: // Cart termination
  865. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  866. break;
  867. case CR_ACIDDEMONSTRATION:
  868. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  869. break;
  870. case TK_DOWNKICK:
  871. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  872. break;
  873. case TK_JUMPKICK:
  874. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  875. {// debuff the following statuses
  876. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  877. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  878. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  879. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  880. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  881. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  882. }
  883. break;
  884. case TK_TURNKICK:
  885. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  886. if(attack_type&BF_MISC) //70% base stun chance...
  887. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  888. break;
  889. case GS_BULLSEYE: //0.1% coma rate.
  890. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  891. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  892. break;
  893. case GS_PIERCINGSHOT:
  894. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  895. break;
  896. case NJ_HYOUSYOURAKU:
  897. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  898. break;
  899. case GS_FLING:
  900. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  901. break;
  902. case GS_DISARM:
  903. rate = 3*skilllv;
  904. if (sstatus->dex > tstatus->dex)
  905. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  906. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  907. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  908. break;
  909. case NPC_EVILLAND:
  910. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  911. break;
  912. case NPC_HELLJUDGEMENT:
  913. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  914. break;
  915. case NPC_CRITICALWOUND:
  916. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  917. break;
  918. /**
  919. * Rune Knight
  920. **/
  921. case RK_HUNDREDSPEAR:
  922. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  923. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  924. rate = 10 + 3 * skilllv;
  925. if( rand()%100 < rate )
  926. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  927. break;
  928. case RK_WINDCUTTER:
  929. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  930. break;
  931. case RK_DRAGONBREATH:
  932. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  933. break;
  934. /**
  935. * Arch Bishop
  936. **/
  937. case AB_ADORAMUS:
  938. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  939. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  940. break;
  941. /**
  942. * Warlock
  943. **/
  944. case WL_CRIMSONROCK:
  945. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  946. break;
  947. case WL_COMET:
  948. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  949. break;
  950. case WL_EARTHSTRAIN:
  951. {
  952. int rate = 0, i;
  953. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  954. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  955. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  956. for( i = 0; i < skilllv; i++ )
  957. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  958. }
  959. break;
  960. case WL_JACKFROST:
  961. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  962. break;
  963. /**
  964. * Ranger
  965. **/
  966. case RA_WUGBITE:
  967. sc_start(bl, SC_BITE, 70, skilllv, skill_get_time(skillid, skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG) * 1000 : 0)); // Need official chance.
  968. break;
  969. case RA_SENSITIVEKEEN:
  970. if( rand()%100 < 8 * skilllv )
  971. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  972. break;
  973. case RA_MAGENTATRAP:
  974. case RA_COBALTTRAP:
  975. case RA_MAIZETRAP:
  976. case RA_VERDURETRAP:
  977. if( dstmd && !(dstmd->status.mode&MD_BOSS) )
  978. sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
  979. break;
  980. case RA_FIRINGTRAP:
  981. case RA_ICEBOUNDTRAP:
  982. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  983. break;
  984. /**
  985. * Mechanic
  986. **/
  987. case NC_PILEBUNKER:
  988. if( rand()%100 < 5 + 15*skilllv )
  989. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  990. status_change_end(bl, SC_KYRIE, -1);
  991. status_change_end(bl, SC_AUTOGUARD, -1);
  992. status_change_end(bl, SC_STEELBODY, -1);
  993. status_change_end(bl, SC_ASSUMPTIO, -1);
  994. status_change_end(bl, SC_MILLENNIUMSHIELD, -1);
  995. }
  996. break;
  997. case NC_FLAMELAUNCHER:
  998. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  999. break;
  1000. case NC_COLDSLOWER:
  1001. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1002. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1003. break;
  1004. case NC_POWERSWING:
  1005. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1006. if( rand()%100 < 5*skilllv )
  1007. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1008. break;
  1009. /**
  1010. * Guilotine Cross
  1011. **/
  1012. case GC_WEAPONCRUSH:
  1013. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1014. break;
  1015. }
  1016. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1017. { //Pass heritage to Master for status causing effects. [Skotlex]
  1018. sd = map_id2sd(md->master_id);
  1019. src = sd?&sd->bl:src;
  1020. }
  1021. if( attack_type&BF_WEAPON )
  1022. { // Coma, Breaking Equipment
  1023. if( sd && sd->special_state.bonus_coma )
  1024. {
  1025. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1026. rate += sd->weapon_coma_race[tstatus->race];
  1027. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1028. if (rate)
  1029. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1030. }
  1031. if( sd && battle_config.equip_self_break_rate )
  1032. { // Self weapon breaking
  1033. rate = battle_config.equip_natural_break_rate;
  1034. if( sc )
  1035. {
  1036. if(sc->data[SC_OVERTHRUST])
  1037. rate += 10;
  1038. if(sc->data[SC_MAXOVERTHRUST])
  1039. rate += 10;
  1040. }
  1041. if( rate )
  1042. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1043. }
  1044. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1045. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1046. // Target weapon breaking
  1047. rate = 0;
  1048. if( sd )
  1049. rate += sd->break_weapon_rate;
  1050. if( sc && sc->data[SC_MELTDOWN] )
  1051. rate += sc->data[SC_MELTDOWN]->val2;
  1052. if( rate )
  1053. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1054. // Target armor breaking
  1055. rate = 0;
  1056. if( sd )
  1057. rate += sd->break_armor_rate;
  1058. if( sc && sc->data[SC_MELTDOWN] )
  1059. rate += sc->data[SC_MELTDOWN]->val3;
  1060. if( rate )
  1061. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1062. }
  1063. }
  1064. // Autospell when attacking
  1065. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1066. {
  1067. struct block_list *tbl;
  1068. struct unit_data *ud;
  1069. int i, skilllv;
  1070. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1071. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1072. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1073. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1074. continue; // one or more trigger conditions were not fulfilled
  1075. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1076. if (skillnotok(skill, sd))
  1077. continue;
  1078. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1079. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1080. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1081. if (rand()%1000 >= rate)
  1082. continue;
  1083. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1084. if( battle_config.autospell_check_range &&
  1085. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1086. continue;
  1087. if (skill == AS_SONICBLOW)
  1088. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1089. sd->state.autocast = 1;
  1090. skill_consume_requirement(sd,skill,skilllv,1);
  1091. switch (skill_get_casttype(skill)) {
  1092. case CAST_GROUND:
  1093. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1094. break;
  1095. case CAST_NODAMAGE:
  1096. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1097. break;
  1098. case CAST_DAMAGE:
  1099. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1100. break;
  1101. }
  1102. sd->state.autocast = 0;
  1103. //Set canact delay. [Skotlex]
  1104. ud = unit_bl2ud(src);
  1105. if (ud) {
  1106. rate = skill_delayfix(src, skill, skilllv);
  1107. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1108. ud->canact_tick = tick+rate;
  1109. if ( battle_config.display_status_timers && sd )
  1110. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1111. }
  1112. }
  1113. }
  1114. }
  1115. //Autobonus when attacking
  1116. if( sd && sd->autobonus[0].rate )
  1117. {
  1118. int i;
  1119. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1120. {
  1121. if( rand()%1000 >= sd->autobonus[i].rate )
  1122. continue;
  1123. if( sd->autobonus[i].active != INVALID_TIMER )
  1124. continue;
  1125. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1126. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1127. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1128. continue; // one or more trigger conditions were not fulfilled
  1129. pc_exeautobonus(sd,&sd->autobonus[i]);
  1130. }
  1131. }
  1132. //Polymorph
  1133. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1134. dstmd && !(tstatus->mode&MD_BOSS) &&
  1135. (rand()%10000 < sd->classchange))
  1136. {
  1137. struct mob_db *mob;
  1138. int class_;
  1139. skill = 0;
  1140. do {
  1141. do {
  1142. class_ = rand() % MAX_MOB_DB;
  1143. } while (!mobdb_checkid(class_));
  1144. rate = rand() % 1000000;
  1145. mob = mob_db(class_);
  1146. } while (
  1147. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1148. (skill++) < 2000);
  1149. if (skill < 2000)
  1150. mob_class_change(dstmd,class_);
  1151. }
  1152. return 0;
  1153. }
  1154. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  1155. {
  1156. int skill, skilllv, i;
  1157. struct block_list *tbl;
  1158. if( sd == NULL || skillid <= 0 )
  1159. return 0;
  1160. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  1161. {
  1162. if( sd->autospell3[i].flag != skillid )
  1163. continue;
  1164. if( sd->autospell3[i].lock )
  1165. continue; // autospell already being executed
  1166. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1167. if( skillnotok(skill, sd) )
  1168. continue;
  1169. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1170. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  1171. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1172. continue; // No target
  1173. if( rand()%1000 >= sd->autospell3[i].rate )
  1174. continue;
  1175. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1176. if( battle_config.autospell_check_range &&
  1177. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1178. continue;
  1179. sd->state.autocast = 1;
  1180. sd->autospell3[i].lock = true;
  1181. skill_consume_requirement(sd,skill,skilllv,1);
  1182. switch( skill_get_casttype(skill) )
  1183. {
  1184. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1185. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1186. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1187. }
  1188. sd->autospell3[i].lock = false;
  1189. sd->state.autocast = 0;
  1190. }
  1191. if( sd && sd->autobonus3[0].rate )
  1192. {
  1193. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1194. {
  1195. if( rand()%1000 >= sd->autobonus3[i].rate )
  1196. continue;
  1197. if( sd->autobonus3[i].active != INVALID_TIMER )
  1198. continue;
  1199. if( sd->autobonus3[i].atk_type != skillid )
  1200. continue;
  1201. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1202. }
  1203. }
  1204. return 1;
  1205. }
  1206. /* Splitted off from skill_additional_effect, which is never called when the
  1207. * attack skill kills the enemy. Place in this function counter status effects
  1208. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1209. * from cards) that will take effect on the source, not the target. [Skotlex]
  1210. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1211. * type of skills, so not every instance of skill_additional_effect needs a call
  1212. * to this one.
  1213. */
  1214. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1215. {
  1216. int rate;
  1217. struct map_session_data *sd=NULL;
  1218. struct map_session_data *dstsd=NULL;
  1219. struct status_change *tsc;
  1220. nullpo_ret(src);
  1221. nullpo_ret(bl);
  1222. if(skillid < 0) return 0;
  1223. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1224. tsc = status_get_sc(bl);
  1225. if (tsc && !tsc->count)
  1226. tsc = NULL;
  1227. sd = BL_CAST(BL_PC, src);
  1228. dstsd = BL_CAST(BL_PC, bl);
  1229. if(dstsd && attack_type&BF_WEAPON)
  1230. { //Counter effects.
  1231. enum sc_type type;
  1232. int i, time;
  1233. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1234. {
  1235. rate = dstsd->addeff2[i].rate;
  1236. if (attack_type&BF_LONG)
  1237. rate+=dstsd->addeff2[i].arrow_rate;
  1238. if (!rate) continue;
  1239. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1240. { //Trigger has range consideration.
  1241. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1242. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1243. continue; //Range Failed.
  1244. }
  1245. type = dstsd->addeff2[i].id;
  1246. time = skill_get_time2(status_sc2skill(type),7);
  1247. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1248. status_change_start(src,type,rate,7,0,0,0,time,0);
  1249. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1250. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1251. }
  1252. }
  1253. switch(skillid){
  1254. case MO_EXTREMITYFIST:
  1255. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1256. break;
  1257. case GS_FULLBUSTER:
  1258. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1259. break;
  1260. case HFLI_SBR44: //[orn]
  1261. case HVAN_EXPLOSION:
  1262. if(src->type == BL_HOM){
  1263. TBL_HOM *hd = (TBL_HOM*)src;
  1264. hd->homunculus.intimacy = 200;
  1265. if (hd->master)
  1266. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1267. }
  1268. break;
  1269. case CR_GRANDCROSS:
  1270. case NPC_GRANDDARKNESS:
  1271. attack_type |= BF_WEAPON;
  1272. break;
  1273. }
  1274. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1275. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1276. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1277. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1278. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1279. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1280. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1281. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1282. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1283. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1284. }
  1285. if( sd && status_isdead(bl) )
  1286. {
  1287. int sp = 0, hp = 0;
  1288. if( attack_type&BF_WEAPON )
  1289. {
  1290. sp += sd->sp_gain_value;
  1291. sp += sd->sp_gain_race[status_get_race(bl)];
  1292. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1293. hp += sd->hp_gain_value;
  1294. }
  1295. if( attack_type&BF_MAGIC )
  1296. {
  1297. sp += sd->magic_sp_gain_value;
  1298. hp += sd->magic_hp_gain_value;
  1299. }
  1300. if( hp || sp )
  1301. {// updated to force healing to allow healing through berserk
  1302. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1303. }
  1304. }
  1305. // Trigger counter-spells to retaliate against damage causing skills.
  1306. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1307. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1308. {
  1309. struct block_list *tbl;
  1310. struct unit_data *ud;
  1311. int i, skillid, skilllv, rate;
  1312. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1313. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1314. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1315. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1316. continue; // one or more trigger conditions were not fulfilled
  1317. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1318. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1319. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1320. rate = dstsd->autospell2[i].rate;
  1321. if (attack_type&BF_LONG)
  1322. rate>>=1;
  1323. if (skillnotok(skillid, dstsd))
  1324. continue;
  1325. if (rand()%1000 >= rate)
  1326. continue;
  1327. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1328. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1329. continue;
  1330. dstsd->state.autocast = 1;
  1331. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1332. switch (skill_get_casttype(skillid)) {
  1333. case CAST_GROUND:
  1334. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1335. break;
  1336. case CAST_NODAMAGE:
  1337. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1338. break;
  1339. case CAST_DAMAGE:
  1340. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1341. break;
  1342. }
  1343. dstsd->state.autocast = 0;
  1344. //Set canact delay. [Skotlex]
  1345. ud = unit_bl2ud(bl);
  1346. if (ud) {
  1347. rate = skill_delayfix(bl, skillid, skilllv);
  1348. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1349. ud->canact_tick = tick+rate;
  1350. if ( battle_config.display_status_timers && dstsd )
  1351. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1352. }
  1353. }
  1354. }
  1355. }
  1356. //Autobonus when attacked
  1357. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1358. {
  1359. int i;
  1360. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1361. {
  1362. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1363. continue;
  1364. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1365. continue;
  1366. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1367. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1368. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1369. continue; // one or more trigger conditions were not fulfilled
  1370. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1371. }
  1372. }
  1373. return 0;
  1374. }
  1375. /*=========================================================================
  1376. Breaks equipment. On-non players causes the corresponding strip effect.
  1377. - rate goes from 0 to 10000 (100.00%)
  1378. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1379. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1380. --------------------------------------------------------------------------*/
  1381. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1382. {
  1383. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1384. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1385. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1386. struct status_change *sc = status_get_sc(bl);
  1387. int i,j;
  1388. TBL_PC *sd;
  1389. sd = BL_CAST(BL_PC, bl);
  1390. if (sc && !sc->count)
  1391. sc = NULL;
  1392. if (sd) {
  1393. if (sd->unbreakable_equip)
  1394. where &= ~sd->unbreakable_equip;
  1395. if (sd->unbreakable)
  1396. rate -= rate*sd->unbreakable/100;
  1397. if (where&EQP_WEAPON) {
  1398. switch (sd->status.weapon) {
  1399. case W_FIST: //Bare fists should not break :P
  1400. case W_1HAXE:
  1401. case W_2HAXE:
  1402. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1403. case W_2HMACE:
  1404. case W_STAFF:
  1405. case W_2HSTAFF:
  1406. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1407. case W_HUUMA:
  1408. where &= ~EQP_WEAPON;
  1409. }
  1410. }
  1411. }
  1412. if (flag&BCT_ENEMY) {
  1413. if (battle_config.equip_skill_break_rate != 100)
  1414. rate = rate*battle_config.equip_skill_break_rate/100;
  1415. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1416. if (battle_config.equip_self_break_rate != 100)
  1417. rate = rate*battle_config.equip_self_break_rate/100;
  1418. }
  1419. for (i = 0; i < 4; i++) {
  1420. if (where&where_list[i]) {
  1421. if (sc && sc->count && sc->data[scdef[i]])
  1422. where&=~where_list[i];
  1423. else if (rand()%10000 >= rate)
  1424. where&=~where_list[i];
  1425. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1426. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1427. }
  1428. }
  1429. if (!where) //Nothing to break.
  1430. return 0;
  1431. if (sd) {
  1432. for (i = 0; i < EQI_MAX; i++) {
  1433. j = sd->equip_index[i];
  1434. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1435. continue;
  1436. flag = 0;
  1437. switch(i) {
  1438. case EQI_HEAD_TOP: //Upper Head
  1439. flag = (where&EQP_HELM);
  1440. break;
  1441. case EQI_ARMOR: //Body
  1442. flag = (where&EQP_ARMOR);
  1443. break;
  1444. case EQI_HAND_R: //Left/Right hands
  1445. case EQI_HAND_L:
  1446. flag = (
  1447. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1448. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1449. break;
  1450. case EQI_SHOES:
  1451. flag = (where&EQP_SHOES);
  1452. break;
  1453. case EQI_GARMENT:
  1454. flag = (where&EQP_GARMENT);
  1455. break;
  1456. default:
  1457. continue;
  1458. }
  1459. if (flag) {
  1460. sd->status.inventory[j].attribute = 1;
  1461. pc_unequipitem(sd, j, 3);
  1462. }
  1463. }
  1464. clif_equiplist(sd);
  1465. }
  1466. return where; //Return list of pieces broken.
  1467. }
  1468. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1469. {
  1470. struct status_change *sc;
  1471. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1472. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1473. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1474. int i;
  1475. if (rand()%100 >= rate)
  1476. return 0;
  1477. sc = status_get_sc(bl);
  1478. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1479. return 0;
  1480. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1481. if (where&pos[i] && sc->data[sc_def[i]])
  1482. where&=~pos[i];
  1483. }
  1484. if (!where) return 0;
  1485. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1486. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1487. where&=~pos[i];
  1488. }
  1489. return where?1:0;
  1490. }
  1491. //Early declaration
  1492. static int skill_area_temp[8];
  1493. /*=========================================================================
  1494. Used to knock back players, monsters, traps, etc
  1495. - 'count' is the number of squares to knock back
  1496. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1497. - if 'flag&0x1', position update packets must not be sent.
  1498. -------------------------------------------------------------------------*/
  1499. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1500. {
  1501. int dx = 0, dy = 0;
  1502. struct skill_unit* su = NULL;
  1503. nullpo_ret(src);
  1504. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1505. return 0; //No knocking back in WoE
  1506. if (count == 0)
  1507. return 0; //Actual knockback distance is 0.
  1508. switch (target->type)
  1509. {
  1510. case BL_MOB:
  1511. {
  1512. struct mob_data* md = BL_CAST(BL_MOB, target);
  1513. if( md->class_ == MOBID_EMPERIUM )
  1514. return 0;
  1515. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1516. return 0;
  1517. }
  1518. break;
  1519. case BL_PC:
  1520. {
  1521. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1522. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1523. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1524. if( src != target && sd->special_state.no_knockback )
  1525. return 0;
  1526. }
  1527. break;
  1528. case BL_SKILL:
  1529. su = (struct skill_unit *)target;
  1530. if( su->group->unit_id == UNT_ANKLESNARE )
  1531. return 0; // ankle snare cannot be knocked back
  1532. break;
  1533. }
  1534. if (direction == -1) // <optimized>: do the computation here instead of outside
  1535. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1536. if (direction >= 0 && direction < 8)
  1537. { // take the reversed 'direction' and reverse it
  1538. dx = -dirx[direction];
  1539. dy = -diry[direction];
  1540. }
  1541. return unit_blown(target, dx, dy, count, flag&0x1);
  1542. }
  1543. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1544. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1545. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1546. {
  1547. struct status_change *sc = status_get_sc(bl);
  1548. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1549. // item-based reflection
  1550. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1551. return 1;
  1552. if( is_boss(src) )
  1553. return 0;
  1554. // status-based reflection
  1555. if( !sc || sc->count == 0 )
  1556. return 0;
  1557. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1558. return 1;
  1559. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1560. {// Kaite only works against non-players if they are low-level.
  1561. clif_specialeffect(bl, 438, AREA);
  1562. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1563. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1564. return 2;
  1565. }
  1566. return 0;
  1567. }
  1568. /*
  1569. * =========================================================================
  1570. * Does a skill attack with the given properties.
  1571. * src is the master behind the attack (player/mob/pet)
  1572. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1573. * bl is the target to be attacked.
  1574. * flag can hold a bunch of information:
  1575. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1576. * (usually holds number of targets, or just 1 for simple splash attacks)
  1577. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1578. * packet shouldn't display a skill animation)
  1579. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1580. * client (causes player characters to not scream skill name)
  1581. *-------------------------------------------------------------------------*/
  1582. 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)
  1583. {
  1584. struct Damage dmg;
  1585. struct status_data *sstatus, *tstatus;
  1586. struct status_change *sc;
  1587. struct map_session_data *sd, *tsd;
  1588. int type,damage,rdamage=0;
  1589. if(skillid > 0 && skilllv <= 0) return 0;
  1590. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1591. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1592. nullpo_ret(bl); //Target to be attacked.
  1593. if (src != dsrc) {
  1594. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1595. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1596. return 0;
  1597. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1598. //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]
  1599. if (!status_check_skilluse(src, bl, skillid, 2))
  1600. return 0;
  1601. }
  1602. sd = BL_CAST(BL_PC, src);
  1603. tsd = BL_CAST(BL_PC, bl);
  1604. sstatus = status_get_status_data(src);
  1605. tstatus = status_get_status_data(bl);
  1606. sc= status_get_sc(bl);
  1607. if (sc && !sc->count) sc = NULL; //Don't need it.
  1608. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1609. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1610. return 0;
  1611. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1612. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1613. return 0;
  1614. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1615. //Skotlex: Adjusted to the new system
  1616. if(src->type==BL_PET)
  1617. { // [Valaris]
  1618. struct pet_data *pd = (TBL_PET*)src;
  1619. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1620. {
  1621. int element = skill_get_ele(skillid, skilllv);
  1622. if (skillid == -1)
  1623. element = sstatus->rhw.ele;
  1624. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1625. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1626. else
  1627. dmg.damage= skilllv;
  1628. dmg.damage2=0;
  1629. dmg.div_= pd->a_skill->div_;
  1630. }
  1631. }
  1632. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1633. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1634. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1635. { //Magic reflection, switch caster/target
  1636. struct block_list *tbl = bl;
  1637. bl = src;
  1638. src = tbl;
  1639. sd = BL_CAST(BL_PC, src);
  1640. tsd = BL_CAST(BL_PC, bl);
  1641. sc = status_get_sc(bl);
  1642. if (sc && !sc->count)
  1643. sc = NULL; //Don't need it.
  1644. //Spirit of Wizard blocks Kaite's reflection
  1645. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1646. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1647. type = tsd?pc_search_inventory (tsd, 7321):0;
  1648. if (type >= 0) {
  1649. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1);
  1650. dmg.damage = dmg.damage2 = 0;
  1651. dmg.dmg_lv = ATK_MISS;
  1652. sc->data[SC_SPIRIT]->val3 = skillid;
  1653. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1654. }
  1655. }
  1656. /**
  1657. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1658. **/
  1659. #if RR_MAGIC_REFLECTION
  1660. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1661. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1662. #endif
  1663. }
  1664. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1665. int sp = skill_get_sp(skillid,skilllv);
  1666. dmg.damage = dmg.damage2 = 0;
  1667. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1668. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1669. if(skillid == WZ_WATERBALL && skilllv > 1)
  1670. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1671. status_heal(bl, 0, sp, 2);
  1672. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1673. }
  1674. }
  1675. damage = dmg.damage + dmg.damage2;
  1676. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1677. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1678. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1679. damage = 1;
  1680. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1681. && skillid != WS_CARTTERMINATION )
  1682. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);
  1683. //Skill hit type
  1684. type=(skillid==0)?5:skill_get_hit(skillid);
  1685. if(damage < dmg.div_
  1686. //Only skills that knockback even when they miss. [Skotlex]
  1687. && skillid != CH_PALMSTRIKE)
  1688. dmg.blewcount = 0;
  1689. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1690. if(battle_config.gx_disptype) dsrc = src;
  1691. if(src == bl) type = 4;
  1692. else flag|=SD_ANIMATION;
  1693. }
  1694. if(skillid == NJ_TATAMIGAESHI) {
  1695. dsrc = src; //For correct knockback.
  1696. flag|=SD_ANIMATION;
  1697. }
  1698. if(sd) {
  1699. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1700. struct status_change_entry *sce;
  1701. if ((sce = sd->sc.data[SC_COMBO]))
  1702. { //End combo state after skill is invoked. [Skotlex]
  1703. switch (skillid) {
  1704. case TK_TURNKICK:
  1705. case TK_STORMKICK:
  1706. case TK_DOWNKICK:
  1707. case TK_COUNTER:
  1708. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1709. { //Extend combo time.
  1710. sce->val1 = skillid; //Update combo-skill
  1711. sce->val3 = skillid;
  1712. delete_timer(sce->timer, status_change_timer);
  1713. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  1714. break;
  1715. }
  1716. unit_cancel_combo(src); // Cancel combo wait
  1717. break;
  1718. default:
  1719. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1720. status_change_end(src, SC_COMBO, INVALID_TIMER);
  1721. }
  1722. }
  1723. switch(skillid)
  1724. {
  1725. case MO_TRIPLEATTACK:
  1726. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1727. flag=1;
  1728. break;
  1729. case MO_CHAINCOMBO:
  1730. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1731. flag=1;
  1732. break;
  1733. case MO_COMBOFINISH:
  1734. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1735. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1736. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1737. flag=1;
  1738. case CH_TIGERFIST:
  1739. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1740. flag=1;
  1741. case CH_CHAINCRUSH:
  1742. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1743. flag=1;
  1744. break;
  1745. case AC_DOUBLE:
  1746. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1747. {
  1748. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1749. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  1750. clif_combo_delay(src,2000);
  1751. }
  1752. break;
  1753. case TK_COUNTER:
  1754. { //bonus from SG_FRIEND [Komurka]
  1755. int level;
  1756. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1757. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1758. }
  1759. break;
  1760. case SL_STIN:
  1761. case SL_STUN:
  1762. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1763. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1764. break;
  1765. case GS_FULLBUSTER:
  1766. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1767. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1768. break;
  1769. } //Switch End
  1770. if (flag) { //Possible to chain
  1771. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1772. if (flag < 1) flag = 1;
  1773. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  1774. clif_combo_delay(src, flag);
  1775. }
  1776. }
  1777. //Display damage.
  1778. switch( skillid )
  1779. {
  1780. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1781. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1782. break;
  1783. //Skills that need be passed as a normal attack for the client to display correctly.
  1784. case HVAN_EXPLOSION:
  1785. case NPC_SELFDESTRUCTION:
  1786. if(src->type==BL_PC)
  1787. dmg.blewcount = 10;
  1788. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1789. // fall through
  1790. case KN_AUTOCOUNTER:
  1791. case NPC_CRITICALSLASH:
  1792. case TF_DOUBLE:
  1793. case GS_CHAINACTION:
  1794. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1795. break;
  1796. case AS_SPLASHER:
  1797. if( flag&SD_ANIMATION ) // the surrounding targets
  1798. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1799. else // the central target doesn't display an animation
  1800. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1801. break;
  1802. /**
  1803. * Warlock
  1804. **/
  1805. case WL_HELLINFERNO:
  1806. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  1807. break;
  1808. case WL_SOULEXPANSION:
  1809. case WL_COMET:
  1810. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  1811. break;
  1812. case WL_CHAINLIGHTNING_ATK:
  1813. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  1814. break;
  1815. case WL_TETRAVORTEX_FIRE:
  1816. case WL_TETRAVORTEX_WATER:
  1817. case WL_TETRAVORTEX_WIND:
  1818. case WL_TETRAVORTEX_GROUND:
  1819. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  1820. break;
  1821. /**
  1822. * Arch Bishop
  1823. **/
  1824. case AB_DUPLELIGHT_MELEE:
  1825. case AB_DUPLELIGHT_MAGIC:
  1826. dmg.amotion = 300;
  1827. default:
  1828. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1829. type = 5;
  1830. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1831. break;
  1832. }
  1833. map_freeblock_lock();
  1834. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1835. && pc_checkskill(tsd,RG_PLAGIARISM)
  1836. && (!sc || !sc->data[SC_PRESERVE])
  1837. && damage < tsd->battle_status.hp)
  1838. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1839. int copy_skill = skillid;
  1840. /**
  1841. * Copy Referal: dummy skills should point to their source upon copying
  1842. **/
  1843. switch( skillid ) {
  1844. case AB_DUPLELIGHT_MELEE:
  1845. case AB_DUPLELIGHT_MAGIC:
  1846. copy_skill = AB_DUPLELIGHT;
  1847. break;
  1848. case WL_CHAINLIGHTNING_ATK:
  1849. copy_skill = WL_CHAINLIGHTNING;
  1850. break;
  1851. }
  1852. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  1853. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  1854. {
  1855. int lv = skilllv;
  1856. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  1857. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1858. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1859. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1860. clif_deleteskill(tsd,tsd->cloneskill_id);
  1861. }
  1862. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1863. lv = type;
  1864. tsd->cloneskill_id = copy_skill;
  1865. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  1866. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1867. tsd->status.skill[skillid].id = copy_skill;
  1868. tsd->status.skill[skillid].lv = lv;
  1869. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  1870. clif_addskill(tsd,skillid);
  1871. }
  1872. }
  1873. if( skillid != WZ_SIGHTRASHER &&
  1874. skillid != WZ_SIGHTBLASTER &&
  1875. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1876. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1877. bl->type == BL_SKILL && damage > 0 )
  1878. {
  1879. struct skill_unit* su = (struct skill_unit*)bl;
  1880. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1881. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1882. }
  1883. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1884. { //Skills with can't walk delay also stop normal attacking for that
  1885. //duration when the attack connects. [Skotlex]
  1886. struct unit_data *ud = unit_bl2ud(src);
  1887. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1888. ud->attackabletime = tick + type;
  1889. }
  1890. if( !dmg.amotion )
  1891. { //Instant damage
  1892. if( !sc || !sc->data[SC_DEVOTION] )
  1893. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1894. if( !status_isdead(bl) )
  1895. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1896. if( damage > 0 ) //Counter status effects [Skotlex]
  1897. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  1898. }
  1899. // Hell Inferno burning status only starts if Fire part hits.
  1900. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  1901. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1902. // Apply knock back chance in SC_TRIANGLESHOT skill.
  1903. else if( skillid == SC_TRIANGLESHOT && rand()%100 > (1 + skilllv) )
  1904. dmg.blewcount = 0;
  1905. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1906. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1907. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1908. {
  1909. int direction = -1; // default
  1910. switch(skillid)
  1911. {
  1912. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1913. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1914. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1915. case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break;
  1916. }
  1917. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1918. }
  1919. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1920. if (dmg.amotion)
  1921. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1922. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  1923. {
  1924. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  1925. struct block_list *d_bl = map_id2bl(sce->val1);
  1926. if( d_bl && (
  1927. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1928. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  1929. ) && check_distance_bl(bl, d_bl, sce->val3) )
  1930. {
  1931. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  1932. status_fix_damage(NULL, d_bl, damage, 0);
  1933. }
  1934. else
  1935. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  1936. }
  1937. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1938. int rate = 50 + skilllv * 5;
  1939. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1940. if(rand()%100 < rate)
  1941. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1942. }
  1943. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1944. dmg.flag |= BF_WEAPON;
  1945. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  1946. {
  1947. if (battle_config.left_cardfix_to_right)
  1948. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1949. else
  1950. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1951. }
  1952. if( rdamage > 0 )
  1953. {
  1954. if( dmg.amotion )
  1955. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1956. else
  1957. status_fix_damage(bl,src,rdamage,0);
  1958. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  1959. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1960. if( tsd && src != bl )
  1961. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1962. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1963. }
  1964. if( damage > 0 ) {
  1965. if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
  1966. skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
  1967. if( skillid == GC_VENOMPRESSURE ) {
  1968. struct status_change *ssc = status_get_sc(src);
  1969. if( ssc && ssc->data[SC_POISONINGWEAPON] && rand()%100 < 70 + 5*skilllv ) {
  1970. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
  1971. status_change_end(src,SC_POISONINGWEAPON,-1);
  1972. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1973. }
  1974. }
  1975. }
  1976. if (!(flag&2) &&
  1977. (
  1978. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1979. ) &&
  1980. (sc = status_get_sc(src)) &&
  1981. sc->data[SC_DOUBLECAST] &&
  1982. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1983. {
  1984. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1985. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1986. }
  1987. map_freeblock_unlock();
  1988. return damage;
  1989. }
  1990. /*==========================================
  1991. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1992. * flagについて?F16?i?を確認
  1993. * MSB <- 00fTffff ->LSB
  1994. * T =タ?ゲット選?用(BCT_*)
  1995. * ffff=自由に使用可能
  1996. * 0 =予約?B0に固定
  1997. *------------------------------------------*/
  1998. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1999. int skill_area_sub (struct block_list *bl, va_list ap)
  2000. {
  2001. struct block_list *src;
  2002. int skill_id,skill_lv,flag;
  2003. unsigned int tick;
  2004. SkillFunc func;
  2005. nullpo_ret(bl);
  2006. src=va_arg(ap,struct block_list *);
  2007. skill_id=va_arg(ap,int);
  2008. skill_lv=va_arg(ap,int);
  2009. tick=va_arg(ap,unsigned int);
  2010. flag=va_arg(ap,int);
  2011. func=va_arg(ap,SkillFunc);
  2012. if(battle_check_target(src,bl,flag) > 0)
  2013. {
  2014. // several splash skills need this initial dummy packet to display correctly
  2015. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2016. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2017. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2018. skill_area_temp[2]++;
  2019. return func(src,bl,skill_id,skill_lv,tick,flag);
  2020. }
  2021. return 0;
  2022. }
  2023. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2024. {
  2025. struct skill_unit *unit;
  2026. int skillid,g_skillid;
  2027. unit = (struct skill_unit *)bl;
  2028. if(bl->prev == NULL || bl->type != BL_SKILL)
  2029. return 0;
  2030. if(!unit->alive)
  2031. return 0;
  2032. skillid = va_arg(ap,int);
  2033. g_skillid = unit->group->skill_id;
  2034. switch (skillid)
  2035. {
  2036. case MG_SAFETYWALL:
  2037. case AL_PNEUMA:
  2038. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2039. return 0;
  2040. break;
  2041. case AL_WARP:
  2042. case HT_SKIDTRAP:
  2043. case MA_SKIDTRAP:
  2044. case HT_LANDMINE:
  2045. case MA_LANDMINE:
  2046. case HT_ANKLESNARE:
  2047. case HT_SHOCKWAVE:
  2048. case HT_SANDMAN:
  2049. case MA_SANDMAN:
  2050. case HT_FLASHER:
  2051. case HT_FREEZINGTRAP:
  2052. case MA_FREEZINGTRAP:
  2053. case HT_BLASTMINE:
  2054. case HT_CLAYMORETRAP:
  2055. case HT_TALKIEBOX:
  2056. case HP_BASILICA:
  2057. /**
  2058. * Ranger
  2059. **/
  2060. case RA_ELECTRICSHOCKER:
  2061. case RA_CLUSTERBOMB:
  2062. case RA_MAGENTATRAP:
  2063. case RA_COBALTTRAP:
  2064. case RA_MAIZETRAP:
  2065. case RA_VERDURETRAP:
  2066. case RA_FIRINGTRAP:
  2067. case RA_ICEBOUNDTRAP:
  2068. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2069. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2070. return 0;
  2071. break;
  2072. default: //Avoid stacking with same kind of trap. [Skotlex]
  2073. if (g_skillid != skillid)
  2074. return 0;
  2075. break;
  2076. }
  2077. return 1;
  2078. }
  2079. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2080. {
  2081. //Non players do not check for the skill's splash-trigger area.
  2082. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2083. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2084. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2085. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2086. return 0;
  2087. }
  2088. range += layout_type;
  2089. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2090. }
  2091. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2092. {
  2093. int skillid;
  2094. if(bl->prev == NULL)
  2095. return 0;
  2096. skillid = va_arg(ap,int);
  2097. if( status_isdead(bl) && skillid != AL_WARP )
  2098. return 0;
  2099. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2100. return 0;
  2101. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2102. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2103. return 1;
  2104. }
  2105. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2106. {
  2107. int range, type;
  2108. switch (skillid) { // to be expanded later
  2109. case WZ_ICEWALL:
  2110. range = 2;
  2111. break;
  2112. default:
  2113. {
  2114. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2115. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2116. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2117. return 0;
  2118. }
  2119. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2120. }
  2121. break;
  2122. }
  2123. // if the caster is a monster/NPC, only check for players
  2124. // otherwise just check characters
  2125. if (bl->type == BL_PC)
  2126. type = BL_CHAR;
  2127. else
  2128. type = BL_PC;
  2129. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2130. x - range, y - range, x + range, y + range,
  2131. type, skillid);
  2132. }
  2133. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2134. {
  2135. nullpo_ret(sd);
  2136. if( id == sd->bl.id && battle_config.guild_aura&16 )
  2137. return 0;
  2138. if( sd->sc.data[SC_GUILDAURA] ) {
  2139. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2140. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2141. sce->val3 = strvit;
  2142. sce->val4 = agidex;
  2143. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2144. }
  2145. return 0;
  2146. }
  2147. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2148. return 1;
  2149. }
  2150. /*==========================================
  2151. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2152. * Flag:
  2153. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2154. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2155. *------------------------------------------*/
  2156. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2157. {
  2158. struct status_data *status;
  2159. struct map_session_data *sd = NULL;
  2160. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2161. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2162. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2163. return 0;
  2164. nullpo_ret(bl);
  2165. switch( bl->type )
  2166. {
  2167. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2168. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2169. }
  2170. status = status_get_status_data(bl);
  2171. if( (j = skill_get_index(skill)) == 0 )
  2172. return 0;
  2173. // Requeriments
  2174. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2175. {
  2176. itemid[i] = skill_db[j].itemid[i];
  2177. amount[i] = skill_db[j].amount[i];
  2178. }
  2179. hp = skill_db[j].hp[lv-1];
  2180. sp = skill_db[j].sp[lv-1];
  2181. hp_rate = skill_db[j].hp_rate[lv-1];
  2182. sp_rate = skill_db[j].sp_rate[lv-1];
  2183. state = skill_db[j].state;
  2184. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2185. hp += (status->max_hp * mhp) / 100;
  2186. if( hp_rate > 0 )
  2187. hp += (status->hp * hp_rate) / 100;
  2188. else
  2189. hp += (status->max_hp * (-hp_rate)) / 100;
  2190. if( sp_rate > 0 )
  2191. sp += (status->sp * sp_rate) / 100;
  2192. else
  2193. sp += (status->max_sp * (-sp_rate)) / 100;
  2194. if( bl->type == BL_HOM )
  2195. { // Intimacy Requeriments
  2196. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2197. switch( skill )
  2198. {
  2199. case HFLI_SBR44:
  2200. if( hd->homunculus.intimacy <= 200 )
  2201. return 0;
  2202. break;
  2203. case HVAN_EXPLOSION:
  2204. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2205. return 0;
  2206. break;
  2207. }
  2208. }
  2209. if( !(type&2) )
  2210. {
  2211. if( hp > 0 && status->hp <= (unsigned int)hp )
  2212. {
  2213. clif_skill_fail(sd, skill, 2, 0);
  2214. return 0;
  2215. }
  2216. if( sp > 0 && status->sp <= (unsigned int)sp )
  2217. {
  2218. clif_skill_fail(sd, skill, 1, 0);
  2219. return 0;
  2220. }
  2221. }
  2222. if( !type )
  2223. switch( state )
  2224. {
  2225. case ST_MOVE_ENABLE:
  2226. if( !unit_can_move(bl) )
  2227. {
  2228. clif_skill_fail(sd, skill, 0, 0);
  2229. return 0;
  2230. }
  2231. break;
  2232. }
  2233. if( !(type&1) )
  2234. return 1;
  2235. // Check item existences
  2236. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2237. {
  2238. index[i] = -1;
  2239. if( itemid[i] < 1 ) continue; // No item
  2240. index[i] = pc_search_inventory(sd, itemid[i]);
  2241. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2242. {
  2243. clif_skill_fail(sd, skill, 0, 0);
  2244. return 0;
  2245. }
  2246. }
  2247. // Consume items
  2248. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2249. {
  2250. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1);
  2251. }
  2252. if( type&2 )
  2253. return 1;
  2254. if( sp || hp )
  2255. status_zap(bl, hp, sp);
  2256. return 1;
  2257. }
  2258. /*==========================================
  2259. *
  2260. *------------------------------------------*/
  2261. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2262. {
  2263. return 1;
  2264. }
  2265. /*==========================================
  2266. *
  2267. *------------------------------------------*/
  2268. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2269. {
  2270. struct block_list *src = map_id2bl(id),*target;
  2271. struct unit_data *ud = unit_bl2ud(src);
  2272. struct skill_timerskill *skl = NULL;
  2273. int range;
  2274. nullpo_ret(src);
  2275. nullpo_ret(ud);
  2276. skl = ud->skilltimerskill[data];
  2277. nullpo_ret(skl);
  2278. ud->skilltimerskill[data] = NULL;
  2279. do {
  2280. if(src->prev == NULL)
  2281. break;
  2282. if(skl->target_id) {
  2283. target = map_id2bl(skl->target_id);
  2284. if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2285. target = src; //Required since it has to warp.
  2286. if(target == NULL)
  2287. break;
  2288. if(target->prev == NULL)
  2289. break;
  2290. if(src->m != target->m)
  2291. break;
  2292. if(status_isdead(src))
  2293. break;
  2294. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2295. break;
  2296. switch(skl->skill_id) {
  2297. case RG_INTIMIDATE:
  2298. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2299. short x,y;
  2300. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2301. if (target != src && !status_isdead(target))
  2302. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2303. }
  2304. break;
  2305. case BA_FROSTJOKER:
  2306. case DC_SCREAM:
  2307. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2308. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2309. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2310. break;
  2311. case NPC_EARTHQUAKE:
  2312. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2313. skill_area_temp[1] = src->id;
  2314. skill_area_temp[2] = 0;
  2315. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2316. if( skl->type > 1 )
  2317. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2318. break;
  2319. case WZ_WATERBALL:
  2320. if (!status_isdead(target))
  2321. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2322. if (skl->type>1 && !status_isdead(target)) {
  2323. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2324. } else {
  2325. struct status_change *sc = status_get_sc(src);
  2326. if(sc) {
  2327. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  2328. if(sc->data[SC_SPIRIT] &&
  2329. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2330. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2331. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2332. }
  2333. }
  2334. break;
  2335. /**
  2336. * Warlock
  2337. **/
  2338. case WL_CHAINLIGHTNING_ATK:
  2339. {
  2340. struct block_list *nbl = NULL; // Next Target of Chain
  2341. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2342. if( skl->type > 1 )
  2343. { // Remaining Chains Hit
  2344. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2345. if( nbl == NULL && skl->x > 1 )
  2346. {
  2347. nbl = target;
  2348. skl->x--;
  2349. }
  2350. else skl->x = 3;
  2351. }
  2352. if( nbl )
  2353. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2354. }
  2355. break;
  2356. case WL_TETRAVORTEX_FIRE:
  2357. case WL_TETRAVORTEX_WATER:
  2358. case WL_TETRAVORTEX_WIND:
  2359. case WL_TETRAVORTEX_GROUND:
  2360. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2361. if( skl->type >= 3 )
  2362. { // Final Hit
  2363. status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
  2364. if( !status_isdead(target) )
  2365. { // Final Status Effect
  2366. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2367. applyeffects[4] = { 0, 0, 0, 0 },
  2368. i, j = 0, k = 0;
  2369. for( i = 1; i <= 8; i = i + i )
  2370. {
  2371. if( skl->x&i )
  2372. {
  2373. applyeffects[j] = effects[k];
  2374. j++;
  2375. }
  2376. k++;
  2377. }
  2378. if( j )
  2379. {
  2380. i = applyeffects[rand()%j];
  2381. status_change_start(target, i, 10000, skl->skill_lv,
  2382. (i == SC_BURNING ? 1000 : 0),
  2383. (i == SC_BURNING ? src->id : 0),
  2384. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2385. }
  2386. }
  2387. }
  2388. break;
  2389. default:
  2390. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2391. break;
  2392. }
  2393. }
  2394. else {
  2395. if(src->m != skl->map)
  2396. break;
  2397. switch( skl->skill_id )
  2398. {
  2399. case WZ_METEOR:
  2400. if( skl->type >= 0 )
  2401. {
  2402. int x = skl->type>>16, y = skl->type&0xFFFF;
  2403. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2404. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2405. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2406. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2407. }
  2408. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2409. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2410. break;
  2411. case WL_EARTHSTRAIN:
  2412. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2413. break;
  2414. }
  2415. if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
  2416. status_change_end(src,SC_MAGICPOWER,-1);
  2417. }
  2418. } while (0);
  2419. //Free skl now that it is no longer needed.
  2420. ers_free(skill_timer_ers, skl);
  2421. return 0;
  2422. }
  2423. /*==========================================
  2424. *
  2425. *------------------------------------------*/
  2426. 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)
  2427. {
  2428. int i;
  2429. struct unit_data *ud;
  2430. nullpo_retr(1, src);
  2431. ud = unit_bl2ud(src);
  2432. nullpo_retr(1, ud);
  2433. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2434. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2435. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2436. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2437. ud->skilltimerskill[i]->src_id = src->id;
  2438. ud->skilltimerskill[i]->target_id = target;
  2439. ud->skilltimerskill[i]->skill_id = skill_id;
  2440. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2441. ud->skilltimerskill[i]->map = src->m;
  2442. ud->skilltimerskill[i]->x = x;
  2443. ud->skilltimerskill[i]->y = y;
  2444. ud->skilltimerskill[i]->type = type;
  2445. ud->skilltimerskill[i]->flag = flag;
  2446. return 0;
  2447. }
  2448. /*==========================================
  2449. *
  2450. *------------------------------------------*/
  2451. int skill_cleartimerskill (struct block_list *src)
  2452. {
  2453. int i;
  2454. struct unit_data *ud;
  2455. nullpo_ret(src);
  2456. ud = unit_bl2ud(src);
  2457. nullpo_ret(ud);
  2458. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2459. if(ud->skilltimerskill[i]) {
  2460. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2461. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2462. ud->skilltimerskill[i]=NULL;
  2463. }
  2464. }
  2465. return 1;
  2466. }
  2467. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2468. {
  2469. TBL_SKILL *su = (TBL_SKILL*)bl;
  2470. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2471. { //Reveal trap.
  2472. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2473. //clif_changetraplook(bl, su->group->unit_id);
  2474. clif_skill_setunit(su);
  2475. return 1;
  2476. }
  2477. return 0;
  2478. }
  2479. /*==========================================
  2480. *
  2481. *
  2482. *------------------------------------------*/
  2483. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2484. {
  2485. struct map_session_data *sd = NULL;
  2486. struct status_data *tstatus;
  2487. struct status_change *sc;
  2488. if (skillid > 0 && skilllv <= 0) return 0;
  2489. nullpo_retr(1, src);
  2490. nullpo_retr(1, bl);
  2491. if (src->m != bl->m)
  2492. return 1;
  2493. if (bl->prev == NULL)
  2494. return 1;
  2495. sd = BL_CAST(BL_PC, src);
  2496. if (status_isdead(bl))
  2497. return 1;
  2498. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2499. { //GTB makes all targetted magic display miss with a single bolt.
  2500. sc_type sct = status_skill2sc(skillid);
  2501. if(sct != SC_NONE)
  2502. status_change_end(bl, sct, INVALID_TIMER);
  2503. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2504. return 1;
  2505. }
  2506. sc = status_get_sc(src);
  2507. if (sc && !sc->count)
  2508. sc = NULL; //Unneeded
  2509. tstatus = status_get_status_data(bl);
  2510. map_freeblock_lock();
  2511. switch(skillid)
  2512. {
  2513. case MER_CRASH:
  2514. case SM_BASH:
  2515. case MS_BASH:
  2516. case MC_MAMMONITE:
  2517. case TF_DOUBLE:
  2518. case AC_DOUBLE:
  2519. case MA_DOUBLE:
  2520. case AS_SONICBLOW:
  2521. case KN_PIERCE:
  2522. case ML_PIERCE:
  2523. case KN_SPEARBOOMERANG:
  2524. case TF_POISON:
  2525. case TF_SPRINKLESAND:
  2526. case AC_CHARGEARROW:
  2527. case MA_CHARGEARROW:
  2528. case RG_INTIMIDATE:
  2529. case AM_ACIDTERROR:
  2530. case BA_MUSICALSTRIKE:
  2531. case DC_THROWARROW:
  2532. case BA_DISSONANCE:
  2533. case CR_HOLYCROSS:
  2534. case NPC_DARKCROSS:
  2535. case CR_SHIELDCHARGE:
  2536. case CR_SHIELDBOOMERANG:
  2537. case NPC_PIERCINGATT:
  2538. case NPC_MENTALBREAKER:
  2539. case NPC_RANGEATTACK:
  2540. case NPC_CRITICALSLASH:
  2541. case NPC_COMBOATTACK:
  2542. case NPC_GUIDEDATTACK:
  2543. case NPC_POISON:
  2544. case NPC_RANDOMATTACK:
  2545. case NPC_WATERATTACK:
  2546. case NPC_GROUNDATTACK:
  2547. case NPC_FIREATTACK:
  2548. case NPC_WINDATTACK:
  2549. case NPC_POISONATTACK:
  2550. case NPC_HOLYATTACK:
  2551. case NPC_DARKNESSATTACK:
  2552. case NPC_TELEKINESISATTACK:
  2553. case NPC_UNDEADATTACK:
  2554. case NPC_ARMORBRAKE:
  2555. case NPC_WEAPONBRAKER:
  2556. case NPC_HELMBRAKE:
  2557. case NPC_SHIELDBRAKE:
  2558. case NPC_BLINDATTACK:
  2559. case NPC_SILENCEATTACK:
  2560. case NPC_STUNATTACK:
  2561. case NPC_PETRIFYATTACK:
  2562. case NPC_CURSEATTACK:
  2563. case NPC_SLEEPATTACK:
  2564. case LK_AURABLADE:
  2565. case LK_SPIRALPIERCE:
  2566. case ML_SPIRALPIERCE:
  2567. case LK_HEADCRUSH:
  2568. case CG_ARROWVULCAN:
  2569. case HW_MAGICCRASHER:
  2570. case ITM_TOMAHAWK:
  2571. case MO_TRIPLEATTACK:
  2572. case CH_CHAINCRUSH:
  2573. case CH_TIGERFIST:
  2574. case PA_SHIELDCHAIN: // Shield Chain
  2575. case PA_SACRIFICE:
  2576. case WS_CARTTERMINATION: // Cart Termination
  2577. case AS_VENOMKNIFE:
  2578. case HT_PHANTASMIC:
  2579. case HT_POWER:
  2580. case TK_DOWNKICK:
  2581. case TK_COUNTER:
  2582. case GS_CHAINACTION:
  2583. case GS_TRIPLEACTION:
  2584. case GS_MAGICALBULLET:
  2585. case GS_TRACKING:
  2586. case GS_PIERCINGSHOT:
  2587. case GS_RAPIDSHOWER:
  2588. case GS_DUST:
  2589. case GS_DISARM: // Added disarm. [Reddozen]
  2590. case GS_FULLBUSTER:
  2591. case NJ_SYURIKEN:
  2592. case NJ_KUNAI:
  2593. case ASC_BREAKER:
  2594. case HFLI_MOON: //[orn]
  2595. case HFLI_SBR44: //[orn]
  2596. case NPC_BLEEDING:
  2597. case NPC_CRITICALWOUND:
  2598. case NPC_HELLPOWER:
  2599. /**
  2600. * Rune Knight
  2601. **/
  2602. case RK_SONICWAVE:
  2603. case RK_HUNDREDSPEAR:
  2604. case RK_WINDCUTTER:
  2605. /**
  2606. * Arch Bishop
  2607. **/
  2608. case AB_DUPLELIGHT_MELEE:
  2609. /**
  2610. * Ranger
  2611. **/
  2612. case RA_AIMEDBOLT:
  2613. /**
  2614. * Mechanic
  2615. **/
  2616. case NC_AXEBOOMERANG:
  2617. case NC_POWERSWING:
  2618. /**
  2619. * Guilotinne Cross
  2620. **/
  2621. case GC_CROSSIMPACT:
  2622. case GC_VENOMPRESSURE:
  2623. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2624. break;
  2625. /**
  2626. * Mechanic (MADO GEAR)
  2627. **/
  2628. case NC_BOOSTKNUCKLE:
  2629. case NC_PILEBUNKER:
  2630. case NC_VULCANARM:
  2631. case NC_COLDSLOWER:
  2632. case NC_ARMSCANNON:
  2633. if (sd) pc_overheat(sd,1);
  2634. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2635. break;
  2636. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2637. switch( rand()%6 ){
  2638. case 0: flag |= BREAK_ANKLE; break;
  2639. case 1: flag |= BREAK_WRIST; break;
  2640. case 2: flag |= BREAK_KNEE; break;
  2641. case 3: flag |= BREAK_SHOULDER; break;
  2642. case 4: flag |= BREAK_WAIST; break;
  2643. case 5: flag |= BREAK_NECK; break;
  2644. }
  2645. //TODO: is there really no cleaner way to do this?
  2646. sc = status_get_sc(bl);
  2647. if (sc) sc->jb_flag = flag;
  2648. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2649. break;
  2650. case MO_COMBOFINISH:
  2651. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2652. { //Becomes a splash attack when Soul Linked.
  2653. map_foreachinrange(skill_area_sub, bl,
  2654. skill_get_splash(skillid, skilllv),splash_target(src),
  2655. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2656. skill_castend_damage_id);
  2657. } else
  2658. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2659. break;
  2660. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2661. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2662. skill_area_temp[1] = 0;
  2663. map_foreachinrange(skill_attack_area, src,
  2664. skill_get_splash(skillid, skilllv), splash_target(src),
  2665. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2666. break;
  2667. case KN_CHARGEATK:
  2668. {
  2669. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2670. unsigned int dist = distance_bl(src, bl);
  2671. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2672. // teleport to target (if not on WoE grounds)
  2673. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2674. clif_slide(src, bl->x, bl->y);
  2675. // cause damage and knockback if the path to target was a straight one
  2676. if( path )
  2677. {
  2678. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2679. skill_blown(src, bl, dist, dir, 0);
  2680. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2681. // make the caster look in the direction of the target
  2682. unit_setdir(src, (dir+4)%8);
  2683. }
  2684. }
  2685. break;
  2686. case TK_JUMPKICK:
  2687. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2688. {
  2689. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2690. clif_slide(src,bl->x,bl->y);
  2691. }
  2692. break;
  2693. case NC_FLAMELAUNCHER:
  2694. if (sd) pc_overheat(sd,1);
  2695. case SN_SHARPSHOOTING:
  2696. case MA_SHARPSHOOTING:
  2697. case NJ_KAMAITACHI:
  2698. //It won't shoot through walls since on castend there has to be a direct
  2699. //line of sight between caster and target.
  2700. skill_area_temp[1] = bl->id;
  2701. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2702. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2703. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2704. break;
  2705. case NPC_ACIDBREATH:
  2706. case NPC_DARKNESSBREATH:
  2707. case NPC_FIREBREATH:
  2708. case NPC_ICEBREATH:
  2709. case NPC_THUNDERBREATH:
  2710. skill_area_temp[1] = bl->id;
  2711. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2712. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2713. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2714. break;
  2715. case MO_INVESTIGATE:
  2716. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2717. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2718. break;
  2719. case RG_BACKSTAP:
  2720. {
  2721. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2722. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2723. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2724. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2725. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2726. unit_setdir(bl,dir);
  2727. }
  2728. else if (sd)
  2729. clif_skill_fail(sd,skillid,0,0);
  2730. }
  2731. break;
  2732. case MO_FINGEROFFENSIVE:
  2733. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2734. if (battle_config.finger_offensive_type && sd) {
  2735. int i;
  2736. for (i = 1; i < sd->spiritball_old; i++)
  2737. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2738. }
  2739. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2740. break;
  2741. case MO_CHAINCOMBO:
  2742. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2743. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2744. break;
  2745. case NJ_ISSEN:
  2746. status_change_end(src, SC_NEN, INVALID_TIMER);
  2747. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2748. // fall through
  2749. case MO_EXTREMITYFIST:
  2750. if( skillid == MO_EXTREMITYFIST )
  2751. {
  2752. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  2753. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2754. }
  2755. //Client expects you to move to target regardless of distance
  2756. {
  2757. struct unit_data *ud = unit_bl2ud(src);
  2758. short dx,dy;
  2759. int i,speed;
  2760. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2761. dx = bl->x - src->x;
  2762. dy = bl->y - src->y;
  2763. if (dx < 0) dx-=i;
  2764. else if (dx > 0) dx+=i;
  2765. if (dy < 0) dy-=i;
  2766. else if (dy > 0) dy+=i;
  2767. if (!dx && !dy) dy++;
  2768. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2769. {
  2770. dx = bl->x;
  2771. dy = bl->y;
  2772. } else {
  2773. dx = src->x + dx;
  2774. dy = src->y + dy;
  2775. }
  2776. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2777. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2778. //Increase can't walk delay to not alter your walk path
  2779. ud->canmove_tick = tick;
  2780. speed = status_get_speed(src);
  2781. for (i = 0; i < ud->walkpath.path_len; i ++)
  2782. {
  2783. if(ud->walkpath.path[i]&1)
  2784. ud->canmove_tick+=7*speed/5;
  2785. else
  2786. ud->canmove_tick+=speed;
  2787. }
  2788. }
  2789. }
  2790. break;
  2791. //Splash attack skills.
  2792. case AS_GRIMTOOTH:
  2793. case MC_CARTREVOLUTION:
  2794. case NPC_SPLASHATTACK:
  2795. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2796. case AS_SPLASHER:
  2797. case SM_MAGNUM:
  2798. case MS_MAGNUM:
  2799. case HT_BLITZBEAT:
  2800. case AC_SHOWER:
  2801. case MA_SHOWER:
  2802. case MG_NAPALMBEAT:
  2803. case MG_FIREBALL:
  2804. case RG_RAID:
  2805. case HW_NAPALMVULCAN:
  2806. case NJ_HUUMA:
  2807. case NJ_BAKUENRYU:
  2808. case ASC_METEORASSAULT:
  2809. case GS_DESPERADO:
  2810. case GS_SPREADATTACK:
  2811. case NPC_EARTHQUAKE:
  2812. case NPC_PULSESTRIKE:
  2813. case NPC_HELLJUDGEMENT:
  2814. case NPC_VAMPIRE_GIFT:
  2815. /**
  2816. * Rune Knight
  2817. **/
  2818. case RK_IGNITIONBREAK:
  2819. /**
  2820. * Arch Bishop
  2821. **/
  2822. case AB_JUDEX:
  2823. /**
  2824. * Warlock
  2825. **/
  2826. case WL_SOULEXPANSION:
  2827. case WL_CRIMSONROCK:
  2828. case WL_COMET:
  2829. /**
  2830. * Ranger
  2831. **/
  2832. case RA_ARROWSTORM:
  2833. case RA_WUGDASH:
  2834. /**
  2835. * Mechanic
  2836. **/
  2837. case NC_SELFDESTRUCTION:
  2838. case NC_AXETORNADO:
  2839. /**
  2840. * Guilotine Cross
  2841. **/
  2842. case GC_ROLLINGCUTTER:
  2843. case GC_COUNTERSLASH:
  2844. if( flag&1 )
  2845. { //Recursive invocation
  2846. // skill_area_temp[0] holds number of targets in area
  2847. // skill_area_temp[1] holds the id of the original target
  2848. // skill_area_temp[2] counts how many targets have already been processed
  2849. int sflag = skill_area_temp[0] & 0xFFF, heal;
  2850. if( flag&SD_LEVEL )
  2851. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2852. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2853. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2854. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2855. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  2856. {
  2857. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2858. status_heal(src,heal,0,0);
  2859. }
  2860. }
  2861. else
  2862. {
  2863. if ( skillid == NJ_BAKUENRYU )
  2864. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2865. skill_area_temp[0] = 0;
  2866. skill_area_temp[1] = bl->id;
  2867. skill_area_temp[2] = 0;
  2868. if( skillid == WL_CRIMSONROCK ) {
  2869. skill_area_temp[4] = bl->x;
  2870. skill_area_temp[5] = bl->y;
  2871. }
  2872. // if skill damage should be split among targets, count them
  2873. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2874. //special case: Venom Splasher uses a different range for searching than for splashing
  2875. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2876. 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);
  2877. // recursive invocation of skill_castend_damage_id() with flag|1
  2878. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2879. //FIXME: Isn't EarthQuake a ground skill after all?
  2880. if( skillid == NPC_EARTHQUAKE )
  2881. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2882. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2883. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2884. { // Initiate 10% of your damage becomes fire element.
  2885. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2886. if( sd )
  2887. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2888. if( bl->type == BL_MER )
  2889. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2890. }
  2891. }
  2892. break;
  2893. case KN_BRANDISHSPEAR:
  2894. case ML_BRANDISH:
  2895. //Coded apart for it needs the flag passed to the damage calculation.
  2896. if (skill_area_temp[1] != bl->id)
  2897. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2898. else
  2899. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2900. break;
  2901. case KN_BOWLINGBASH:
  2902. case MS_BOWLINGBASH:
  2903. if(flag&1){
  2904. if(bl->id==skill_area_temp[1])
  2905. break;
  2906. //two hits for 500%
  2907. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2908. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2909. } else {
  2910. int i,c;
  2911. c = skill_get_blewcount(skillid,skilllv);
  2912. // keep moving target in the direction that src is looking, square by square
  2913. for(i=0;i<c;i++){
  2914. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2915. break; //Can't knockback
  2916. 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);
  2917. if( skill_area_temp[0] > 1 ) break; // collision
  2918. }
  2919. clif_blown(bl); //Update target pos.
  2920. if (i!=c) { //Splash
  2921. skill_area_temp[1] = bl->id;
  2922. 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);
  2923. }
  2924. //Weirdo dual-hit property, two attacks for 500%
  2925. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2926. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2927. }
  2928. break;
  2929. case KN_SPEARSTAB:
  2930. if(flag&1) {
  2931. if (bl->id==skill_area_temp[1])
  2932. break;
  2933. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2934. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2935. } else {
  2936. int x=bl->x,y=bl->y,i,dir;
  2937. dir = map_calc_dir(bl,src->x,src->y);
  2938. skill_area_temp[1] = bl->id;
  2939. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2940. // all the enemies between the caster and the target are hit, as well as the target
  2941. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2942. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2943. for (i=0;i<4;i++) {
  2944. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2945. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2946. x += dirx[dir];
  2947. y += diry[dir];
  2948. }
  2949. }
  2950. break;
  2951. case TK_TURNKICK:
  2952. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2953. {
  2954. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2955. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2956. map_foreachinrange(skill_area_sub,bl,
  2957. skill_get_splash(skillid, skilllv),BL_CHAR,
  2958. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2959. skill_castend_nodamage_id);
  2960. }
  2961. break;
  2962. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2963. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2964. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2965. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2966. break;
  2967. case PR_TURNUNDEAD:
  2968. case ALL_RESURRECTION:
  2969. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2970. break;
  2971. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2972. break;
  2973. case MG_SOULSTRIKE:
  2974. case NPC_DARKSTRIKE:
  2975. case MG_COLDBOLT:
  2976. case MG_FIREBOLT:
  2977. case MG_LIGHTNINGBOLT:
  2978. case WZ_EARTHSPIKE:
  2979. case AL_HEAL:
  2980. case AL_HOLYLIGHT:
  2981. case WZ_JUPITEL:
  2982. case NPC_DARKTHUNDER:
  2983. case PR_ASPERSIO:
  2984. case MG_FROSTDIVER:
  2985. case WZ_SIGHTBLASTER:
  2986. case WZ_SIGHTRASHER:
  2987. case NJ_KOUENKA:
  2988. case NJ_HYOUSENSOU:
  2989. case NJ_HUUJIN:
  2990. /**
  2991. * Arch Bishop
  2992. **/
  2993. case AB_ADORAMUS:
  2994. case AB_RENOVATIO:
  2995. case AB_HIGHNESSHEAL:
  2996. case AB_DUPLELIGHT_MAGIC:
  2997. /**
  2998. * Warlock
  2999. **/
  3000. case WL_HELLINFERNO:
  3001. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3002. break;
  3003. case NPC_MAGICALATTACK:
  3004. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3005. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3006. break;
  3007. case HVAN_CAPRICE: //[blackhole89]
  3008. {
  3009. int ran=rand()%4;
  3010. int sid = 0;
  3011. switch(ran)
  3012. {
  3013. case 0: sid=MG_COLDBOLT; break;
  3014. case 1: sid=MG_FIREBOLT; break;
  3015. case 2: sid=MG_LIGHTNINGBOLT; break;
  3016. case 3: sid=WZ_EARTHSPIKE; break;
  3017. }
  3018. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3019. }
  3020. break;
  3021. case WZ_WATERBALL:
  3022. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3023. {
  3024. int range = skilllv / 2;
  3025. int maxlv = skill_get_max(skillid); // learnable level
  3026. int count = 0;
  3027. int x, y;
  3028. struct skill_unit* unit;
  3029. if( skilllv > maxlv )
  3030. {
  3031. if( src->type == BL_MOB && skilllv == 10 )
  3032. range = 4;
  3033. else
  3034. range = maxlv / 2;
  3035. }
  3036. for( y = src->y - range; y <= src->y + range; ++y )
  3037. for( x = src->x - range; x <= src->x + range; ++x )
  3038. {
  3039. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  3040. {
  3041. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3042. count++; // natural water cell
  3043. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  3044. {
  3045. count++; // skill-induced water cell
  3046. skill_delunit(unit); // consume cell
  3047. }
  3048. }
  3049. }
  3050. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3051. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3052. }
  3053. break;
  3054. case PR_BENEDICTIO:
  3055. //Should attack undead and demons. [Skotlex]
  3056. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3057. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3058. break;
  3059. case SL_SMA:
  3060. status_change_end(src, SC_SMA, INVALID_TIMER);
  3061. case SL_STIN:
  3062. case SL_STUN:
  3063. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3064. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3065. clif_skill_fail(sd,skillid,0,0);
  3066. break;
  3067. }
  3068. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3069. break;
  3070. case NPC_DARKBREATH:
  3071. clif_emotion(src,E_AG);
  3072. case SN_FALCONASSAULT:
  3073. case PA_PRESSURE:
  3074. case CR_ACIDDEMONSTRATION:
  3075. case TF_THROWSTONE:
  3076. case NPC_SMOKING:
  3077. case GS_FLING:
  3078. case NJ_ZENYNAGE:
  3079. /**
  3080. * Rune Knight
  3081. **/
  3082. case RK_DRAGONBREATH:
  3083. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3084. break;
  3085. case HVAN_EXPLOSION:
  3086. case NPC_SELFDESTRUCTION:
  3087. if (src != bl)
  3088. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3089. break;
  3090. // Celest
  3091. case PF_SOULBURN:
  3092. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3093. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3094. if (skilllv == 5)
  3095. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3096. status_percent_damage(src, bl, 0, 100, false);
  3097. } else {
  3098. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3099. if (skilllv == 5)
  3100. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3101. status_percent_damage(src, src, 0, 100, false);
  3102. }
  3103. break;
  3104. case NPC_BLOODDRAIN:
  3105. case NPC_ENERGYDRAIN:
  3106. {
  3107. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3108. src, src, bl, skillid, skilllv, tick, flag);
  3109. if (heal > 0){
  3110. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3111. status_heal(src, heal, 0, 0);
  3112. }
  3113. }
  3114. break;
  3115. case GS_BULLSEYE:
  3116. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3117. break;
  3118. case NJ_KASUMIKIRI:
  3119. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3120. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3121. break;
  3122. case NJ_KIRIKAGE:
  3123. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3124. { //You don't move on GVG grounds.
  3125. short x, y;
  3126. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3127. if (unit_movepos(src, x, y, 0, 0))
  3128. clif_slide(src,src->x,src->y);
  3129. }
  3130. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3131. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3132. break;
  3133. /**
  3134. * Rune Knight
  3135. **/
  3136. case RK_PHANTOMTHRUST:
  3137. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3138. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3139. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3140. if( battle_check_target(src,bl,BCT_ENEMY) )
  3141. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3142. break;
  3143. case RK_STORMBLAST:
  3144. case RK_CRUSHSTRIKE:
  3145. if( sd ) {
  3146. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3147. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3148. else
  3149. clif_skill_fail(sd,skillid,0,0);
  3150. } else //non-sd support
  3151. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3152. break;
  3153. /**
  3154. * Guilotinne Cross
  3155. **/
  3156. case GC_DARKILLUSION:
  3157. {
  3158. short x, y;
  3159. short dir = map_calc_dir(src,bl->x,bl->y);
  3160. if( dir > 4 ) x = -1;
  3161. else if( dir > 0 && dir < 4 ) x = 1;
  3162. else x = 0;
  3163. if( dir < 3 || dir > 5 ) y = -1;
  3164. else if( dir > 3 && dir < 5 ) y = 1;
  3165. else y = 0;
  3166. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3167. {
  3168. clif_slide(src,bl->x+x,bl->y+y);
  3169. clif_fixpos(src); // the official server send these two packts.
  3170. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3171. if( rand()%100 < 4 * skilllv )
  3172. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3173. }
  3174. }
  3175. break;
  3176. case GC_WEAPONCRUSH:
  3177. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3178. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3179. else if( sd )
  3180. clif_skill_fail(sd,skillid,0x1f,0);
  3181. break;
  3182. case GC_CROSSRIPPERSLASHER:
  3183. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3184. clif_skill_fail(sd,skillid,0x17,0);
  3185. else
  3186. {
  3187. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3188. status_change_end(src,SC_ROLLINGCUTTER,-1);
  3189. }
  3190. break;
  3191. case GC_PHANTOMMENACE:
  3192. if( flag&1 )
  3193. { // Only Hits Invisible Targets
  3194. struct status_change *tsc = status_get_sc(bl);
  3195. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3196. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3197. }
  3198. break;
  3199. /**
  3200. * Warlock
  3201. **/
  3202. case WL_CHAINLIGHTNING:
  3203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3204. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3205. break;
  3206. case WL_DRAINLIFE:
  3207. {
  3208. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3209. int rate = 70 + 4 * skilllv + ( sd ? sd->status.job_level : 50 ) / 5;
  3210. heal = 8 * skilllv;
  3211. if( status_get_lv(src) > 100 ) heal = heal * status_get_lv(src) / 100; // Base level bonus.
  3212. if( bl->type == BL_SKILL )
  3213. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3214. if( heal && rand()%100 < rate )
  3215. {
  3216. status_heal(src, heal, 0, 0);
  3217. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3218. }
  3219. }
  3220. break;
  3221. case WL_TETRAVORTEX:
  3222. if( sd )
  3223. {
  3224. int spheres[5] = { 0, 0, 0, 0, 0 },
  3225. positions[5] = {-1,-1,-1,-1,-1 },
  3226. i, j = 0, k, subskill = 0;
  3227. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3228. if( sc && sc->data[i] )
  3229. {
  3230. spheres[j] = i;
  3231. positions[j] = sc->data[i]->val2;
  3232. j++; //
  3233. }
  3234. if( j < 4 )
  3235. { // Need 4 spheres minimum
  3236. clif_skill_fail(sd,skillid,0,0);
  3237. break;
  3238. }
  3239. // Sphere Sort, this time from new to old
  3240. for( i = 0; i <= j - 2; i++ )
  3241. for( k = i + 1; k <= j - 1; k++ )
  3242. if( positions[i] < positions[k] )
  3243. {
  3244. swap(positions[i],positions[k]);
  3245. swap(spheres[i],spheres[k]);
  3246. }
  3247. k = 0;
  3248. for( i = 0; i < 4; i++ )
  3249. {
  3250. switch( sc->data[spheres[i]]->val1 )
  3251. {
  3252. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3253. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3254. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3255. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3256. }
  3257. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3258. status_change_end(src, spheres[i], INVALID_TIMER);
  3259. }
  3260. }
  3261. break;
  3262. case WL_RELEASE:
  3263. if( sd )
  3264. {
  3265. int i;
  3266. // Priority is to release SpellBook
  3267. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
  3268. if( i < MAX_SPELLBOOK )
  3269. { // SpellBook
  3270. int rsb_skillid, rsb_skilllv;
  3271. if( skilllv > 1 )
  3272. {
  3273. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
  3274. i--; // At skilllvl 2, Release uses the last learned skill in spellbook
  3275. }
  3276. rsb_skillid = sd->rsb[i].skillid;
  3277. rsb_skilllv = sd->rsb[i].level;
  3278. if( skilllv > 1 )
  3279. sd->rsb[i].skillid = 0; // Last position - only remove it from list
  3280. else
  3281. memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));
  3282. if( sd->rsb[0].skillid == 0 )
  3283. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3284. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3285. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3286. if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
  3287. break;
  3288. switch( skill_get_casttype(rsb_skillid) )
  3289. {
  3290. case CAST_GROUND:
  3291. skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0);
  3292. break;
  3293. case CAST_NODAMAGE:
  3294. skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3295. break;
  3296. case CAST_DAMAGE:
  3297. skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3298. break;
  3299. }
  3300. sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
  3301. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0);
  3302. }
  3303. else
  3304. { // Summon Balls
  3305. int j = 0, k, skele;
  3306. int spheres[5] = { 0, 0, 0, 0, 0 },
  3307. positions[5] = {-1,-1,-1,-1,-1 };
  3308. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3309. if( sc && sc->data[i] )
  3310. {
  3311. spheres[j] = i;
  3312. positions[j] = sc->data[i]->val2;
  3313. sc->data[i]->val2--; // Prepares for next position
  3314. j++;
  3315. }
  3316. if( j == 0 )
  3317. { // No Spheres
  3318. clif_skill_fail(sd,skillid,0,0);
  3319. break;
  3320. }
  3321. // Sphere Sort
  3322. for( i = 0; i <= j - 2; i++ )
  3323. for( k = i + 1; k <= j - 1; k++ )
  3324. if( positions[i] > positions[k] )
  3325. {
  3326. swap(positions[i],positions[k]);
  3327. swap(spheres[i],spheres[k]);
  3328. }
  3329. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3330. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3331. for( i = 0; i < j; i++ )
  3332. {
  3333. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3334. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3335. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3336. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3337. }
  3338. clif_skill_nodamage(src,bl,skillid,0,1);
  3339. }
  3340. }
  3341. break;
  3342. case WL_FROSTMISTY:
  3343. {
  3344. struct status_change *tsc = status_get_sc(bl);
  3345. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3346. break; // Doesn't hit/cause Freezing to invisible enemy
  3347. // Causes Freezing status through walls.
  3348. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3349. // Doesn't deal damage through non-shootable walls.
  3350. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3351. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3352. }
  3353. break;
  3354. case WL_JACKFROST: {
  3355. struct status_change *tsc = status_get_sc(bl);
  3356. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3357. break; // Do not hit invisible enemy
  3358. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3359. }
  3360. break;
  3361. /**
  3362. * Ranger
  3363. **/
  3364. case RA_WUGSTRIKE:
  3365. case RA_WUGBITE:
  3366. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3367. if( skillid == RA_WUGSTRIKE ) {
  3368. if( sd && pc_isridingwug(sd) && !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src,bl->x,bl->y,1,1) )
  3369. clif_slide(src, bl->x, bl->y);
  3370. }
  3371. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3372. }
  3373. break;
  3374. case RA_SENSITIVEKEEN:
  3375. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3376. struct status_change * tsc = status_get_sc(bl);
  3377. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK) || tsc->data[SC__INVISIBILITY]) )
  3378. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3379. }
  3380. else
  3381. {
  3382. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3383. struct skill_unit_group* sg;
  3384. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP && sg->src_id != src->id &&
  3385. battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
  3386. {
  3387. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3388. {
  3389. struct item item_tmp;
  3390. memset(&item_tmp,0,sizeof(item_tmp));
  3391. item_tmp.nameid = ( sg->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
  3392. item_tmp.identify = 1;
  3393. if( item_tmp.nameid )
  3394. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3395. }
  3396. skill_delunit(su);
  3397. }
  3398. }
  3399. break;
  3400. /**
  3401. * Mechanic
  3402. **/
  3403. case NC_INFRAREDSCAN:
  3404. if( flag&1 )
  3405. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3406. if( rand()%100 < 50 )
  3407. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3408. status_change_end(bl, SC_HIDING, -1);
  3409. status_change_end(bl, SC_CLOAKING, -1);
  3410. status_change_end(bl, SC_CLOAKINGEXCEED, -1); // Need confirm it.
  3411. }
  3412. else
  3413. {
  3414. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3415. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3416. if( sd ) pc_overheat(sd,1);
  3417. }
  3418. break;
  3419. case NC_MAGNETICFIELD:
  3420. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3421. break;
  3422. case 0:
  3423. if(sd) {
  3424. if (flag & 3){
  3425. if (bl->id != skill_area_temp[1])
  3426. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  3427. } else {
  3428. skill_area_temp[1] = bl->id;
  3429. map_foreachinrange(skill_area_sub, bl,
  3430. sd->splash_range, BL_CHAR,
  3431. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3432. skill_castend_damage_id);
  3433. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3434. }
  3435. }
  3436. break;
  3437. default:
  3438. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3439. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3440. 0, abs(skill_get_num(skillid, skilllv)),
  3441. skillid, skilllv, skill_get_hit(skillid));
  3442. map_freeblock_unlock();
  3443. return 1;
  3444. }
  3445. map_freeblock_unlock();
  3446. if( sd && !(flag&1) )
  3447. {// ensure that the skill last-cast tick is recorded
  3448. sd->canskill_tick = gettick();
  3449. if( sd->state.arrow_atk )
  3450. {// consume arrow on last invocation to this skill.
  3451. battle_consume_ammo(sd, skillid, skilllv);
  3452. }
  3453. // perform auto-cast routines and skill requirement consumption
  3454. skill_onskillusage(sd, bl, skillid, tick);
  3455. skill_consume_requirement(sd,skillid,skilllv,2);
  3456. }
  3457. return 0;
  3458. }
  3459. /*==========================================
  3460. *
  3461. *------------------------------------------*/
  3462. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3463. {
  3464. struct map_session_data *sd, *dstsd;
  3465. struct mob_data *md, *dstmd;
  3466. struct homun_data *hd;
  3467. struct mercenary_data *mer;
  3468. struct status_data *sstatus, *tstatus;
  3469. struct status_change *tsc;
  3470. struct status_change_entry *tsce;
  3471. int i;
  3472. enum sc_type type;
  3473. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3474. nullpo_retr(1, src);
  3475. nullpo_retr(1, bl);
  3476. if (src->m != bl->m)
  3477. return 1;
  3478. sd = BL_CAST(BL_PC, src);
  3479. hd = BL_CAST(BL_HOM, src);
  3480. md = BL_CAST(BL_MOB, src);
  3481. mer = BL_CAST(BL_MER, src);
  3482. dstsd = BL_CAST(BL_PC, bl);
  3483. dstmd = BL_CAST(BL_MOB, bl);
  3484. if(bl->prev == NULL)
  3485. return 1;
  3486. if(status_isdead(src))
  3487. return 1;
  3488. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  3489. return 1;
  3490. tstatus = status_get_status_data(bl);
  3491. sstatus = status_get_status_data(src);
  3492. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3493. switch (skillid) {
  3494. case HLIF_HEAL: //[orn]
  3495. if (bl->type != BL_HOM) {
  3496. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3497. break ;
  3498. }
  3499. case AL_HEAL:
  3500. case ALL_RESURRECTION:
  3501. case PR_ASPERSIO:
  3502. /**
  3503. * Arch Bishop
  3504. **/
  3505. case AB_RENOVATIO:
  3506. case AB_HIGHNESSHEAL:
  3507. //Apparently only player casted skills can be offensive like this.
  3508. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3509. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3510. //Offensive heal does not works on non-enemies. [Skotlex]
  3511. clif_skill_fail(sd,skillid,0,0);
  3512. return 0;
  3513. }
  3514. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3515. }
  3516. break;
  3517. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3518. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3519. default:
  3520. //Skill is actually ground placed.
  3521. if (src == bl && skill_get_unit_id(skillid,0))
  3522. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3523. }
  3524. type = status_skill2sc(skillid);
  3525. tsc = status_get_sc(bl);
  3526. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  3527. if (src!=bl && type > -1 &&
  3528. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  3529. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3530. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3531. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3532. map_freeblock_lock();
  3533. switch(skillid)
  3534. {
  3535. case HLIF_HEAL: //[orn]
  3536. case AL_HEAL:
  3537. /**
  3538. * Arch Bishop
  3539. **/
  3540. case AB_HIGHNESSHEAL:
  3541. {
  3542. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  3543. int heal_get_jobexp;
  3544. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  3545. if( skillid == AB_HIGHNESSHEAL ) {
  3546. heal = heal * ( 15 + 5 * skilllv ) / 10;
  3547. }
  3548. if( status_isimmune(bl) ||
  3549. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  3550. (skillid == AL_HEAL && dstsd && dstsd->sc.option&OPTION_MADOGEAR) )//Mado is immune to AL_HEAL
  3551. heal=0;
  3552. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  3553. heal = heal*2;
  3554. if( tsc && tsc->count )
  3555. {
  3556. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  3557. { //Bounce back heal
  3558. if (--tsc->data[SC_KAITE]->val2 <= 0)
  3559. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  3560. if (src == bl)
  3561. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3562. else {
  3563. bl = src;
  3564. dstsd = sd;
  3565. }
  3566. } else
  3567. if (tsc->data[SC_BERSERK])
  3568. heal = 0; //Needed so that it actually displays 0 when healing.
  3569. }
  3570. heal_get_jobexp = status_heal(bl,heal,0,0);
  3571. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3572. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3573. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3574. if (heal_get_jobexp <= 0)
  3575. heal_get_jobexp = 1;
  3576. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  3577. }
  3578. }
  3579. break;
  3580. case PR_REDEMPTIO:
  3581. if (sd && !(flag&1)) {
  3582. if (sd->status.party_id == 0) {
  3583. clif_skill_fail(sd,skillid,0,0);
  3584. break;
  3585. }
  3586. skill_area_temp[0] = 0;
  3587. party_foreachsamemap(skill_area_sub,
  3588. sd,skill_get_splash(skillid, skilllv),
  3589. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3590. skill_castend_nodamage_id);
  3591. if (skill_area_temp[0] == 0) {
  3592. clif_skill_fail(sd,skillid,0,0);
  3593. break;
  3594. }
  3595. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3596. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3597. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  3598. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  3599. clif_updatestatus(sd,SP_BASEEXP);
  3600. clif_updatestatus(sd,SP_JOBEXP);
  3601. }
  3602. status_set_hp(src, 1, 0);
  3603. status_set_sp(src, 0, 0);
  3604. break;
  3605. } else if (status_isdead(bl) && flag&1) { //Revive
  3606. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3607. skilllv = 3; //Resurrection level 3 is used
  3608. } else //Invalid target, skip resurrection.
  3609. break;
  3610. case ALL_RESURRECTION:
  3611. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  3612. { //No reviving in WoE grounds!
  3613. clif_skill_fail(sd,skillid,0,0);
  3614. break;
  3615. }
  3616. if (!status_isdead(bl))
  3617. break;
  3618. {
  3619. int per = 0, sper = 0;
  3620. if (tsc && tsc->data[SC_HELLPOWER])
  3621. break;
  3622. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3623. break;
  3624. switch(skilllv){
  3625. case 1: per=10; break;
  3626. case 2: per=30; break;
  3627. case 3: per=50; break;
  3628. case 4: per=80; break;
  3629. }
  3630. if(dstsd && dstsd->special_state.restart_full_recover)
  3631. per = sper = 100;
  3632. if (status_revive(bl, per, sper))
  3633. {
  3634. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3635. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3636. {
  3637. int exp = 0,jexp = 0;
  3638. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3639. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3640. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3641. if (exp < 1) exp = 1;
  3642. }
  3643. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3644. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3645. if (jexp < 1) jexp = 1;
  3646. }
  3647. if(exp > 0 || jexp > 0)
  3648. pc_gainexp (sd, bl, exp, jexp, false);
  3649. }
  3650. }
  3651. }
  3652. break;
  3653. case AL_DECAGI:
  3654. case MER_DECAGI:
  3655. clif_skill_nodamage (src, bl, skillid, skilllv,
  3656. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  3657. break;
  3658. case AL_CRUCIS:
  3659. if (flag&1)
  3660. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  3661. else {
  3662. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3663. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3664. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3665. }
  3666. break;
  3667. case PR_LEXDIVINA:
  3668. case MER_LEXDIVINA:
  3669. if( tsce )
  3670. status_change_end(bl,type, INVALID_TIMER);
  3671. else
  3672. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3673. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3674. break;
  3675. case SA_ABRACADABRA:
  3676. {
  3677. int abra_skillid = 0, abra_skilllv;
  3678. do {
  3679. i = rand() % MAX_SKILL_ABRA_DB;
  3680. abra_skillid = skill_abra_db[i].skillid;
  3681. } while (abra_skillid == 0 ||
  3682. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  3683. rand()%10000 >= skill_abra_db[i].per
  3684. );
  3685. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3686. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3687. if( sd )
  3688. {// player-casted
  3689. sd->state.abra_flag = 1;
  3690. sd->skillitem = abra_skillid;
  3691. sd->skillitemlv = abra_skilllv;
  3692. clif_item_skill(sd, abra_skillid, abra_skilllv);
  3693. }
  3694. else
  3695. {// mob-casted
  3696. struct unit_data *ud = unit_bl2ud(src);
  3697. int inf = skill_get_inf(abra_skillid);
  3698. int target_id = 0;
  3699. if (!ud) break;
  3700. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3701. if (src->type == BL_PET)
  3702. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3703. if (!bl) bl = src;
  3704. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3705. } else { //Assume offensive skills
  3706. if (ud->target)
  3707. target_id = ud->target;
  3708. else switch (src->type) {
  3709. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3710. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3711. }
  3712. if (!target_id)
  3713. break;
  3714. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3715. bl = map_id2bl(target_id);
  3716. if (!bl) bl = src;
  3717. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3718. } else
  3719. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3720. }
  3721. }
  3722. }
  3723. break;
  3724. case SA_COMA:
  3725. clif_skill_nodamage(src,bl,skillid,skilllv,
  3726. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3727. break;
  3728. case SA_FULLRECOVERY:
  3729. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3730. if (status_isimmune(bl))
  3731. break;
  3732. status_percent_heal(bl, 100, 100);
  3733. break;
  3734. case NPC_ALLHEAL:
  3735. {
  3736. int heal;
  3737. if( status_isimmune(bl) )
  3738. break;
  3739. heal = status_percent_heal(bl, 100, 0);
  3740. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3741. if( dstmd )
  3742. { // Reset Damage Logs
  3743. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3744. dstmd->tdmg = 0;
  3745. }
  3746. }
  3747. break;
  3748. case SA_SUMMONMONSTER:
  3749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3750. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3751. break;
  3752. case SA_LEVELUP:
  3753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3754. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  3755. break;
  3756. case SA_INSTANTDEATH:
  3757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3758. status_set_hp(bl,1,0);
  3759. break;
  3760. case SA_QUESTION:
  3761. case SA_GRAVITY:
  3762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3763. break;
  3764. case SA_CLASSCHANGE:
  3765. case SA_MONOCELL:
  3766. if (dstmd)
  3767. {
  3768. int class_;
  3769. if ( sd && dstmd->status.mode&MD_BOSS )
  3770. {
  3771. clif_skill_fail(sd,skillid,0,0);
  3772. break;
  3773. }
  3774. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3775. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3776. mob_class_change(dstmd,class_);
  3777. if( tsc && dstmd->status.mode&MD_BOSS )
  3778. {
  3779. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  3780. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3781. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  3782. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3783. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  3784. }
  3785. }
  3786. break;
  3787. case SA_DEATH:
  3788. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3789. {
  3790. clif_skill_fail(sd,skillid,0,0);
  3791. break;
  3792. }
  3793. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3794. status_kill(bl);
  3795. break;
  3796. case SA_REVERSEORCISH:
  3797. clif_skill_nodamage(src,bl,skillid,skilllv,
  3798. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3799. break;
  3800. case SA_FORTUNE:
  3801. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3802. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3803. break;
  3804. case SA_TAMINGMONSTER:
  3805. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3806. if (sd && dstmd) {
  3807. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3808. if( i < MAX_PET_DB )
  3809. pet_catch_process1(sd, dstmd->class_);
  3810. }
  3811. break;
  3812. case CR_PROVIDENCE:
  3813. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3814. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3815. clif_skill_fail(sd,skillid,0,0);
  3816. map_freeblock_unlock();
  3817. return 1;
  3818. }
  3819. }
  3820. clif_skill_nodamage(src,bl,skillid,skilllv,
  3821. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3822. break;
  3823. case CG_MARIONETTE:
  3824. {
  3825. struct status_change* sc = status_get_sc(src);
  3826. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3827. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3828. clif_skill_fail(sd,skillid,0,0);
  3829. map_freeblock_unlock();
  3830. return 1;
  3831. }
  3832. if( sc && tsc )
  3833. {
  3834. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3835. {
  3836. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3837. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3838. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3839. }
  3840. else
  3841. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3842. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3843. {
  3844. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  3845. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  3846. }
  3847. else
  3848. {
  3849. if( sd )
  3850. clif_skill_fail(sd,skillid,0,0);
  3851. map_freeblock_unlock();
  3852. return 1;
  3853. }
  3854. }
  3855. }
  3856. break;
  3857. case RG_CLOSECONFINE:
  3858. clif_skill_nodamage(src,bl,skillid,skilllv,
  3859. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3860. break;
  3861. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3862. case SA_FROSTWEAPON:
  3863. case SA_LIGHTNINGLOADER:
  3864. case SA_SEISMICWEAPON:
  3865. if (dstsd) {
  3866. if(dstsd->status.weapon == W_FIST ||
  3867. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3868. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3869. dstsd->sc.data[SC_FIREWEAPON] ||
  3870. dstsd->sc.data[SC_WATERWEAPON] ||
  3871. dstsd->sc.data[SC_WINDWEAPON] ||
  3872. dstsd->sc.data[SC_EARTHWEAPON] ||
  3873. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3874. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3875. dstsd->sc.data[SC_ENCPOISON]
  3876. ))
  3877. ) {
  3878. if (sd) clif_skill_fail(sd,skillid,0,0);
  3879. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3880. break;
  3881. }
  3882. }
  3883. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3884. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3885. if (sd)
  3886. clif_skill_fail(sd,skillid,0,0);
  3887. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3888. clif_displaymessage(sd->fd,"You broke target's weapon");
  3889. }
  3890. break;
  3891. case PR_ASPERSIO:
  3892. if (sd && dstmd) {
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3894. break;
  3895. }
  3896. clif_skill_nodamage(src,bl,skillid,skilllv,
  3897. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3898. break;
  3899. case ITEM_ENCHANTARMS:
  3900. clif_skill_nodamage(src,bl,skillid,skilllv,
  3901. sc_start2(bl,type,100,skilllv,
  3902. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3903. break;
  3904. case TK_SEVENWIND:
  3905. switch(skill_get_ele(skillid,skilllv)) {
  3906. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3907. case ELE_WIND : type = SC_WINDWEAPON; break;
  3908. case ELE_WATER : type = SC_WATERWEAPON; break;
  3909. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3910. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3911. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3912. case ELE_HOLY : type = SC_ASPERSIO; break;
  3913. }
  3914. clif_skill_nodamage(src,bl,skillid,skilllv,
  3915. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3916. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3917. break;
  3918. case PR_KYRIE:
  3919. case MER_KYRIE:
  3920. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3921. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3922. break;
  3923. //Passive Magnum, should had been casted on yourself.
  3924. case SM_MAGNUM:
  3925. case MS_MAGNUM:
  3926. skill_area_temp[1] = 0;
  3927. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3928. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3929. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3930. //Initiate 10% of your damage becomes fire element.
  3931. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3932. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3933. break;
  3934. case ASC_EDP:
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,
  3936. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv) + ( sd ? 3000 * pc_checkskill(sd,GC_RESEARCHNEWPOISON) : 0 )));
  3937. break;
  3938. case AL_INCAGI:
  3939. case AL_BLESSING:
  3940. case MER_INCAGI:
  3941. case MER_BLESSING:
  3942. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3943. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3944. break;
  3945. }
  3946. case PR_SLOWPOISON:
  3947. case PR_IMPOSITIO:
  3948. case PR_LEXAETERNA:
  3949. case PR_SUFFRAGIUM:
  3950. case PR_BENEDICTIO:
  3951. case LK_BERSERK:
  3952. case MS_BERSERK:
  3953. case KN_AUTOCOUNTER:
  3954. case KN_TWOHANDQUICKEN:
  3955. case KN_ONEHAND:
  3956. case MER_QUICKEN:
  3957. case CR_SPEARQUICKEN:
  3958. case CR_REFLECTSHIELD:
  3959. case MS_REFLECTSHIELD:
  3960. case AS_POISONREACT:
  3961. case MC_LOUD:
  3962. case MG_ENERGYCOAT:
  3963. case MO_EXPLOSIONSPIRITS:
  3964. case MO_STEELBODY:
  3965. case MO_BLADESTOP:
  3966. case LK_AURABLADE:
  3967. case LK_PARRYING:
  3968. case MS_PARRYING:
  3969. case LK_CONCENTRATION:
  3970. case WS_CARTBOOST:
  3971. case SN_SIGHT:
  3972. case WS_MELTDOWN:
  3973. case WS_OVERTHRUSTMAX:
  3974. case ST_REJECTSWORD:
  3975. case HW_MAGICPOWER:
  3976. case PF_MEMORIZE:
  3977. case PA_SACRIFICE:
  3978. case PF_DOUBLECASTING:
  3979. case SG_SUN_COMFORT:
  3980. case SG_MOON_COMFORT:
  3981. case SG_STAR_COMFORT:
  3982. case NPC_HALLUCINATION:
  3983. case GS_MADNESSCANCEL:
  3984. case GS_ADJUSTMENT:
  3985. case GS_INCREASING:
  3986. case NJ_KASUMIKIRI:
  3987. case NJ_UTSUSEMI:
  3988. case NJ_NEN:
  3989. case NPC_DEFENDER:
  3990. case NPC_MAGICMIRROR:
  3991. case ST_PRESERVE:
  3992. case NPC_INVINCIBLE:
  3993. case NPC_INVINCIBLEOFF:
  3994. /**
  3995. * Rune Knight
  3996. **/
  3997. case RK_DEATHBOUND:
  3998. /**
  3999. * Arch Bishop
  4000. **/
  4001. case AB_RENOVATIO:
  4002. case AB_EXPIATIO:
  4003. case AB_DUPLELIGHT:
  4004. case AB_SECRAMENT:
  4005. /**
  4006. * Mechanic
  4007. **/
  4008. case NC_ACCELERATION:
  4009. case NC_HOVERING:
  4010. case NC_SHAPESHIFT:
  4011. /**
  4012. * Warlock
  4013. **/
  4014. case WL_RECOGNIZEDSPELL:
  4015. /**
  4016. * Guillotine Cross
  4017. **/
  4018. case GC_VENOMIMPRESS:
  4019. clif_skill_nodamage(src,bl,skillid,skilllv,
  4020. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4021. break;
  4022. case NPC_STOP:
  4023. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4024. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4025. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4026. break;
  4027. case HP_ASSUMPTIO:
  4028. if( sd && dstmd )
  4029. clif_skill_fail(sd,skillid,0,0);
  4030. else
  4031. clif_skill_nodamage(src,bl,skillid,skilllv,
  4032. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4033. break;
  4034. case MG_SIGHT:
  4035. case MER_SIGHT:
  4036. case AL_RUWACH:
  4037. case WZ_SIGHTBLASTER:
  4038. case NPC_WIDESIGHT:
  4039. case NPC_STONESKIN:
  4040. case NPC_ANTIMAGIC:
  4041. clif_skill_nodamage(src,bl,skillid,skilllv,
  4042. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4043. break;
  4044. case HLIF_AVOID:
  4045. case HAMI_DEFENCE:
  4046. i = skill_get_time(skillid,skilllv);
  4047. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4048. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4049. break;
  4050. case NJ_BUNSINJYUTSU:
  4051. clif_skill_nodamage(src,bl,skillid,skilllv,
  4052. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4053. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4054. break;
  4055. /* Was modified to only affect targetted char. [Skotlex]
  4056. case HP_ASSUMPTIO:
  4057. if (flag&1)
  4058. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4059. else
  4060. {
  4061. map_foreachinrange(skill_area_sub, bl,
  4062. skill_get_splash(skillid, skilllv), BL_PC,
  4063. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4064. skill_castend_nodamage_id);
  4065. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4066. }
  4067. break;
  4068. */
  4069. case SM_ENDURE:
  4070. clif_skill_nodamage(src,bl,skillid,skilllv,
  4071. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4072. if (sd)
  4073. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4074. break;
  4075. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4076. if (sd && dstsd && dstsd->sc.count) {
  4077. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4078. dstsd->sc.data[SC_WATERWEAPON] ||
  4079. dstsd->sc.data[SC_WINDWEAPON] ||
  4080. dstsd->sc.data[SC_EARTHWEAPON] ||
  4081. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4082. dstsd->sc.data[SC_GHOSTWEAPON]
  4083. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4084. ) {
  4085. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4086. clif_skill_fail(sd,skillid,0,0);
  4087. break;
  4088. }
  4089. }
  4090. clif_skill_nodamage(src,bl,skillid,skilllv,
  4091. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4092. break;
  4093. case LK_TENSIONRELAX:
  4094. clif_skill_nodamage(src,bl,skillid,skilllv,
  4095. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4096. skill_get_time(skillid,skilllv)));
  4097. break;
  4098. case MC_CHANGECART:
  4099. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4100. break;
  4101. case TK_MISSION:
  4102. if (sd) {
  4103. int id;
  4104. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  4105. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4106. clif_skill_fail(sd,skillid,0,0);
  4107. break;
  4108. }
  4109. id = mob_get_random_id(0,0xE, sd->status.base_level);
  4110. if (!id) {
  4111. clif_skill_fail(sd,skillid,0,0);
  4112. break;
  4113. }
  4114. sd->mission_mobid = id;
  4115. sd->mission_count = 0;
  4116. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4117. clif_mission_info(sd, id, 0);
  4118. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4119. }
  4120. break;
  4121. case AC_CONCENTRATION:
  4122. {
  4123. clif_skill_nodamage(src,bl,skillid,skilllv,
  4124. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4125. map_foreachinrange( status_change_timer_sub, src,
  4126. skill_get_splash(skillid, skilllv), BL_CHAR,
  4127. src,NULL,type,tick);
  4128. }
  4129. break;
  4130. case SM_PROVOKE:
  4131. case SM_SELFPROVOKE:
  4132. case MER_PROVOKE:
  4133. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4134. {
  4135. map_freeblock_unlock();
  4136. return 1;
  4137. }
  4138. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4139. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4140. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4141. if( !i )
  4142. {
  4143. if( sd )
  4144. clif_skill_fail(sd,skillid,0,0);
  4145. map_freeblock_unlock();
  4146. return 0;
  4147. }
  4148. unit_skillcastcancel(bl, 2);
  4149. if( tsc && tsc->count )
  4150. {
  4151. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4152. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4153. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4154. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4155. }
  4156. if( dstmd )
  4157. {
  4158. dstmd->state.provoke_flag = src->id;
  4159. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4160. }
  4161. break;
  4162. case ML_DEVOTION:
  4163. case CR_DEVOTION:
  4164. {
  4165. int count, lv;
  4166. if( !dstsd || (!sd && !mer) )
  4167. { // Only players can be devoted
  4168. if( sd )
  4169. clif_skill_fail(sd, skillid, 0, 0);
  4170. break;
  4171. }
  4172. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4173. lv = -lv;
  4174. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4175. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4176. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4177. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4178. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4179. {
  4180. if( sd )
  4181. clif_skill_fail(sd,skillid,0,0);
  4182. map_freeblock_unlock();
  4183. return 1;
  4184. }
  4185. i = 0;
  4186. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4187. if( sd )
  4188. { // Player Devoting Player
  4189. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4190. if( i == count )
  4191. {
  4192. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4193. if( i == count )
  4194. { // No free slots, skill Fail
  4195. clif_skill_fail(sd, skillid, 0, 0);
  4196. map_freeblock_unlock();
  4197. return 1;
  4198. }
  4199. }
  4200. sd->devotion[i] = bl->id;
  4201. }
  4202. else
  4203. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4204. clif_skill_nodamage(src, bl, skillid, skilllv,
  4205. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4206. clif_devotion(src, NULL);
  4207. }
  4208. break;
  4209. case MO_CALLSPIRITS:
  4210. if(sd) {
  4211. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4212. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4213. }
  4214. break;
  4215. case CH_SOULCOLLECT:
  4216. if(sd) {
  4217. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4218. for (i = 0; i < 5; i++)
  4219. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  4220. }
  4221. break;
  4222. case MO_KITRANSLATION:
  4223. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4224. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4225. }
  4226. break;
  4227. case TK_TURNKICK:
  4228. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4229. if (skill_area_temp[1] != bl->id) {
  4230. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4231. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4232. }
  4233. break;
  4234. case MO_ABSORBSPIRITS:
  4235. i = 0;
  4236. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4237. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4238. i = dstsd->spiritball * 7;
  4239. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4240. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  4241. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4242. i = 2 * dstmd->level;
  4243. mob_target(dstmd,src,0);
  4244. }
  4245. if (i) status_heal(src, 0, i, 3);
  4246. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4247. break;
  4248. case AC_MAKINGARROW:
  4249. if(sd) {
  4250. clif_arrow_create_list(sd);
  4251. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4252. }
  4253. break;
  4254. case AM_PHARMACY:
  4255. if(sd) {
  4256. clif_skill_produce_mix_list(sd,skillid,22);
  4257. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4258. }
  4259. break;
  4260. case SA_CREATECON:
  4261. if(sd) {
  4262. clif_skill_produce_mix_list(sd,skillid,23);
  4263. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4264. }
  4265. break;
  4266. case BS_HAMMERFALL:
  4267. clif_skill_nodamage(src,bl,skillid,skilllv,
  4268. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4269. break;
  4270. case RG_RAID:
  4271. skill_area_temp[1] = 0;
  4272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4273. map_foreachinrange(skill_area_sub, bl,
  4274. skill_get_splash(skillid, skilllv), splash_target(src),
  4275. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4276. skill_castend_damage_id);
  4277. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4278. break;
  4279. case ASC_METEORASSAULT:
  4280. case GS_SPREADATTACK:
  4281. /**
  4282. * Rune Knight
  4283. **/
  4284. case RK_STORMBLAST:
  4285. /**
  4286. * Mechanic
  4287. **/
  4288. case NC_AXETORNADO:
  4289. /**
  4290. * Guilotine Cross
  4291. **/
  4292. case GC_COUNTERSLASH:
  4293. skill_area_temp[1] = 0;
  4294. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4295. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  4296. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4297. if( !i && skillid == NC_AXETORNADO )
  4298. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4299. break;
  4300. case NC_EMERGENCYCOOL:
  4301. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4302. status_change_end(src,SC_OVERHEAT_LIMITPOINT,-1);
  4303. status_change_end(src,SC_OVERHEAT,-1);
  4304. break;
  4305. case NC_INFRAREDSCAN:
  4306. case NPC_EARTHQUAKE:
  4307. case NPC_VAMPIRE_GIFT:
  4308. case NPC_HELLJUDGEMENT:
  4309. case NPC_PULSESTRIKE:
  4310. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  4311. break;
  4312. case KN_BRANDISHSPEAR:
  4313. case ML_BRANDISH:
  4314. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  4315. break;
  4316. case WZ_SIGHTRASHER:
  4317. //Passive side of the attack.
  4318. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  4319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4320. map_foreachinrange(skill_area_sub,src,
  4321. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  4322. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4323. skill_castend_damage_id);
  4324. break;
  4325. case NJ_HYOUSYOURAKU:
  4326. case NJ_RAIGEKISAI:
  4327. case WZ_FROSTNOVA:
  4328. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4329. skill_area_temp[1] = 0;
  4330. map_foreachinrange(skill_attack_area, src,
  4331. skill_get_splash(skillid, skilllv), splash_target(src),
  4332. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  4333. break;
  4334. case HVAN_EXPLOSION: //[orn]
  4335. case NPC_SELFDESTRUCTION:
  4336. //Self Destruction hits everyone in range (allies+enemies)
  4337. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  4338. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  4339. BCT_ENEMY:BCT_ALL;
  4340. clif_skill_nodamage(src, src, skillid, -1, 1);
  4341. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  4342. map_foreachinrange(skill_area_sub, bl,
  4343. skill_get_splash(skillid, skilllv), splash_target(src),
  4344. src, skillid, skilllv, tick, flag|i,
  4345. skill_castend_damage_id);
  4346. map_addblock(src);
  4347. status_damage(src, src, sstatus->max_hp,0,0,1);
  4348. break;
  4349. case AL_ANGELUS:
  4350. case PR_MAGNIFICAT:
  4351. case PR_GLORIA:
  4352. case SN_WINDWALK:
  4353. case CASH_BLESSING:
  4354. case CASH_INCAGI:
  4355. case CASH_ASSUMPTIO:
  4356. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  4357. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4358. else if( sd )
  4359. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4360. break;
  4361. case MER_MAGNIFICAT:
  4362. if( mer != NULL )
  4363. {
  4364. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4365. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  4366. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4367. else if( mer->master && !(flag&1) )
  4368. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4369. }
  4370. break;
  4371. case BS_ADRENALINE:
  4372. case BS_ADRENALINE2:
  4373. case BS_WEAPONPERFECT:
  4374. case BS_OVERTHRUST:
  4375. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  4376. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4377. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  4378. } else if (sd) {
  4379. party_foreachsamemap(skill_area_sub,
  4380. sd,skill_get_splash(skillid, skilllv),
  4381. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4382. skill_castend_nodamage_id);
  4383. }
  4384. break;
  4385. case BS_MAXIMIZE:
  4386. case NV_TRICKDEAD:
  4387. case CR_DEFENDER:
  4388. case ML_DEFENDER:
  4389. case CR_AUTOGUARD:
  4390. case ML_AUTOGUARD:
  4391. case TK_READYSTORM:
  4392. case TK_READYDOWN:
  4393. case TK_READYTURN:
  4394. case TK_READYCOUNTER:
  4395. case TK_DODGE:
  4396. case CR_SHRINK:
  4397. case SG_FUSION:
  4398. case GS_GATLINGFEVER:
  4399. if( tsce )
  4400. {
  4401. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4402. map_freeblock_unlock();
  4403. return 0;
  4404. }
  4405. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4406. break;
  4407. case SL_KAITE:
  4408. case SL_KAAHI:
  4409. case SL_KAIZEL:
  4410. case SL_KAUPE:
  4411. if (sd) {
  4412. if (!dstsd || !(
  4413. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  4414. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  4415. dstsd->status.char_id == sd->status.char_id ||
  4416. dstsd->status.char_id == sd->status.partner_id ||
  4417. dstsd->status.char_id == sd->status.child
  4418. )) {
  4419. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  4420. clif_skill_fail(sd,skillid,0,0);
  4421. break;
  4422. }
  4423. }
  4424. clif_skill_nodamage(src,bl,skillid,skilllv,
  4425. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4426. break;
  4427. case SM_AUTOBERSERK:
  4428. case MER_AUTOBERSERK:
  4429. if( tsce )
  4430. i = status_change_end(bl, type, INVALID_TIMER);
  4431. else
  4432. i = sc_start(bl,type,100,skilllv,60000);
  4433. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4434. break;
  4435. case TF_HIDING:
  4436. case ST_CHASEWALK:
  4437. if (tsce)
  4438. {
  4439. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  4440. map_freeblock_unlock();
  4441. return 0;
  4442. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  4443. //Mado Gear cannot hide
  4444. if( sd ) clif_skill_fail(sd,skillid,0,0);
  4445. map_freeblock_unlock();
  4446. return 0;
  4447. }
  4448. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4449. break;
  4450. case TK_RUN:
  4451. if (tsce)
  4452. {
  4453. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4454. map_freeblock_unlock();
  4455. return 0;
  4456. }
  4457. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4458. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  4459. clif_walkok(sd); // So aegis has to resend the walk ok.
  4460. break;
  4461. case AS_CLOAKING:
  4462. case RA_CAMOUFLAGE:
  4463. /**
  4464. * Guilotine Cross
  4465. **/
  4466. case GC_CLOAKINGEXCEED:
  4467. if (tsce)
  4468. {
  4469. i = status_change_end(bl, type, INVALID_TIMER);
  4470. if( i )
  4471. clif_skill_nodamage(src,bl,skillid,-1,i);
  4472. else if( sd )
  4473. clif_skill_fail(sd,skillid,0,0);
  4474. map_freeblock_unlock();
  4475. return 0;
  4476. }
  4477. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4478. if( i )
  4479. clif_skill_nodamage(src,bl,skillid,-1,i);
  4480. else if( sd )
  4481. clif_skill_fail(sd,skillid,0,0);
  4482. break;
  4483. case BD_ADAPTATION:
  4484. if(tsc && tsc->data[SC_DANCING]){
  4485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4486. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  4487. }
  4488. break;
  4489. case BA_FROSTJOKER:
  4490. case DC_SCREAM:
  4491. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4492. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4493. if (md) {
  4494. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4495. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4496. char temp[70];
  4497. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  4498. clif_message(&md->bl,temp);
  4499. }
  4500. break;
  4501. case BA_PANGVOICE:
  4502. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4503. break;
  4504. case DC_WINKCHARM:
  4505. if( dstsd )
  4506. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4507. else
  4508. if( dstmd )
  4509. {
  4510. if( status_get_lv(src) > status_get_lv(bl)
  4511. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4512. && !(tstatus->mode&MD_BOSS) )
  4513. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4514. else
  4515. {
  4516. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4517. if(sd) clif_skill_fail(sd,skillid,0,0);
  4518. }
  4519. }
  4520. break;
  4521. case TF_STEAL:
  4522. if(sd) {
  4523. if(pc_steal_item(sd,bl,skilllv))
  4524. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4525. else
  4526. clif_skill_fail(sd,skillid,0x0a,0);
  4527. }
  4528. break;
  4529. case RG_STEALCOIN:
  4530. if(sd) {
  4531. if(pc_steal_coin(sd,bl))
  4532. {
  4533. dstmd->state.provoke_flag = src->id;
  4534. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4535. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4536. }
  4537. else
  4538. clif_skill_fail(sd,skillid,0,0);
  4539. }
  4540. break;
  4541. case MG_STONECURSE:
  4542. {
  4543. if (tstatus->mode&MD_BOSS) {
  4544. if (sd) clif_skill_fail(sd,skillid,0,0);
  4545. break;
  4546. }
  4547. if(status_isimmune(bl) || !tsc)
  4548. break;
  4549. if (tsc->data[SC_STONE]) {
  4550. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4551. if (sd) clif_skill_fail(sd,skillid,0,0);
  4552. break;
  4553. }
  4554. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4555. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4556. skill_get_time2(skillid,skilllv)))
  4557. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4558. else if(sd) {
  4559. clif_skill_fail(sd,skillid,0,0);
  4560. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4561. if (skilllv > 5)
  4562. { // not to consume items
  4563. map_freeblock_unlock();
  4564. return 0;
  4565. }
  4566. }
  4567. }
  4568. break;
  4569. case NV_FIRSTAID:
  4570. clif_skill_nodamage(src,bl,skillid,5,1);
  4571. status_heal(bl,5,0,0);
  4572. break;
  4573. case AL_CURE:
  4574. if(status_isimmune(bl)) {
  4575. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4576. break;
  4577. }
  4578. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4579. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4580. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4581. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4582. break;
  4583. case TF_DETOXIFY:
  4584. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4585. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4586. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  4587. break;
  4588. case PR_STRECOVERY:
  4589. if(status_isimmune(bl)) {
  4590. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4591. break;
  4592. }
  4593. if (tsc && tsc->opt1) {
  4594. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4595. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4596. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4597. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4598. }
  4599. //Is this equation really right? It looks so... special.
  4600. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  4601. {
  4602. status_change_start(bl, SC_BLIND,
  4603. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4604. 1,0,0,0,
  4605. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4606. }
  4607. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4608. if(dstmd)
  4609. mob_unlocktarget(dstmd,tick);
  4610. break;
  4611. // Mercenary Supportive Skills
  4612. case MER_BENEDICTION:
  4613. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  4614. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4615. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4616. break;
  4617. case MER_COMPRESS:
  4618. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  4619. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4620. break;
  4621. case MER_MENTALCURE:
  4622. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4623. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4624. break;
  4625. case MER_RECUPERATE:
  4626. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4627. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4628. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4629. break;
  4630. case MER_REGAIN:
  4631. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4632. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4633. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4634. break;
  4635. case MER_TENDER:
  4636. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4637. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4638. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4639. break;
  4640. case MER_SCAPEGOAT:
  4641. if( mer && mer->master )
  4642. {
  4643. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  4644. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  4645. }
  4646. break;
  4647. case MER_ESTIMATION:
  4648. if( !mer )
  4649. break;
  4650. sd = mer->master;
  4651. case WZ_ESTIMATION:
  4652. if( sd == NULL )
  4653. break;
  4654. if( dstsd )
  4655. { // Fail on Players
  4656. clif_skill_fail(sd,skillid,0,0);
  4657. break;
  4658. }
  4659. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4660. break; // Cannot be Used on Emperium
  4661. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4662. clif_skill_estimation(sd, bl);
  4663. if( skillid == MER_ESTIMATION )
  4664. sd = NULL;
  4665. break;
  4666. case BS_REPAIRWEAPON:
  4667. if(sd && dstsd)
  4668. clif_item_repair_list(sd,dstsd);
  4669. break;
  4670. case MC_IDENTIFY:
  4671. if(sd)
  4672. clif_item_identify_list(sd);
  4673. break;
  4674. // Weapon Refining [Celest]
  4675. case WS_WEAPONREFINE:
  4676. if(sd)
  4677. clif_item_refine_list(sd);
  4678. break;
  4679. case MC_VENDING:
  4680. if(sd)
  4681. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4682. if ( !pc_can_give_items(pc_isGM(sd)) )
  4683. clif_skill_fail(sd,skillid,0,0);
  4684. else
  4685. clif_openvendingreq(sd,2+skilllv);
  4686. }
  4687. break;
  4688. case AL_TELEPORT:
  4689. if(sd)
  4690. {
  4691. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  4692. clif_skill_teleportmessage(sd,0);
  4693. break;
  4694. }
  4695. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  4696. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4697. break;
  4698. }
  4699. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  4700. {
  4701. if( skilllv == 1 )
  4702. pc_randomwarp(sd,CLR_TELEPORT);
  4703. else
  4704. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  4705. break;
  4706. }
  4707. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4708. if( skilllv == 1 )
  4709. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  4710. else
  4711. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  4712. } else
  4713. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4714. break;
  4715. case NPC_EXPULSION:
  4716. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4717. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4718. break;
  4719. case AL_HOLYWATER:
  4720. if(sd) {
  4721. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4722. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4723. else
  4724. clif_skill_fail(sd,skillid,0,0);
  4725. }
  4726. break;
  4727. case TF_PICKSTONE:
  4728. if(sd) {
  4729. int eflag;
  4730. struct item item_tmp;
  4731. struct block_list tbl;
  4732. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4733. memset(&item_tmp,0,sizeof(item_tmp));
  4734. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4735. item_tmp.nameid = ITEMID_STONE;
  4736. item_tmp.identify = 1;
  4737. tbl.id = 0;
  4738. clif_takeitem(&sd->bl,&tbl);
  4739. eflag = pc_additem(sd,&item_tmp,1);
  4740. if(eflag) {
  4741. clif_additem(sd,0,0,eflag);
  4742. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4743. }
  4744. }
  4745. break;
  4746. case ASC_CDP:
  4747. if(sd) {
  4748. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4749. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4750. }
  4751. break;
  4752. case RG_STRIPWEAPON:
  4753. case RG_STRIPSHIELD:
  4754. case RG_STRIPARMOR:
  4755. case RG_STRIPHELM:
  4756. case ST_FULLSTRIP:
  4757. case GC_WEAPONCRUSH:
  4758. {
  4759. unsigned short location = 0;
  4760. int d = 0;
  4761. //Rate in percent
  4762. if ( skillid == ST_FULLSTRIP ) {
  4763. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4764. } else {
  4765. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4766. }
  4767. if (i < 5) i = 5; //Minimum rate 5%
  4768. //Duration in ms
  4769. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4770. if (d < 0) d = 0; //Minimum duration 0ms
  4771. switch (skillid) {
  4772. case RG_STRIPWEAPON:
  4773. case GC_WEAPONCRUSH:
  4774. location = EQP_WEAPON;
  4775. break;
  4776. case RG_STRIPSHIELD:
  4777. location = EQP_SHIELD;
  4778. break;
  4779. case RG_STRIPARMOR:
  4780. location = EQP_ARMOR;
  4781. break;
  4782. case RG_STRIPHELM:
  4783. location = EQP_HELM;
  4784. break;
  4785. case ST_FULLSTRIP:
  4786. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4787. break;
  4788. }
  4789. //Special message when trying to use strip on FCP [Jobbie]
  4790. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  4791. {
  4792. clif_gospel_info(sd, 0x28);
  4793. break;
  4794. }
  4795. //Attempts to strip at rate i and duration d
  4796. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  4797. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4798. //Nothing stripped.
  4799. if( sd && !i )
  4800. clif_skill_fail(sd,skillid,0,0);
  4801. }
  4802. break;
  4803. case AM_BERSERKPITCHER:
  4804. case AM_POTIONPITCHER:
  4805. {
  4806. int i,x,hp = 0,sp = 0,bonus=100;
  4807. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4808. {
  4809. map_freeblock_unlock();
  4810. return 1;
  4811. }
  4812. if( sd )
  4813. {
  4814. x = skilllv%11 - 1;
  4815. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4816. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4817. {
  4818. clif_skill_fail(sd,skillid,0,0);
  4819. map_freeblock_unlock();
  4820. return 1;
  4821. }
  4822. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4823. {
  4824. clif_skill_fail(sd,skillid,0,0);
  4825. map_freeblock_unlock();
  4826. return 1;
  4827. }
  4828. if( skillid == AM_BERSERKPITCHER )
  4829. {
  4830. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4831. {
  4832. clif_skill_fail(sd,skillid,0,0);
  4833. map_freeblock_unlock();
  4834. return 1;
  4835. }
  4836. }
  4837. potion_flag = 1;
  4838. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4839. potion_target = bl->id;
  4840. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4841. potion_flag = potion_target = 0;
  4842. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4843. bonus += sd->status.base_level;
  4844. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4845. {
  4846. hp = tstatus->max_hp * potion_per_hp / 100;
  4847. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4848. if( dstsd )
  4849. {
  4850. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4851. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4852. }
  4853. }
  4854. else
  4855. {
  4856. if( potion_hp > 0 )
  4857. {
  4858. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4859. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4860. if( dstsd )
  4861. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4862. }
  4863. if( potion_sp > 0 )
  4864. {
  4865. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4866. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4867. if( dstsd )
  4868. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4869. }
  4870. }
  4871. if (sd->itemgrouphealrate[IG_POTION]>0)
  4872. {
  4873. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4874. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4875. }
  4876. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4877. {
  4878. hp += hp * i / 100;
  4879. sp += sp * i / 100;
  4880. }
  4881. }
  4882. else
  4883. {
  4884. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4885. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4886. if( dstsd )
  4887. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4888. }
  4889. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4890. {
  4891. hp += hp * i / 100;
  4892. sp += sp * i / 100;
  4893. }
  4894. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4895. {
  4896. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4897. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4898. }
  4899. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4900. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4901. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4902. if( sp > 0 )
  4903. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4904. status_heal(bl,hp,sp,0);
  4905. }
  4906. break;
  4907. case AM_CP_WEAPON:
  4908. case AM_CP_SHIELD:
  4909. case AM_CP_ARMOR:
  4910. case AM_CP_HELM:
  4911. {
  4912. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4913. status_change_end(bl, scid, INVALID_TIMER);
  4914. clif_skill_nodamage(src,bl,skillid,skilllv,
  4915. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4916. }
  4917. break;
  4918. case AM_TWILIGHT1:
  4919. if (sd) {
  4920. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4921. //Prepare 200 White Potions.
  4922. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4923. clif_skill_fail(sd,skillid,0,0);
  4924. }
  4925. break;
  4926. case AM_TWILIGHT2:
  4927. if (sd) {
  4928. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4929. //Prepare 200 Slim White Potions.
  4930. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4931. clif_skill_fail(sd,skillid,0,0);
  4932. }
  4933. break;
  4934. case AM_TWILIGHT3:
  4935. if (sd) {
  4936. //check if you can produce all three, if not, then fail:
  4937. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4938. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4939. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4940. ) {
  4941. clif_skill_fail(sd,skillid,0,0);
  4942. break;
  4943. }
  4944. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4945. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4946. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4947. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4948. }
  4949. break;
  4950. case SA_DISPELL:
  4951. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4952. {
  4953. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4954. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4955. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4956. || rand()%100 >= 50+10*skilllv
  4957. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  4958. {
  4959. if (sd)
  4960. clif_skill_fail(sd,skillid,0,0);
  4961. break;
  4962. }
  4963. if(status_isimmune(bl) || !tsc || !tsc->count)
  4964. break;
  4965. for(i=0;i<SC_MAX;i++)
  4966. {
  4967. if (!tsc->data[i])
  4968. continue;
  4969. switch (i) {
  4970. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4971. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4972. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4973. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4974. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4975. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4976. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4977. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4978. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4979. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4980. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4981. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4982. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4983. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4984. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4985. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4986. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  4987. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4988. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  4989. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  4990. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  4991. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  4992. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  4993. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  4994. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  4995. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH:
  4996. continue;
  4997. /**
  4998. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  4999. **/
  5000. case SC_WHISTLE:
  5001. case SC_ASSNCROS:
  5002. case SC_POEMBRAGI:
  5003. case SC_APPLEIDUN:
  5004. case SC_HUMMING:
  5005. case SC_DONTFORGETME:
  5006. case SC_FORTUNE:
  5007. case SC_SERVICE4U:
  5008. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5009. continue;
  5010. break;
  5011. case SC_ASSUMPTIO:
  5012. if( bl->type == BL_MOB )
  5013. continue;
  5014. break;
  5015. }
  5016. 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.
  5017. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5018. }
  5019. break;
  5020. }
  5021. //Affect all targets on splash area.
  5022. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5023. src, skillid, skilllv, tick, flag|1,
  5024. skill_castend_damage_id);
  5025. break;
  5026. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5028. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5029. break;
  5030. case TK_HIGHJUMP:
  5031. {
  5032. int x,y, dir = unit_getdir(src);
  5033. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5034. if( map[src->m].flag.noteleport &&
  5035. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5036. ) {
  5037. x = src->x;
  5038. y = src->y;
  5039. } else {
  5040. x = src->x + dirx[dir]*skilllv*2;
  5041. y = src->y + diry[dir]*skilllv*2;
  5042. }
  5043. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5044. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5045. clif_slide(src,x,y);
  5046. unit_movepos(src, x, y, 1, 0);
  5047. }
  5048. }
  5049. break;
  5050. case SA_CASTCANCEL:
  5051. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5052. unit_skillcastcancel(src,1);
  5053. if(sd) {
  5054. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5055. sp = sp * (90 - (skilllv-1)*20) / 100;
  5056. if(sp < 0) sp = 0;
  5057. status_zap(src, 0, sp);
  5058. }
  5059. break;
  5060. case SA_SPELLBREAKER:
  5061. {
  5062. int sp;
  5063. if(tsc && tsc->data[SC_MAGICROD]) {
  5064. sp = skill_get_sp(skillid,skilllv);
  5065. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5066. if(sp < 1) sp = 1;
  5067. status_heal(bl,0,sp,2);
  5068. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  5069. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5070. } else {
  5071. struct unit_data *ud = unit_bl2ud(bl);
  5072. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5073. if (!ud || ud->skilltimer == INVALID_TIMER)
  5074. break; //Nothing to cancel.
  5075. bl_skillid = ud->skillid;
  5076. bl_skilllv = ud->skilllv;
  5077. if (tstatus->mode & MD_BOSS)
  5078. { //Only 10% success chance against bosses. [Skotlex]
  5079. if (rand()%100 < 90)
  5080. {
  5081. if (sd) clif_skill_fail(sd,skillid,0,0);
  5082. break;
  5083. }
  5084. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5085. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5086. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5087. unit_skillcastcancel(bl,0);
  5088. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5089. status_zap(bl, hp, sp);
  5090. if (hp && skilllv >= 5)
  5091. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5092. else
  5093. hp = 0;
  5094. if (sp) //Recover some of the SP used
  5095. sp = sp*(25*(skilllv-1))/100;
  5096. if(hp || sp)
  5097. status_heal(src, hp, sp, 2);
  5098. }
  5099. }
  5100. break;
  5101. case SA_MAGICROD:
  5102. //It activates silently, no use animation.
  5103. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5104. break;
  5105. case SA_AUTOSPELL:
  5106. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5107. if(sd)
  5108. clif_autospell(sd,skilllv);
  5109. else {
  5110. int maxlv=1,spellid=0;
  5111. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5112. if(skilllv >= 10) {
  5113. spellid = MG_FROSTDIVER;
  5114. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5115. // maxlv = 10;
  5116. // else
  5117. maxlv = skilllv - 9;
  5118. }
  5119. else if(skilllv >=8) {
  5120. spellid = MG_FIREBALL;
  5121. maxlv = skilllv - 7;
  5122. }
  5123. else if(skilllv >=5) {
  5124. spellid = MG_SOULSTRIKE;
  5125. maxlv = skilllv - 4;
  5126. }
  5127. else if(skilllv >=2) {
  5128. int i = rand()%3;
  5129. spellid = spellarray[i];
  5130. maxlv = skilllv - 1;
  5131. }
  5132. else if(skilllv > 0) {
  5133. spellid = MG_NAPALMBEAT;
  5134. maxlv = 3;
  5135. }
  5136. if(spellid > 0)
  5137. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5138. skill_get_time(SA_AUTOSPELL,skilllv));
  5139. }
  5140. break;
  5141. case BS_GREED:
  5142. if(sd){
  5143. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5144. map_foreachinrange(skill_greed,bl,
  5145. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5146. }
  5147. break;
  5148. case SA_ELEMENTWATER:
  5149. case SA_ELEMENTFIRE:
  5150. case SA_ELEMENTGROUND:
  5151. case SA_ELEMENTWIND:
  5152. if(sd && !dstmd) //Only works on monsters.
  5153. break;
  5154. if(tstatus->mode&MD_BOSS)
  5155. break;
  5156. case NPC_ATTRICHANGE:
  5157. case NPC_CHANGEWATER:
  5158. case NPC_CHANGEGROUND:
  5159. case NPC_CHANGEFIRE:
  5160. case NPC_CHANGEWIND:
  5161. case NPC_CHANGEPOISON:
  5162. case NPC_CHANGEHOLY:
  5163. case NPC_CHANGEDARKNESS:
  5164. case NPC_CHANGETELEKINESIS:
  5165. clif_skill_nodamage(src,bl,skillid,skilllv,
  5166. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5167. skill_get_time(skillid, skilllv)));
  5168. break;
  5169. case NPC_CHANGEUNDEAD:
  5170. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5171. //TO-DO This is ugly, fix it
  5172. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5173. clif_skill_nodamage(src,bl,skillid,skilllv,
  5174. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5175. skill_get_time(skillid, skilllv)));
  5176. break;
  5177. case NPC_PROVOCATION:
  5178. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5179. if (md) mob_unlocktarget(md, tick);
  5180. break;
  5181. case NPC_KEEPING:
  5182. case NPC_BARRIER:
  5183. {
  5184. int skill_time = skill_get_time(skillid,skilllv);
  5185. struct unit_data *ud = unit_bl2ud(bl);
  5186. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5187. sc_start(bl,type,100,skilllv,skill_time))
  5188. && ud) { //Disable attacking/acting/moving for skill's duration.
  5189. ud->attackabletime =
  5190. ud->canact_tick =
  5191. ud->canmove_tick = tick + skill_time;
  5192. }
  5193. }
  5194. break;
  5195. case NPC_REBIRTH:
  5196. if( md && md->state.rebirth )
  5197. break; // only works once
  5198. sc_start(bl,type,100,skilllv,-1);
  5199. break;
  5200. case NPC_DARKBLESSING:
  5201. clif_skill_nodamage(src,bl,skillid,skilllv,
  5202. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5203. break;
  5204. case NPC_LICK:
  5205. status_zap(bl, 0, 100);
  5206. clif_skill_nodamage(src,bl,skillid,skilllv,
  5207. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5208. break;
  5209. case NPC_SUICIDE:
  5210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5211. status_kill(src); //When suiciding, neither exp nor drops is given.
  5212. break;
  5213. case NPC_SUMMONSLAVE:
  5214. case NPC_SUMMONMONSTER:
  5215. if(md && md->skillidx >= 0)
  5216. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5217. break;
  5218. case NPC_CALLSLAVE:
  5219. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5220. break;
  5221. case NPC_RANDOMMOVE:
  5222. if (md) {
  5223. md->next_walktime = tick - 1;
  5224. mob_randomwalk(md,tick);
  5225. }
  5226. break;
  5227. case NPC_SPEEDUP:
  5228. {
  5229. // or does it increase casting rate? just a guess xD
  5230. int i = SC_ASPDPOTION0 + skilllv - 1;
  5231. if (i > SC_ASPDPOTION3)
  5232. i = SC_ASPDPOTION3;
  5233. clif_skill_nodamage(src,bl,skillid,skilllv,
  5234. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5235. }
  5236. break;
  5237. case NPC_REVENGE:
  5238. // not really needed... but adding here anyway ^^
  5239. if (md && md->master_id > 0) {
  5240. struct block_list *mbl, *tbl;
  5241. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5242. (tbl = battle_gettargeted(mbl)) == NULL)
  5243. break;
  5244. md->state.provoke_flag = tbl->id;
  5245. mob_target(md, tbl, sstatus->rhw.range);
  5246. }
  5247. break;
  5248. case NPC_RUN:
  5249. {
  5250. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  5251. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  5252. unit_stop_attack(src);
  5253. //Run skillv tiles overriding the can-move check.
  5254. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  5255. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  5256. }
  5257. break;
  5258. case NPC_TRANSFORMATION:
  5259. case NPC_METAMORPHOSIS:
  5260. if(md && md->skillidx >= 0) {
  5261. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  5262. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  5263. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  5264. if (class_) mob_class_change(md, class_);
  5265. }
  5266. break;
  5267. case NPC_EMOTION_ON:
  5268. case NPC_EMOTION:
  5269. //va[0] is the emotion to use.
  5270. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  5271. //val[1] 'sets' the mode
  5272. //val[2] adds to the current mode
  5273. //val[3] removes from the current mode
  5274. //val[4] if set, asks to delete the previous mode change.
  5275. if(md && md->skillidx >= 0 && tsc)
  5276. {
  5277. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  5278. if(md->db->skill[md->skillidx].val[4] && tsce)
  5279. status_change_end(bl, type, INVALID_TIMER);
  5280. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  5281. sc_start4(src, type, 100, skilllv,
  5282. md->db->skill[md->skillidx].val[1],
  5283. md->db->skill[md->skillidx].val[2],
  5284. md->db->skill[md->skillidx].val[3],
  5285. skill_get_time(skillid, skilllv));
  5286. }
  5287. break;
  5288. case NPC_POWERUP:
  5289. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  5290. clif_skill_nodamage(src,bl,skillid,skilllv,
  5291. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5292. break;
  5293. case NPC_AGIUP:
  5294. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  5295. clif_skill_nodamage(src,bl,skillid,skilllv,
  5296. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5297. break;
  5298. case NPC_INVISIBLE:
  5299. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  5300. clif_skill_nodamage(src,bl,skillid,skilllv,
  5301. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  5302. break;
  5303. case NPC_SIEGEMODE:
  5304. // not sure what it does
  5305. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5306. break;
  5307. case WE_MALE:
  5308. {
  5309. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  5310. 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]
  5311. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  5312. }
  5313. break;
  5314. case WE_FEMALE:
  5315. {
  5316. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  5317. 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]
  5318. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  5319. }
  5320. break;
  5321. // parent-baby skills
  5322. case WE_BABY:
  5323. if(sd){
  5324. struct map_session_data *f_sd = pc_get_father(sd);
  5325. struct map_session_data *m_sd = pc_get_mother(sd);
  5326. // if neither was found
  5327. if(!f_sd && !m_sd){
  5328. clif_skill_fail(sd,skillid,0,0);
  5329. map_freeblock_unlock();
  5330. return 0;
  5331. }
  5332. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  5333. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5334. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5335. }
  5336. break;
  5337. case PF_HPCONVERSION:
  5338. {
  5339. int hp, sp;
  5340. hp = sstatus->max_hp/10;
  5341. sp = hp * 10 * skilllv / 100;
  5342. if (!status_charge(src,hp,0)) {
  5343. if (sd) clif_skill_fail(sd,skillid,0,0);
  5344. break;
  5345. }
  5346. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5347. status_heal(bl,0,sp,2);
  5348. }
  5349. break;
  5350. case MA_REMOVETRAP:
  5351. case HT_REMOVETRAP:
  5352. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  5353. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5354. {
  5355. struct skill_unit* su;
  5356. struct skill_unit_group* sg;
  5357. su = BL_CAST(BL_SKILL, bl);
  5358. // Mercenaries can remove any trap
  5359. // Players can only remove their own traps or traps on Vs maps.
  5360. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  5361. {
  5362. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5363. { // prevent picking up expired traps
  5364. if( battle_config.skill_removetrap_type )
  5365. { // get back all items used to deploy the trap
  5366. for( i = 0; i < 10; i++ )
  5367. {
  5368. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  5369. {
  5370. int flag;
  5371. struct item item_tmp;
  5372. memset(&item_tmp,0,sizeof(item_tmp));
  5373. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  5374. item_tmp.identify = 1;
  5375. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  5376. {
  5377. clif_additem(sd,0,0,flag);
  5378. 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);
  5379. }
  5380. }
  5381. }
  5382. }
  5383. else
  5384. { // get back 1 trap
  5385. struct item item_tmp;
  5386. memset(&item_tmp,0,sizeof(item_tmp));
  5387. item_tmp.nameid = ITEMID_TRAP;
  5388. item_tmp.identify = 1;
  5389. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  5390. {
  5391. clif_additem(sd,0,0,flag);
  5392. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5393. }
  5394. }
  5395. }
  5396. skill_delunit(su);
  5397. }
  5398. }
  5399. break;
  5400. case HT_SPRINGTRAP:
  5401. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5402. {
  5403. struct skill_unit *su=NULL;
  5404. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  5405. switch(su->group->unit_id){
  5406. case UNT_ANKLESNARE: // ankle snare
  5407. if (su->group->val2 != 0)
  5408. // if it is already trapping something don't spring it,
  5409. // remove trap should be used instead
  5410. break;
  5411. // otherwise fallthrough to below
  5412. case UNT_BLASTMINE:
  5413. case UNT_SKIDTRAP:
  5414. case UNT_LANDMINE:
  5415. case UNT_SHOCKWAVE:
  5416. case UNT_SANDMAN:
  5417. case UNT_FLASHER:
  5418. case UNT_FREEZINGTRAP:
  5419. case UNT_CLAYMORETRAP:
  5420. case UNT_TALKIEBOX:
  5421. su->group->unit_id = UNT_USED_TRAPS;
  5422. clif_changetraplook(bl, UNT_USED_TRAPS);
  5423. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  5424. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  5425. }
  5426. }
  5427. }
  5428. break;
  5429. case BD_ENCORE:
  5430. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5431. if(sd)
  5432. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  5433. break;
  5434. case AS_SPLASHER:
  5435. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  5436. if (sd) clif_skill_fail(sd,skillid,0,0);
  5437. map_freeblock_unlock();
  5438. return 1;
  5439. }
  5440. clif_skill_nodamage(src,bl,skillid,skilllv,
  5441. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  5442. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  5443. break;
  5444. case PF_MINDBREAKER:
  5445. {
  5446. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  5447. {
  5448. map_freeblock_unlock();
  5449. return 1;
  5450. }
  5451. if (tsce)
  5452. { //HelloKitty2 (?) explained that this silently fails when target is
  5453. //already inflicted. [Skotlex]
  5454. map_freeblock_unlock();
  5455. return 1;
  5456. }
  5457. //Has a 55% + skilllv*5% success chance.
  5458. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  5459. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  5460. {
  5461. if (sd) clif_skill_fail(sd,skillid,0,0);
  5462. map_freeblock_unlock();
  5463. return 0;
  5464. }
  5465. unit_skillcastcancel(bl,0);
  5466. if(tsc && tsc->count){
  5467. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5468. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  5469. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5470. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5471. }
  5472. if(dstmd)
  5473. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  5474. }
  5475. break;
  5476. case PF_SOULCHANGE:
  5477. {
  5478. unsigned int sp1 = 0, sp2 = 0;
  5479. if (dstmd) {
  5480. if (dstmd->state.soul_change_flag) {
  5481. if(sd) clif_skill_fail(sd,skillid,0,0);
  5482. break;
  5483. }
  5484. dstmd->state.soul_change_flag = 1;
  5485. sp2 = sstatus->max_sp * 3 /100;
  5486. status_heal(src, 0, sp2, 2);
  5487. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5488. break;
  5489. }
  5490. sp1 = sstatus->sp;
  5491. sp2 = tstatus->sp;
  5492. status_set_sp(src, sp2, 3);
  5493. status_set_sp(bl, sp1, 3);
  5494. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5495. }
  5496. break;
  5497. // Slim Pitcher
  5498. case CR_SLIMPITCHER:
  5499. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  5500. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  5501. break;
  5502. if (potion_hp || potion_sp) {
  5503. int hp = potion_hp, sp = potion_sp;
  5504. hp = hp * (100 + (tstatus->vit<<1))/100;
  5505. sp = sp * (100 + (tstatus->int_<<1))/100;
  5506. if (dstsd) {
  5507. if (hp)
  5508. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5509. if (sp)
  5510. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5511. }
  5512. if (tsc && tsc->data[SC_CRITICALWOUND])
  5513. {
  5514. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5515. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5516. }
  5517. if(hp > 0)
  5518. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5519. if(sp > 0)
  5520. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5521. status_heal(bl,hp,sp,0);
  5522. }
  5523. break;
  5524. // Full Chemical Protection
  5525. case CR_FULLPROTECTION:
  5526. {
  5527. int i, skilltime;
  5528. skilltime = skill_get_time(skillid,skilllv);
  5529. if (!tsc) {
  5530. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5531. break;
  5532. }
  5533. for (i=0; i<4; i++) {
  5534. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  5535. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  5536. }
  5537. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5538. }
  5539. break;
  5540. case RG_CLEANER: //AppleGirl
  5541. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5542. break;
  5543. case CG_LONGINGFREEDOM:
  5544. {
  5545. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  5546. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  5547. {
  5548. clif_skill_nodamage(src,bl,skillid,skilllv,
  5549. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5550. }
  5551. }
  5552. break;
  5553. case CG_TAROTCARD:
  5554. {
  5555. int eff, count = -1;
  5556. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  5557. {
  5558. if( sd )
  5559. clif_skill_fail(sd,skillid,0,0);
  5560. map_freeblock_unlock();
  5561. return 0;
  5562. }
  5563. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  5564. do {
  5565. eff = rand() % 14;
  5566. clif_specialeffect(bl, 523 + eff, AREA);
  5567. switch (eff)
  5568. {
  5569. case 0: // heals SP to 0
  5570. status_percent_damage(src, bl, 0, 100, false);
  5571. break;
  5572. case 1: // matk halved
  5573. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5574. break;
  5575. case 2: // all buffs removed
  5576. status_change_clear_buffs(bl,1);
  5577. break;
  5578. case 3: // 1000 damage, random armor destroyed
  5579. {
  5580. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  5581. status_fix_damage(src, bl, 1000, 0);
  5582. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5583. if( !status_isdead(bl) )
  5584. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  5585. }
  5586. break;
  5587. case 4: // atk halved
  5588. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5589. break;
  5590. case 5: // 2000HP heal, random teleported
  5591. status_heal(src, 2000, 0, 0);
  5592. if( !map_flag_vs(bl->m) )
  5593. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  5594. break;
  5595. case 6: // random 2 other effects
  5596. if (count == -1)
  5597. count = 3;
  5598. else
  5599. count++; //Should not retrigger this one.
  5600. break;
  5601. case 7: // stop freeze or stoned
  5602. {
  5603. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5604. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5605. }
  5606. break;
  5607. case 8: // curse coma and poison
  5608. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5609. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5610. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5611. break;
  5612. case 9: // confusion
  5613. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5614. break;
  5615. case 10: // 6666 damage, atk matk halved, cursed
  5616. status_fix_damage(src, bl, 6666, 0);
  5617. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5618. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5619. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5620. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5621. break;
  5622. case 11: // 4444 damage
  5623. status_fix_damage(src, bl, 4444, 0);
  5624. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5625. break;
  5626. case 12: // stun
  5627. sc_start(bl,SC_STUN,100,skilllv,5000);
  5628. break;
  5629. case 13: // atk,matk,hit,flee,def reduced
  5630. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5631. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5632. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5633. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5634. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5635. break;
  5636. default:
  5637. break;
  5638. }
  5639. } while ((--count) > 0);
  5640. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5641. }
  5642. break;
  5643. case SL_ALCHEMIST:
  5644. case SL_ASSASIN:
  5645. case SL_BARDDANCER:
  5646. case SL_BLACKSMITH:
  5647. case SL_CRUSADER:
  5648. case SL_HUNTER:
  5649. case SL_KNIGHT:
  5650. case SL_MONK:
  5651. case SL_PRIEST:
  5652. case SL_ROGUE:
  5653. case SL_SAGE:
  5654. case SL_SOULLINKER:
  5655. case SL_STAR:
  5656. case SL_SUPERNOVICE:
  5657. case SL_WIZARD:
  5658. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  5659. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5660. clif_skill_fail(sd,skillid,0,0);
  5661. break;
  5662. }
  5663. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  5664. { //Erase death count 1% of the casts
  5665. dstsd->die_counter = 0;
  5666. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  5667. clif_specialeffect(bl, 0x152, AREA);
  5668. //SC_SPIRIT invokes status_calc_pc for us.
  5669. }
  5670. clif_skill_nodamage(src,bl,skillid,skilllv,
  5671. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5672. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5673. break;
  5674. case SL_HIGH:
  5675. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5676. clif_skill_fail(sd,skillid,0,0);
  5677. break;
  5678. }
  5679. clif_skill_nodamage(src,bl,skillid,skilllv,
  5680. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5681. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5682. break;
  5683. case SL_SWOO:
  5684. if (tsce) {
  5685. sc_start(src,SC_STUN,100,skilllv,10000);
  5686. break;
  5687. }
  5688. case SL_SKA: // [marquis007]
  5689. case SL_SKE:
  5690. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5691. clif_skill_fail(sd,skillid,0,0);
  5692. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5693. break;
  5694. }
  5695. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5696. if (skillid == SL_SKE)
  5697. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5698. break;
  5699. // New guild skills [Celest]
  5700. case GD_BATTLEORDER:
  5701. if(flag&1) {
  5702. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5703. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5704. } else if (status_get_guild_id(src)) {
  5705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5706. map_foreachinrange(skill_area_sub, src,
  5707. skill_get_splash(skillid, skilllv), BL_PC,
  5708. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5709. skill_castend_nodamage_id);
  5710. if (sd)
  5711. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5712. }
  5713. break;
  5714. case GD_REGENERATION:
  5715. if(flag&1) {
  5716. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5717. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5718. } else if (status_get_guild_id(src)) {
  5719. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5720. map_foreachinrange(skill_area_sub, src,
  5721. skill_get_splash(skillid, skilllv), BL_PC,
  5722. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5723. skill_castend_nodamage_id);
  5724. if (sd)
  5725. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5726. }
  5727. break;
  5728. case GD_RESTORE:
  5729. if(flag&1) {
  5730. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5731. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5732. } else if (status_get_guild_id(src)) {
  5733. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5734. map_foreachinrange(skill_area_sub, src,
  5735. skill_get_splash(skillid, skilllv), BL_PC,
  5736. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5737. skill_castend_nodamage_id);
  5738. if (sd)
  5739. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5740. }
  5741. break;
  5742. case GD_EMERGENCYCALL:
  5743. {
  5744. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5745. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5746. int j = 0;
  5747. struct guild *g = NULL;
  5748. // i don't know if it actually summons in a circle, but oh well. ;P
  5749. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5750. if (!g)
  5751. break;
  5752. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5753. for(i = 0; i < g->max_member; i++, j++) {
  5754. if (j>8) j=0;
  5755. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5756. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5757. continue;
  5758. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5759. dx[j] = dy[j] = 0;
  5760. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  5761. }
  5762. }
  5763. if (sd)
  5764. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5765. }
  5766. break;
  5767. case SG_FEEL:
  5768. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5769. if (sd) {
  5770. if(!sd->feel_map[skilllv-1].index)
  5771. clif_feel_req(sd->fd,sd, skilllv);
  5772. else
  5773. clif_feel_info(sd, skilllv-1, 1);
  5774. }
  5775. break;
  5776. case SG_HATE:
  5777. if (sd) {
  5778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5779. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5780. clif_skill_fail(sd,skillid,0,0);
  5781. }
  5782. break;
  5783. case GS_GLITTERING:
  5784. if(sd) {
  5785. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5786. if(rand()%100 < (20+10*skilllv))
  5787. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5788. else if(sd->spiritball > 0)
  5789. pc_delspiritball(sd,1,0);
  5790. }
  5791. break;
  5792. case GS_CRACKER:
  5793. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5794. {
  5795. i =65 -5*distance_bl(src,bl); //Base rate
  5796. if (i < 30) i = 30;
  5797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5798. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5799. }
  5800. else if (sd)
  5801. clif_skill_fail(sd,skillid,0,0);
  5802. break;
  5803. case AM_CALLHOMUN: //[orn]
  5804. if (sd && !merc_call_homunculus(sd))
  5805. clif_skill_fail(sd,skillid,0,0);
  5806. break;
  5807. case AM_REST:
  5808. if (sd)
  5809. {
  5810. if (merc_hom_vaporize(sd,1))
  5811. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5812. else
  5813. clif_skill_fail(sd,skillid,0,0);
  5814. }
  5815. break;
  5816. case HAMI_CASTLE: //[orn]
  5817. if(rand()%100 < 20*skilllv && src != bl)
  5818. {
  5819. int x,y;
  5820. x = src->x;
  5821. y = src->y;
  5822. if (hd)
  5823. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5824. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5825. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5826. clif_slide(src,bl->x,bl->y) ;
  5827. if (unit_movepos(bl,x,y,0,0))
  5828. {
  5829. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5830. clif_slide(bl,x,y) ;
  5831. }
  5832. //TODO: Shouldn't also players and the like switch targets?
  5833. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5834. AREA_SIZE, BL_MOB, bl, src);
  5835. }
  5836. }
  5837. // Failed
  5838. else if (hd && hd->master)
  5839. clif_skill_fail(hd->master, skillid, 0, 0);
  5840. else if (sd)
  5841. clif_skill_fail(sd, skillid, 0, 0);
  5842. break;
  5843. case HVAN_CHAOTIC: //[orn]
  5844. {
  5845. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5846. int rnd = rand()%100;
  5847. i = (skilllv-1)%5;
  5848. if(rnd<per[i][0]) //Self
  5849. bl = src;
  5850. else if(rnd<per[i][1]) //Master
  5851. bl = battle_get_master(src);
  5852. else //Enemy
  5853. bl = map_id2bl(battle_gettarget(src));
  5854. if (!bl) bl = src;
  5855. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5856. //Eh? why double skill packet?
  5857. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5858. clif_skill_nodamage(src,bl,skillid,i,1);
  5859. status_heal(bl, i, 0, 0);
  5860. }
  5861. break;
  5862. //Homun single-target support skills [orn]
  5863. case HAMI_BLOODLUST:
  5864. case HFLI_FLEET:
  5865. case HFLI_SPEED:
  5866. case HLIF_CHANGE:
  5867. clif_skill_nodamage(src,bl,skillid,skilllv,
  5868. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5869. if (hd)
  5870. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5871. break;
  5872. case NPC_DRAGONFEAR:
  5873. if (flag&1) {
  5874. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5875. int j;
  5876. j = i = rand()%ARRAYLENGTH(sc);
  5877. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5878. i++;
  5879. if ( i == ARRAYLENGTH(sc) )
  5880. i = 0;
  5881. if (i == j)
  5882. break;
  5883. }
  5884. break;
  5885. }
  5886. case NPC_WIDEBLEEDING:
  5887. case NPC_WIDECONFUSE:
  5888. case NPC_WIDECURSE:
  5889. case NPC_WIDEFREEZE:
  5890. case NPC_WIDESLEEP:
  5891. case NPC_WIDESILENCE:
  5892. case NPC_WIDESTONE:
  5893. case NPC_WIDESTUN:
  5894. case NPC_SLOWCAST:
  5895. case NPC_WIDEHELLDIGNITY:
  5896. if (flag&1)
  5897. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5898. else {
  5899. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5900. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5901. map_foreachinrange(skill_area_sub, bl,
  5902. skill_get_splash(skillid, skilllv),BL_CHAR,
  5903. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5904. skill_castend_nodamage_id);
  5905. }
  5906. break;
  5907. case NPC_WIDESOULDRAIN:
  5908. if (flag&1)
  5909. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  5910. else {
  5911. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5913. map_foreachinrange(skill_area_sub, bl,
  5914. skill_get_splash(skillid, skilllv),BL_CHAR,
  5915. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5916. skill_castend_nodamage_id);
  5917. }
  5918. break;
  5919. case NPC_TALK:
  5920. case ALL_WEWISH:
  5921. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5922. break;
  5923. case ALL_BUYING_STORE:
  5924. if( sd )
  5925. {// players only, skill allows 5 buying slots
  5926. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  5927. }
  5928. break;
  5929. case RK_ENCHANTBLADE:
  5930. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  5931. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  5932. break;
  5933. case RK_DRAGONHOWLING:
  5934. if( flag&1)
  5935. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  5936. else
  5937. {
  5938. skill_area_temp[2] = 0;
  5939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5940. map_foreachinrange(skill_area_sub, src,
  5941. skill_get_splash(skillid,skilllv),BL_CHAR,
  5942. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  5943. skill_castend_nodamage_id);
  5944. }
  5945. break;
  5946. case RK_IGNITIONBREAK:
  5947. //case LG_EARTHDRIVE:
  5948. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5949. //if( skillid == LG_EARTHDRIVE )
  5950. //{
  5951. // int dummy = 1;
  5952. // i = skill_get_splash(skillid,skilllv);
  5953. // map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  5954. //}
  5955. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skillid,skilllv),BL_CHAR,
  5956. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5957. break;
  5958. case RK_STONEHARDSKIN:
  5959. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  5960. {
  5961. int heal = sstatus->hp / 4; // 25% HP
  5962. if( status_charge(bl,heal,0) )
  5963. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  5964. else
  5965. clif_skill_fail(sd,skillid,0,0);
  5966. }
  5967. break;
  5968. case RK_REFRESH:
  5969. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  5970. {
  5971. int heal = status_get_max_hp(bl) * 25 / 100;
  5972. clif_skill_nodamage(src,bl,skillid,skilllv,
  5973. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5974. status_heal(bl,heal,0,1);
  5975. status_change_clear_buffs(bl,2);
  5976. }
  5977. break;
  5978. case RK_MILLENNIUMSHIELD:
  5979. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  5980. {
  5981. short shields = (rand()%100<50) ? 4 : ((rand()%100<80) ? 3 : 2);
  5982. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  5983. clif_millenniumshield(sd,shields);
  5984. clif_skill_nodamage(src,bl,skillid,1,1);
  5985. }
  5986. break;
  5987. case RK_GIANTGROWTH:
  5988. case RK_VITALITYACTIVATION:
  5989. case RK_ABUNDANCE:
  5990. if( sd )
  5991. {
  5992. int lv = 1; // RK_GIANTGROWTH
  5993. if( skillid == RK_VITALITYACTIVATION )
  5994. lv = 2;
  5995. else if( skillid == RK_ABUNDANCE )
  5996. lv = 6;
  5997. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  5998. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5999. }
  6000. break;
  6001. case RK_FIGHTINGSPIRIT:
  6002. if( flag&1 ) {
  6003. if( src == bl )
  6004. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6005. else
  6006. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6007. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6008. if( sd->status.party_id ) {
  6009. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6010. skill_area_temp[5] = 7 * i; // ATK
  6011. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6012. } else
  6013. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6014. }
  6015. clif_skill_nodamage(src,bl,skillid,1,1);
  6016. break;
  6017. /**
  6018. * Guilotine Cross
  6019. **/
  6020. case GC_ROLLINGCUTTER:
  6021. {
  6022. short count = 1;
  6023. skill_area_temp[2] = 0;
  6024. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6025. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6026. { // Every time the skill is casted the status change is reseted adding a counter.
  6027. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6028. if( count > 10 )
  6029. count = 10; // Max coounter
  6030. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6031. }
  6032. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6033. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6034. }
  6035. break;
  6036. case GC_WEAPONBLOCKING:
  6037. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6038. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6039. else
  6040. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6041. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6042. break;
  6043. case GC_CREATENEWPOISON:
  6044. if( sd )
  6045. {
  6046. clif_skill_produce_mix_list(sd,skillid,25);
  6047. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6048. }
  6049. break;
  6050. case GC_POISONINGWEAPON:
  6051. if( sd ) {
  6052. clif_poison_list(sd,skilllv);
  6053. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6054. }
  6055. break;
  6056. case GC_ANTIDOTE:
  6057. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6058. if( tsc )
  6059. {
  6060. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6061. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6062. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6063. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6064. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6065. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6066. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6067. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6068. }
  6069. break;
  6070. case GC_PHANTOMMENACE:
  6071. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6073. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6074. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6075. break;
  6076. case GC_HALLUCINATIONWALK:
  6077. {
  6078. int heal = status_get_max_hp(bl) / 10;
  6079. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6080. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6081. break;
  6082. }
  6083. if( !status_charge(bl,heal,0) )
  6084. {
  6085. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6086. break;
  6087. }
  6088. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6089. }
  6090. break;
  6091. /**
  6092. * Arch Bishop
  6093. **/
  6094. case AB_ANCILLA:
  6095. if( sd ) {
  6096. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6097. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6098. }
  6099. break;
  6100. case AB_CLEMENTIA:
  6101. case AB_CANTO:
  6102. {
  6103. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6104. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6105. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6106. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6107. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6108. else if( sd )
  6109. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6110. }
  6111. break;
  6112. case AB_PRAEFATIO:
  6113. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6114. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6115. else if( sd )
  6116. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6117. break;
  6118. case AB_CHEAL:
  6119. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6120. {
  6121. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6122. {
  6123. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6124. status_heal(bl, i, 0, 1);
  6125. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6126. }
  6127. }
  6128. else if( sd )
  6129. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6130. break;
  6131. case AB_ORATIO:
  6132. if( flag&1 )
  6133. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6134. else
  6135. {
  6136. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6137. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6138. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6139. }
  6140. break;
  6141. case AB_LAUDAAGNUS:
  6142. if( flag&1 || sd == NULL )
  6143. {
  6144. if( (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] ||
  6145. tsc->data[SC_BLIND]))&& (rand()%100 < 30+5*skilllv) )
  6146. {
  6147. status_change_end(bl, SC_FREEZE, -1);
  6148. status_change_end(bl, SC_STONE, -1);
  6149. status_change_end(bl, SC_BLIND, -1);
  6150. }
  6151. // Success rate only applies to the curing effect and not stat bonus.
  6152. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6153. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6154. }
  6155. else if( sd )
  6156. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6157. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6158. break;
  6159. case AB_LAUDARAMUS:
  6160. if( flag&1 || sd == NULL )
  6161. {
  6162. if( (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] ||
  6163. tsc->data[SC_SILENCE]))&& (rand()%100 < 30+5*skilllv) )
  6164. {
  6165. status_change_end(bl, SC_SLEEP, -1);
  6166. status_change_end(bl, SC_STUN, -1);
  6167. status_change_end(bl, SC_SILENCE, -1);
  6168. }
  6169. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6170. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6171. //Success rate only applies to the curing effect and not stat bonus.
  6172. }
  6173. else if( sd )
  6174. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6175. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6176. break;
  6177. case AB_CLEARANCE:
  6178. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6179. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6180. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6181. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rand()%100 >= 30 + 10 * skilllv)
  6182. {
  6183. if (sd)
  6184. clif_skill_fail(sd,skillid,0,0);
  6185. break;
  6186. }
  6187. if(status_isimmune(bl) || !tsc || !tsc->count)
  6188. break;
  6189. for(i=0;i<SC_MAX;i++)
  6190. {
  6191. if (!tsc->data[i])
  6192. continue;
  6193. switch (i) {
  6194. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6195. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6196. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6197. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6198. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6199. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6200. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6201. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6202. case SC_GUILDAURA: case SC_SPIRIT: case SC_AUTOBERSERK:
  6203. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6204. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6205. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6206. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6207. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6208. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6209. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6210. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  6211. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6212. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6213. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6214. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6215. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6216. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6217. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  6218. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  6219. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  6220. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  6221. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  6222. case SC_FOOD_LUK_CASH: /* case SC_ELECTRICSHOCKER: case SC_BITE:
  6223. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  6224. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  6225. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  6226. case SC_MAGNETICFIELD:case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  6227. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6228. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  6229. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: */
  6230. continue;
  6231. case SC_ASSUMPTIO:
  6232. if( bl->type == BL_MOB )
  6233. continue;
  6234. break;
  6235. }
  6236. if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6237. status_change_end(bl,(sc_type)i,-1);
  6238. }
  6239. break;
  6240. }
  6241. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  6242. break;
  6243. case AB_SILENTIUM:
  6244. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  6245. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6246. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6247. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6248. break;
  6249. /**
  6250. * Warlock
  6251. **/
  6252. case WL_STASIS:
  6253. if( flag&1 )
  6254. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  6255. else
  6256. {
  6257. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  6258. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6259. }
  6260. break;
  6261. case WL_WHITEIMPRISON:
  6262. if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) )
  6263. {
  6264. int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6265. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv));
  6266. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  6267. if( sd && i )
  6268. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  6269. }
  6270. else if( sd )
  6271. clif_skill_fail(sd,skillid,0,0);
  6272. break;
  6273. case WL_FROSTMISTY:
  6274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6275. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6276. break;
  6277. case WL_JACKFROST:
  6278. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6279. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6280. break;
  6281. case WL_MARSHOFABYSS:
  6282. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  6283. clif_skill_nodamage(src, bl, skillid, skilllv,
  6284. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  6285. skill_get_time(skillid, skilllv)));
  6286. break;
  6287. case WL_SIENNAEXECRATE:
  6288. if( status_isimmune(bl) || !tsc )
  6289. break;
  6290. if( flag&1 )
  6291. {
  6292. if( bl->id == skill_area_temp[1] )
  6293. break; // Already work on this target
  6294. if( tsc && tsc->data[SC_STONE] )
  6295. status_change_end(bl,SC_STONE,-1);
  6296. else
  6297. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6298. }
  6299. else
  6300. {
  6301. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6302. // IroWiki says Rate should be reduced by target stats, but currently unknown
  6303. if( rand()%100 < rate )
  6304. { // Success on First Target
  6305. rate = 0;
  6306. if( !tsc->data[SC_STONE] )
  6307. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6308. else
  6309. {
  6310. rate = 1;
  6311. status_change_end(bl,SC_STONE,-1);
  6312. }
  6313. if( rate )
  6314. {
  6315. skill_area_temp[1] = bl->id;
  6316. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  6317. }
  6318. // Doesn't send failure packet if it fails on defense.
  6319. }
  6320. else if( sd ) // Failure on Rate
  6321. clif_skill_fail(sd,skillid,0,0);
  6322. }
  6323. break;
  6324. case WL_SUMMONFB:
  6325. case WL_SUMMONBL:
  6326. case WL_SUMMONWB:
  6327. case WL_SUMMONSTONE:
  6328. {
  6329. short element = 0, sctype = 0, pos = -1;
  6330. struct status_change *sc = status_get_sc(src);
  6331. if( !sc ) break;
  6332. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  6333. {
  6334. if( !sctype && !sc->data[i] )
  6335. sctype = i; // Take the free SC
  6336. if( sc->data[i] )
  6337. pos = max(sc->data[i]->val2,pos);
  6338. }
  6339. if( !sctype )
  6340. {
  6341. if( sd ) // No free slots to put SC
  6342. clif_skill_fail(sd,skillid,0x13,0);
  6343. break;
  6344. }
  6345. pos++; // Used in val2 for SC. Indicates the order of this ball
  6346. switch( skillid )
  6347. { // Set val1. The SC element for this ball
  6348. case WL_SUMMONFB: element = WLS_FIRE; break;
  6349. case WL_SUMMONBL: element = WLS_WIND; break;
  6350. case WL_SUMMONWB: element = WLS_WATER; break;
  6351. case WL_SUMMONSTONE: element = WLS_STONE; break;
  6352. }
  6353. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  6354. clif_skill_nodamage(src,bl,skillid,0,0);
  6355. }
  6356. break;
  6357. case WL_READING_SB:
  6358. if( sd )
  6359. {
  6360. int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
  6361. ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
  6362. if( i == MAX_SPELLBOOK )
  6363. {
  6364. clif_skill_fail(sd,skillid,0x04,0);
  6365. break;
  6366. }
  6367. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  6368. preserved += sd->rsb[i].points;
  6369. if( preserved >= max_preserve )
  6370. {
  6371. clif_skill_fail(sd,skillid,0x04,0);
  6372. break;
  6373. }
  6374. sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook.
  6375. clif_spellbook_list(sd);
  6376. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6377. }
  6378. break;
  6379. /**
  6380. * Ranger
  6381. **/
  6382. case RA_FEARBREEZE:
  6383. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6384. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6385. break;
  6386. case RA_WUGMASTERY:
  6387. if( sd )
  6388. {
  6389. if( pc_isridingwug(sd) )
  6390. clif_skill_fail(sd,skillid,0,0);
  6391. else if( !pc_iswug(sd) )
  6392. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6393. else
  6394. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6395. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6396. }
  6397. break;
  6398. case RA_WUGRIDER:
  6399. if( sd ) {
  6400. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  6401. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6402. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  6403. } else if( pc_isridingwug(sd) ) {
  6404. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  6405. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6406. } else if( sd ) {
  6407. clif_skill_fail(sd,skillid,0,0);
  6408. }
  6409. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6410. }
  6411. break;
  6412. case RA_WUGDASH:
  6413. if( tsce ) {
  6414. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  6415. map_freeblock_unlock();
  6416. return 0;
  6417. }
  6418. if( sd && pc_isridingwug(sd) ) {
  6419. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  6420. clif_walkok(sd);
  6421. }
  6422. break;
  6423. case RA_SENSITIVEKEEN:
  6424. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6425. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6426. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6427. break;
  6428. /**
  6429. * Mechanic
  6430. **/
  6431. case NC_F_SIDESLIDE:
  6432. case NC_B_SIDESLIDE:
  6433. {
  6434. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  6435. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  6436. clif_slide(src,src->x,src->y);
  6437. clif_fixpos(src); //Aegis sent this packet
  6438. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6439. }
  6440. break;
  6441. case NC_SELFDESTRUCTION:
  6442. if( sd ) {
  6443. if( sd->sc.option&OPTION_MADOGEAR )
  6444. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6445. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6446. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  6447. }
  6448. break;
  6449. case NC_ANALYZE:
  6450. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6451. clif_skill_nodamage(src, bl, skillid, skilllv,
  6452. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  6453. if( sd ) pc_overheat(sd,1);
  6454. break;
  6455. case NC_MAGNETICFIELD:
  6456. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  6457. {
  6458. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  6459. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  6460. pc_overheat(sd,1);
  6461. }
  6462. clif_skill_nodamage(src,src,skillid,skilllv,i);
  6463. break;
  6464. case NC_REPAIR:
  6465. if( sd )
  6466. {
  6467. int heal;
  6468. if( dstsd && (dstsd->sc.option&OPTION_MADOGEAR) )
  6469. {
  6470. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  6471. status_heal(bl,heal,0,2);
  6472. } else {
  6473. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  6474. status_heal(src,heal,0,2);
  6475. }
  6476. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6477. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  6478. }
  6479. break;
  6480. case NC_DISJOINT:
  6481. {
  6482. if( bl->type != BL_MOB ) break;
  6483. md = map_id2md(bl->id);
  6484. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  6485. status_kill(bl);
  6486. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6487. }
  6488. break;
  6489. default:
  6490. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  6491. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6492. map_freeblock_unlock();
  6493. return 1;
  6494. }
  6495. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  6496. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  6497. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  6498. }
  6499. if( sd && !(flag&1) )
  6500. {// ensure that the skill last-cast tick is recorded
  6501. sd->canskill_tick = gettick();
  6502. if( sd->state.arrow_atk )
  6503. {// consume arrow on last invocation to this skill.
  6504. battle_consume_ammo(sd, skillid, skilllv);
  6505. }
  6506. // perform auto-cast routines and skill requirement consumption
  6507. skill_onskillusage(sd, bl, skillid, tick);
  6508. skill_consume_requirement(sd,skillid,skilllv,2);
  6509. }
  6510. map_freeblock_unlock();
  6511. return 0;
  6512. }
  6513. /*==========================================
  6514. *
  6515. *------------------------------------------*/
  6516. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  6517. {
  6518. struct block_list *target, *src;
  6519. struct map_session_data *sd;
  6520. struct mob_data *md;
  6521. struct unit_data *ud;
  6522. struct status_change *sc = NULL;
  6523. int inf,inf2,flag = 0;
  6524. src = map_id2bl(id);
  6525. if( src == NULL )
  6526. {
  6527. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  6528. return 0;// not found
  6529. }
  6530. ud = unit_bl2ud(src);
  6531. if( ud == NULL )
  6532. {
  6533. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  6534. return 0;// ???
  6535. }
  6536. sd = BL_CAST(BL_PC, src);
  6537. md = BL_CAST(BL_MOB, src);
  6538. if( src->prev == NULL ) {
  6539. ud->skilltimer = INVALID_TIMER;
  6540. return 0;
  6541. }
  6542. if(ud->skillid != SA_CASTCANCEL )
  6543. {// otherwise handled in unit_skillcastcancel()
  6544. if( ud->skilltimer != tid ) {
  6545. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  6546. ud->skilltimer = INVALID_TIMER;
  6547. return 0;
  6548. }
  6549. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6550. {// restore original walk speed
  6551. ud->skilltimer = INVALID_TIMER;
  6552. status_calc_bl(&sd->bl, SCB_SPEED);
  6553. }
  6554. ud->skilltimer = INVALID_TIMER;
  6555. }
  6556. if (ud->skilltarget == id)
  6557. target = src;
  6558. else
  6559. target = map_id2bl(ud->skilltarget);
  6560. // Use a do so that you can break out of it when the skill fails.
  6561. do {
  6562. if(!target || target->prev==NULL) break;
  6563. if(src->m != target->m || status_isdead(src)) break;
  6564. switch (ud->skillid) {
  6565. //These should become skill_castend_pos
  6566. case WE_CALLPARTNER:
  6567. if(sd) clif_callpartner(sd);
  6568. case WE_CALLPARENT:
  6569. case WE_CALLBABY:
  6570. case AM_RESURRECTHOMUN:
  6571. case PF_SPIDERWEB:
  6572. //Find a random spot to place the skill. [Skotlex]
  6573. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  6574. ud->skillx = target->x + inf2;
  6575. ud->skilly = target->y + inf2;
  6576. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  6577. ud->skillx = target->x;
  6578. ud->skilly = target->y;
  6579. }
  6580. ud->skilltimer=tid;
  6581. return skill_castend_pos(tid,tick,id,data);
  6582. }
  6583. if(ud->skillid == RG_BACKSTAP) {
  6584. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  6585. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  6586. break;
  6587. }
  6588. }
  6589. if( ud->skillid == PR_TURNUNDEAD )
  6590. {
  6591. struct status_data *tstatus = status_get_status_data(target);
  6592. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6593. break;
  6594. }
  6595. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  6596. {
  6597. sc = status_get_sc(target);
  6598. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  6599. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  6600. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  6601. break;
  6602. }
  6603. }
  6604. else
  6605. { // Check target validity.
  6606. inf = skill_get_inf(ud->skillid);
  6607. inf2 = skill_get_inf2(ud->skillid);
  6608. if(inf&INF_ATTACK_SKILL ||
  6609. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  6610. inf = BCT_ENEMY; //Offensive skill.
  6611. else if(inf2&INF2_NO_ENEMY)
  6612. inf = BCT_NOENEMY;
  6613. else
  6614. inf = 0;
  6615. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  6616. {
  6617. inf |=
  6618. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  6619. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  6620. //Remove neutral targets (but allow enemy if skill is designed to be so)
  6621. inf &= ~BCT_NEUTRAL;
  6622. }
  6623. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  6624. {
  6625. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  6626. break;
  6627. }
  6628. else
  6629. if (inf && battle_check_target(src, target, inf) <= 0)
  6630. break;
  6631. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  6632. sc->data[SC_FOGWALL] &&
  6633. rand()%100 < 75)
  6634. { //Fogwall makes all offensive-type targetted skills fail at 75%
  6635. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6636. break;
  6637. }
  6638. }
  6639. //Avoid doing double checks for instant-cast skills.
  6640. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  6641. break;
  6642. if(md) {
  6643. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6644. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6645. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6646. }
  6647. if(src != target && battle_config.skill_add_range &&
  6648. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  6649. {
  6650. if (sd) {
  6651. clif_skill_fail(sd,ud->skillid,0,0);
  6652. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  6653. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6654. }
  6655. break;
  6656. }
  6657. if( sd )
  6658. {
  6659. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6660. break;
  6661. else
  6662. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6663. }
  6664. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6665. break;
  6666. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  6667. flag = 1;
  6668. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  6669. unit_stop_walking(src,1);
  6670. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6671. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  6672. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 )
  6673. skill_blockpc_start(sd, ud->skillid, skill_get_cooldown(ud->skillid, ud->skilllv));
  6674. if( battle_config.display_status_timers && sd )
  6675. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6676. if( sd )
  6677. {
  6678. switch( ud->skillid )
  6679. {
  6680. case GS_DESPERADO:
  6681. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  6682. break;
  6683. case CR_GRANDCROSS:
  6684. case NPC_GRANDDARKNESS:
  6685. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  6686. {
  6687. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  6688. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  6689. break;
  6690. }
  6691. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  6692. break;
  6693. }
  6694. }
  6695. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  6696. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6697. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6698. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  6699. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  6700. map_freeblock_lock();
  6701. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  6702. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6703. else
  6704. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6705. sc = status_get_sc(src);
  6706. if(sc && sc->count) {
  6707. if(sc->data[SC_MAGICPOWER] &&
  6708. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
  6709. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  6710. if(sc->data[SC_SPIRIT] &&
  6711. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  6712. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  6713. ud->skillid != WZ_WATERBALL)
  6714. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  6715. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  6716. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  6717. }
  6718. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  6719. sd->skillitem = sd->skillitemlv = 0;
  6720. if (ud->skilltimer == INVALID_TIMER) {
  6721. if(md) md->skillidx = -1;
  6722. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  6723. ud->skilllv = ud->skilltarget = 0;
  6724. }
  6725. map_freeblock_unlock();
  6726. return 1;
  6727. } while(0);
  6728. //Skill failed.
  6729. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  6730. { //When Asura fails... (except when it fails from Fog of Wall)
  6731. //Consume SP/spheres
  6732. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  6733. status_set_sp(src, 0, 0);
  6734. sc = &sd->sc;
  6735. if (sc->count)
  6736. { //End states
  6737. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  6738. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  6739. }
  6740. if (target && target->m == src->m)
  6741. { //Move character to target anyway.
  6742. int dx,dy;
  6743. dx = target->x - src->x;
  6744. dy = target->y - src->y;
  6745. if(dx > 0) dx++;
  6746. else if(dx < 0) dx--;
  6747. if (dy > 0) dy++;
  6748. else if(dy < 0) dy--;
  6749. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  6750. { //Display movement + animation.
  6751. clif_slide(src,src->x,src->y);
  6752. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  6753. }
  6754. clif_skill_fail(sd,ud->skillid,0,0);
  6755. }
  6756. }
  6757. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  6758. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6759. ud->canact_tick = tick;
  6760. //You can't place a skill failed packet here because it would be
  6761. //sent in ALL cases, even cases where skill_check_condition fails
  6762. //which would lead to double 'skill failed' messages u.u [Skotlex]
  6763. if(sd)
  6764. sd->skillitem = sd->skillitemlv = 0;
  6765. else if(md)
  6766. md->skillidx = -1;
  6767. return 0;
  6768. }
  6769. /*==========================================
  6770. *
  6771. *------------------------------------------*/
  6772. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  6773. {
  6774. struct block_list* src = map_id2bl(id);
  6775. int maxcount;
  6776. struct map_session_data *sd;
  6777. struct unit_data *ud = unit_bl2ud(src);
  6778. struct mob_data *md;
  6779. nullpo_ret(ud);
  6780. sd = BL_CAST(BL_PC , src);
  6781. md = BL_CAST(BL_MOB, src);
  6782. if( src->prev == NULL ) {
  6783. ud->skilltimer = INVALID_TIMER;
  6784. return 0;
  6785. }
  6786. if( ud->skilltimer != tid )
  6787. {
  6788. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  6789. ud->skilltimer = INVALID_TIMER;
  6790. return 0;
  6791. }
  6792. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6793. {// restore original walk speed
  6794. ud->skilltimer = INVALID_TIMER;
  6795. status_calc_bl(&sd->bl, SCB_SPEED);
  6796. }
  6797. ud->skilltimer = INVALID_TIMER;
  6798. do {
  6799. if( status_isdead(src) )
  6800. break;
  6801. if( !(src->type&battle_config.skill_reiteration) &&
  6802. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  6803. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6804. )
  6805. {
  6806. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6807. break;
  6808. }
  6809. if( src->type&battle_config.skill_nofootset &&
  6810. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  6811. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6812. )
  6813. {
  6814. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6815. break;
  6816. }
  6817. if( src->type&battle_config.land_skill_limit &&
  6818. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  6819. ) {
  6820. int i;
  6821. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  6822. if(ud->skillunit[i]->skill_id == ud->skillid)
  6823. maxcount--;
  6824. }
  6825. if( maxcount == 0 )
  6826. {
  6827. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6828. break;
  6829. }
  6830. }
  6831. if(tid != INVALID_TIMER)
  6832. { //Avoid double checks on instant cast skills. [Skotlex]
  6833. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  6834. break;
  6835. if(battle_config.skill_add_range &&
  6836. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  6837. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  6838. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6839. break;
  6840. }
  6841. }
  6842. if( sd )
  6843. {
  6844. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6845. break;
  6846. else
  6847. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6848. }
  6849. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6850. break;
  6851. if(md) {
  6852. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6853. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6854. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6855. }
  6856. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6857. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  6858. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  6859. if (ud->walktimer != INVALID_TIMER)
  6860. unit_stop_walking(src,1);
  6861. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6862. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  6863. if( battle_config.display_status_timers && sd )
  6864. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6865. // if( sd )
  6866. // {
  6867. // switch( ud->skillid )
  6868. // {
  6869. // case ????:
  6870. // sd->canequip_tick = tick + ????;
  6871. // break;
  6872. // }
  6873. // }
  6874. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6875. map_freeblock_lock();
  6876. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  6877. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  6878. sd->skillitem = sd->skillitemlv = 0;
  6879. if (ud->skilltimer == INVALID_TIMER) {
  6880. if (md) md->skillidx = -1;
  6881. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  6882. ud->skilllv = ud->skillx = ud->skilly = 0;
  6883. }
  6884. map_freeblock_unlock();
  6885. return 1;
  6886. } while(0);
  6887. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6888. ud->canact_tick = tick;
  6889. ud->skillid = ud->skilllv = 0;
  6890. if(sd)
  6891. sd->skillitem = sd->skillitemlv = 0;
  6892. else if(md)
  6893. md->skillidx = -1;
  6894. return 0;
  6895. }
  6896. /*==========================================
  6897. *
  6898. *------------------------------------------*/
  6899. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  6900. {
  6901. struct map_session_data* sd;
  6902. struct status_change* sc;
  6903. struct status_change_entry *sce;
  6904. struct skill_unit_group* sg;
  6905. enum sc_type type;
  6906. int i;
  6907. //if(skilllv <= 0) return 0;
  6908. if(skillid > 0 && skilllv <= 0) return 0; // celest
  6909. nullpo_ret(src);
  6910. if(status_isdead(src))
  6911. return 0;
  6912. sd = BL_CAST(BL_PC, src);
  6913. sc = status_get_sc(src);
  6914. type = status_skill2sc(skillid);
  6915. sce = (sc && type != -1)?sc->data[type]:NULL;
  6916. switch (skillid) { //Skill effect.
  6917. case WZ_METEOR:
  6918. case MO_BODYRELOCATION:
  6919. case CR_CULTIVATION:
  6920. case HW_GANBANTEIN:
  6921. break; //Effect is displayed on respective switch case.
  6922. default:
  6923. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  6924. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6925. else
  6926. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  6927. }
  6928. switch(skillid)
  6929. {
  6930. case PR_BENEDICTIO:
  6931. skill_area_temp[1] = src->id;
  6932. i = skill_get_splash(skillid, skilllv);
  6933. map_foreachinarea(skill_area_sub,
  6934. src->m, x-i, y-i, x+i, y+i, BL_PC,
  6935. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  6936. skill_castend_nodamage_id);
  6937. map_foreachinarea(skill_area_sub,
  6938. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  6939. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  6940. skill_castend_damage_id);
  6941. break;
  6942. case BS_HAMMERFALL:
  6943. i = skill_get_splash(skillid, skilllv);
  6944. map_foreachinarea (skill_area_sub,
  6945. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  6946. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  6947. skill_castend_nodamage_id);
  6948. break;
  6949. case HT_DETECTING:
  6950. i = skill_get_splash(skillid, skilllv);
  6951. map_foreachinarea( status_change_timer_sub,
  6952. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  6953. src,NULL,SC_SIGHT,tick);
  6954. if(battle_config.traps_setting&1)
  6955. map_foreachinarea( skill_reveal_trap,
  6956. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  6957. break;
  6958. case SA_VOLCANO:
  6959. case SA_DELUGE:
  6960. case SA_VIOLENTGALE:
  6961. { //Does not consumes if the skill is already active. [Skotlex]
  6962. struct skill_unit_group *sg;
  6963. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  6964. {
  6965. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  6966. {
  6967. skill_unitsetting(src,skillid,skilllv,x,y,0);
  6968. return 0; // not to consume items
  6969. }
  6970. else
  6971. sg->limit = 0; //Disable it.
  6972. }
  6973. skill_unitsetting(src,skillid,skilllv,x,y,0);
  6974. break;
  6975. }
  6976. case MG_SAFETYWALL:
  6977. case MG_FIREWALL:
  6978. case MG_THUNDERSTORM:
  6979. case AL_PNEUMA:
  6980. case WZ_ICEWALL:
  6981. case WZ_FIREPILLAR:
  6982. case WZ_QUAGMIRE:
  6983. case WZ_VERMILION:
  6984. case WZ_STORMGUST:
  6985. case WZ_HEAVENDRIVE:
  6986. case PR_SANCTUARY:
  6987. case PR_MAGNUS:
  6988. case CR_GRANDCROSS:
  6989. case NPC_GRANDDARKNESS:
  6990. case HT_SKIDTRAP:
  6991. case MA_SKIDTRAP:
  6992. case HT_LANDMINE:
  6993. case MA_LANDMINE:
  6994. case HT_ANKLESNARE:
  6995. case HT_SHOCKWAVE:
  6996. case HT_SANDMAN:
  6997. case MA_SANDMAN:
  6998. case HT_FLASHER:
  6999. case HT_FREEZINGTRAP:
  7000. case MA_FREEZINGTRAP:
  7001. case HT_BLASTMINE:
  7002. case HT_CLAYMORETRAP:
  7003. case AS_VENOMDUST:
  7004. case AM_DEMONSTRATION:
  7005. case PF_FOGWALL:
  7006. case PF_SPIDERWEB:
  7007. case HT_TALKIEBOX:
  7008. case WE_CALLPARTNER:
  7009. case WE_CALLPARENT:
  7010. case WE_CALLBABY:
  7011. case AC_SHOWER: //Ground-placed skill implementation.
  7012. case MA_SHOWER:
  7013. case SA_LANDPROTECTOR:
  7014. case BD_LULLABY:
  7015. case BD_RICHMANKIM:
  7016. case BD_ETERNALCHAOS:
  7017. case BD_DRUMBATTLEFIELD:
  7018. case BD_RINGNIBELUNGEN:
  7019. case BD_ROKISWEIL:
  7020. case BD_INTOABYSS:
  7021. case BD_SIEGFRIED:
  7022. case BA_DISSONANCE:
  7023. case BA_POEMBRAGI:
  7024. case BA_WHISTLE:
  7025. case BA_ASSASSINCROSS:
  7026. case BA_APPLEIDUN:
  7027. case DC_UGLYDANCE:
  7028. case DC_HUMMING:
  7029. case DC_DONTFORGETME:
  7030. case DC_FORTUNEKISS:
  7031. case DC_SERVICEFORYOU:
  7032. case CG_MOONLIT:
  7033. case GS_DESPERADO:
  7034. case NJ_KAENSIN:
  7035. case NJ_BAKUENRYU:
  7036. case NJ_SUITON:
  7037. case NJ_HYOUSYOURAKU:
  7038. case NJ_RAIGEKISAI:
  7039. case NJ_KAMAITACHI:
  7040. case NPC_EVILLAND:
  7041. /**
  7042. * Ranger
  7043. **/
  7044. case RA_ELECTRICSHOCKER:
  7045. case RA_CLUSTERBOMB:
  7046. case RA_MAGENTATRAP:
  7047. case RA_COBALTTRAP:
  7048. case RA_MAIZETRAP:
  7049. case RA_VERDURETRAP:
  7050. case RA_FIRINGTRAP:
  7051. case RA_ICEBOUNDTRAP:
  7052. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  7053. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  7054. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7055. break;
  7056. case RG_GRAFFITI: /* Graffiti [Valaris] */
  7057. skill_clear_unitgroup(src);
  7058. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7059. flag|=1;
  7060. break;
  7061. case HP_BASILICA:
  7062. if( sc->data[SC_BASILICA] )
  7063. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  7064. else
  7065. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  7066. skill_clear_unitgroup(src);
  7067. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  7068. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  7069. flag|=1;
  7070. }
  7071. break;
  7072. case CG_HERMODE:
  7073. skill_clear_unitgroup(src);
  7074. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7075. sc_start4(src,SC_DANCING,100,
  7076. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7077. flag|=1;
  7078. break;
  7079. case RG_CLEANER: // [Valaris]
  7080. i = skill_get_splash(skillid, skilllv);
  7081. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  7082. break;
  7083. case WZ_METEOR:
  7084. {
  7085. int flag = 0, area = skill_get_splash(skillid, skilllv);
  7086. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  7087. if( sc && sc->data[SC_MAGICPOWER] )
  7088. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  7089. for( i = 0; i < 2 + (skilllv>>1); i++ )
  7090. {
  7091. // Creates a random Cell in the Splash Area
  7092. tmpx = x - area + rand()%(area * 2 + 1);
  7093. tmpy = y - area + rand()%(area * 2 + 1);
  7094. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  7095. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  7096. if( i > 0 )
  7097. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  7098. x1 = tmpx;
  7099. y1 = tmpy;
  7100. }
  7101. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  7102. }
  7103. break;
  7104. case AL_WARP:
  7105. if(sd)
  7106. {
  7107. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  7108. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  7109. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  7110. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  7111. );
  7112. }
  7113. return 0; // not to consume item.
  7114. case MO_BODYRELOCATION:
  7115. if (unit_movepos(src, x, y, 1, 1)) {
  7116. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  7117. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  7118. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  7119. }
  7120. break;
  7121. case NJ_SHADOWJUMP:
  7122. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  7123. { //You don't move on GVG grounds.
  7124. unit_movepos(src, x, y, 1, 0);
  7125. clif_slide(src,x,y);
  7126. }
  7127. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7128. break;
  7129. case AM_SPHEREMINE:
  7130. case AM_CANNIBALIZE:
  7131. {
  7132. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7133. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7134. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  7135. struct mob_data *md;
  7136. // Correct info, don't change any of this! [celest]
  7137. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  7138. if (md) {
  7139. md->master_id = src->id;
  7140. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  7141. if( md->deletetimer != INVALID_TIMER )
  7142. delete_timer(md->deletetimer, mob_timer_delete);
  7143. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  7144. mob_spawn (md); //Now it is ready for spawning.
  7145. }
  7146. }
  7147. break;
  7148. // Slim Pitcher [Celest]
  7149. case CR_SLIMPITCHER:
  7150. if (sd) {
  7151. int i = skilllv%11 - 1;
  7152. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  7153. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  7154. {
  7155. clif_skill_fail(sd,skillid,0,0);
  7156. return 1;
  7157. }
  7158. potion_flag = 1;
  7159. potion_hp = 0;
  7160. potion_sp = 0;
  7161. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7162. potion_flag = 0;
  7163. //Apply skill bonuses
  7164. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  7165. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  7166. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  7167. + pc_skillheal_bonus(sd, skillid);
  7168. potion_hp = potion_hp * (100+i)/100;
  7169. potion_sp = potion_sp * (100+i)/100;
  7170. if(potion_hp > 0 || potion_sp > 0) {
  7171. i = skill_get_splash(skillid, skilllv);
  7172. map_foreachinarea(skill_area_sub,
  7173. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7174. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7175. skill_castend_nodamage_id);
  7176. }
  7177. } else {
  7178. int i = skilllv%11 - 1;
  7179. struct item_data *item;
  7180. i = skill_db[skillid].itemid[i];
  7181. item = itemdb_search(i);
  7182. potion_flag = 1;
  7183. potion_hp = 0;
  7184. potion_sp = 0;
  7185. run_script(item->script,0,src->id,0);
  7186. potion_flag = 0;
  7187. i = skill_get_max(CR_SLIMPITCHER)*10;
  7188. potion_hp = potion_hp * (100+i)/100;
  7189. potion_sp = potion_sp * (100+i)/100;
  7190. if(potion_hp > 0 || potion_sp > 0) {
  7191. i = skill_get_splash(skillid, skilllv);
  7192. map_foreachinarea(skill_area_sub,
  7193. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7194. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7195. skill_castend_nodamage_id);
  7196. }
  7197. }
  7198. break;
  7199. case HW_GANBANTEIN:
  7200. if (rand()%100 < 80) {
  7201. int dummy = 1;
  7202. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7203. i = skill_get_splash(skillid, skilllv);
  7204. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  7205. } else {
  7206. if (sd) clif_skill_fail(sd,skillid,0,0);
  7207. return 1;
  7208. }
  7209. break;
  7210. case HW_GRAVITATION:
  7211. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7212. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  7213. flag|=1;
  7214. break;
  7215. // Plant Cultivation [Celest]
  7216. case CR_CULTIVATION:
  7217. if (sd) {
  7218. int i;
  7219. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  7220. {
  7221. clif_skill_fail(sd,skillid,0,0);
  7222. return 1;
  7223. }
  7224. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7225. if (rand()%100 < 50) {
  7226. clif_skill_fail(sd,skillid,0,0);
  7227. } else {
  7228. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  7229. if (!md) break;
  7230. if ((i = skill_get_time(skillid, skilllv)) > 0)
  7231. {
  7232. if( md->deletetimer != INVALID_TIMER )
  7233. delete_timer(md->deletetimer, mob_timer_delete);
  7234. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  7235. }
  7236. mob_spawn (md);
  7237. }
  7238. }
  7239. break;
  7240. case SG_SUN_WARM:
  7241. case SG_MOON_WARM:
  7242. case SG_STAR_WARM:
  7243. skill_clear_unitgroup(src);
  7244. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  7245. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  7246. flag|=1;
  7247. break;
  7248. case PA_GOSPEL:
  7249. if (sce && sce->val4 == BCT_SELF)
  7250. {
  7251. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  7252. return 0;
  7253. }
  7254. else
  7255. {
  7256. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  7257. if (!sg) break;
  7258. if (sce)
  7259. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  7260. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  7261. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  7262. }
  7263. break;
  7264. case NJ_TATAMIGAESHI:
  7265. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  7266. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  7267. break;
  7268. case AM_RESURRECTHOMUN: //[orn]
  7269. if (sd)
  7270. {
  7271. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  7272. {
  7273. clif_skill_fail(sd,skillid,0,0);
  7274. break;
  7275. }
  7276. }
  7277. break;
  7278. /**
  7279. * Mechanic
  7280. **/
  7281. case NC_COLDSLOWER:
  7282. case NC_ARMSCANNON:
  7283. /**
  7284. * Rune Knight
  7285. **/
  7286. case RK_DRAGONBREATH:
  7287. case RK_WINDCUTTER:
  7288. i = skill_get_splash(skillid,skilllv);
  7289. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7290. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7291. break;
  7292. /**
  7293. * Guilotine Cross
  7294. **/
  7295. case GC_POISONSMOKE:
  7296. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  7297. if( sd )
  7298. clif_skill_fail(sd,skillid,0x20,0);
  7299. return 0;
  7300. }
  7301. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7302. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  7303. status_change_end(src,SC_POISONINGWEAPON,-1);
  7304. break;
  7305. /**
  7306. * Arch Bishop
  7307. **/
  7308. case AB_EPICLESIS:
  7309. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  7310. i = sg->unit->range;
  7311. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  7312. }
  7313. break;
  7314. /**
  7315. * Warlock
  7316. **/
  7317. case WL_COMET:
  7318. if( sc ) {
  7319. sc->comet_x = x;
  7320. sc->comet_y = y;
  7321. }
  7322. i = skill_get_splash(skillid,skilllv);
  7323. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7324. break;
  7325. case WL_EARTHSTRAIN:
  7326. {
  7327. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  7328. int sx = x, sy = y;
  7329. if( sc && sc->data[SC_MAGICPOWER] )
  7330. flag = flag|2; //Store the magic power flag
  7331. for( i = 0; i < wave; i++ )
  7332. {
  7333. switch( dir )
  7334. {
  7335. case 0: case 1: case 7: sy = src->y + i; break;
  7336. case 3: case 4: case 5: sy = src->y - i; break;
  7337. case 2: sx = src->x - i; break;
  7338. case 6: sx = src->x + i; break;
  7339. }
  7340. skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
  7341. //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
  7342. }
  7343. }
  7344. break;
  7345. /**
  7346. * Ranger
  7347. **/
  7348. case RA_DETONATOR:
  7349. i = skill_get_splash(skillid, skilllv);
  7350. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  7351. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7352. break;
  7353. /**
  7354. * Mechanic
  7355. **/
  7356. case NC_NEUTRALBARRIER:
  7357. case NC_STEALTHFIELD:
  7358. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  7359. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL )
  7360. {
  7361. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7362. if( sd ) pc_overheat(sd,1);
  7363. }
  7364. break;
  7365. case NC_SILVERSNIPER:
  7366. {
  7367. int class_ = 2042;
  7368. struct mob_data *md;
  7369. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  7370. if( md )
  7371. {
  7372. md->master_id = src->id;
  7373. md->special_state.ai = 3;
  7374. if( md->deletetimer != INVALID_TIMER )
  7375. delete_timer(md->deletetimer, mob_timer_delete);
  7376. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  7377. mob_spawn( md );
  7378. }
  7379. }
  7380. break;
  7381. case NC_MAGICDECOY:
  7382. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  7383. break;
  7384. default:
  7385. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  7386. return 1;
  7387. }
  7388. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  7389. if( sd )
  7390. {// ensure that the skill last-cast tick is recorded
  7391. sd->canskill_tick = gettick();
  7392. if( sd->state.arrow_atk && !(flag&1) )
  7393. {// consume arrow if this is a ground skill
  7394. battle_consume_ammo(sd, skillid, skilllv);
  7395. }
  7396. // perform auto-cast routines and skill requirement consumption
  7397. skill_onskillusage(sd, NULL, skillid, tick);
  7398. skill_consume_requirement(sd,skillid,skilllv,2);
  7399. }
  7400. return 0;
  7401. }
  7402. /*==========================================
  7403. *
  7404. *------------------------------------------*/
  7405. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  7406. {
  7407. nullpo_ret(sd);
  7408. //Simplify skill_failed code.
  7409. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  7410. if(skill_num != sd->menuskill_id)
  7411. return 0;
  7412. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  7413. skill_failed(sd);
  7414. return 0;
  7415. }
  7416. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  7417. skill_failed(sd);
  7418. return 0;
  7419. }
  7420. if(sd->sc.count && (
  7421. sd->sc.data[SC_SILENCE] ||
  7422. sd->sc.data[SC_ROKISWEIL] ||
  7423. sd->sc.data[SC_AUTOCOUNTER] ||
  7424. sd->sc.data[SC_STEELBODY] ||
  7425. sd->sc.data[SC_DANCING] ||
  7426. sd->sc.data[SC_BERSERK] ||
  7427. sd->sc.data[SC_BASILICA] ||
  7428. sd->sc.data[SC_MARIONETTE] ||
  7429. /**
  7430. * Warlock
  7431. **/
  7432. sd->sc.data[SC_WHITEIMPRISON] ||
  7433. (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num))
  7434. )) {
  7435. skill_failed(sd);
  7436. return 0;
  7437. }
  7438. pc_stop_attack(sd);
  7439. pc_stop_walking(sd,0);
  7440. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  7441. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  7442. if(strcmp(map,"cancel")==0) {
  7443. skill_failed(sd);
  7444. return 0;
  7445. }
  7446. switch(skill_num)
  7447. {
  7448. case AL_TELEPORT:
  7449. if(strcmp(map,"Random")==0)
  7450. pc_randomwarp(sd,CLR_TELEPORT);
  7451. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  7452. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7453. break;
  7454. case AL_WARP:
  7455. {
  7456. const struct point *p[4];
  7457. struct skill_unit_group *group;
  7458. int i, lv, wx, wy;
  7459. int maxcount=0;
  7460. int x,y;
  7461. unsigned short mapindex;
  7462. mapindex = mapindex_name2id((char*)map);
  7463. if(!mapindex) { //Given map not found?
  7464. clif_skill_fail(sd,skill_num,0,0);
  7465. skill_failed(sd);
  7466. return 0;
  7467. }
  7468. p[0] = &sd->status.save_point;
  7469. p[1] = &sd->status.memo_point[0];
  7470. p[2] = &sd->status.memo_point[1];
  7471. p[3] = &sd->status.memo_point[2];
  7472. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  7473. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  7474. if(sd->ud.skillunit[i]->skill_id == skill_num)
  7475. maxcount--;
  7476. }
  7477. if(!maxcount) {
  7478. clif_skill_fail(sd,skill_num,0,0);
  7479. skill_failed(sd);
  7480. return 0;
  7481. }
  7482. }
  7483. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  7484. wx = sd->menuskill_val>>16;
  7485. wy = sd->menuskill_val&0xffff;
  7486. if( lv <= 0 ) return 0;
  7487. if( lv > 4 ) lv = 4; // crash prevention
  7488. // check if the chosen map exists in the memo list
  7489. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  7490. if( i < lv ) {
  7491. x=p[i]->x;
  7492. y=p[i]->y;
  7493. } else {
  7494. skill_failed(sd);
  7495. return 0;
  7496. }
  7497. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  7498. { // This checks versus skillid/skilllv...
  7499. skill_failed(sd);
  7500. return 0;
  7501. }
  7502. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  7503. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  7504. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  7505. skill_failed(sd);
  7506. return 0;
  7507. }
  7508. // record the destination coordinates
  7509. group->val2 = (x<<16)|y;
  7510. group->val3 = mapindex;
  7511. }
  7512. break;
  7513. }
  7514. sd->menuskill_id = sd->menuskill_val = 0;
  7515. return 0;
  7516. #undef skill_failed
  7517. }
  7518. /// transforms 'target' skill unit into dissonance (if conditions are met)
  7519. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  7520. {
  7521. struct skill_unit* target = (struct skill_unit*)bl;
  7522. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  7523. int flag = va_arg(ap, int);
  7524. if (src == target)
  7525. return 0;
  7526. if (!target->group || !(target->group->state.song_dance&0x1))
  7527. return 0;
  7528. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  7529. return 0;
  7530. if (flag) //Set dissonance
  7531. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  7532. else //Remove dissonance
  7533. target->val2 &= ~UF_ENSEMBLE;
  7534. clif_skill_setunit(target); //Update look of affected cell.
  7535. return 1;
  7536. }
  7537. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  7538. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  7539. //When 1, this unit has been positioned, so start the cancel effect.
  7540. int skill_dance_overlap(struct skill_unit* unit, int flag)
  7541. {
  7542. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  7543. return 0;
  7544. if (!flag && !(unit->val2&UF_ENSEMBLE))
  7545. return 0; //Nothing to remove, this unit is not overlapped.
  7546. if (unit->val1 != unit->group->skill_id)
  7547. { //Reset state
  7548. unit->val1 = unit->group->skill_id;
  7549. unit->val2 &= ~UF_ENSEMBLE;
  7550. }
  7551. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  7552. }
  7553. /*==========================================
  7554. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  7555. * Flag: 0 - Convert, 1 - Revert.
  7556. *------------------------------------------*/
  7557. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  7558. {
  7559. static int prevflag = 1; // by default the backup is empty
  7560. static struct skill_unit_group backup;
  7561. struct skill_unit_group* group = unit->group;
  7562. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  7563. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  7564. return false;
  7565. if( flag == prevflag )
  7566. {// protection against attempts to read an empty backup / write to a full backup
  7567. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  7568. flag ? "read an empty backup" : "write to a full backup",
  7569. group->skill_id, group->skill_lv, group->src_id);
  7570. return false;
  7571. }
  7572. prevflag = flag;
  7573. if( !flag )
  7574. { //Transform
  7575. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  7576. // backup
  7577. backup.skill_id = group->skill_id;
  7578. backup.skill_lv = group->skill_lv;
  7579. backup.unit_id = group->unit_id;
  7580. backup.target_flag = group->target_flag;
  7581. backup.bl_flag = group->bl_flag;
  7582. backup.interval = group->interval;
  7583. // replace
  7584. group->skill_id = skillid;
  7585. group->skill_lv = 1;
  7586. group->unit_id = skill_get_unit_id(skillid,0);
  7587. group->target_flag = skill_get_unit_target(skillid);
  7588. group->bl_flag = skill_get_unit_bl_target(skillid);
  7589. group->interval = skill_get_unit_interval(skillid);
  7590. }
  7591. else
  7592. { //Restore
  7593. group->skill_id = backup.skill_id;
  7594. group->skill_lv = backup.skill_lv;
  7595. group->unit_id = backup.unit_id;
  7596. group->target_flag = backup.target_flag;
  7597. group->bl_flag = backup.bl_flag;
  7598. group->interval = backup.interval;
  7599. }
  7600. return true;
  7601. }
  7602. /*==========================================
  7603. * Initializes and sets a ground skill.
  7604. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  7605. * flag&2 is used to determine if this skill was casted with Magic Power active.
  7606. *------------------------------------------*/
  7607. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  7608. {
  7609. struct skill_unit_group *group;
  7610. int i,limit,val1=0,val2=0,val3=0;
  7611. int target,interval,range,unit_flag;
  7612. struct s_skill_unit_layout *layout;
  7613. struct map_session_data *sd;
  7614. struct status_data *status;
  7615. struct status_change *sc;
  7616. int active_flag=1;
  7617. int subunt=0;
  7618. nullpo_retr(NULL, src);
  7619. limit = skill_get_time(skillid,skilllv);
  7620. range = skill_get_unit_range(skillid,skilllv);
  7621. interval = skill_get_unit_interval(skillid);
  7622. target = skill_get_unit_target(skillid);
  7623. unit_flag = skill_get_unit_flag(skillid);
  7624. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  7625. sd = BL_CAST(BL_PC, src);
  7626. status = status_get_status_data(src);
  7627. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  7628. switch( skillid )
  7629. {
  7630. case MG_SAFETYWALL:
  7631. val2=skilllv+1;
  7632. break;
  7633. case MG_FIREWALL:
  7634. if(sc && sc->data[SC_VIOLENTGALE])
  7635. limit = limit*3/2;
  7636. val2=4+skilllv;
  7637. break;
  7638. case AL_WARP:
  7639. val1=skilllv+6;
  7640. if(!(flag&1))
  7641. limit=2000;
  7642. else // previous implementation (not used anymore)
  7643. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  7644. if( src->type != BL_SKILL ) return NULL;
  7645. group = ((TBL_SKILL*)src)->group;
  7646. src = map_id2bl(group->src_id);
  7647. if( !src ) return NULL;
  7648. val2 = group->val2; //Copy the (x,y) position you warp to
  7649. val3 = group->val3; //as well as the mapindex to warp to.
  7650. }
  7651. break;
  7652. case HP_BASILICA:
  7653. val1 = src->id; // Store caster id.
  7654. break;
  7655. case PR_SANCTUARY:
  7656. case NPC_EVILLAND:
  7657. val1=(skilllv+3)*2;
  7658. break;
  7659. case WZ_FIREPILLAR:
  7660. if((flag&1)!=0)
  7661. limit=1000;
  7662. val1=skilllv+2;
  7663. break;
  7664. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  7665. case AM_DEMONSTRATION:
  7666. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  7667. && (src->type&battle_config.vs_traps_bctall))
  7668. target = BCT_ALL;
  7669. break;
  7670. case HT_SHOCKWAVE:
  7671. val1=skilllv*15+10;
  7672. case HT_SANDMAN:
  7673. case MA_SANDMAN:
  7674. case HT_CLAYMORETRAP:
  7675. case HT_SKIDTRAP:
  7676. case MA_SKIDTRAP:
  7677. case HT_LANDMINE:
  7678. case MA_LANDMINE:
  7679. case HT_ANKLESNARE:
  7680. case HT_FLASHER:
  7681. case HT_FREEZINGTRAP:
  7682. case MA_FREEZINGTRAP:
  7683. case HT_BLASTMINE:
  7684. /**
  7685. * Ranger
  7686. **/
  7687. case RA_ELECTRICSHOCKER:
  7688. case RA_CLUSTERBOMB:
  7689. case RA_MAGENTATRAP:
  7690. case RA_COBALTTRAP:
  7691. case RA_MAIZETRAP:
  7692. case RA_VERDURETRAP:
  7693. case RA_FIRINGTRAP:
  7694. case RA_ICEBOUNDTRAP:
  7695. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  7696. limit *= 4; // longer trap times in WOE [celest]
  7697. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  7698. target = BCT_ALL;
  7699. break;
  7700. case SA_LANDPROTECTOR:
  7701. case SA_VOLCANO:
  7702. case SA_DELUGE:
  7703. case SA_VIOLENTGALE:
  7704. {
  7705. struct skill_unit_group *old_sg;
  7706. if ((old_sg = skill_locate_element_field(src)) != NULL)
  7707. { //HelloKitty confirmed that these are interchangeable,
  7708. //so you can change element and not consume gemstones.
  7709. if ((
  7710. old_sg->skill_id == SA_VOLCANO ||
  7711. old_sg->skill_id == SA_DELUGE ||
  7712. old_sg->skill_id == SA_VIOLENTGALE
  7713. ) && old_sg->limit > 0)
  7714. { //Use the previous limit (minus the elapsed time) [Skotlex]
  7715. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  7716. if (limit < 0) //This can happen...
  7717. limit = skill_get_time(skillid,skilllv);
  7718. }
  7719. skill_clear_group(src,1);
  7720. }
  7721. break;
  7722. }
  7723. case BA_DISSONANCE:
  7724. case DC_UGLYDANCE:
  7725. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  7726. break;
  7727. case BA_WHISTLE:
  7728. val1 = skilllv +status->agi/10; // Flee increase
  7729. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  7730. if(sd){
  7731. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7732. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  7733. }
  7734. break;
  7735. case DC_HUMMING:
  7736. val1 = 2*skilllv+status->dex/10; // Hit increase
  7737. if(sd)
  7738. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7739. break;
  7740. case BA_POEMBRAGI:
  7741. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  7742. //For some reason at level 10 the base delay reduction is 50%.
  7743. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  7744. if(sd){
  7745. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7746. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7747. }
  7748. break;
  7749. case DC_DONTFORGETME:
  7750. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  7751. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  7752. if(sd){
  7753. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7754. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  7755. }
  7756. break;
  7757. case BA_APPLEIDUN:
  7758. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  7759. if(sd)
  7760. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7761. break;
  7762. case DC_SERVICEFORYOU:
  7763. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  7764. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  7765. if(sd){
  7766. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  7767. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  7768. }
  7769. break;
  7770. case BA_ASSASSINCROSS:
  7771. val1 = 100+(10*skilllv)+status->agi; // ASPD increase
  7772. if(sd)
  7773. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  7774. break;
  7775. case DC_FORTUNEKISS:
  7776. val1 = 10+skilllv+(status->luk/10); // Critical increase
  7777. if(sd)
  7778. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7779. val1*=10; //Because every 10 crit is an actual cri point.
  7780. break;
  7781. case BD_DRUMBATTLEFIELD:
  7782. val1 = (skilllv+1)*25; //Watk increase
  7783. val2 = (skilllv+1)*2; //Def increase
  7784. break;
  7785. case BD_RINGNIBELUNGEN:
  7786. val1 = (skilllv+2)*25; //Watk increase
  7787. break;
  7788. case BD_RICHMANKIM:
  7789. val1 = 25 + 11*skilllv; //Exp increase bonus.
  7790. break;
  7791. case BD_SIEGFRIED:
  7792. val1 = 55 + skilllv*5; //Elemental Resistance
  7793. val2 = skilllv*10; //Status ailment resistance
  7794. break;
  7795. case WE_CALLPARTNER:
  7796. if (sd) val1 = sd->status.partner_id;
  7797. break;
  7798. case WE_CALLPARENT:
  7799. if (sd) {
  7800. val1 = sd->status.father;
  7801. val2 = sd->status.mother;
  7802. }
  7803. break;
  7804. case WE_CALLBABY:
  7805. if (sd) val1 = sd->status.child;
  7806. break;
  7807. case NJ_KAENSIN:
  7808. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  7809. val2 = (skilllv+1)/2 + 4;
  7810. break;
  7811. case NJ_SUITON:
  7812. skill_clear_group(src, 1);
  7813. break;
  7814. case GS_GROUNDDRIFT:
  7815. {
  7816. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  7817. val1 = status->rhw.ele;
  7818. if (!val1)
  7819. val1=element[rand()%5];
  7820. switch (val1)
  7821. {
  7822. case ELE_FIRE:
  7823. subunt++;
  7824. case ELE_WATER:
  7825. subunt++;
  7826. case ELE_POISON:
  7827. subunt++;
  7828. case ELE_DARK:
  7829. subunt++;
  7830. case ELE_WIND:
  7831. break;
  7832. default:
  7833. subunt=rand()%5;
  7834. break;
  7835. }
  7836. break;
  7837. }
  7838. /**
  7839. * Guilotine Cross
  7840. **/
  7841. case GC_POISONSMOKE:
  7842. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  7843. return NULL;
  7844. val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
  7845. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  7846. limit = 4000 + 2000 * skilllv;
  7847. break;
  7848. }
  7849. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  7850. group->val1=val1;
  7851. group->val2=val2;
  7852. group->val3=val3;
  7853. group->target_flag=target;
  7854. group->bl_flag= skill_get_unit_bl_target(skillid);
  7855. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  7856. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  7857. 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
  7858. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  7859. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  7860. active_flag = 0;
  7861. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  7862. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  7863. if (sd)
  7864. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  7865. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  7866. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  7867. }
  7868. if (group->state.song_dance) {
  7869. if(sd){
  7870. sd->skillid_dance = skillid;
  7871. sd->skilllv_dance = skilllv;
  7872. }
  7873. if (
  7874. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  7875. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  7876. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  7877. )
  7878. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  7879. }
  7880. limit = group->limit;
  7881. for( i = 0; i < layout->count; i++ )
  7882. {
  7883. struct skill_unit *unit;
  7884. int ux = x + layout->dx[i];
  7885. int uy = y + layout->dy[i];
  7886. int val1 = skilllv;
  7887. int val2 = 0;
  7888. int alive = 1;
  7889. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  7890. continue; // don't place skill units on walls (except for songs/dances/encores)
  7891. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  7892. continue; // no path between cell and center of casting.
  7893. switch( skillid )
  7894. {
  7895. case MG_FIREWALL:
  7896. case NJ_KAENSIN:
  7897. val2=group->val2;
  7898. break;
  7899. case WZ_ICEWALL:
  7900. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  7901. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  7902. break;
  7903. case HT_LANDMINE:
  7904. case MA_LANDMINE:
  7905. case HT_ANKLESNARE:
  7906. case HT_SHOCKWAVE:
  7907. case HT_SANDMAN:
  7908. case MA_SANDMAN:
  7909. case HT_FLASHER:
  7910. case HT_FREEZINGTRAP:
  7911. case MA_FREEZINGTRAP:
  7912. case HT_TALKIEBOX:
  7913. case HT_SKIDTRAP:
  7914. case MA_SKIDTRAP:
  7915. /**
  7916. * Ranger
  7917. **/
  7918. case RA_ELECTRICSHOCKER:
  7919. case RA_CLUSTERBOMB:
  7920. case RA_MAGENTATRAP:
  7921. case RA_COBALTTRAP:
  7922. case RA_MAIZETRAP:
  7923. case RA_VERDURETRAP:
  7924. case RA_FIRINGTRAP:
  7925. case RA_ICEBOUNDTRAP:
  7926. val1 = 3500;
  7927. break;
  7928. case GS_DESPERADO:
  7929. val1 = abs(layout->dx[i]);
  7930. val2 = abs(layout->dy[i]);
  7931. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  7932. if (val2 > val1) val1 = val2;
  7933. if (val1) val1--;
  7934. val1 = 36 -12*val1;
  7935. } else //Diagonal edges
  7936. val1 = 28 -4*val1 -4*val2;
  7937. if (val1 < 1) val1 = 1;
  7938. val2 = 0;
  7939. break;
  7940. default:
  7941. if (group->state.song_dance&0x1)
  7942. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  7943. break;
  7944. }
  7945. if( range <= 0 )
  7946. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  7947. if( !alive )
  7948. continue;
  7949. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  7950. unit->limit=limit;
  7951. unit->range=range;
  7952. if (skillid == PF_FOGWALL && alive == 2)
  7953. { //Double duration of cells on top of Deluge/Suiton
  7954. unit->limit *= 2;
  7955. group->limit = unit->limit;
  7956. }
  7957. // execute on all targets standing on this cell
  7958. if (range==0 && active_flag)
  7959. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  7960. }
  7961. if (!group->alive_count)
  7962. { //No cells? Something that was blocked completely by Land Protector?
  7963. skill_delunitgroup(group);
  7964. return NULL;
  7965. }
  7966. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  7967. group->val1 = group->alive_count;
  7968. return group;
  7969. }
  7970. /*==========================================
  7971. *
  7972. *------------------------------------------*/
  7973. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  7974. {
  7975. struct skill_unit_group *sg;
  7976. struct block_list *ss;
  7977. struct status_change *sc;
  7978. struct status_change_entry *sce;
  7979. enum sc_type type;
  7980. int skillid;
  7981. nullpo_ret(src);
  7982. nullpo_ret(bl);
  7983. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  7984. return 0;
  7985. nullpo_ret(sg=src->group);
  7986. nullpo_ret(ss=map_id2bl(sg->src_id));
  7987. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  7988. return 0; //AoE skills are ineffective. [Skotlex]
  7989. sc = status_get_sc(bl);
  7990. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  7991. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  7992. type = status_skill2sc(sg->skill_id);
  7993. sce = (sc && type != -1)?sc->data[type]:NULL;
  7994. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  7995. switch (sg->unit_id)
  7996. {
  7997. case UNT_SPIDERWEB:
  7998. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  7999. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  8000. sc->data[SC_SPIDERWEB]->val2++;
  8001. break;
  8002. }
  8003. else if( sc )
  8004. {
  8005. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8006. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  8007. {
  8008. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  8009. if( td )
  8010. sec = DIFF_TICK(td->tick, tick);
  8011. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  8012. clif_fixpos(bl);
  8013. sg->val2 = bl->id;
  8014. }
  8015. else
  8016. sec = 3000; //Couldn't trap it?
  8017. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8018. }
  8019. break;
  8020. case UNT_SAFETYWALL:
  8021. if (!sce)
  8022. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  8023. break;
  8024. case UNT_PNEUMA:
  8025. if (!sce)
  8026. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8027. break;
  8028. case UNT_WARP_WAITING:
  8029. if(bl->type==BL_PC){
  8030. struct map_session_data *sd = (struct map_session_data *)bl;
  8031. if((!sd->chatID || battle_config.chat_warpportal)
  8032. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  8033. {
  8034. int x = sg->val2>>16;
  8035. int y = sg->val2&0xffff;
  8036. unsigned short m = sg->val3;
  8037. if( --sg->val1 <= 0 )
  8038. skill_delunitgroup(sg);
  8039. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  8040. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  8041. }
  8042. } else
  8043. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  8044. {
  8045. int m = map_mapindex2mapid(sg->val3);
  8046. if (m < 0) break; //Map not available on this map-server.
  8047. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  8048. }
  8049. break;
  8050. case UNT_QUAGMIRE:
  8051. if(!sce)
  8052. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8053. break;
  8054. case UNT_VOLCANO:
  8055. case UNT_DELUGE:
  8056. case UNT_VIOLENTGALE:
  8057. if(!sce)
  8058. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  8059. break;
  8060. case UNT_SUITON:
  8061. if(!sce)
  8062. sc_start4(bl,type,100,sg->skill_lv,
  8063. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  8064. 0,0,sg->limit);
  8065. break;
  8066. case UNT_HERMODE:
  8067. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  8068. status_change_clear_buffs(bl,1); //Should dispell only allies.
  8069. case UNT_RICHMANKIM:
  8070. case UNT_ETERNALCHAOS:
  8071. case UNT_DRUMBATTLEFIELD:
  8072. case UNT_RINGNIBELUNGEN:
  8073. case UNT_ROKISWEIL:
  8074. case UNT_INTOABYSS:
  8075. case UNT_SIEGFRIED:
  8076. //Needed to check when a dancer/bard leaves their ensemble area.
  8077. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8078. return skillid;
  8079. if (!sce)
  8080. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8081. break;
  8082. case UNT_WHISTLE:
  8083. case UNT_ASSASSINCROSS:
  8084. case UNT_POEMBRAGI:
  8085. case UNT_APPLEIDUN:
  8086. case UNT_HUMMING:
  8087. case UNT_DONTFORGETME:
  8088. case UNT_FORTUNEKISS:
  8089. case UNT_SERVICEFORYOU:
  8090. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8091. return 0;
  8092. if (!sc) return 0;
  8093. if (!sce)
  8094. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8095. else if (sce->val4 == 1) {
  8096. //Readjust timers since the effect will not last long.
  8097. sce->val4 = 0;
  8098. delete_timer(sce->timer, status_change_timer);
  8099. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  8100. }
  8101. break;
  8102. case UNT_FOGWALL:
  8103. if (!sce)
  8104. {
  8105. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  8106. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8107. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  8108. }
  8109. break;
  8110. case UNT_GRAVITATION:
  8111. if (!sce)
  8112. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  8113. break;
  8114. // officially, icewall has no problems existing on occupied cells [ultramage]
  8115. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  8116. // src->val1 = 0;
  8117. // if(src->limit + sg->tick > tick + 700)
  8118. // src->limit = DIFF_TICK(tick+700,sg->tick);
  8119. // break;
  8120. case UNT_MOONLIT:
  8121. //Knockback out of area if affected char isn't in Moonlit effect
  8122. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  8123. break;
  8124. if (ss == bl) //Also needed to prevent infinite loop crash.
  8125. break;
  8126. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8127. break;
  8128. }
  8129. return skillid;
  8130. }
  8131. /*==========================================
  8132. *
  8133. *------------------------------------------*/
  8134. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8135. {
  8136. struct skill_unit_group *sg;
  8137. struct block_list *ss;
  8138. TBL_PC* tsd;
  8139. struct status_data *tstatus, *sstatus;
  8140. struct status_change *tsc, *sc;
  8141. struct skill_unit_group_tickset *ts;
  8142. enum sc_type type;
  8143. int skillid;
  8144. int diff=0;
  8145. nullpo_ret(src);
  8146. nullpo_ret(bl);
  8147. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  8148. return 0;
  8149. nullpo_ret(sg=src->group);
  8150. nullpo_ret(ss=map_id2bl(sg->src_id));
  8151. tsd = BL_CAST(BL_PC, bl);
  8152. tsc = status_get_sc(bl);
  8153. tstatus = status_get_status_data(bl);
  8154. if (sg->state.magic_power) //For magic power.
  8155. {
  8156. sc = status_get_sc(ss);
  8157. sstatus = status_get_status_data(ss);
  8158. } else {
  8159. sc = NULL;
  8160. sstatus = NULL;
  8161. }
  8162. type = status_skill2sc(sg->skill_id);
  8163. skillid = sg->skill_id;
  8164. if (sg->interval == -1) {
  8165. switch (sg->unit_id) {
  8166. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  8167. case UNT_FIREPILLAR_ACTIVE:
  8168. return 0;
  8169. default:
  8170. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  8171. return 0;
  8172. }
  8173. }
  8174. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  8175. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  8176. diff = DIFF_TICK(tick,ts->tick);
  8177. if (diff < 0)
  8178. return 0;
  8179. ts->tick = tick+sg->interval;
  8180. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  8181. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  8182. }
  8183. //Temporarily set magic power to have it take effect. [Skotlex]
  8184. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8185. { //Store previous values.
  8186. swap(sstatus->matk_min, sc->mp_matk_min);
  8187. swap(sstatus->matk_max, sc->mp_matk_max);
  8188. //Note to NOT return from the function until this is unset!
  8189. }
  8190. switch (sg->unit_id)
  8191. {
  8192. case UNT_FIREWALL:
  8193. case UNT_KAEN:
  8194. {
  8195. int count=0;
  8196. const int x = bl->x, y = bl->y;
  8197. //Take into account these hit more times than the timer interval can handle.
  8198. do
  8199. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  8200. while(--src->val2 && x == bl->x && y == bl->y &&
  8201. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  8202. if (src->val2<=0)
  8203. skill_delunit(src);
  8204. }
  8205. break;
  8206. case UNT_SANCTUARY:
  8207. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  8208. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  8209. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  8210. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  8211. }
  8212. else
  8213. {
  8214. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8215. struct mob_data *md = BL_CAST(BL_MOB, bl);
  8216. if( md && mob_is_battleground(md) )
  8217. break;
  8218. if( tstatus->hp >= tstatus->max_hp )
  8219. break;
  8220. if( status_isimmune(bl) )
  8221. heal = 0;
  8222. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8223. status_heal(bl, heal, 0, 0);
  8224. if( diff >= 500 )
  8225. sg->val1--;
  8226. }
  8227. if( sg->val1 <= 0 )
  8228. skill_delunitgroup(sg);
  8229. break;
  8230. case UNT_EVILLAND:
  8231. //Will heal demon and undead element monsters, but not players.
  8232. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  8233. { //Damage enemies
  8234. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8235. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8236. } else {
  8237. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8238. if (tstatus->hp >= tstatus->max_hp)
  8239. break;
  8240. if (status_isimmune(bl))
  8241. heal = 0;
  8242. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8243. status_heal(bl, heal, 0, 0);
  8244. }
  8245. break;
  8246. case UNT_MAGNUS:
  8247. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  8248. break;
  8249. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8250. break;
  8251. case UNT_DUMMYSKILL:
  8252. switch (sg->skill_id)
  8253. {
  8254. case SG_SUN_WARM: //SG skills [Komurka]
  8255. case SG_MOON_WARM:
  8256. case SG_STAR_WARM:
  8257. {
  8258. int count = 0;
  8259. const int x = bl->x, y = bl->y;
  8260. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  8261. do
  8262. {
  8263. if( bl->type == BL_PC )
  8264. status_zap(bl, 0, 15); // sp damage to players
  8265. else // mobs
  8266. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  8267. {
  8268. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  8269. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  8270. }
  8271. else
  8272. { //should end when out of sp.
  8273. sg->limit = DIFF_TICK(tick,sg->tick);
  8274. break;
  8275. }
  8276. } while( x == bl->x && y == bl->y &&
  8277. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  8278. }
  8279. break;
  8280. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  8281. if (tsc)
  8282. tsc->sg_counter++; //SG hit counter.
  8283. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  8284. tsc->sg_counter=0; //Attack absorbed.
  8285. break;
  8286. case GS_DESPERADO:
  8287. if (rand()%100 < src->val1)
  8288. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8289. break;
  8290. default:
  8291. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8292. }
  8293. break;
  8294. case UNT_FIREPILLAR_WAITING:
  8295. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  8296. skill_delunit(src);
  8297. break;
  8298. case UNT_SKIDTRAP:
  8299. {
  8300. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8301. sg->unit_id = UNT_USED_TRAPS;
  8302. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8303. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8304. }
  8305. break;
  8306. case UNT_ANKLESNARE:
  8307. if( sg->val2 == 0 && tsc )
  8308. {
  8309. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8310. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  8311. {
  8312. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  8313. if( td )
  8314. sec = DIFF_TICK(td->tick, tick);
  8315. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  8316. clif_fixpos(bl);
  8317. sg->val2 = bl->id;
  8318. }
  8319. else
  8320. sec = 3000; //Couldn't trap it?
  8321. clif_skillunit_update(&src->bl);
  8322. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8323. sg->interval = -1;
  8324. src->range = 0;
  8325. }
  8326. break;
  8327. case UNT_VENOMDUST:
  8328. if(tsc && !tsc->data[type])
  8329. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  8330. break;
  8331. case UNT_LANDMINE:
  8332. case UNT_CLAYMORETRAP:
  8333. case UNT_BLASTMINE:
  8334. case UNT_SHOCKWAVE:
  8335. case UNT_SANDMAN:
  8336. case UNT_FLASHER:
  8337. case UNT_FREEZINGTRAP:
  8338. case UNT_FIREPILLAR_ACTIVE:
  8339. /**
  8340. * Ranger
  8341. **/
  8342. case UNT_CLUSTERBOMB:
  8343. case UNT_MAGENTATRAP:
  8344. case UNT_COBALTTRAP:
  8345. case UNT_MAIZETRAP:
  8346. case UNT_VERDURETRAP:
  8347. case UNT_FIRINGTRAP:
  8348. case UNT_ICEBOUNDTRAP:
  8349. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8350. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  8351. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  8352. src->range = -1; //Disable range so it does not invoke a for each in area again.
  8353. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8354. break;
  8355. case UNT_TALKIEBOX:
  8356. if (sg->src_id == bl->id)
  8357. break;
  8358. if (sg->val2 == 0){
  8359. clif_talkiebox(&src->bl, sg->valstr);
  8360. sg->unit_id = UNT_USED_TRAPS;
  8361. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8362. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  8363. sg->val2 = -1;
  8364. }
  8365. break;
  8366. case UNT_LULLABY:
  8367. if (ss->id == bl->id)
  8368. break;
  8369. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8370. break;
  8371. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  8372. if (ss->id != bl->id)
  8373. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8374. break;
  8375. case UNT_DISSONANCE:
  8376. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8377. break;
  8378. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  8379. {
  8380. int heal;
  8381. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  8382. break; // affects self only when soullinked
  8383. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  8384. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8385. status_heal(bl, heal, 0, 0);
  8386. break;
  8387. }
  8388. case UNT_TATAMIGAESHI:
  8389. case UNT_DEMONSTRATION:
  8390. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8391. break;
  8392. case UNT_GOSPEL:
  8393. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  8394. break;
  8395. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  8396. { // Support Effect only on party, not guild
  8397. int heal;
  8398. int i = rand()%13; // Positive buff count
  8399. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  8400. switch (i)
  8401. {
  8402. case 0: // Heal 1~9999 HP
  8403. heal = rand() %9999+1;
  8404. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  8405. status_heal(bl,heal,0,0);
  8406. break;
  8407. case 1: // End all negative status
  8408. status_change_clear_buffs(bl,2);
  8409. if (tsd) clif_gospel_info(tsd, 0x15);
  8410. break;
  8411. case 2: // Immunity to all status
  8412. sc_start(bl,SC_SCRESIST,100,100,time);
  8413. if (tsd) clif_gospel_info(tsd, 0x16);
  8414. break;
  8415. case 3: // MaxHP +100%
  8416. sc_start(bl,SC_INCMHPRATE,100,100,time);
  8417. if (tsd) clif_gospel_info(tsd, 0x17);
  8418. break;
  8419. case 4: // MaxSP +100%
  8420. sc_start(bl,SC_INCMSPRATE,100,100,time);
  8421. if (tsd) clif_gospel_info(tsd, 0x18);
  8422. break;
  8423. case 5: // All stats +20
  8424. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  8425. if (tsd) clif_gospel_info(tsd, 0x19);
  8426. break;
  8427. case 6: // Level 10 Blessing
  8428. sc_start(bl,SC_BLESSING,100,10,time);
  8429. break;
  8430. case 7: // Level 10 Increase AGI
  8431. sc_start(bl,SC_INCREASEAGI,100,10,time);
  8432. break;
  8433. case 8: // Enchant weapon with Holy element
  8434. sc_start(bl,SC_ASPERSIO,100,1,time);
  8435. if (tsd) clif_gospel_info(tsd, 0x1c);
  8436. break;
  8437. case 9: // Enchant armor with Holy element
  8438. sc_start(bl,SC_BENEDICTIO,100,1,time);
  8439. if (tsd) clif_gospel_info(tsd, 0x1d);
  8440. break;
  8441. case 10: // DEF +25%
  8442. sc_start(bl,SC_INCDEFRATE,100,25,time);
  8443. if (tsd) clif_gospel_info(tsd, 0x1e);
  8444. break;
  8445. case 11: // ATK +100%
  8446. sc_start(bl,SC_INCATKRATE,100,100,time);
  8447. if (tsd) clif_gospel_info(tsd, 0x1f);
  8448. break;
  8449. case 12: // HIT/Flee +50
  8450. sc_start(bl,SC_INCHIT,100,50,time);
  8451. sc_start(bl,SC_INCFLEE,100,50,time);
  8452. if (tsd) clif_gospel_info(tsd, 0x20);
  8453. break;
  8454. }
  8455. }
  8456. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8457. { // Offensive Effect
  8458. int i = rand()%9; // Negative buff count
  8459. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  8460. switch (i)
  8461. {
  8462. case 0: // Deal 1~9999 damage
  8463. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8464. break;
  8465. case 1: // Curse
  8466. sc_start(bl,SC_CURSE,100,1,time);
  8467. break;
  8468. case 2: // Blind
  8469. sc_start(bl,SC_BLIND,100,1,time);
  8470. break;
  8471. case 3: // Poison
  8472. sc_start(bl,SC_POISON,100,1,time);
  8473. break;
  8474. case 4: // Level 10 Provoke
  8475. sc_start(bl,SC_PROVOKE,100,10,time);
  8476. break;
  8477. case 5: // DEF -100%
  8478. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  8479. break;
  8480. case 6: // ATK -100%
  8481. sc_start(bl,SC_INCATKRATE,100,-100,time);
  8482. break;
  8483. case 7: // Flee -100%
  8484. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  8485. break;
  8486. case 8: // Speed/ASPD -25%
  8487. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  8488. break;
  8489. }
  8490. }
  8491. break;
  8492. case UNT_BASILICA:
  8493. {
  8494. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  8495. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  8496. { // knock-back any enemy except Boss
  8497. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  8498. clif_fixpos(bl);
  8499. }
  8500. if( sg->src_id != bl->id && i <= 0 )
  8501. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  8502. }
  8503. break;
  8504. case UNT_GRAVITATION:
  8505. case UNT_EARTHSTRAIN:
  8506. case UNT_FIREWALK:
  8507. case UNT_ELECTRICWALK:
  8508. case UNT_PSYCHIC_WAVE:
  8509. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8510. break;
  8511. case UNT_GROUNDDRIFT_WIND:
  8512. case UNT_GROUNDDRIFT_DARK:
  8513. case UNT_GROUNDDRIFT_POISON:
  8514. case UNT_GROUNDDRIFT_WATER:
  8515. case UNT_GROUNDDRIFT_FIRE:
  8516. map_foreachinrange(skill_trap_splash,&src->bl,
  8517. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  8518. &src->bl,tick);
  8519. sg->unit_id = UNT_USED_TRAPS;
  8520. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  8521. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8522. break;
  8523. /**
  8524. * 3rd stuff
  8525. **/
  8526. case UNT_POISONSMOKE:
  8527. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rand()%100 < 20 )
  8528. sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
  8529. break;
  8530. case UNT_EPICLESIS:
  8531. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  8532. {
  8533. int hp, sp;
  8534. switch( sg->skill_lv )
  8535. {
  8536. case 1: case 2: hp = 3; sp = 2; break;
  8537. case 3: case 4: hp = 4; sp = 3; break;
  8538. case 5: default: hp = 5; sp = 4; break;
  8539. }
  8540. hp = tstatus->max_hp * hp / 100;
  8541. sp = tstatus->max_sp * sp / 100;
  8542. status_heal(bl, hp, sp, 0);
  8543. if( tstatus->hp < tstatus->max_hp )
  8544. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 1);
  8545. if( tstatus->sp < tstatus->max_sp )
  8546. clif_skill_nodamage(&src->bl, bl, MG_SRECOVERY, sp, 1);
  8547. sc_start(bl, type, 100, sg->skill_lv, sg->interval + 100);
  8548. sg->val2++;
  8549. // Reveal hidden players every 5 seconds.
  8550. if( sg->val2 >= 5 )
  8551. {
  8552. sg->val2 = 0;
  8553. // TODO: check if other hidden status can be removed.
  8554. status_change_end(bl,SC_HIDING,-1);
  8555. status_change_end(bl,SC_CLOAKING,-1);
  8556. }
  8557. }
  8558. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  8559. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  8560. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  8561. break;
  8562. case UNT_STEALTHFIELD:
  8563. if( bl->id == sg->src_id )
  8564. break; // Dont work on Self (video shows that)
  8565. case UNT_NEUTRALBARRIER:
  8566. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  8567. break;
  8568. case UNT_DIMENSIONDOOR:
  8569. if( tsd && !map[bl->m].flag.noteleport )
  8570. pc_randomwarp(tsd,3);
  8571. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  8572. unit_warp(bl,-1,-1,-1,3);
  8573. break;
  8574. case UNT_REVERBERATION:
  8575. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  8576. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8577. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  8578. break;
  8579. case UNT_SEVERE_RAINSTORM:
  8580. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  8581. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  8582. break;
  8583. }
  8584. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8585. { //Unset magic power.
  8586. swap(sstatus->matk_min, sc->mp_matk_min);
  8587. swap(sstatus->matk_max, sc->mp_matk_max);
  8588. }
  8589. if (bl->type == BL_MOB && ss != bl)
  8590. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  8591. return skillid;
  8592. }
  8593. /*==========================================
  8594. * Triggered when a char steps out of a skill cell
  8595. *------------------------------------------*/
  8596. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8597. {
  8598. struct skill_unit_group *sg;
  8599. struct status_change *sc;
  8600. struct status_change_entry *sce;
  8601. enum sc_type type;
  8602. nullpo_ret(src);
  8603. nullpo_ret(bl);
  8604. nullpo_ret(sg=src->group);
  8605. sc = status_get_sc(bl);
  8606. type = status_skill2sc(sg->skill_id);
  8607. sce = (sc && type != -1)?sc->data[type]:NULL;
  8608. if( bl->prev==NULL ||
  8609. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  8610. return 0;
  8611. switch(sg->unit_id){
  8612. case UNT_SAFETYWALL:
  8613. case UNT_PNEUMA:
  8614. case UNT_EPICLESIS://Arch Bishop
  8615. if (sce)
  8616. status_change_end(bl, type, INVALID_TIMER);
  8617. break;
  8618. case UNT_BASILICA:
  8619. if( sce && sce->val4 == src->bl.id )
  8620. status_change_end(bl, type, INVALID_TIMER);
  8621. break;
  8622. case UNT_HERMODE: //Clear Hermode if the owner moved.
  8623. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  8624. status_change_end(bl, type, INVALID_TIMER);
  8625. break;
  8626. case UNT_SPIDERWEB:
  8627. {
  8628. struct block_list *target = map_id2bl(sg->val2);
  8629. if (target && target==bl)
  8630. {
  8631. if (sce && sce->val3 == sg->group_id)
  8632. status_change_end(bl, type, INVALID_TIMER);
  8633. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  8634. }
  8635. break;
  8636. }
  8637. }
  8638. return sg->skill_id;
  8639. }
  8640. /*==========================================
  8641. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  8642. *------------------------------------------*/
  8643. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  8644. {
  8645. struct status_change *sc;
  8646. struct status_change_entry *sce;
  8647. enum sc_type type;
  8648. sc = status_get_sc(bl);
  8649. if (sc && !sc->count)
  8650. sc = NULL;
  8651. type = status_skill2sc(skill_id);
  8652. sce = (sc && type != -1)?sc->data[type]:NULL;
  8653. switch (skill_id)
  8654. {
  8655. case WZ_QUAGMIRE:
  8656. if (bl->type==BL_MOB)
  8657. break;
  8658. if (sce)
  8659. status_change_end(bl, type, INVALID_TIMER);
  8660. break;
  8661. case BD_LULLABY:
  8662. case BD_RICHMANKIM:
  8663. case BD_ETERNALCHAOS:
  8664. case BD_DRUMBATTLEFIELD:
  8665. case BD_RINGNIBELUNGEN:
  8666. case BD_ROKISWEIL:
  8667. case BD_INTOABYSS:
  8668. case BD_SIEGFRIED:
  8669. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  8670. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  8671. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  8672. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  8673. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  8674. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  8675. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  8676. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8677. }
  8678. case MG_SAFETYWALL:
  8679. case AL_PNEUMA:
  8680. case SA_VOLCANO:
  8681. case SA_DELUGE:
  8682. case SA_VIOLENTGALE:
  8683. case CG_HERMODE:
  8684. case HW_GRAVITATION:
  8685. case NJ_SUITON:
  8686. if (sce)
  8687. status_change_end(bl, type, INVALID_TIMER);
  8688. break;
  8689. case BA_POEMBRAGI:
  8690. case BA_WHISTLE:
  8691. case BA_ASSASSINCROSS:
  8692. case BA_APPLEIDUN:
  8693. case DC_HUMMING:
  8694. case DC_DONTFORGETME:
  8695. case DC_FORTUNEKISS:
  8696. case DC_SERVICEFORYOU:
  8697. if (sce)
  8698. {
  8699. delete_timer(sce->timer, status_change_timer);
  8700. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  8701. //not possible on our current implementation.
  8702. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  8703. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  8704. }
  8705. break;
  8706. case PF_FOGWALL:
  8707. if (sce)
  8708. {
  8709. status_change_end(bl, type, INVALID_TIMER);
  8710. if ((sce=sc->data[SC_BLIND]))
  8711. {
  8712. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  8713. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8714. else {
  8715. delete_timer(sce->timer, status_change_timer);
  8716. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  8717. }
  8718. }
  8719. }
  8720. break;
  8721. }
  8722. return skill_id;
  8723. }
  8724. /*==========================================
  8725. * Invoked when a unit cell has been placed/removed/deleted.
  8726. * flag values:
  8727. * flag&1: Invoke onplace function (otherwise invoke onout)
  8728. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  8729. *------------------------------------------*/
  8730. static int skill_unit_effect (struct block_list* bl, va_list ap)
  8731. {
  8732. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  8733. struct skill_unit_group* group = unit->group;
  8734. unsigned int tick = va_arg(ap,unsigned int);
  8735. unsigned int flag = va_arg(ap,unsigned int);
  8736. int skill_id;
  8737. bool dissonance;
  8738. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  8739. return 0;
  8740. nullpo_ret(group);
  8741. dissonance = skill_dance_switch(unit, 0);
  8742. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8743. skill_id = group->skill_id;
  8744. //Target-type check.
  8745. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  8746. {
  8747. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  8748. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  8749. }
  8750. else
  8751. {
  8752. if( flag&1 )
  8753. skill_unit_onplace(unit,bl,tick);
  8754. else
  8755. skill_unit_onout(unit,bl,tick);
  8756. if( flag&4 )
  8757. skill_unit_onleft(skill_id, bl, tick);
  8758. }
  8759. if( dissonance ) skill_dance_switch(unit, 1);
  8760. return 0;
  8761. }
  8762. /*==========================================
  8763. *
  8764. *------------------------------------------*/
  8765. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  8766. {
  8767. struct skill_unit_group *sg;
  8768. nullpo_ret(src);
  8769. nullpo_ret(sg=src->group);
  8770. switch( sg->unit_id )
  8771. {
  8772. case UNT_SKIDTRAP:
  8773. case UNT_LANDMINE:
  8774. case UNT_SHOCKWAVE:
  8775. case UNT_SANDMAN:
  8776. case UNT_FLASHER:
  8777. case UNT_FREEZINGTRAP:
  8778. case UNT_TALKIEBOX:
  8779. case UNT_ANKLESNARE:
  8780. case UNT_ICEWALL:
  8781. src->val1-=damage;
  8782. break;
  8783. case UNT_BLASTMINE:
  8784. case UNT_CLAYMORETRAP:
  8785. skill_blown(bl, &src->bl, 2, -1, 0);
  8786. break;
  8787. default:
  8788. damage = 0;
  8789. break;
  8790. }
  8791. return damage;
  8792. }
  8793. /*==========================================
  8794. *
  8795. *------------------------------------------*/
  8796. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  8797. {
  8798. int *c, skillid;
  8799. struct block_list *src;
  8800. struct map_session_data *sd;
  8801. struct map_session_data *tsd;
  8802. int *p_sd; //Contains the list of characters found.
  8803. nullpo_ret(bl);
  8804. nullpo_ret(tsd=(struct map_session_data*)bl);
  8805. nullpo_ret(src=va_arg(ap,struct block_list *));
  8806. nullpo_ret(sd=(struct map_session_data*)src);
  8807. c=va_arg(ap,int *);
  8808. p_sd = va_arg(ap, int *);
  8809. skillid = va_arg(ap,int);
  8810. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  8811. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  8812. if (bl == src)
  8813. return 0;
  8814. if(pc_isdead(tsd))
  8815. return 0;
  8816. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  8817. return 0;
  8818. switch(skillid)
  8819. {
  8820. case PR_BENEDICTIO:
  8821. {
  8822. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  8823. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  8824. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  8825. && sd->status.sp >= 10)
  8826. p_sd[(*c)++]=tsd->bl.id;
  8827. return 1;
  8828. }
  8829. case AB_ADORAMUS:
  8830. { // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  8831. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  8832. p_sd[(*c)++] = tsd->bl.id;
  8833. return 1;
  8834. }
  8835. case WL_COMET:
  8836. { // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  8837. if( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 )
  8838. p_sd[(*c)++] = tsd->bl.id;
  8839. return 1;
  8840. }
  8841. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  8842. {
  8843. int skilllv;
  8844. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  8845. return 0;
  8846. if (sd->status.sex != tsd->status.sex &&
  8847. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  8848. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  8849. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  8850. sd->status.party_id && tsd->status.party_id &&
  8851. sd->status.party_id == tsd->status.party_id &&
  8852. !tsd->sc.data[SC_DANCING])
  8853. {
  8854. p_sd[(*c)++]=tsd->bl.id;
  8855. return skilllv;
  8856. } else {
  8857. return 0;
  8858. }
  8859. }
  8860. break;
  8861. }
  8862. return 0;
  8863. }
  8864. /*==========================================
  8865. * Checks and stores partners for ensemble skills [Skotlex]
  8866. *------------------------------------------*/
  8867. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  8868. {
  8869. static int c=0;
  8870. static int p_sd[2] = { 0, 0 };
  8871. int i;
  8872. if (!battle_config.player_skill_partner_check ||
  8873. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  8874. return 99; //As if there were infinite partners.
  8875. if (cast_flag)
  8876. { //Execute the skill on the partners.
  8877. struct map_session_data* tsd;
  8878. switch (skill_id)
  8879. {
  8880. case PR_BENEDICTIO:
  8881. for (i = 0; i < c; i++)
  8882. {
  8883. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  8884. status_charge(&tsd->bl, 0, 10);
  8885. }
  8886. return c;
  8887. case AB_ADORAMUS:
  8888. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
  8889. {
  8890. i = 2 * (*skill_lv);
  8891. status_charge(&tsd->bl, 0, i);
  8892. }
  8893. break;
  8894. default: //Warning: Assuming Ensemble skills here (for speed)
  8895. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  8896. {
  8897. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  8898. 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);
  8899. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  8900. tsd->skillid_dance = skill_id;
  8901. tsd->skilllv_dance = *skill_lv;
  8902. }
  8903. return c;
  8904. }
  8905. }
  8906. //Else: new search for partners.
  8907. c = 0;
  8908. memset (p_sd, 0, sizeof(p_sd));
  8909. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  8910. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  8911. *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.
  8912. return c;
  8913. }
  8914. /*==========================================
  8915. *
  8916. *------------------------------------------*/
  8917. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  8918. {
  8919. int *c,src_id,mob_class,skill;
  8920. struct mob_data *md;
  8921. md=(struct mob_data*)bl;
  8922. src_id=va_arg(ap,int);
  8923. mob_class=va_arg(ap,int);
  8924. skill=va_arg(ap,int);
  8925. c=va_arg(ap,int *);
  8926. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  8927. return 0; //Non alchemist summoned mobs have nothing to do here.
  8928. if(md->class_==mob_class)
  8929. (*c)++;
  8930. return 1;
  8931. }
  8932. /*==========================================
  8933. * Determines if a given skill should be made to consume ammo
  8934. * when used by the player. [Skotlex]
  8935. *------------------------------------------*/
  8936. int skill_isammotype (struct map_session_data *sd, int skill)
  8937. {
  8938. return (
  8939. battle_config.arrow_decrement==2 &&
  8940. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  8941. skill != HT_PHANTASMIC &&
  8942. skill_get_type(skill) == BF_WEAPON &&
  8943. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  8944. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  8945. );
  8946. }
  8947. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  8948. {
  8949. struct status_data *status;
  8950. struct status_change *sc;
  8951. struct skill_condition require;
  8952. int i;
  8953. nullpo_ret(sd);
  8954. if (lv <= 0 || sd->chatID) return 0;
  8955. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  8956. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  8957. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  8958. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  8959. return 1;
  8960. }
  8961. if( sd->menuskill_id == AM_PHARMACY )
  8962. {
  8963. switch( skill )
  8964. {
  8965. case AM_PHARMACY:
  8966. case AC_MAKINGARROW:
  8967. case BS_REPAIRWEAPON:
  8968. case AM_TWILIGHT1:
  8969. case AM_TWILIGHT2:
  8970. case AM_TWILIGHT3:
  8971. return 0;
  8972. }
  8973. }
  8974. status = &sd->battle_status;
  8975. sc = &sd->sc;
  8976. if( !sc->count )
  8977. sc = NULL;
  8978. if( sd->skillitem == skill )
  8979. {
  8980. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  8981. sd->state.abra_flag = 0;
  8982. else
  8983. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  8984. if( (i = sd->itemindex) == -1 ||
  8985. sd->status.inventory[i].nameid != sd->itemid ||
  8986. sd->inventory_data[i] == NULL ||
  8987. !sd->inventory_data[i]->flag.delay_consume ||
  8988. sd->status.inventory[i].amount < 1
  8989. )
  8990. { //Something went wrong, item exploit?
  8991. sd->itemid = sd->itemindex = -1;
  8992. return 0;
  8993. }
  8994. //Consume
  8995. sd->itemid = sd->itemindex = -1;
  8996. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  8997. ; //Do not consume item.
  8998. else if( sd->status.inventory[i].expire_time == 0 )
  8999. pc_delitem(sd,i,1,0,0); // Rental usable items are not consumed until expiration
  9000. }
  9001. return 1;
  9002. }
  9003. if( pc_is90overweight(sd) )
  9004. {
  9005. clif_skill_fail(sd,skill,9,0);
  9006. return 0;
  9007. }
  9008. switch( skill )
  9009. { // Turn off check.
  9010. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9011. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9012. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9013. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9014. if( sc && sc->data[status_skill2sc(skill)] )
  9015. return 1;
  9016. }
  9017. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9018. return 0;
  9019. require = skill_get_requirement(sd,skill,lv);
  9020. //Can only update state when weapon/arrow info is checked.
  9021. sd->state.arrow_atk = require.ammo?1:0;
  9022. // perform skill-specific checks (and actions)
  9023. switch( skill )
  9024. {
  9025. case SA_CASTCANCEL:
  9026. if(sd->ud.skilltimer == INVALID_TIMER) {
  9027. clif_skill_fail(sd,skill,0,0);
  9028. return 0;
  9029. }
  9030. break;
  9031. case AL_WARP:
  9032. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  9033. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  9034. return 0;
  9035. }
  9036. break;
  9037. case MO_CALLSPIRITS:
  9038. if(sd->spiritball >= lv) {
  9039. clif_skill_fail(sd,skill,0,0);
  9040. return 0;
  9041. }
  9042. break;
  9043. case MO_FINGEROFFENSIVE:
  9044. case GS_FLING:
  9045. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  9046. sd->spiritball_old = require.spiritball = sd->spiritball;
  9047. else
  9048. sd->spiritball_old = require.spiritball;
  9049. break;
  9050. case MO_CHAINCOMBO:
  9051. if(!sc)
  9052. return 0;
  9053. if(sc->data[SC_BLADESTOP])
  9054. break;
  9055. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  9056. break;
  9057. return 0;
  9058. case MO_COMBOFINISH:
  9059. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  9060. return 0;
  9061. break;
  9062. case CH_TIGERFIST:
  9063. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  9064. return 0;
  9065. break;
  9066. case CH_CHAINCRUSH:
  9067. if(!(sc && sc->data[SC_COMBO]))
  9068. return 0;
  9069. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  9070. return 0;
  9071. break;
  9072. case MO_EXTREMITYFIST:
  9073. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  9074. // return 0;
  9075. if( sc && sc->data[SC_BLADESTOP] )
  9076. break;
  9077. if( sc && sc->data[SC_COMBO] )
  9078. {
  9079. switch(sc->data[SC_COMBO]->val1) {
  9080. case MO_COMBOFINISH:
  9081. case CH_TIGERFIST:
  9082. case CH_CHAINCRUSH:
  9083. break;
  9084. default:
  9085. return 0;
  9086. }
  9087. }
  9088. else if( !unit_can_move(&sd->bl) )
  9089. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  9090. clif_skill_fail(sd,skill,0,0);
  9091. return 0;
  9092. }
  9093. break;
  9094. case TK_MISSION:
  9095. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  9096. {// Cannot be used by Non-Taekwon classes
  9097. clif_skill_fail(sd,skill,0,0);
  9098. return 0;
  9099. }
  9100. break;
  9101. case TK_READYCOUNTER:
  9102. case TK_READYDOWN:
  9103. case TK_READYSTORM:
  9104. case TK_READYTURN:
  9105. case TK_JUMPKICK:
  9106. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  9107. {// Soul Linkers cannot use this skill
  9108. clif_skill_fail(sd,skill,0,0);
  9109. return 0;
  9110. }
  9111. break;
  9112. case TK_TURNKICK:
  9113. case TK_STORMKICK:
  9114. case TK_DOWNKICK:
  9115. case TK_COUNTER:
  9116. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9117. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  9118. if(!(sc && sc->data[SC_COMBO]))
  9119. return 0; //Combo needs to be ready
  9120. if (sc->data[SC_COMBO]->val3)
  9121. { //Kick chain
  9122. //Do not repeat a kick.
  9123. if (sc->data[SC_COMBO]->val3 != skill)
  9124. break;
  9125. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  9126. return 0;
  9127. }
  9128. if(sc->data[SC_COMBO]->val1 != skill)
  9129. { //Cancel combo wait.
  9130. unit_cancel_combo(&sd->bl);
  9131. return 0;
  9132. }
  9133. break; //Combo ready.
  9134. case BD_ADAPTATION:
  9135. {
  9136. int time;
  9137. if(!(sc && sc->data[SC_DANCING]))
  9138. {
  9139. clif_skill_fail(sd,skill,0,0);
  9140. return 0;
  9141. }
  9142. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  9143. if (skill_get_time(
  9144. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  9145. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  9146. - time < skill_get_time2(skill,lv))
  9147. {
  9148. clif_skill_fail(sd,skill,0,0);
  9149. return 0;
  9150. }
  9151. }
  9152. break;
  9153. case PR_BENEDICTIO:
  9154. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  9155. {
  9156. clif_skill_fail(sd,skill,0,0);
  9157. return 0;
  9158. }
  9159. break;
  9160. case SL_SMA:
  9161. if(!(sc && sc->data[SC_SMA]))
  9162. return 0;
  9163. break;
  9164. case HT_POWER:
  9165. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  9166. return 0;
  9167. break;
  9168. case CG_HERMODE:
  9169. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  9170. {
  9171. clif_skill_fail(sd,skill,0,0);
  9172. return 0;
  9173. }
  9174. break;
  9175. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  9176. {
  9177. int i,x,y,range = skill_get_splash(skill, lv)+1;
  9178. int size = range*2+1;
  9179. for (i=0;i<size*size;i++) {
  9180. x = sd->bl.x+(i%size-range);
  9181. y = sd->bl.y+(i/size-range);
  9182. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  9183. clif_skill_fail(sd,skill,0,0);
  9184. return 0;
  9185. }
  9186. }
  9187. }
  9188. break;
  9189. case PR_REDEMPTIO:
  9190. {
  9191. int exp;
  9192. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  9193. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  9194. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  9195. return 0;
  9196. }
  9197. break;
  9198. }
  9199. case AM_TWILIGHT2:
  9200. case AM_TWILIGHT3:
  9201. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  9202. {
  9203. clif_skill_fail(sd,skill,0,0);
  9204. return 0;
  9205. }
  9206. break;
  9207. case SG_SUN_WARM:
  9208. case SG_MOON_WARM:
  9209. case SG_STAR_WARM:
  9210. if (sc && sc->data[SC_MIRACLE])
  9211. break;
  9212. i = skill-SG_SUN_WARM;
  9213. if (sd->bl.m == sd->feel_map[i].m)
  9214. break;
  9215. clif_skill_fail(sd,skill,0,0);
  9216. return 0;
  9217. break;
  9218. case SG_SUN_COMFORT:
  9219. case SG_MOON_COMFORT:
  9220. case SG_STAR_COMFORT:
  9221. if (sc && sc->data[SC_MIRACLE])
  9222. break;
  9223. i = skill-SG_SUN_COMFORT;
  9224. if (sd->bl.m == sd->feel_map[i].m &&
  9225. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  9226. break;
  9227. clif_skill_fail(sd,skill,0,0);
  9228. return 0;
  9229. case SG_FUSION:
  9230. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  9231. break;
  9232. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  9233. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  9234. if( require.sp > 0 )
  9235. {
  9236. if (status->sp < (unsigned int)require.sp)
  9237. clif_skill_fail(sd,skill,1,0);
  9238. else
  9239. status_zap(&sd->bl, 0, require.sp);
  9240. }
  9241. return 0;
  9242. case GD_BATTLEORDER:
  9243. case GD_REGENERATION:
  9244. case GD_RESTORE:
  9245. if (!map_flag_gvg2(sd->bl.m)) {
  9246. clif_skill_fail(sd,skill,0,0);
  9247. return 0;
  9248. }
  9249. case GD_EMERGENCYCALL:
  9250. // other checks were already done in skillnotok()
  9251. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  9252. return 0;
  9253. break;
  9254. case GS_GLITTERING:
  9255. if(sd->spiritball >= 10) {
  9256. clif_skill_fail(sd,skill,0,0);
  9257. return 0;
  9258. }
  9259. break;
  9260. case NJ_ISSEN:
  9261. if (status->hp < 2) {
  9262. clif_skill_fail(sd,skill,0,0);
  9263. return 0;
  9264. }
  9265. case NJ_BUNSINJYUTSU:
  9266. if (!(sc && sc->data[SC_NEN])) {
  9267. clif_skill_fail(sd,skill,0,0);
  9268. return 0;
  9269. }
  9270. break;
  9271. case NJ_ZENYNAGE:
  9272. if(sd->status.zeny < require.zeny) {
  9273. clif_skill_fail(sd,skill,5,0);
  9274. return 0;
  9275. }
  9276. break;
  9277. case PF_HPCONVERSION:
  9278. if (status->sp == status->max_sp)
  9279. return 0; //Unusable when at full SP.
  9280. break;
  9281. case AM_CALLHOMUN: //Can't summon if a hom is already out
  9282. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  9283. clif_skill_fail(sd,skill,0,0);
  9284. return 0;
  9285. }
  9286. break;
  9287. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  9288. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  9289. {
  9290. clif_skill_fail(sd,skill,0,0);
  9291. return 0;
  9292. }
  9293. break;
  9294. /**
  9295. * Arch Bishop
  9296. **/
  9297. case AB_ANCILLA:
  9298. {
  9299. int count = 0;
  9300. for( i = 0; i < MAX_INVENTORY; i ++ )
  9301. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  9302. count += sd->status.inventory[i].amount;
  9303. if( count >= 3 ) {
  9304. clif_skill_fail(sd, skill, 0x0c, 0);
  9305. return 0;
  9306. }
  9307. }
  9308. break;
  9309. /**
  9310. * Keeping as a note:
  9311. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  9312. **/
  9313. //case AB_LAUDAAGNUS:
  9314. //case AB_LAUDARAMUS:
  9315. // if( !sd->status.party_id ) {
  9316. // clif_skill_fail(sd,skill,0,0);
  9317. // return 0;
  9318. // }
  9319. // break;
  9320. case AB_ADORAMUS:
  9321. /**
  9322. * Warlock
  9323. **/
  9324. case WL_COMET:
  9325. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  9326. {
  9327. //clif_skill_fail(sd,skill,0x47,require.amount[0],require.itemid[0]);
  9328. clif_skill_fail(sd,skill,0,0);
  9329. return 0;
  9330. }
  9331. break;
  9332. case WL_SUMMONFB:
  9333. case WL_SUMMONBL:
  9334. case WL_SUMMONWB:
  9335. case WL_SUMMONSTONE:
  9336. if( sc )
  9337. {
  9338. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  9339. if( i == SC_SPHERE_5+1 )
  9340. { // No more free slots
  9341. clif_skill_fail(sd,skill,0x13,0);
  9342. return 0;
  9343. }
  9344. }
  9345. break;
  9346. /**
  9347. * Guilotine Cross
  9348. **/
  9349. case GC_HALLUCINATIONWALK:
  9350. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  9351. clif_skill_fail(sd,skill,0x0,0);
  9352. return 0;
  9353. }
  9354. break;
  9355. case GC_COUNTERSLASH:
  9356. case GC_WEAPONCRUSH:
  9357. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  9358. clif_skill_fail(sd, skill, 0x1f, 0);
  9359. return 0;
  9360. }
  9361. break;
  9362. case GC_CROSSRIPPERSLASHER:
  9363. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  9364. clif_skill_fail(sd, skill, 0x17, 0);
  9365. return 0;
  9366. }
  9367. break;
  9368. case GC_POISONSMOKE:
  9369. case GC_VENOMPRESSURE:
  9370. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9371. clif_skill_fail(sd, skill, 0x20, 0);
  9372. return 0;
  9373. }
  9374. break;
  9375. /**
  9376. * Ranger
  9377. **/
  9378. case RA_SENSITIVEKEEN:
  9379. if(!pc_iswug(sd)) {
  9380. clif_skill_fail(sd,skill,0x17,0);
  9381. return 0;
  9382. }
  9383. break;
  9384. }
  9385. switch(require.state) {
  9386. case ST_HIDING:
  9387. if(!(sc && sc->option&OPTION_HIDE)) {
  9388. clif_skill_fail(sd,skill,0,0);
  9389. return 0;
  9390. }
  9391. break;
  9392. case ST_CLOAKING:
  9393. if(!pc_iscloaking(sd)) {
  9394. clif_skill_fail(sd,skill,0,0);
  9395. return 0;
  9396. }
  9397. break;
  9398. case ST_HIDDEN:
  9399. if(!pc_ishiding(sd)) {
  9400. clif_skill_fail(sd,skill,0,0);
  9401. return 0;
  9402. }
  9403. break;
  9404. case ST_RIDING:
  9405. if(!pc_isriding(sd)) {
  9406. clif_skill_fail(sd,skill,0,0);
  9407. return 0;
  9408. }
  9409. break;
  9410. case ST_FALCON:
  9411. if(!pc_isfalcon(sd)) {
  9412. clif_skill_fail(sd,skill,0,0);
  9413. return 0;
  9414. }
  9415. break;
  9416. case ST_CARTBOOST:
  9417. if(!(sc && sc->data[SC_CARTBOOST])) {
  9418. clif_skill_fail(sd,skill,0,0);
  9419. return 0;
  9420. }
  9421. case ST_CART:
  9422. if(!pc_iscarton(sd)) {
  9423. clif_skill_fail(sd,skill,0,0);
  9424. return 0;
  9425. }
  9426. break;
  9427. case ST_SHIELD:
  9428. if(sd->status.shield <= 0) {
  9429. clif_skill_fail(sd,skill,0,0);
  9430. return 0;
  9431. }
  9432. break;
  9433. case ST_SIGHT:
  9434. if(!(sc && sc->data[SC_SIGHT])) {
  9435. clif_skill_fail(sd,skill,0,0);
  9436. return 0;
  9437. }
  9438. break;
  9439. case ST_EXPLOSIONSPIRITS:
  9440. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  9441. clif_skill_fail(sd,skill,0,0);
  9442. return 0;
  9443. }
  9444. break;
  9445. case ST_RECOV_WEIGHT_RATE:
  9446. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  9447. clif_skill_fail(sd,skill,0,0);
  9448. return 0;
  9449. }
  9450. break;
  9451. case ST_MOVE_ENABLE:
  9452. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  9453. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  9454. if (!unit_can_move(&sd->bl)) {
  9455. clif_skill_fail(sd,skill,0,0);
  9456. return 0;
  9457. }
  9458. break;
  9459. case ST_WATER:
  9460. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  9461. break;
  9462. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  9463. break;
  9464. clif_skill_fail(sd,skill,0,0);
  9465. return 0;
  9466. /**
  9467. * Rune Knight
  9468. **/
  9469. case ST_RIDINGDRAGON:
  9470. if( !(sd->sc.option&OPTION_DRAGON)) {
  9471. clif_skill_fail(sd,skill,0,0);
  9472. return 0;
  9473. }
  9474. break;
  9475. /**
  9476. * Wug
  9477. **/
  9478. case ST_WUG:
  9479. if( !(sd->sc.option&OPTION_WUG) ) {
  9480. clif_skill_fail(sd,skill,0,0);
  9481. return 0;
  9482. }
  9483. break;
  9484. /**
  9485. * Riding Wug
  9486. **/
  9487. case ST_RIDINGWUG:
  9488. if( !(sd->sc.option&OPTION_WUGRIDER) ){
  9489. clif_skill_fail(sd,skill,0,0);
  9490. return 0;
  9491. }
  9492. break;
  9493. /**
  9494. * Mechanic
  9495. **/
  9496. case ST_MADO:
  9497. if( !(sd->sc.option&OPTION_MADOGEAR) ) {
  9498. clif_skill_fail(sd,skill,0,0);
  9499. return 0;
  9500. }
  9501. break;
  9502. /**
  9503. * Sorcerer
  9504. **/
  9505. //case ST_ELEMENTALSPIRIT:
  9506. // if(!sd->ed) {
  9507. // clif_skill_fail(sd,skill,0x4f,0,0);
  9508. // return 0;
  9509. // }
  9510. // break;
  9511. }
  9512. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  9513. //mhp is the max-hp-requirement, that is,
  9514. //you must have this % or less of HP to cast it.
  9515. clif_skill_fail(sd,skill,2,0);
  9516. return 0;
  9517. }
  9518. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  9519. clif_skill_fail(sd,skill,6,0);
  9520. return 0;
  9521. }
  9522. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  9523. clif_skill_fail(sd,skill,1,0);
  9524. return 0;
  9525. }
  9526. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  9527. clif_skill_fail(sd,skill,5,0);
  9528. return 0;
  9529. }
  9530. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  9531. clif_skill_fail(sd,skill,0,0);
  9532. return 0;
  9533. }
  9534. return 1;
  9535. }
  9536. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  9537. {
  9538. struct skill_condition require;
  9539. struct status_data *status;
  9540. int i;
  9541. int index[MAX_SKILL_ITEM_REQUIRE];
  9542. nullpo_ret(sd);
  9543. if( lv <= 0 || sd->chatID )
  9544. return 0;
  9545. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  9546. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9547. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9548. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9549. return 1;
  9550. }
  9551. if( sd->menuskill_id == AM_PHARMACY )
  9552. { // Cast start or cast end??
  9553. switch( skill )
  9554. {
  9555. case AM_PHARMACY:
  9556. case AC_MAKINGARROW:
  9557. case BS_REPAIRWEAPON:
  9558. case AM_TWILIGHT1:
  9559. case AM_TWILIGHT2:
  9560. case AM_TWILIGHT3:
  9561. return 0;
  9562. }
  9563. }
  9564. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  9565. return 1;
  9566. if( pc_is90overweight(sd) )
  9567. {
  9568. clif_skill_fail(sd,skill,9,0);
  9569. return 0;
  9570. }
  9571. // perform skill-specific checks (and actions)
  9572. switch( skill )
  9573. {
  9574. case PR_BENEDICTIO:
  9575. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  9576. break;
  9577. case AB_ADORAMUS:
  9578. //if( skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  9579. // sd->state.no_gemstone = 1; // Mark this skill as it don't consume ammo because partners gives SP
  9580. break;
  9581. case AM_CANNIBALIZE:
  9582. case AM_SPHEREMINE:
  9583. {
  9584. int c=0;
  9585. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9586. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9587. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  9588. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  9589. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  9590. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9591. if(c >= maxcount ||
  9592. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  9593. { //Fails when: exceed max limit. There are other plant types already out.
  9594. clif_skill_fail(sd,skill,0,0);
  9595. return 0;
  9596. }
  9597. }
  9598. break;
  9599. }
  9600. case NC_SILVERSNIPER:
  9601. case NC_MAGICDECOY:
  9602. {
  9603. int c = 0, j;
  9604. int maxcount = skill_get_maxcount(skill,lv);
  9605. int mob_class = 2042;
  9606. if( skill == NC_MAGICDECOY )
  9607. mob_class = 2043;
  9608. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  9609. {
  9610. if( skill == NC_MAGICDECOY )
  9611. {
  9612. for( j = mob_class; j <= 2046; j++ )
  9613. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  9614. }
  9615. else
  9616. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9617. if( c >= maxcount )
  9618. {
  9619. clif_skill_fail(sd , skill, 0, 0);
  9620. return 0;
  9621. }
  9622. }
  9623. }
  9624. break;
  9625. }
  9626. status = &sd->battle_status;
  9627. require = skill_get_requirement(sd,skill,lv);
  9628. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  9629. clif_skill_fail(sd,skill,2,0);
  9630. return 0;
  9631. }
  9632. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  9633. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  9634. !sd->inventory_data[i] ||
  9635. sd->status.inventory[i].amount < require.ammo_qty
  9636. ) {
  9637. clif_arrow_fail(sd,0);
  9638. return 0;
  9639. }
  9640. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  9641. { //Ammo type check. Send the "wrong weapon type" message
  9642. //which is the closest we have to wrong ammo type. [Skotlex]
  9643. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  9644. //clif_skill_fail(sd,skill,6,0);
  9645. return 0;
  9646. }
  9647. }
  9648. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9649. {
  9650. if( !require.itemid[i] )
  9651. continue;
  9652. index[i] = pc_search_inventory(sd,require.itemid[i]);
  9653. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  9654. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  9655. clif_skill_fail(sd,skill,7,0);// red gemstone required
  9656. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  9657. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  9658. else
  9659. clif_skill_fail(sd,skill,0,0);
  9660. return 0;
  9661. }
  9662. }
  9663. return 1;
  9664. }
  9665. // type&2: consume items (after skill was used)
  9666. // type&1: consume the others (before skill was used)
  9667. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  9668. {
  9669. int n,i;
  9670. struct skill_condition req;
  9671. nullpo_ret(sd);
  9672. req = skill_get_requirement(sd,skill,lv);
  9673. if( type&1 )
  9674. {
  9675. if( skill == CG_TAROTCARD || sd->state.autocast )
  9676. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  9677. if(req.hp || req.sp)
  9678. status_zap(&sd->bl, req.hp, req.sp);
  9679. if(req.spiritball > 0)
  9680. pc_delspiritball(sd,req.spiritball,0);
  9681. if(req.zeny > 0)
  9682. {
  9683. if( skill == NJ_ZENYNAGE )
  9684. req.zeny = 0; //Zeny is reduced on skill_attack.
  9685. if( sd->status.zeny < req.zeny )
  9686. req.zeny = sd->status.zeny;
  9687. pc_payzeny(sd,req.zeny);
  9688. }
  9689. }
  9690. if( type&2 )
  9691. {
  9692. struct status_change *sc = &sd->sc;
  9693. if( !sc->count )
  9694. sc = NULL;
  9695. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9696. {
  9697. if( !req.itemid[i] )
  9698. continue;
  9699. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  9700. continue; //Gemstones are checked, but not substracted from inventory.
  9701. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  9702. pc_delitem(sd,n,req.amount[i],0,1);
  9703. }
  9704. }
  9705. return 1;
  9706. }
  9707. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  9708. {
  9709. struct skill_condition req;
  9710. struct status_data *status;
  9711. struct status_change *sc;
  9712. int i,j,hp_rate,sp_rate;
  9713. memset(&req,0,sizeof(req));
  9714. if( !sd )
  9715. return req;
  9716. if( sd->skillitem == skill )
  9717. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  9718. sc = &sd->sc;
  9719. if( !sc->count )
  9720. sc = NULL;
  9721. switch( skill )
  9722. { // Turn off check.
  9723. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9724. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9725. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9726. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9727. if( sc && sc->data[status_skill2sc(skill)] )
  9728. return req;
  9729. }
  9730. j = skill_get_index(skill);
  9731. if( j == 0 ) // invalid skill id
  9732. return req;
  9733. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9734. return req;
  9735. status = &sd->battle_status;
  9736. req.hp = skill_db[j].hp[lv-1];
  9737. hp_rate = skill_db[j].hp_rate[lv-1];
  9738. if(hp_rate > 0)
  9739. req.hp += (status->hp * hp_rate)/100;
  9740. else
  9741. req.hp += (status->max_hp * (-hp_rate))/100;
  9742. req.sp = skill_db[j].sp[lv-1];
  9743. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  9744. req.sp /= 2;
  9745. sp_rate = skill_db[j].sp_rate[lv-1];
  9746. if(sp_rate > 0)
  9747. req.sp += (status->sp * sp_rate)/100;
  9748. else
  9749. req.sp += (status->max_sp * (-sp_rate))/100;
  9750. if( sd->dsprate!=100 )
  9751. req.sp = req.sp * sd->dsprate / 100;
  9752. req.zeny = skill_db[j].zeny[lv-1];
  9753. req.spiritball = skill_db[j].spiritball[lv-1];
  9754. req.state = skill_db[j].state;
  9755. req.mhp = skill_db[j].mhp[lv-1];
  9756. req.weapon = skill_db[j].weapon;
  9757. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  9758. if (req.ammo_qty)
  9759. req.ammo = skill_db[j].ammo;
  9760. if (!req.ammo && skill && skill_isammotype(sd, skill))
  9761. { //Assume this skill is using the weapon, therefore it requires arrows.
  9762. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  9763. req.ammo_qty = 1;
  9764. }
  9765. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9766. {
  9767. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  9768. continue;
  9769. switch( skill )
  9770. {
  9771. case AM_CALLHOMUN:
  9772. if (sd->status.hom_id) //Don't delete items when hom is already out.
  9773. continue;
  9774. break;
  9775. case NC_SHAPESHIFT:
  9776. if( i < 4 )
  9777. continue;
  9778. break;
  9779. case WZ_FIREPILLAR: // celest
  9780. if (lv <= 5) // no gems required at level 1-5
  9781. continue;
  9782. break;
  9783. }
  9784. req.itemid[i] = skill_db[j].itemid[i];
  9785. req.amount[i] = skill_db[j].amount[i];
  9786. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  9787. {
  9788. if( sd->special_state.no_gemstone )
  9789. { //Make it substract 1 gem rather than skipping the cost.
  9790. if( --req.amount[i] < 1 )
  9791. req.itemid[i] = 0;
  9792. }
  9793. if(sc && sc->data[SC_INTOABYSS])
  9794. {
  9795. if( skill != SA_ABRACADABRA )
  9796. req.itemid[i] = req.amount[i] = 0;
  9797. else if( --req.amount[i] < 1 )
  9798. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  9799. }
  9800. }
  9801. }
  9802. // Check for cost reductions due to skills & SCs
  9803. switch(skill) {
  9804. case MC_MAMMONITE:
  9805. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  9806. req.zeny -= req.zeny*10/100;
  9807. break;
  9808. case AL_HOLYLIGHT:
  9809. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  9810. req.sp *= 5;
  9811. break;
  9812. case SL_SMA:
  9813. case SL_STUN:
  9814. case SL_STIN:
  9815. {
  9816. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  9817. if(kaina_lv==0 || sd->status.base_level<70)
  9818. break;
  9819. if(sd->status.base_level>=90)
  9820. req.sp -= req.sp*7*kaina_lv/100;
  9821. else if(sd->status.base_level>=80)
  9822. req.sp -= req.sp*5*kaina_lv/100;
  9823. else if(sd->status.base_level>=70)
  9824. req.sp -= req.sp*3*kaina_lv/100;
  9825. }
  9826. break;
  9827. case MO_TRIPLEATTACK:
  9828. case MO_CHAINCOMBO:
  9829. case MO_COMBOFINISH:
  9830. case CH_TIGERFIST:
  9831. case CH_CHAINCRUSH:
  9832. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  9833. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  9834. break;
  9835. case MO_BODYRELOCATION:
  9836. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  9837. req.spiritball = 0;
  9838. break;
  9839. case MO_EXTREMITYFIST:
  9840. if( sc )
  9841. {
  9842. if( sc->data[SC_BLADESTOP] )
  9843. req.spiritball--;
  9844. else if( sc->data[SC_COMBO] )
  9845. {
  9846. switch( sc->data[SC_COMBO]->val1 )
  9847. {
  9848. case MO_COMBOFINISH:
  9849. req.spiritball = 4;
  9850. break;
  9851. case CH_TIGERFIST:
  9852. req.spiritball = 3;
  9853. break;
  9854. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  9855. req.spiritball = sd->spiritball?sd->spiritball:1;
  9856. break;
  9857. }
  9858. }
  9859. }
  9860. break;
  9861. }
  9862. return req;
  9863. }
  9864. /*==========================================
  9865. * Does cast-time reductions based on dex, item bonuses and config setting
  9866. *------------------------------------------*/
  9867. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  9868. {
  9869. int time = skill_get_cast(skill_id, skill_lv);
  9870. struct map_session_data *sd;
  9871. nullpo_ret(bl);
  9872. sd = BL_CAST(BL_PC, bl);
  9873. // calculate base cast time (reduced by dex)
  9874. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  9875. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  9876. if( scale > 0 ) // not instant cast
  9877. time = time * scale / CONST_CASTRATE_SCALE;
  9878. else
  9879. return 0; // instant cast
  9880. }
  9881. // calculate cast time reduced by item/card bonuses
  9882. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  9883. {
  9884. int i;
  9885. if( sd->castrate != 100 )
  9886. time = time * sd->castrate / 100;
  9887. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  9888. {
  9889. if( sd->skillcast[i].id == skill_id )
  9890. {
  9891. time+= time * sd->skillcast[i].val / 100;
  9892. break;
  9893. }
  9894. }
  9895. }
  9896. // config cast time multiplier
  9897. if (battle_config.cast_rate != 100)
  9898. time = time * battle_config.cast_rate / 100;
  9899. // return final cast time
  9900. return (time > 0) ? time : 0;
  9901. }
  9902. /*==========================================
  9903. * Does cast-time reductions based on sc data.
  9904. *------------------------------------------*/
  9905. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv)
  9906. {
  9907. struct status_change *sc = status_get_sc(bl);
  9908. #if RECASTING
  9909. int fixed = skill_get_cast(skill_id, skill_lv);
  9910. if( fixed > 1 )
  9911. fixed = fixed * 20 / 100;
  9912. else
  9913. fixed = 0;
  9914. #endif
  9915. if (sc && sc->count) {
  9916. if (sc->data[SC_SLOWCAST])
  9917. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  9918. if (sc->data[SC_SUFFRAGIUM]) {
  9919. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  9920. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  9921. }
  9922. if (sc->data[SC_MEMORIZE]) {
  9923. time>>=1;
  9924. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  9925. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  9926. }
  9927. if (sc->data[SC_POEMBRAGI])
  9928. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  9929. #if RECASTING
  9930. /**
  9931. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  9932. **/
  9933. if( sc->data[SC_SECRAMENT] )
  9934. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  9935. #endif
  9936. }
  9937. #if RECASTING
  9938. /**
  9939. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  9940. **/
  9941. if( bl->type == BL_PC && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill((TBL_PC*)bl, WL_RADIUS) ) )
  9942. fixed -= fixed * (5+(skill_lv*5)) / 100;
  9943. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  9944. #else
  9945. return (time > 0) ? time : 0;
  9946. #endif
  9947. }
  9948. /*==========================================
  9949. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  9950. *------------------------------------------*/
  9951. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  9952. {
  9953. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  9954. int time = skill_get_delay(skill_id, skill_lv);
  9955. struct map_session_data *sd;
  9956. struct status_change *sc = status_get_sc(bl);
  9957. nullpo_ret(bl);
  9958. sd = BL_CAST(BL_PC, bl);
  9959. if (skill_id == SA_ABRACADABRA)
  9960. return 0; //Will use picked skill's delay.
  9961. if (bl->type&battle_config.no_skill_delay)
  9962. return battle_config.min_skill_delay_limit;
  9963. if (time < 0)
  9964. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  9965. // Delay reductions
  9966. switch (skill_id)
  9967. { //Monk combo skills have their delay reduced by agi/dex.
  9968. case MO_TRIPLEATTACK:
  9969. case MO_CHAINCOMBO:
  9970. case MO_COMBOFINISH:
  9971. case CH_TIGERFIST:
  9972. case CH_CHAINCRUSH:
  9973. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  9974. break;
  9975. case HP_BASILICA:
  9976. if( sc && !sc->data[SC_BASILICA] )
  9977. time = 0; // There is no Delay on Basilica creation, only on cancel
  9978. break;
  9979. default:
  9980. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  9981. { // if skill delay is allowed to be reduced by dex
  9982. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  9983. if (scale > 0)
  9984. time = time * scale / battle_config.castrate_dex_scale;
  9985. else //To be capped later to minimum.
  9986. time = 0;
  9987. }
  9988. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  9989. { // if skill delay is allowed to be reduced by agi
  9990. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  9991. if (scale > 0)
  9992. time = time * scale / battle_config.castrate_dex_scale;
  9993. else //To be capped later to minimum.
  9994. time = 0;
  9995. }
  9996. }
  9997. if ( sc && sc->data[SC_SPIRIT] )
  9998. {
  9999. switch (skill_id) {
  10000. case CR_SHIELDBOOMERANG:
  10001. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  10002. time /= 2;
  10003. break;
  10004. case AS_SONICBLOW:
  10005. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  10006. time /= 2;
  10007. break;
  10008. }
  10009. }
  10010. if (!(delaynodex&2))
  10011. {
  10012. if (sc && sc->count) {
  10013. if (sc->data[SC_POEMBRAGI])
  10014. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  10015. }
  10016. }
  10017. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  10018. time = time * sd->delayrate / 100;
  10019. if (battle_config.delay_rate != 100)
  10020. time = time * battle_config.delay_rate / 100;
  10021. if (time < status_get_amotion(bl))
  10022. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  10023. return max(time, battle_config.min_skill_delay_limit);
  10024. }
  10025. /*=========================================
  10026. *
  10027. *-----------------------------------------*/
  10028. struct square {
  10029. int val1[5];
  10030. int val2[5];
  10031. };
  10032. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  10033. {
  10034. nullpo_retv(tc);
  10035. if(dir == 0){
  10036. tc->val1[0]=x-2;
  10037. tc->val1[1]=x-1;
  10038. tc->val1[2]=x;
  10039. tc->val1[3]=x+1;
  10040. tc->val1[4]=x+2;
  10041. tc->val2[0]=
  10042. tc->val2[1]=
  10043. tc->val2[2]=
  10044. tc->val2[3]=
  10045. tc->val2[4]=y-1;
  10046. }
  10047. else if(dir==2){
  10048. tc->val1[0]=
  10049. tc->val1[1]=
  10050. tc->val1[2]=
  10051. tc->val1[3]=
  10052. tc->val1[4]=x+1;
  10053. tc->val2[0]=y+2;
  10054. tc->val2[1]=y+1;
  10055. tc->val2[2]=y;
  10056. tc->val2[3]=y-1;
  10057. tc->val2[4]=y-2;
  10058. }
  10059. else if(dir==4){
  10060. tc->val1[0]=x-2;
  10061. tc->val1[1]=x-1;
  10062. tc->val1[2]=x;
  10063. tc->val1[3]=x+1;
  10064. tc->val1[4]=x+2;
  10065. tc->val2[0]=
  10066. tc->val2[1]=
  10067. tc->val2[2]=
  10068. tc->val2[3]=
  10069. tc->val2[4]=y+1;
  10070. }
  10071. else if(dir==6){
  10072. tc->val1[0]=
  10073. tc->val1[1]=
  10074. tc->val1[2]=
  10075. tc->val1[3]=
  10076. tc->val1[4]=x-1;
  10077. tc->val2[0]=y+2;
  10078. tc->val2[1]=y+1;
  10079. tc->val2[2]=y;
  10080. tc->val2[3]=y-1;
  10081. tc->val2[4]=y-2;
  10082. }
  10083. else if(dir==1){
  10084. tc->val1[0]=x-1;
  10085. tc->val1[1]=x;
  10086. tc->val1[2]=x+1;
  10087. tc->val1[3]=x+2;
  10088. tc->val1[4]=x+3;
  10089. tc->val2[0]=y-4;
  10090. tc->val2[1]=y-3;
  10091. tc->val2[2]=y-1;
  10092. tc->val2[3]=y;
  10093. tc->val2[4]=y+1;
  10094. }
  10095. else if(dir==3){
  10096. tc->val1[0]=x+3;
  10097. tc->val1[1]=x+2;
  10098. tc->val1[2]=x+1;
  10099. tc->val1[3]=x;
  10100. tc->val1[4]=x-1;
  10101. tc->val2[0]=y-1;
  10102. tc->val2[1]=y;
  10103. tc->val2[2]=y+1;
  10104. tc->val2[3]=y+2;
  10105. tc->val2[4]=y+3;
  10106. }
  10107. else if(dir==5){
  10108. tc->val1[0]=x+1;
  10109. tc->val1[1]=x;
  10110. tc->val1[2]=x-1;
  10111. tc->val1[3]=x-2;
  10112. tc->val1[4]=x-3;
  10113. tc->val2[0]=y+3;
  10114. tc->val2[1]=y+2;
  10115. tc->val2[2]=y+1;
  10116. tc->val2[3]=y;
  10117. tc->val2[4]=y-1;
  10118. }
  10119. else if(dir==7){
  10120. tc->val1[0]=x-3;
  10121. tc->val1[1]=x-2;
  10122. tc->val1[2]=x-1;
  10123. tc->val1[3]=x;
  10124. tc->val1[4]=x+1;
  10125. tc->val2[1]=y;
  10126. tc->val2[0]=y+1;
  10127. tc->val2[2]=y-1;
  10128. tc->val2[3]=y-2;
  10129. tc->val2[4]=y-3;
  10130. }
  10131. }
  10132. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  10133. {
  10134. int c;
  10135. nullpo_retv(tc);
  10136. for( c = 0; c < 5; c++ )
  10137. {
  10138. switch( dir )
  10139. {
  10140. case 0: tc->val2[c]+=are; break;
  10141. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  10142. case 2: tc->val1[c]-=are; break;
  10143. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  10144. case 4: tc->val2[c]-=are; break;
  10145. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  10146. case 6: tc->val1[c]+=are; break;
  10147. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  10148. }
  10149. }
  10150. }
  10151. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  10152. {
  10153. int c,n=4;
  10154. int dir = map_calc_dir(src,bl->x,bl->y);
  10155. struct square tc;
  10156. int x=bl->x,y=bl->y;
  10157. skill_brandishspear_first(&tc,dir,x,y);
  10158. skill_brandishspear_dir(&tc,dir,4);
  10159. skill_area_temp[1] = bl->id;
  10160. if(skilllv > 9){
  10161. for(c=1;c<4;c++){
  10162. map_foreachincell(skill_area_sub,
  10163. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10164. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10165. skill_castend_damage_id);
  10166. }
  10167. }
  10168. if(skilllv > 6){
  10169. skill_brandishspear_dir(&tc,dir,-1);
  10170. n--;
  10171. }else{
  10172. skill_brandishspear_dir(&tc,dir,-2);
  10173. n-=2;
  10174. }
  10175. if(skilllv > 3){
  10176. for(c=0;c<5;c++){
  10177. map_foreachincell(skill_area_sub,
  10178. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10179. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10180. skill_castend_damage_id);
  10181. if(skilllv > 6 && n==3 && c==4){
  10182. skill_brandishspear_dir(&tc,dir,-1);
  10183. n--;c=-1;
  10184. }
  10185. }
  10186. }
  10187. for(c=0;c<10;c++){
  10188. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  10189. map_foreachincell(skill_area_sub,
  10190. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  10191. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  10192. skill_castend_damage_id);
  10193. }
  10194. }
  10195. /*==========================================
  10196. * Weapon Repair [Celest/DracoRPG]
  10197. *------------------------------------------*/
  10198. void skill_repairweapon (struct map_session_data *sd, int idx)
  10199. {
  10200. int material;
  10201. int materials[4] = { 1002, 998, 999, 756 };
  10202. struct item *item;
  10203. struct map_session_data *target_sd;
  10204. nullpo_retv(sd);
  10205. target_sd = map_id2sd(sd->menuskill_val);
  10206. if (!target_sd) //Failed....
  10207. return;
  10208. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  10209. return;
  10210. if(idx < 0 || idx >= MAX_INVENTORY)
  10211. return; //Invalid index??
  10212. item = &target_sd->status.inventory[idx];
  10213. if(item->nameid <= 0 || item->attribute == 0)
  10214. return; //Again invalid item....
  10215. 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)))){
  10216. clif_item_repaireffect(sd,item->nameid,1);
  10217. return;
  10218. }
  10219. if (itemdb_type(item->nameid)==IT_WEAPON)
  10220. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  10221. else
  10222. material = materials [2]; // Armors consume 1 Steel
  10223. if (pc_search_inventory(sd,material) < 0 ) {
  10224. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10225. return;
  10226. }
  10227. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  10228. item->attribute=0;
  10229. clif_equiplist(target_sd);
  10230. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0);
  10231. clif_item_repaireffect(sd,item->nameid,0);
  10232. if(sd!=target_sd)
  10233. clif_item_repaireffect(target_sd,item->nameid,0);
  10234. }
  10235. /*==========================================
  10236. * Item Appraisal
  10237. *------------------------------------------*/
  10238. void skill_identify (struct map_session_data *sd, int idx)
  10239. {
  10240. int flag=1;
  10241. nullpo_retv(sd);
  10242. if(idx >= 0 && idx < MAX_INVENTORY) {
  10243. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  10244. flag=0;
  10245. sd->status.inventory[idx].identify=1;
  10246. }
  10247. }
  10248. clif_item_identified(sd,idx,flag);
  10249. }
  10250. /*==========================================
  10251. * Weapon Refine [Celest]
  10252. *------------------------------------------*/
  10253. void skill_weaponrefine (struct map_session_data *sd, int idx)
  10254. {
  10255. int i = 0, ep = 0, per;
  10256. int material[5] = { 0, 1010, 1011, 984, 984 };
  10257. struct item *item;
  10258. nullpo_retv(sd);
  10259. if (idx >= 0 && idx < MAX_INVENTORY)
  10260. {
  10261. struct item_data *ditem = sd->inventory_data[idx];
  10262. item = &sd->status.inventory[idx];
  10263. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  10264. {
  10265. if( item->refine >= sd->menuskill_val
  10266. || item->refine >= MAX_REFINE // if it's no longer refineable
  10267. || ditem->flag.no_refine // if the item isn't refinable
  10268. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  10269. {
  10270. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10271. return;
  10272. }
  10273. per = percentrefinery [ditem->wlv][(int)item->refine];
  10274. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  10275. pc_delitem(sd, i, 1, 0, 0);
  10276. if (per > rand() % 100) {
  10277. item->refine++;
  10278. if(item->equip) {
  10279. ep = item->equip;
  10280. pc_unequipitem(sd,idx,3);
  10281. }
  10282. clif_refine(sd->fd,0,idx,item->refine);
  10283. clif_delitem(sd,idx,1,3);
  10284. clif_additem(sd,idx,1,0);
  10285. if (ep)
  10286. pc_equipitem(sd,idx,ep);
  10287. clif_misceffect(&sd->bl,3);
  10288. if(item->refine == MAX_REFINE &&
  10289. item->card[0] == CARD0_FORGE &&
  10290. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  10291. { // Fame point system [DracoRPG]
  10292. switch(ditem->wlv){
  10293. case 1:
  10294. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  10295. break;
  10296. case 2:
  10297. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  10298. break;
  10299. case 3:
  10300. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  10301. break;
  10302. }
  10303. }
  10304. } else {
  10305. item->refine = 0;
  10306. if(item->equip)
  10307. pc_unequipitem(sd,idx,3);
  10308. clif_refine(sd->fd,1,idx,item->refine);
  10309. pc_delitem(sd,idx,1,0,2);
  10310. clif_misceffect(&sd->bl,2);
  10311. clif_emotion(&sd->bl, E_OMG);
  10312. }
  10313. }
  10314. }
  10315. }
  10316. /*==========================================
  10317. *
  10318. *------------------------------------------*/
  10319. int skill_autospell (struct map_session_data *sd, int skillid)
  10320. {
  10321. int skilllv;
  10322. int maxlv=1,lv;
  10323. nullpo_ret(sd);
  10324. skilllv = sd->menuskill_val;
  10325. lv=pc_checkskill(sd,skillid);
  10326. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  10327. if(skillid==MG_NAPALMBEAT) maxlv=3;
  10328. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  10329. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  10330. maxlv =10; //Soul Linker bonus. [Skotlex]
  10331. else if(skilllv==2) maxlv=1;
  10332. else if(skilllv==3) maxlv=2;
  10333. else if(skilllv>=4) maxlv=3;
  10334. }
  10335. else if(skillid==MG_SOULSTRIKE){
  10336. if(skilllv==5) maxlv=1;
  10337. else if(skilllv==6) maxlv=2;
  10338. else if(skilllv>=7) maxlv=3;
  10339. }
  10340. else if(skillid==MG_FIREBALL){
  10341. if(skilllv==8) maxlv=1;
  10342. else if(skilllv>=9) maxlv=2;
  10343. }
  10344. else if(skillid==MG_FROSTDIVER) maxlv=1;
  10345. else return 0;
  10346. if(maxlv > lv)
  10347. maxlv = lv;
  10348. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  10349. skill_get_time(SA_AUTOSPELL,skilllv));
  10350. return 0;
  10351. }
  10352. /*==========================================
  10353. * Sitting skills functions.
  10354. *------------------------------------------*/
  10355. static int skill_sit_count (struct block_list *bl, va_list ap)
  10356. {
  10357. struct map_session_data *sd;
  10358. int type =va_arg(ap,int);
  10359. sd=(struct map_session_data*)bl;
  10360. if(!pc_issit(sd))
  10361. return 0;
  10362. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10363. return 1;
  10364. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  10365. return 1;
  10366. return 0;
  10367. }
  10368. static int skill_sit_in (struct block_list *bl, va_list ap)
  10369. {
  10370. struct map_session_data *sd;
  10371. int type =va_arg(ap,int);
  10372. sd=(struct map_session_data*)bl;
  10373. if(!pc_issit(sd))
  10374. return 0;
  10375. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10376. sd->state.gangsterparadise=1;
  10377. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  10378. {
  10379. sd->state.rest=1;
  10380. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10381. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10382. }
  10383. return 0;
  10384. }
  10385. static int skill_sit_out (struct block_list *bl, va_list ap)
  10386. {
  10387. struct map_session_data *sd;
  10388. int type =va_arg(ap,int);
  10389. sd=(struct map_session_data*)bl;
  10390. if(sd->state.gangsterparadise && type&1)
  10391. sd->state.gangsterparadise=0;
  10392. if(sd->state.rest && type&2) {
  10393. sd->state.rest=0;
  10394. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10395. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10396. }
  10397. return 0;
  10398. }
  10399. int skill_sit (struct map_session_data *sd, int type)
  10400. {
  10401. int flag = 0;
  10402. int range = 0, lv;
  10403. nullpo_ret(sd);
  10404. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  10405. flag|=1;
  10406. range = skill_get_splash(RG_GANGSTER, lv);
  10407. }
  10408. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  10409. flag|=2;
  10410. range = skill_get_splash(TK_HPTIME, lv);
  10411. }
  10412. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  10413. flag|=2;
  10414. range = skill_get_splash(TK_SPTIME, lv);
  10415. }
  10416. if (!flag) return 0;
  10417. if(type) {
  10418. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  10419. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  10420. } else {
  10421. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  10422. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  10423. }
  10424. return 0;
  10425. }
  10426. /*==========================================
  10427. *
  10428. *------------------------------------------*/
  10429. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  10430. {
  10431. struct block_list *src;
  10432. int skillnum,skilllv;
  10433. unsigned int tick;
  10434. nullpo_ret(bl);
  10435. nullpo_ret(src=va_arg(ap,struct block_list*));
  10436. skillnum=va_arg(ap,int);
  10437. skilllv=va_arg(ap,int);
  10438. if(skilllv <= 0) return 0;
  10439. tick=va_arg(ap,unsigned int);
  10440. if (src == bl || status_isdead(bl))
  10441. return 0;
  10442. if (bl->type == BL_PC) {
  10443. struct map_session_data *sd = (struct map_session_data *)bl;
  10444. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  10445. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  10446. }
  10447. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  10448. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  10449. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10450. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  10451. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10452. return 0;
  10453. }
  10454. /*==========================================
  10455. *
  10456. *------------------------------------------*/
  10457. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  10458. {
  10459. int range = skill_get_unit_range(skill_num,skill_lv);
  10460. int x,y;
  10461. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  10462. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  10463. map_setcell(src->bl.m, x, y, cell, flag);
  10464. }
  10465. /*==========================================
  10466. *
  10467. *------------------------------------------*/
  10468. int skill_attack_area (struct block_list *bl, va_list ap)
  10469. {
  10470. struct block_list *src,*dsrc;
  10471. int atk_type,skillid,skilllv,flag,type;
  10472. unsigned int tick;
  10473. if(status_isdead(bl))
  10474. return 0;
  10475. atk_type = va_arg(ap,int);
  10476. src=va_arg(ap,struct block_list*);
  10477. dsrc=va_arg(ap,struct block_list*);
  10478. skillid=va_arg(ap,int);
  10479. skilllv=va_arg(ap,int);
  10480. tick=va_arg(ap,unsigned int);
  10481. flag=va_arg(ap,int);
  10482. type=va_arg(ap,int);
  10483. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  10484. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10485. if(battle_check_target(dsrc,bl,type) <= 0 ||
  10486. !status_check_skilluse(NULL, bl, skillid, 2))
  10487. return 0;
  10488. switch (skillid) {
  10489. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  10490. case NPC_ACIDBREATH:
  10491. case NPC_DARKNESSBREATH:
  10492. case NPC_FIREBREATH:
  10493. case NPC_ICEBREATH:
  10494. case NPC_THUNDERBREATH:
  10495. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10496. default:
  10497. //Area-splash, disable skill animation.
  10498. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  10499. }
  10500. }
  10501. /*==========================================
  10502. *
  10503. *------------------------------------------*/
  10504. int skill_clear_group (struct block_list *bl, int flag)
  10505. {
  10506. struct unit_data *ud = unit_bl2ud(bl);
  10507. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  10508. int i, count=0;
  10509. nullpo_ret(bl);
  10510. if (!ud) return 0;
  10511. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  10512. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  10513. {
  10514. switch (ud->skillunit[i]->skill_id) {
  10515. case SA_DELUGE:
  10516. case SA_VOLCANO:
  10517. case SA_VIOLENTGALE:
  10518. case SA_LANDPROTECTOR:
  10519. case NJ_SUITON:
  10520. case NJ_KAENSIN:
  10521. if (flag&1)
  10522. group[count++]= ud->skillunit[i];
  10523. break;
  10524. default:
  10525. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  10526. group[count++]= ud->skillunit[i];
  10527. break;
  10528. }
  10529. }
  10530. for (i=0;i<count;i++)
  10531. skill_delunitgroup(group[i]);
  10532. return count;
  10533. }
  10534. /*==========================================
  10535. * Returns the first element field found [Skotlex]
  10536. *------------------------------------------*/
  10537. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  10538. {
  10539. struct unit_data *ud = unit_bl2ud(bl);
  10540. int i;
  10541. nullpo_ret(bl);
  10542. if (!ud) return NULL;
  10543. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  10544. switch (ud->skillunit[i]->skill_id) {
  10545. case SA_DELUGE:
  10546. case SA_VOLCANO:
  10547. case SA_VIOLENTGALE:
  10548. case SA_LANDPROTECTOR:
  10549. case NJ_SUITON:
  10550. return ud->skillunit[i];
  10551. }
  10552. }
  10553. return NULL;
  10554. }
  10555. // for graffiti cleaner [Valaris]
  10556. int skill_graffitiremover (struct block_list *bl, va_list ap)
  10557. {
  10558. struct skill_unit *unit=NULL;
  10559. nullpo_ret(bl);
  10560. nullpo_ret(ap);
  10561. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  10562. return 0;
  10563. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  10564. skill_delunit(unit);
  10565. return 0;
  10566. }
  10567. int skill_greed (struct block_list *bl, va_list ap)
  10568. {
  10569. struct block_list *src;
  10570. struct map_session_data *sd=NULL;
  10571. struct flooritem_data *fitem=NULL;
  10572. nullpo_ret(bl);
  10573. nullpo_ret(src = va_arg(ap, struct block_list *));
  10574. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  10575. pc_takeitem(sd, fitem);
  10576. return 0;
  10577. }
  10578. //For Ranger's Detonator [Jobbie/3CeAM]
  10579. int skill_detonator(struct block_list *bl, va_list ap)
  10580. {
  10581. struct skill_unit *unit=NULL;
  10582. struct block_list *src;
  10583. int unit_id;
  10584. nullpo_ret(bl);
  10585. nullpo_ret(ap);
  10586. src = va_arg(ap,struct block_list *);
  10587. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  10588. return 0;
  10589. if( unit->group->src_id != src->id )
  10590. return 0;
  10591. unit_id = unit->group->unit_id;
  10592. switch( unit_id )
  10593. { //List of Hunter and Ranger Traps that can be detonate.
  10594. case UNT_BLASTMINE:
  10595. case UNT_SANDMAN:
  10596. case UNT_CLAYMORETRAP:
  10597. case UNT_TALKIEBOX:
  10598. case UNT_CLUSTERBOMB:
  10599. case UNT_FIRINGTRAP:
  10600. case UNT_ICEBOUNDTRAP:
  10601. if( unit_id == UNT_TALKIEBOX )
  10602. {
  10603. clif_talkiebox(bl,unit->group->valstr);
  10604. unit->group->val2 = -1;
  10605. }
  10606. else
  10607. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  10608. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  10609. unit->group->unit_id = UNT_USED_TRAPS;
  10610. unit->range = -1;
  10611. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : 1500);
  10612. break;
  10613. }
  10614. return 0;
  10615. }
  10616. /*==========================================
  10617. *
  10618. *------------------------------------------*/
  10619. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  10620. {
  10621. int skillid;
  10622. int *alive;
  10623. struct skill_unit *unit;
  10624. struct block_list *src;
  10625. skillid = va_arg(ap,int);
  10626. alive = va_arg(ap,int *);
  10627. src = va_arg(ap,struct block_list *);
  10628. unit = (struct skill_unit *)bl;
  10629. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  10630. return 0;
  10631. switch (skillid)
  10632. {
  10633. case SA_LANDPROTECTOR:
  10634. if( unit->group->skill_id == SA_LANDPROTECTOR )
  10635. { //Check for offensive Land Protector to delete both. [Skotlex]
  10636. (*alive) = 0;
  10637. skill_delunit(unit);
  10638. return 1;
  10639. }
  10640. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  10641. { //It deletes everything except songs/dances and traps
  10642. skill_delunit(unit);
  10643. return 1;
  10644. }
  10645. break;
  10646. case HW_GANBANTEIN:
  10647. if( !(unit->group->state.song_dance&0x1) )
  10648. {// Don't touch song/dance.
  10649. skill_delunit(unit);
  10650. return 1;
  10651. }
  10652. break;
  10653. case SA_VOLCANO:
  10654. case SA_DELUGE:
  10655. case SA_VIOLENTGALE:
  10656. // The official implementation makes them fail to appear when casted on top of ANYTHING
  10657. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  10658. // hence, I leave the alternate implementation here, commented. [Skotlex]
  10659. if (unit->range <= 0)
  10660. {
  10661. (*alive) = 0;
  10662. return 1;
  10663. }
  10664. /*
  10665. switch (unit->group->skill_id)
  10666. { //These cannot override each other.
  10667. case SA_VOLCANO:
  10668. case SA_DELUGE:
  10669. case SA_VIOLENTGALE:
  10670. (*alive) = 0;
  10671. return 1;
  10672. }
  10673. */
  10674. break;
  10675. case PF_FOGWALL:
  10676. switch(unit->group->skill_id)
  10677. {
  10678. case SA_VOLCANO: //Can't be placed on top of these
  10679. case SA_VIOLENTGALE:
  10680. (*alive) = 0;
  10681. return 1;
  10682. case SA_DELUGE:
  10683. case NJ_SUITON:
  10684. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  10685. (*alive) = 2;
  10686. break;
  10687. }
  10688. break;
  10689. case HP_BASILICA:
  10690. if (unit->group->skill_id == HP_BASILICA)
  10691. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  10692. (*alive) = 0;
  10693. return 1;
  10694. }
  10695. break;
  10696. }
  10697. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  10698. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  10699. { //It deletes everything except songs/dances/traps
  10700. (*alive) = 0;
  10701. return 1;
  10702. }
  10703. return 0;
  10704. }
  10705. /*==========================================
  10706. *
  10707. *------------------------------------------*/
  10708. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  10709. {
  10710. struct mob_data* md;
  10711. struct unit_data*ud = unit_bl2ud(bl);
  10712. struct block_list *from_bl;
  10713. struct block_list *to_bl;
  10714. md = (struct mob_data*)bl;
  10715. from_bl = va_arg(ap,struct block_list *);
  10716. to_bl = va_arg(ap,struct block_list *);
  10717. if(ud && ud->target == from_bl->id)
  10718. ud->target = to_bl->id;
  10719. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  10720. md->target_id = to_bl->id;
  10721. return 0;
  10722. }
  10723. /*==========================================
  10724. *
  10725. *------------------------------------------*/
  10726. static int skill_trap_splash (struct block_list *bl, va_list ap)
  10727. {
  10728. struct block_list *src;
  10729. int tick;
  10730. struct skill_unit *unit;
  10731. struct skill_unit_group *sg;
  10732. struct block_list *ss;
  10733. src = va_arg(ap,struct block_list *);
  10734. unit = (struct skill_unit *)src;
  10735. tick = va_arg(ap,int);
  10736. if( !unit->alive || bl->prev == NULL )
  10737. return 0;
  10738. nullpo_ret(sg = unit->group);
  10739. nullpo_ret(ss = map_id2bl(sg->src_id));
  10740. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  10741. return 0;
  10742. switch(sg->unit_id){
  10743. case UNT_SHOCKWAVE:
  10744. case UNT_SANDMAN:
  10745. case UNT_FLASHER:
  10746. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  10747. break;
  10748. case UNT_GROUNDDRIFT_WIND:
  10749. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10750. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10751. break;
  10752. case UNT_GROUNDDRIFT_DARK:
  10753. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10754. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10755. break;
  10756. case UNT_GROUNDDRIFT_POISON:
  10757. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10758. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10759. break;
  10760. case UNT_GROUNDDRIFT_WATER:
  10761. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10762. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10763. break;
  10764. case UNT_GROUNDDRIFT_FIRE:
  10765. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10766. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  10767. break;
  10768. case UNT_ELECTRICSHOCKER:
  10769. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10770. break;
  10771. case UNT_FIRINGTRAP:
  10772. case UNT_ICEBOUNDTRAP:
  10773. case UNT_CLUSTERBOMB:
  10774. if(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10775. clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10776. break;
  10777. default:
  10778. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  10779. break;
  10780. }
  10781. return 1;
  10782. }
  10783. /*==========================================
  10784. *
  10785. *------------------------------------------*/
  10786. int skill_enchant_elemental_end (struct block_list *bl, int type)
  10787. {
  10788. struct status_change *sc;
  10789. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  10790. int i;
  10791. nullpo_ret(bl);
  10792. nullpo_ret(sc= status_get_sc(bl));
  10793. if (!sc->count) return 0;
  10794. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10795. if (type != scs[i] && sc->data[scs[i]])
  10796. status_change_end(bl, scs[i], INVALID_TIMER);
  10797. return 0;
  10798. }
  10799. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  10800. {
  10801. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10802. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10803. bool wall = true;
  10804. int i;
  10805. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  10806. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  10807. { //Check for walls.
  10808. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10809. if( i == 8 )
  10810. wall = false;
  10811. }
  10812. if( sce )
  10813. {
  10814. if( !wall )
  10815. {
  10816. if( sce->val1 < 3 ) //End cloaking.
  10817. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10818. else
  10819. if( sce->val4&1 )
  10820. { //Remove wall bonus
  10821. sce->val4&=~1;
  10822. status_calc_bl(bl,SCB_SPEED);
  10823. }
  10824. }
  10825. else
  10826. {
  10827. if( !(sce->val4&1) )
  10828. { //Add wall speed bonus
  10829. sce->val4|=1;
  10830. status_calc_bl(bl,SCB_SPEED);
  10831. }
  10832. }
  10833. }
  10834. return wall;
  10835. }
  10836. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  10837. {
  10838. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10839. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10840. bool wall = true;
  10841. int i;
  10842. if( bl->type == BL_PC )
  10843. { //Check for walls.
  10844. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10845. if( i == 8 )
  10846. wall = false;
  10847. }
  10848. if( sce )
  10849. {
  10850. if( !wall )
  10851. {
  10852. if( sce->val1 < 3 ) //End camouflage.
  10853. status_change_end(bl, SC_CAMOUFLAGE, -1);
  10854. else
  10855. if( sce->val3&1 )
  10856. { //Remove wall bonus
  10857. sce->val3&=~1;
  10858. status_calc_bl(bl,SCB_SPEED);
  10859. }
  10860. }
  10861. }
  10862. return wall;
  10863. }
  10864. /*==========================================
  10865. *
  10866. *------------------------------------------*/
  10867. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  10868. {
  10869. struct skill_unit *unit;
  10870. nullpo_retr(NULL, group);
  10871. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  10872. nullpo_retr(NULL, unit=&group->unit[idx]);
  10873. if(!unit->alive)
  10874. group->alive_count++;
  10875. unit->bl.id=map_get_new_object_id();
  10876. unit->bl.type=BL_SKILL;
  10877. unit->bl.m=group->map;
  10878. unit->bl.x=x;
  10879. unit->bl.y=y;
  10880. unit->group=group;
  10881. unit->alive=1;
  10882. unit->val1=val1;
  10883. unit->val2=val2;
  10884. idb_put(skillunit_db, unit->bl.id, unit);
  10885. map_addiddb(&unit->bl);
  10886. map_addblock(&unit->bl);
  10887. // perform oninit actions
  10888. switch (group->skill_id) {
  10889. case WZ_ICEWALL:
  10890. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  10891. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  10892. break;
  10893. case SA_LANDPROTECTOR:
  10894. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  10895. break;
  10896. case HP_BASILICA:
  10897. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  10898. break;
  10899. /**
  10900. * Ranger
  10901. **/
  10902. case RA_ELECTRICSHOCKER:
  10903. {
  10904. struct block_list* target = map_id2bl(group->val2);
  10905. if( target )
  10906. status_change_end(target, SC_ELECTRICSHOCKER, -1);
  10907. }
  10908. break;
  10909. default:
  10910. if (group->state.song_dance&0x1) //Check for dissonance.
  10911. skill_dance_overlap(unit, 1);
  10912. break;
  10913. }
  10914. clif_skill_setunit(unit);
  10915. return unit;
  10916. }
  10917. /*==========================================
  10918. *
  10919. *------------------------------------------*/
  10920. int skill_delunit (struct skill_unit* unit)
  10921. {
  10922. struct skill_unit_group *group;
  10923. nullpo_ret(unit);
  10924. if( !unit->alive )
  10925. return 0;
  10926. unit->alive=0;
  10927. nullpo_ret(group=unit->group);
  10928. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  10929. skill_dance_overlap(unit, 0);
  10930. // invoke onout event
  10931. if( !unit->range )
  10932. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  10933. // perform ondelete actions
  10934. switch (group->skill_id) {
  10935. case HT_ANKLESNARE:
  10936. {
  10937. struct block_list* target = map_id2bl(group->val2);
  10938. if( target )
  10939. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  10940. }
  10941. break;
  10942. case WZ_ICEWALL:
  10943. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  10944. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  10945. break;
  10946. case SA_LANDPROTECTOR:
  10947. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  10948. break;
  10949. case HP_BASILICA:
  10950. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  10951. break;
  10952. }
  10953. clif_skill_delunit(unit);
  10954. unit->group=NULL;
  10955. map_delblock(&unit->bl); // don't free yet
  10956. map_deliddb(&unit->bl);
  10957. idb_remove(skillunit_db, unit->bl.id);
  10958. if(--group->alive_count==0)
  10959. skill_delunitgroup(group);
  10960. return 0;
  10961. }
  10962. /*==========================================
  10963. *
  10964. *------------------------------------------*/
  10965. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  10966. /// Returns the target skill_unit_group or NULL if not found.
  10967. struct skill_unit_group* skill_id2group(int group_id)
  10968. {
  10969. return (struct skill_unit_group*)idb_get(group_db, group_id);
  10970. }
  10971. static int skill_unit_group_newid = MAX_SKILL_DB;
  10972. /// Returns a new group_id that isn't being used in group_db.
  10973. /// Fatal error if nothing is available.
  10974. static int skill_get_new_group_id(void)
  10975. {
  10976. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  10977. return skill_unit_group_newid++;// available
  10978. {// find next id
  10979. int base_id = skill_unit_group_newid;
  10980. while( base_id != ++skill_unit_group_newid )
  10981. {
  10982. if( skill_unit_group_newid < MAX_SKILL_DB )
  10983. skill_unit_group_newid = MAX_SKILL_DB;
  10984. if( skill_id2group(skill_unit_group_newid) == NULL )
  10985. return skill_unit_group_newid++;// available
  10986. }
  10987. // full loop, nothing available
  10988. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  10989. exit(1);
  10990. }
  10991. }
  10992. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  10993. {
  10994. struct unit_data* ud = unit_bl2ud( src );
  10995. struct skill_unit_group* group;
  10996. int i;
  10997. if(skillid <= 0 || skilllv <= 0) return 0;
  10998. nullpo_retr(NULL, src);
  10999. nullpo_retr(NULL, ud);
  11000. // find a free spot to store the new unit group
  11001. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  11002. if(i == MAX_SKILLUNITGROUP)
  11003. {
  11004. // array is full, make room by discarding oldest group
  11005. int j=0;
  11006. unsigned maxdiff=0,x,tick=gettick();
  11007. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  11008. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  11009. maxdiff=x;
  11010. j=i;
  11011. }
  11012. skill_delunitgroup(ud->skillunit[j]);
  11013. //Since elements must have shifted, we use the last slot.
  11014. i = MAX_SKILLUNITGROUP-1;
  11015. }
  11016. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  11017. group->src_id = src->id;
  11018. group->party_id = status_get_party_id(src);
  11019. group->guild_id = status_get_guild_id(src);
  11020. group->bg_id = bg_team_get_id(src);
  11021. group->group_id = skill_get_new_group_id();
  11022. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  11023. group->unit_count = count;
  11024. group->alive_count = 0;
  11025. group->val1 = 0;
  11026. group->val2 = 0;
  11027. group->val3 = 0;
  11028. group->skill_id = skillid;
  11029. group->skill_lv = skilllv;
  11030. group->unit_id = unit_id;
  11031. group->map = src->m;
  11032. group->limit = limit;
  11033. group->interval = interval;
  11034. group->tick = gettick();
  11035. group->valstr = NULL;
  11036. ud->skillunit[i] = group;
  11037. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  11038. group->tick += 1500;
  11039. idb_put(group_db, group->group_id, group);
  11040. return group;
  11041. }
  11042. /*==========================================
  11043. *
  11044. *------------------------------------------*/
  11045. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  11046. {
  11047. struct block_list* src;
  11048. struct unit_data *ud;
  11049. int i,j;
  11050. if( group == NULL )
  11051. {
  11052. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  11053. return 0;
  11054. }
  11055. src=map_id2bl(group->src_id);
  11056. ud = unit_bl2ud(src);
  11057. if(!src || !ud) {
  11058. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11059. return 0;
  11060. }
  11061. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  11062. {
  11063. struct status_change* sc = status_get_sc(src);
  11064. if (sc && sc->data[SC_DANCING])
  11065. {
  11066. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  11067. status_change_end(src, SC_DANCING, INVALID_TIMER);
  11068. }
  11069. }
  11070. // end Gospel's status change on 'src'
  11071. // (needs to be done when the group is deleted by other means than skill deactivation)
  11072. if (group->unit_id == UNT_GOSPEL) {
  11073. struct status_change *sc = status_get_sc(src);
  11074. if(sc && sc->data[SC_GOSPEL]) {
  11075. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  11076. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11077. }
  11078. }
  11079. switch( group->skill_id ) {
  11080. case SG_SUN_WARM:
  11081. case SG_MOON_WARM:
  11082. case SG_STAR_WARM:
  11083. {
  11084. struct status_change *sc = NULL;
  11085. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  11086. sc->data[SC_WARM]->val4 = 0;
  11087. status_change_end(src, SC_WARM, INVALID_TIMER);
  11088. }
  11089. }
  11090. break;
  11091. case NC_NEUTRALBARRIER:
  11092. {
  11093. struct status_change *sc = NULL;
  11094. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  11095. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  11096. status_change_end(src,SC_NEUTRALBARRIER_MASTER,-1);
  11097. }
  11098. }
  11099. break;
  11100. case NC_STEALTHFIELD:
  11101. {
  11102. struct status_change *sc = NULL;
  11103. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  11104. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  11105. status_change_end(src,SC_STEALTHFIELD_MASTER,-1);
  11106. }
  11107. }
  11108. break;
  11109. }
  11110. if (src->type==BL_PC && group->state.ammo_consume)
  11111. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  11112. group->alive_count=0;
  11113. // remove all unit cells
  11114. if(group->unit != NULL)
  11115. for( i = 0; i < group->unit_count; i++ )
  11116. skill_delunit(&group->unit[i]);
  11117. // clear Talkie-box string
  11118. if( group->valstr != NULL )
  11119. {
  11120. aFree(group->valstr);
  11121. group->valstr = NULL;
  11122. }
  11123. idb_remove(group_db, group->group_id);
  11124. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  11125. group->unit=NULL;
  11126. group->group_id=0;
  11127. group->unit_count=0;
  11128. // locate this group, swap with the last entry and delete it
  11129. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  11130. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  11131. if( i < MAX_SKILLUNITGROUP )
  11132. {
  11133. ud->skillunit[i] = ud->skillunit[j];
  11134. ud->skillunit[j] = NULL;
  11135. ers_free(skill_unit_ers, group);
  11136. }
  11137. else
  11138. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11139. return 1;
  11140. }
  11141. /*==========================================
  11142. *
  11143. *------------------------------------------*/
  11144. int skill_clear_unitgroup (struct block_list *src)
  11145. {
  11146. struct unit_data *ud = unit_bl2ud(src);
  11147. nullpo_ret(ud);
  11148. while (ud->skillunit[0])
  11149. skill_delunitgroup(ud->skillunit[0]);
  11150. return 1;
  11151. }
  11152. /*==========================================
  11153. *
  11154. *------------------------------------------*/
  11155. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  11156. {
  11157. int i,j=-1,k,s,id;
  11158. struct unit_data *ud;
  11159. struct skill_unit_group_tickset *set;
  11160. nullpo_ret(bl);
  11161. if (group->interval==-1)
  11162. return NULL;
  11163. ud = unit_bl2ud(bl);
  11164. if (!ud) return NULL;
  11165. set = ud->skillunittick;
  11166. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  11167. id = s = group->skill_id;
  11168. else
  11169. id = s = group->group_id;
  11170. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  11171. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  11172. if (set[k].id == id)
  11173. return &set[k];
  11174. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  11175. j=k;
  11176. }
  11177. if (j == -1) {
  11178. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  11179. j = id % MAX_SKILLUNITGROUPTICKSET;
  11180. }
  11181. set[j].id = id;
  11182. set[j].tick = tick;
  11183. return &set[j];
  11184. }
  11185. /*==========================================
  11186. *
  11187. *------------------------------------------*/
  11188. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  11189. {
  11190. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  11191. struct skill_unit_group* group = unit->group;
  11192. unsigned int tick = va_arg(ap,unsigned int);
  11193. if( !unit->alive || bl->prev == NULL )
  11194. return 0;
  11195. nullpo_ret(group);
  11196. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  11197. return 0; //AoE skills are ineffective. [Skotlex]
  11198. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  11199. return 0;
  11200. skill_unit_onplace_timer(unit,bl,tick);
  11201. return 1;
  11202. }
  11203. /*==========================================
  11204. *
  11205. *------------------------------------------*/
  11206. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  11207. {
  11208. struct skill_unit* unit = (struct skill_unit*)data;
  11209. struct skill_unit_group* group = unit->group;
  11210. unsigned int tick = va_arg(ap,unsigned int);
  11211. bool dissonance;
  11212. struct block_list* bl = &unit->bl;
  11213. if( !unit->alive )
  11214. return 0;
  11215. nullpo_ret(group);
  11216. // check for expiration
  11217. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  11218. {// skill unit expired (inlined from skill_unit_onlimit())
  11219. switch( group->unit_id )
  11220. {
  11221. case UNT_BLASTMINE:
  11222. case UNT_GROUNDDRIFT_WIND:
  11223. case UNT_GROUNDDRIFT_DARK:
  11224. case UNT_GROUNDDRIFT_POISON:
  11225. case UNT_GROUNDDRIFT_WATER:
  11226. case UNT_GROUNDDRIFT_FIRE:
  11227. group->unit_id = UNT_USED_TRAPS;
  11228. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  11229. group->limit=DIFF_TICK(tick+1500,group->tick);
  11230. unit->limit=DIFF_TICK(tick+1500,group->tick);
  11231. break;
  11232. case UNT_ANKLESNARE:
  11233. if( group->val2 > 0 ) {
  11234. // Used Trap don't returns back to item
  11235. skill_delunit(unit);
  11236. break;
  11237. }
  11238. case UNT_SKIDTRAP:
  11239. case UNT_LANDMINE:
  11240. case UNT_SHOCKWAVE:
  11241. case UNT_SANDMAN:
  11242. case UNT_FLASHER:
  11243. case UNT_FREEZINGTRAP:
  11244. case UNT_CLAYMORETRAP:
  11245. case UNT_TALKIEBOX:
  11246. case UNT_CLUSTERBOMB:
  11247. case UNT_MAGENTATRAP:
  11248. case UNT_COBALTTRAP:
  11249. case UNT_MAIZETRAP:
  11250. case UNT_VERDURETRAP:
  11251. case UNT_FIRINGTRAP:
  11252. case UNT_ICEBOUNDTRAP:
  11253. {
  11254. struct block_list* src;
  11255. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  11256. { // revert unit back into a trap
  11257. struct item item_tmp;
  11258. memset(&item_tmp,0,sizeof(item_tmp));
  11259. item_tmp.nameid = ITEMID_TRAP;
  11260. item_tmp.identify = 1;
  11261. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  11262. }
  11263. skill_delunit(unit);
  11264. }
  11265. break;
  11266. case UNT_WARP_ACTIVE:
  11267. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  11268. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  11269. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  11270. // restart timers
  11271. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  11272. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  11273. // apply effect to all units standing on it
  11274. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11275. break;
  11276. case UNT_CALLFAMILY:
  11277. {
  11278. struct map_session_data *sd = NULL;
  11279. if(group->val1) {
  11280. sd = map_charid2sd(group->val1);
  11281. group->val1 = 0;
  11282. if (sd && !map[sd->bl.m].flag.nowarp)
  11283. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11284. }
  11285. if(group->val2) {
  11286. sd = map_charid2sd(group->val2);
  11287. group->val2 = 0;
  11288. if (sd && !map[sd->bl.m].flag.nowarp)
  11289. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11290. }
  11291. skill_delunit(unit);
  11292. }
  11293. break;
  11294. default:
  11295. skill_delunit(unit);
  11296. }
  11297. }
  11298. else
  11299. {// skill unit is still active
  11300. switch( group->unit_id )
  11301. {
  11302. case UNT_ICEWALL:
  11303. // icewall loses 50 hp every second
  11304. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  11305. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  11306. unit->limit = DIFF_TICK(tick+700,group->tick);
  11307. break;
  11308. case UNT_SKIDTRAP:
  11309. case UNT_LANDMINE:
  11310. case UNT_SHOCKWAVE:
  11311. case UNT_SANDMAN:
  11312. case UNT_FLASHER:
  11313. case UNT_FREEZINGTRAP:
  11314. case UNT_TALKIEBOX:
  11315. case UNT_ANKLESNARE:
  11316. /**
  11317. * Ranger
  11318. **/
  11319. case UNT_ELECTRICSHOCKER:
  11320. case UNT_CLUSTERBOMB:
  11321. if( unit->val1 <= 0 ) {
  11322. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  11323. skill_delunit(unit);
  11324. else {
  11325. group->unit_id = UNT_USED_TRAPS;
  11326. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  11327. }
  11328. }
  11329. break;
  11330. }
  11331. }
  11332. //Don't continue if unit or even group is expired and has been deleted.
  11333. if( !group || !unit->alive )
  11334. return 0;
  11335. dissonance = skill_dance_switch(unit, 0);
  11336. if( unit->range >= 0 && group->interval != -1 )
  11337. {
  11338. if( battle_config.skill_wall_check )
  11339. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11340. else
  11341. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11342. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  11343. group->unit_id = UNT_USED_TRAPS;
  11344. if( group->unit_id == UNT_TATAMIGAESHI )
  11345. {
  11346. unit->range = -1; //Disable processed cell.
  11347. if (--group->val1 <= 0) // number of live cells
  11348. { //All tiles were processed, disable skill.
  11349. group->target_flag=BCT_NOONE;
  11350. group->bl_flag= BL_NUL;
  11351. }
  11352. }
  11353. }
  11354. if( dissonance ) skill_dance_switch(unit, 1);
  11355. return 0;
  11356. }
  11357. /*==========================================
  11358. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  11359. *------------------------------------------*/
  11360. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  11361. {
  11362. map_freeblock_lock();
  11363. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  11364. map_freeblock_unlock();
  11365. return 0;
  11366. }
  11367. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  11368. /*==========================================
  11369. *
  11370. *------------------------------------------*/
  11371. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  11372. {
  11373. struct skill_unit* unit = (struct skill_unit *)bl;
  11374. struct skill_unit_group* group = unit->group;
  11375. struct block_list* target = va_arg(ap,struct block_list*);
  11376. unsigned int tick = va_arg(ap,unsigned int);
  11377. int flag = va_arg(ap,int);
  11378. bool dissonance;
  11379. int skill_id;
  11380. int i;
  11381. nullpo_ret(group);
  11382. if( !unit->alive || target->prev == NULL )
  11383. return 0;
  11384. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  11385. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  11386. dissonance = skill_dance_switch(unit, 0);
  11387. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11388. skill_id = unit->group->skill_id;
  11389. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  11390. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  11391. if( dissonance ) skill_dance_switch(unit, 1);
  11392. return 0;
  11393. }
  11394. //Target-type check.
  11395. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  11396. {
  11397. if( group->src_id == target->id && group->state.song_dance&0x2 )
  11398. { //Ensemble check to see if they went out/in of the area [Skotlex]
  11399. if( flag&1 )
  11400. {
  11401. if( flag&2 )
  11402. { //Clear this skill id.
  11403. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  11404. if( i < ARRAYLENGTH(skill_unit_temp) )
  11405. skill_unit_temp[i] = 0;
  11406. }
  11407. }
  11408. else
  11409. {
  11410. if( flag&2 )
  11411. { //Store this skill id.
  11412. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11413. if( i < ARRAYLENGTH(skill_unit_temp) )
  11414. skill_unit_temp[i] = skill_id;
  11415. else
  11416. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11417. }
  11418. }
  11419. if( flag&4 )
  11420. skill_unit_onleft(skill_id,target,tick);
  11421. }
  11422. if( dissonance ) skill_dance_switch(unit, 1);
  11423. return 0;
  11424. }
  11425. else
  11426. {
  11427. if( flag&1 )
  11428. {
  11429. int result = skill_unit_onplace(unit,target,tick);
  11430. if( flag&2 && result )
  11431. { //Clear skill ids we have stored in onout.
  11432. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  11433. if( i < ARRAYLENGTH(skill_unit_temp) )
  11434. skill_unit_temp[i] = 0;
  11435. }
  11436. }
  11437. else
  11438. {
  11439. int result = skill_unit_onout(unit,target,tick);
  11440. if( flag&2 && result )
  11441. { //Store this unit id.
  11442. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11443. if( i < ARRAYLENGTH(skill_unit_temp) )
  11444. skill_unit_temp[i] = skill_id;
  11445. else
  11446. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11447. }
  11448. }
  11449. //TODO: Normally, this is dangerous since the unit and group could be freed
  11450. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  11451. //cells do not get deleted within them. [Skotlex]
  11452. if( dissonance ) skill_dance_switch(unit, 1);
  11453. if( flag&4 )
  11454. skill_unit_onleft(skill_id,target,tick);
  11455. return 1;
  11456. }
  11457. }
  11458. /*==========================================
  11459. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  11460. * Flag values:
  11461. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  11462. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  11463. * units to figure out when they have left a group.
  11464. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  11465. *------------------------------------------*/
  11466. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  11467. {
  11468. nullpo_ret(bl);
  11469. if( bl->prev == NULL )
  11470. return 0;
  11471. if( flag&2 && !(flag&1) )
  11472. { //Onout, clear data
  11473. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  11474. }
  11475. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  11476. if( flag&2 && flag&1 )
  11477. { //Onplace, check any skill units you have left.
  11478. int i;
  11479. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  11480. if( skill_unit_temp[i] )
  11481. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  11482. }
  11483. return 0;
  11484. }
  11485. /*==========================================
  11486. *
  11487. *------------------------------------------*/
  11488. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  11489. {
  11490. int i,j;
  11491. unsigned int tick = gettick();
  11492. int *m_flag;
  11493. struct skill_unit *unit1;
  11494. struct skill_unit *unit2;
  11495. if (group == NULL)
  11496. return 0;
  11497. if (group->unit_count<=0)
  11498. return 0;
  11499. if (group->unit==NULL)
  11500. return 0;
  11501. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  11502. return 0; //Ensembles may not be moved around.
  11503. if( group->unit_id == UNT_ICEWALL )
  11504. return 0; //Icewalls don't get knocked back
  11505. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  11506. // m_flag
  11507. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  11508. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  11509. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  11510. // 3: Both 1+2.
  11511. for(i=0;i<group->unit_count;i++){
  11512. unit1=&group->unit[i];
  11513. if (!unit1->alive || unit1->bl.m!=m)
  11514. continue;
  11515. for(j=0;j<group->unit_count;j++){
  11516. unit2=&group->unit[j];
  11517. if (!unit2->alive)
  11518. continue;
  11519. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  11520. m_flag[i] |= 0x1;
  11521. }
  11522. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  11523. m_flag[i] |= 0x2;
  11524. }
  11525. }
  11526. }
  11527. j = 0;
  11528. for (i=0;i<group->unit_count;i++) {
  11529. unit1=&group->unit[i];
  11530. if (!unit1->alive)
  11531. continue;
  11532. if (!(m_flag[i]&0x2)) {
  11533. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  11534. skill_dance_overlap(unit1, 0);
  11535. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  11536. }
  11537. //Move Cell using "smart" criteria (avoid useless moving around)
  11538. switch(m_flag[i])
  11539. {
  11540. case 0:
  11541. //Cell moves independently, safely move it.
  11542. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  11543. break;
  11544. case 1:
  11545. //Cell moves unto another cell, look for a replacement cell that won't collide
  11546. //and has no cell moving into it (flag == 2)
  11547. for(;j<group->unit_count;j++)
  11548. {
  11549. if(m_flag[j]!=2 || !group->unit[j].alive)
  11550. continue;
  11551. //Move to where this cell would had moved.
  11552. unit2 = &group->unit[j];
  11553. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  11554. j++; //Skip this cell as we have used it.
  11555. break;
  11556. }
  11557. break;
  11558. case 2:
  11559. case 3:
  11560. break; //Don't move the cell as a cell will end on this tile anyway.
  11561. }
  11562. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  11563. if (group->state.song_dance&0x1) //Check for dissonance effect.
  11564. skill_dance_overlap(unit1, 1);
  11565. clif_skill_setunit(unit1);
  11566. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  11567. }
  11568. }
  11569. aFree(m_flag);
  11570. return 0;
  11571. }
  11572. /*==========================================
  11573. *
  11574. *------------------------------------------*/
  11575. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  11576. {
  11577. int i,j;
  11578. nullpo_ret(sd);
  11579. if(nameid<=0)
  11580. return 0;
  11581. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  11582. if(skill_produce_db[i].nameid == nameid )
  11583. break;
  11584. }
  11585. if( i >= MAX_SKILL_PRODUCE_DB )
  11586. return 0;
  11587. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  11588. {// cannot carry the produced stuff
  11589. return 0;
  11590. }
  11591. if(trigger>=0){
  11592. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  11593. if(skill_produce_db[i].itemlv!=trigger)
  11594. return 0;
  11595. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  11596. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  11597. return 0;
  11598. } else { // Weapon (itemlv must be higher or equal)
  11599. if(skill_produce_db[i].itemlv>trigger)
  11600. return 0;
  11601. }
  11602. }
  11603. if((j=skill_produce_db[i].req_skill)>0 &&
  11604. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  11605. return 0;
  11606. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  11607. int id,x,y;
  11608. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  11609. continue;
  11610. if(skill_produce_db[i].mat_amount[j] <= 0) {
  11611. if(pc_search_inventory(sd,id) < 0)
  11612. return 0;
  11613. }
  11614. else {
  11615. for(y=0,x=0;y<MAX_INVENTORY;y++)
  11616. if( sd->status.inventory[y].nameid == id )
  11617. x+=sd->status.inventory[y].amount;
  11618. if(x<qty*skill_produce_db[i].mat_amount[j])
  11619. return 0;
  11620. }
  11621. }
  11622. return i+1;
  11623. }
  11624. /*==========================================
  11625. *
  11626. *------------------------------------------*/
  11627. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  11628. {
  11629. int slot[3];
  11630. int i,sc,ele,idx,equip,wlv,make_per,flag;
  11631. int num = -1; // exclude the recipe
  11632. struct status_data *status;
  11633. nullpo_ret(sd);
  11634. status = status_get_status_data(&sd->bl);
  11635. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  11636. return 0;
  11637. idx--;
  11638. if (qty < 1)
  11639. qty = 1;
  11640. if (!skill_id) //A skill can be specified for some override cases.
  11641. skill_id = skill_produce_db[idx].req_skill;
  11642. if( skill_id == GC_RESEARCHNEWPOISON )
  11643. skill_id = GC_CREATENEWPOISON;
  11644. slot[0]=slot1;
  11645. slot[1]=slot2;
  11646. slot[2]=slot3;
  11647. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  11648. int j;
  11649. if( slot[i]<=0 )
  11650. continue;
  11651. j = pc_search_inventory(sd,slot[i]);
  11652. if(j < 0)
  11653. continue;
  11654. if(slot[i]==1000){ /* Star Crumb */
  11655. pc_delitem(sd,j,1,1,0);
  11656. sc++;
  11657. }
  11658. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  11659. static const int ele_table[4]={3,1,4,2};
  11660. pc_delitem(sd,j,1,1,0);
  11661. ele=ele_table[slot[i]-994];
  11662. }
  11663. }
  11664. if( skill_id == RK_RUNEMASTERY ) {
  11665. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  11666. if( skill_lv == 10 ) temp_qty = 1 + rand()%3;
  11667. else if( skill_lv > 5 ) temp_qty = 1 + rand()%2;
  11668. else temp_qty = 1;
  11669. for( i = 0; i < MAX_INVENTORY; i++ ) {
  11670. if( sd->status.inventory[i].nameid == nameid ) {
  11671. if( sd->status.inventory[i].amount >= MAX_RUNE ) {
  11672. clif_msgtable(sd->fd,0x61b);
  11673. return 0;
  11674. } else {
  11675. /**
  11676. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  11677. **/
  11678. if( temp_qty + sd->status.inventory[i].amount >= MAX_RUNE )
  11679. temp_qty = MAX_RUNE - sd->status.inventory[i].amount;
  11680. }
  11681. break;
  11682. }
  11683. }
  11684. qty = temp_qty;
  11685. }
  11686. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  11687. int j,id,x;
  11688. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  11689. continue;
  11690. num++;
  11691. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  11692. do{
  11693. int y=0;
  11694. j = pc_search_inventory(sd,id);
  11695. if(j >= 0){
  11696. y = sd->status.inventory[j].amount;
  11697. if(y>x)y=x;
  11698. pc_delitem(sd,j,y,0,0);
  11699. } else
  11700. ShowError("skill_produce_mix: material item error\n");
  11701. x-=y;
  11702. }while( j>=0 && x>0 );
  11703. }
  11704. if((equip=itemdb_isequip(nameid)))
  11705. wlv = itemdb_wlv(nameid);
  11706. if(!equip) {
  11707. switch(skill_id){
  11708. case BS_IRON:
  11709. case BS_STEEL:
  11710. case BS_ENCHANTEDSTONE:
  11711. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  11712. i = pc_checkskill(sd,skill_id);
  11713. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  11714. switch(nameid){
  11715. case 998: // Iron
  11716. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  11717. break;
  11718. case 999: // Steel
  11719. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  11720. break;
  11721. case 1000: //Star Crumb
  11722. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  11723. break;
  11724. default: // Enchanted Stones
  11725. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  11726. break;
  11727. }
  11728. break;
  11729. case ASC_CDP:
  11730. make_per = (2000 + 40*status->dex + 20*status->luk);
  11731. break;
  11732. case AL_HOLYWATER:
  11733. /**
  11734. * Arch Bishop
  11735. **/
  11736. case AB_ANCILLA:
  11737. make_per = 100000; //100% success
  11738. break;
  11739. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  11740. case AM_TWILIGHT1:
  11741. case AM_TWILIGHT2:
  11742. case AM_TWILIGHT3:
  11743. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  11744. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  11745. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  11746. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  11747. int skill;
  11748. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  11749. make_per += skill*100; //+1% bonus per level
  11750. }
  11751. switch(nameid){
  11752. case 501: // Red Potion
  11753. case 503: // Yellow Potion
  11754. case 504: // White Potion
  11755. make_per += (1+rand()%100)*10 + 2000;
  11756. break;
  11757. case 970: // Alcohol
  11758. make_per += (1+rand()%100)*10 + 1000;
  11759. break;
  11760. case 7135: // Bottle Grenade
  11761. case 7136: // Acid Bottle
  11762. case 7137: // Plant Bottle
  11763. case 7138: // Marine Sphere Bottle
  11764. make_per += (1+rand()%100)*10;
  11765. break;
  11766. case 546: // Condensed Yellow Potion
  11767. make_per -= (1+rand()%50)*10;
  11768. break;
  11769. case 547: // Condensed White Potion
  11770. case 7139: // Glistening Coat
  11771. make_per -= (1+rand()%100)*10;
  11772. break;
  11773. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  11774. case 505: // Blue Potion
  11775. case 545: // Condensed Red Potion
  11776. case 605: // Anodyne
  11777. case 606: // Aloevera
  11778. default:
  11779. break;
  11780. }
  11781. if(battle_config.pp_rate != 100)
  11782. make_per = make_per * battle_config.pp_rate / 100;
  11783. break;
  11784. case SA_CREATECON: // Elemental Converter Creation
  11785. make_per = 100000; // should be 100% success rate
  11786. break;
  11787. /**
  11788. * Rune Knight
  11789. **/
  11790. case RK_RUNEMASTERY:
  11791. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  11792. break;
  11793. /**
  11794. * Guilotine Cross
  11795. **/
  11796. case GC_CREATENEWPOISON:
  11797. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11798. qty = 1+rand()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11799. break;
  11800. default:
  11801. if (sd->menuskill_id == AM_PHARMACY &&
  11802. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  11803. { //Assume Cooking Dish
  11804. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  11805. make_per = 10000; //100% Success
  11806. else
  11807. make_per = 1200 * (sd->menuskill_val - 10)
  11808. + 20 * (sd->status.base_level + 1)
  11809. + 20 * (status->dex + 1)
  11810. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  11811. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  11812. - 10 * (100 - status->luk + 1)
  11813. - 500 * (num - 1)
  11814. - 100 * (rand()%4 + 1);
  11815. break;
  11816. }
  11817. make_per = 5000;
  11818. break;
  11819. }
  11820. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  11821. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  11822. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  11823. 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
  11824. 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
  11825. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  11826. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  11827. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  11828. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  11829. if(battle_config.wp_rate != 100)
  11830. make_per = make_per * battle_config.wp_rate / 100;
  11831. }
  11832. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  11833. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  11834. if(make_per < 1) make_per = 1;
  11835. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  11836. struct item tmp_item;
  11837. memset(&tmp_item,0,sizeof(tmp_item));
  11838. tmp_item.nameid=nameid;
  11839. tmp_item.amount=1;
  11840. tmp_item.identify=1;
  11841. if(equip){
  11842. tmp_item.card[0]=CARD0_FORGE;
  11843. tmp_item.card[1]=((sc*5)<<8)+ele;
  11844. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  11845. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  11846. } else {
  11847. //Flag is only used on the end, so it can be used here. [Skotlex]
  11848. switch (skill_id) {
  11849. case BS_DAGGER:
  11850. case BS_SWORD:
  11851. case BS_TWOHANDSWORD:
  11852. case BS_AXE:
  11853. case BS_MACE:
  11854. case BS_KNUCKLE:
  11855. case BS_SPEAR:
  11856. flag = battle_config.produce_item_name_input&0x1;
  11857. break;
  11858. case AM_PHARMACY:
  11859. case AM_TWILIGHT1:
  11860. case AM_TWILIGHT2:
  11861. case AM_TWILIGHT3:
  11862. flag = battle_config.produce_item_name_input&0x2;
  11863. break;
  11864. case AL_HOLYWATER:
  11865. /**
  11866. * Arch Bishop
  11867. **/
  11868. case AB_ANCILLA:
  11869. flag = battle_config.produce_item_name_input&0x8;
  11870. break;
  11871. case ASC_CDP:
  11872. flag = battle_config.produce_item_name_input&0x10;
  11873. break;
  11874. default:
  11875. flag = battle_config.produce_item_name_input&0x80;
  11876. break;
  11877. }
  11878. if (flag) {
  11879. tmp_item.card[0]=CARD0_CREATE;
  11880. tmp_item.card[1]=0;
  11881. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  11882. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  11883. }
  11884. }
  11885. // if(log_config.produce > 0)
  11886. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  11887. //TODO update PICKLOG
  11888. if(equip){
  11889. clif_produceeffect(sd,0,nameid);
  11890. clif_misceffect(&sd->bl,3);
  11891. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  11892. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  11893. } else {
  11894. int fame = 0;
  11895. tmp_item.amount = 0;
  11896. for (i=0; i< qty; i++)
  11897. { //Apply quantity modifiers.
  11898. if (rand()%10000 < make_per || qty == 1)
  11899. { //Success
  11900. tmp_item.amount++;
  11901. if(nameid < 545 || nameid > 547)
  11902. continue;
  11903. if(skill_id != AM_PHARMACY &&
  11904. skill_id != AM_TWILIGHT1 &&
  11905. skill_id != AM_TWILIGHT2 &&
  11906. skill_id != AM_TWILIGHT3)
  11907. continue;
  11908. //Add fame as needed.
  11909. switch(++sd->potion_success_counter) {
  11910. case 3:
  11911. fame+=1; // Success to prepare 3 Condensed Potions in a row
  11912. break;
  11913. case 5:
  11914. fame+=3; // Success to prepare 5 Condensed Potions in a row
  11915. break;
  11916. case 7:
  11917. fame+=10; // Success to prepare 7 Condensed Potions in a row
  11918. break;
  11919. case 10:
  11920. fame+=50; // Success to prepare 10 Condensed Potions in a row
  11921. sd->potion_success_counter = 0;
  11922. break;
  11923. }
  11924. } else //Failure
  11925. sd->potion_success_counter = 0;
  11926. }
  11927. if (fame)
  11928. pc_addfame(sd,fame);
  11929. //Visual effects and the like.
  11930. switch (skill_id) {
  11931. case AM_PHARMACY:
  11932. case AM_TWILIGHT1:
  11933. case AM_TWILIGHT2:
  11934. case AM_TWILIGHT3:
  11935. case ASC_CDP:
  11936. clif_produceeffect(sd,2,nameid);
  11937. clif_misceffect(&sd->bl,5);
  11938. break;
  11939. case BS_IRON:
  11940. case BS_STEEL:
  11941. case BS_ENCHANTEDSTONE:
  11942. clif_produceeffect(sd,0,nameid);
  11943. clif_misceffect(&sd->bl,3);
  11944. break;
  11945. case RK_RUNEMASTERY:
  11946. case GC_CREATENEWPOISON:
  11947. clif_produceeffect(sd,2,nameid);
  11948. clif_misceffect(&sd->bl,5);
  11949. break;
  11950. default: //Those that don't require a skill?
  11951. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  11952. { //Cooking items.
  11953. clif_specialeffect(&sd->bl, 608, AREA);
  11954. if( sd->cook_mastery < 1999 )
  11955. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  11956. }
  11957. break;
  11958. }
  11959. }
  11960. if (tmp_item.amount) { //Success
  11961. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  11962. clif_additem(sd,0,0,flag);
  11963. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  11964. }
  11965. return 1;
  11966. }
  11967. }
  11968. //Failure
  11969. // if(log_config.produce)
  11970. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  11971. //TODO update PICKLOG
  11972. if(equip){
  11973. clif_produceeffect(sd,1,nameid);
  11974. clif_misceffect(&sd->bl,2);
  11975. } else {
  11976. switch (skill_id) {
  11977. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  11978. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  11979. case AM_PHARMACY:
  11980. case AM_TWILIGHT1:
  11981. case AM_TWILIGHT2:
  11982. case AM_TWILIGHT3:
  11983. clif_produceeffect(sd,3,nameid);
  11984. clif_misceffect(&sd->bl,6);
  11985. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  11986. break;
  11987. case BS_IRON:
  11988. case BS_STEEL:
  11989. case BS_ENCHANTEDSTONE:
  11990. clif_produceeffect(sd,1,nameid);
  11991. clif_misceffect(&sd->bl,2);
  11992. break;
  11993. case RK_RUNEMASTERY:
  11994. case GC_CREATENEWPOISON:
  11995. clif_produceeffect(sd,3,nameid);
  11996. clif_misceffect(&sd->bl,6);
  11997. break;
  11998. default:
  11999. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  12000. { //Cooking items.
  12001. clif_specialeffect(&sd->bl, 609, AREA);
  12002. if( sd->cook_mastery > 0 )
  12003. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  12004. }
  12005. }
  12006. }
  12007. return 0;
  12008. }
  12009. int skill_arrow_create (struct map_session_data *sd, int nameid)
  12010. {
  12011. int i,j,flag,index=-1;
  12012. struct item tmp_item;
  12013. nullpo_ret(sd);
  12014. if(nameid <= 0)
  12015. return 1;
  12016. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  12017. if(nameid == skill_arrow_db[i].nameid) {
  12018. index = i;
  12019. break;
  12020. }
  12021. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  12022. return 1;
  12023. pc_delitem(sd,j,1,0,0);
  12024. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  12025. memset(&tmp_item,0,sizeof(tmp_item));
  12026. tmp_item.identify = 1;
  12027. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  12028. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  12029. if(battle_config.produce_item_name_input&0x4) {
  12030. tmp_item.card[0]=CARD0_CREATE;
  12031. tmp_item.card[1]=0;
  12032. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12033. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12034. }
  12035. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  12036. continue;
  12037. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  12038. clif_additem(sd,0,0,flag);
  12039. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12040. }
  12041. }
  12042. return 0;
  12043. }
  12044. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  12045. sc_type type;
  12046. int t_lv = 0, chance, i;
  12047. nullpo_ret(sd);
  12048. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0) ) {
  12049. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12050. return 0;
  12051. }
  12052. switch( nameid )
  12053. { // t_lv used to take duration from skill_get_time2
  12054. case PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break;
  12055. case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break;
  12056. case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break;
  12057. case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break;
  12058. case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break;
  12059. case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break;
  12060. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
  12061. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
  12062. default:
  12063. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12064. return 0;
  12065. }
  12066. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  12067. sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));
  12068. return 0;
  12069. }
  12070. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  12071. int x, y, i, class_, skill;
  12072. struct mob_data *md;
  12073. nullpo_ret(sd);
  12074. skill = sd->menuskill_val;
  12075. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0) )
  12076. {
  12077. clif_skill_fail(sd,NC_MAGICDECOY,0,0);
  12078. return 0;
  12079. }
  12080. // Spawn Position
  12081. pc_delitem(sd,i,1,0,0);
  12082. x = sd->sc.comet_x;
  12083. y = sd->sc.comet_y;
  12084. sd->sc.comet_x = sd->sc.comet_y = 0;
  12085. sd->menuskill_val = 0;
  12086. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  12087. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  12088. if( md ) {
  12089. md->master_id = sd->bl.id;
  12090. md->special_state.ai = 3;
  12091. if( md->deletetimer != INVALID_TIMER )
  12092. delete_timer(md->deletetimer, mob_timer_delete);
  12093. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  12094. mob_spawn(md);
  12095. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  12096. }
  12097. return 0;
  12098. }
  12099. // Warlock Spellbooks. [LimitLine/3CeAM]
  12100. int skill_spellbook (struct map_session_data *sd, int nameid) {
  12101. int i, j, points, skillid, preserved = 0, max_preserve;
  12102. nullpo_ret(sd);
  12103. if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,-1);
  12104. if( nameid <= 0 ) return 0;
  12105. if( pc_search_inventory(sd,nameid) < 0 )
  12106. { // User with no item on inventory
  12107. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12108. return 0;
  12109. }
  12110. ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
  12111. if( j == MAX_SPELLBOOK )
  12112. { // No more free slots
  12113. clif_skill_fail(sd,WL_READING_SB,0x35,0);
  12114. return 0;
  12115. }
  12116. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  12117. if( i == MAX_SKILL_SPELLBOOK_DB )
  12118. { // Fake nameid
  12119. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12120. return 0;
  12121. }
  12122. skillid = skill_spellbook_db[i].skillid;
  12123. points = skill_spellbook_db[i].points;
  12124. if( !pc_checkskill(sd,skillid) )
  12125. { // User don't know the skill
  12126. sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB)));
  12127. clif_skill_fail(sd,WL_READING_SB,0x34,0);
  12128. return 0;
  12129. }
  12130. max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  12131. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  12132. preserved += sd->rsb[i].points;
  12133. if( preserved + points >= max_preserve )
  12134. { // No more free points
  12135. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12136. return 0;
  12137. }
  12138. sd->rsb[j].skillid = skillid;
  12139. sd->rsb[j].level = pc_checkskill(sd,skillid);
  12140. sd->rsb[j].points = points;
  12141. sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);
  12142. return 1;
  12143. }
  12144. /*==========================================
  12145. *
  12146. *------------------------------------------*/
  12147. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  12148. {
  12149. struct map_session_data *sd = map_id2sd(id);
  12150. struct skill_cd * cd = NULL;
  12151. if (data <= 0 || data >= MAX_SKILL)
  12152. return 0;
  12153. if (!sd) return 0;
  12154. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  12155. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12156. int i,cursor;
  12157. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  12158. cd->duration[cursor] = 0;
  12159. cd->skidx[cursor] = 0;
  12160. cd->nameid[cursor] = 0;
  12161. // compact the cool down list
  12162. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  12163. if( cd->duration[i] == 0 )
  12164. continue;
  12165. if( cursor != i ) {
  12166. cd->duration[cursor] = cd->duration[i];
  12167. cd->skidx[cursor] = cd->skidx[i];
  12168. cd->nameid[cursor] = cd->nameid[i];
  12169. }
  12170. cursor++;
  12171. }
  12172. if( cursor == 0 ) {
  12173. idb_remove(skillcd_db,sd->status.char_id);
  12174. aFree(cd);
  12175. } else
  12176. cd->cursor = cursor;
  12177. }
  12178. sd->blockskill[data] = 0;
  12179. return 1;
  12180. }
  12181. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  12182. {
  12183. struct skill_cd * cd = NULL;
  12184. int oskillid = skillid;
  12185. nullpo_retr (-1, sd);
  12186. skillid = skill_get_index(skillid);
  12187. if (skillid == 0)
  12188. return -1;
  12189. if (tick < 1) {
  12190. sd->blockskill[skillid] = 0;
  12191. return -1;
  12192. }
  12193. if( battle_config.display_status_timers )
  12194. clif_skill_cooldown(sd, skillid, tick);
  12195. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12196. CREATE(cd,struct skill_cd,1);
  12197. idb_put(skillcd_db, sd->status.char_id, cd);
  12198. }
  12199. cd->duration[cd->cursor] = tick;
  12200. cd->skidx[cd->cursor] = skillid;
  12201. cd->nameid[cd->cursor] = oskillid;
  12202. cd->cursor++;
  12203. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  12204. return 0;
  12205. }
  12206. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12207. {
  12208. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  12209. if (data <= 0 || data >= MAX_SKILL)
  12210. return 0;
  12211. if (hd) hd->blockskill[data] = 0;
  12212. return 1;
  12213. }
  12214. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  12215. {
  12216. nullpo_retr (-1, hd);
  12217. skillid = skill_get_index(skillid);
  12218. if (skillid == 0)
  12219. return -1;
  12220. if (tick < 1) {
  12221. hd->blockskill[skillid] = 0;
  12222. return -1;
  12223. }
  12224. hd->blockskill[skillid] = 1;
  12225. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  12226. }
  12227. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12228. {
  12229. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  12230. if( data <= 0 || data >= MAX_SKILL )
  12231. return 0;
  12232. if( md ) md->blockskill[data] = 0;
  12233. return 1;
  12234. }
  12235. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  12236. {
  12237. nullpo_retr (-1, md);
  12238. if( (skillid = skill_get_index(skillid)) == 0 )
  12239. return -1;
  12240. if( tick < 1 )
  12241. {
  12242. md->blockskill[skillid] = 0;
  12243. return -1;
  12244. }
  12245. md->blockskill[skillid] = 1;
  12246. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  12247. }
  12248. /*
  12249. *
  12250. */
  12251. int skill_split_str (char *str, char **val, int num)
  12252. {
  12253. int i;
  12254. for( i = 0; i < num && str; i++ )
  12255. {
  12256. val[i] = str;
  12257. str = strchr(str,',');
  12258. if( str )
  12259. *str++=0;
  12260. }
  12261. return i;
  12262. }
  12263. /*
  12264. *
  12265. */
  12266. int skill_split_atoi (char *str, int *val)
  12267. {
  12268. int i, j, diff, step = 1;
  12269. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  12270. if (!str) break;
  12271. val[i] = atoi(str);
  12272. str = strchr(str,':');
  12273. if (str)
  12274. *str++=0;
  12275. }
  12276. if(i==0) //No data found.
  12277. return 0;
  12278. if(i==1)
  12279. { //Single value, have the whole range have the same value.
  12280. for (; i < MAX_SKILL_LEVEL; i++)
  12281. val[i] = val[i-1];
  12282. return i;
  12283. }
  12284. //Check for linear change with increasing steps until we reach half of the data acquired.
  12285. for (step = 1; step <= i/2; step++)
  12286. {
  12287. diff = val[i-1] - val[i-step-1];
  12288. for(j = i-1; j >= step; j--)
  12289. if ((val[j]-val[j-step]) != diff)
  12290. break;
  12291. if (j>=step) //No match, try next step.
  12292. continue;
  12293. for(; i < MAX_SKILL_LEVEL; i++)
  12294. { //Apply linear increase
  12295. val[i] = val[i-step]+diff;
  12296. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  12297. { val[i] = 1; diff = 0; step = 1; }
  12298. }
  12299. return i;
  12300. }
  12301. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  12302. for (;i<MAX_SKILL_LEVEL; i++)
  12303. val[i] = val[i-1];
  12304. return i;
  12305. }
  12306. /*
  12307. *
  12308. */
  12309. void skill_init_unit_layout (void)
  12310. {
  12311. int i,j,size,pos = 0;
  12312. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  12313. // standard square layouts go first
  12314. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  12315. size = i*2+1;
  12316. skill_unit_layout[i].count = size*size;
  12317. for (j=0; j<size*size; j++) {
  12318. skill_unit_layout[i].dx[j] = (j%size-i);
  12319. skill_unit_layout[i].dy[j] = (j/size-i);
  12320. }
  12321. }
  12322. // afterwards add special ones
  12323. pos = i;
  12324. for (i=0;i<MAX_SKILL_DB;i++) {
  12325. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  12326. continue;
  12327. switch (i) {
  12328. case MG_FIREWALL:
  12329. case WZ_ICEWALL:
  12330. case WL_EARTHSTRAIN://Warlock
  12331. // these will be handled later
  12332. break;
  12333. case PR_SANCTUARY:
  12334. case NPC_EVILLAND:
  12335. {
  12336. static const int dx[] = {
  12337. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  12338. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  12339. static const int dy[]={
  12340. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  12341. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  12342. skill_unit_layout[pos].count = 21;
  12343. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12344. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12345. break;
  12346. }
  12347. case PR_MAGNUS:
  12348. {
  12349. static const int dx[] = {
  12350. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12351. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12352. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  12353. static const int dy[] = {
  12354. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12355. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12356. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  12357. skill_unit_layout[pos].count = 33;
  12358. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12359. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12360. break;
  12361. }
  12362. case AS_VENOMDUST:
  12363. {
  12364. static const int dx[] = {-1, 0, 0, 0, 1};
  12365. static const int dy[] = { 0,-1, 0, 1, 0};
  12366. skill_unit_layout[pos].count = 5;
  12367. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12368. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12369. break;
  12370. }
  12371. case CR_GRANDCROSS:
  12372. case NPC_GRANDDARKNESS:
  12373. {
  12374. static const int dx[] = {
  12375. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  12376. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  12377. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  12378. static const int dy[] = {
  12379. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  12380. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  12381. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  12382. skill_unit_layout[pos].count = 29;
  12383. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12384. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12385. break;
  12386. }
  12387. case PF_FOGWALL:
  12388. {
  12389. static const int dx[] = {
  12390. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12391. static const int dy[] = {
  12392. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  12393. skill_unit_layout[pos].count = 15;
  12394. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12395. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12396. break;
  12397. }
  12398. case PA_GOSPEL:
  12399. {
  12400. static const int dx[] = {
  12401. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12402. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12403. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  12404. -1, 0, 1};
  12405. static const int dy[] = {
  12406. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12407. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12408. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  12409. 3, 3, 3};
  12410. skill_unit_layout[pos].count = 33;
  12411. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12412. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12413. break;
  12414. }
  12415. case NJ_KAENSIN:
  12416. {
  12417. 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};
  12418. 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};
  12419. skill_unit_layout[pos].count = 24;
  12420. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12421. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12422. break;
  12423. }
  12424. case NJ_TATAMIGAESHI:
  12425. {
  12426. //Level 1 (count 4, cross of 3x3)
  12427. static const int dx1[] = {-1, 1, 0, 0};
  12428. static const int dy1[] = { 0, 0,-1, 1};
  12429. //Level 2-3 (count 8, cross of 5x5)
  12430. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  12431. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  12432. //Level 4-5 (count 12, cross of 7x7
  12433. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  12434. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  12435. //lv1
  12436. j = 0;
  12437. skill_unit_layout[pos].count = 4;
  12438. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  12439. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  12440. skill_db[i].unit_layout_type[j] = pos;
  12441. //lv2/3
  12442. j++;
  12443. pos++;
  12444. skill_unit_layout[pos].count = 8;
  12445. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  12446. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  12447. skill_db[i].unit_layout_type[j] = pos;
  12448. skill_db[i].unit_layout_type[++j] = pos;
  12449. //lv4/5
  12450. j++;
  12451. pos++;
  12452. skill_unit_layout[pos].count = 12;
  12453. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  12454. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  12455. skill_db[i].unit_layout_type[j] = pos;
  12456. skill_db[i].unit_layout_type[++j] = pos;
  12457. //Fill in the rest using lv 5.
  12458. for (;j<MAX_SKILL_LEVEL;j++)
  12459. skill_db[i].unit_layout_type[j] = pos;
  12460. //Skip, this way the check below will fail and continue to the next skill.
  12461. pos++;
  12462. break;
  12463. }
  12464. default:
  12465. ShowError("unknown unit layout at skill %d\n",i);
  12466. break;
  12467. }
  12468. if (!skill_unit_layout[pos].count)
  12469. continue;
  12470. for (j=0;j<MAX_SKILL_LEVEL;j++)
  12471. skill_db[i].unit_layout_type[j] = pos;
  12472. pos++;
  12473. }
  12474. // firewall and icewall have 8 layouts (direction-dependent)
  12475. firewall_unit_pos = pos;
  12476. for (i=0;i<8;i++) {
  12477. if (i&1) {
  12478. skill_unit_layout[pos].count = 5;
  12479. if (i&0x2) {
  12480. int dx[] = {-1,-1, 0, 0, 1};
  12481. int dy[] = { 1, 0, 0,-1,-1};
  12482. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12483. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12484. } else {
  12485. int dx[] = { 1, 1 ,0, 0,-1};
  12486. int dy[] = { 1, 0, 0,-1,-1};
  12487. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12488. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12489. }
  12490. } else {
  12491. skill_unit_layout[pos].count = 3;
  12492. if (i%4==0) {
  12493. int dx[] = {-1, 0, 1};
  12494. int dy[] = { 0, 0, 0};
  12495. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12496. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12497. } else {
  12498. int dx[] = { 0, 0, 0};
  12499. int dy[] = {-1, 0, 1};
  12500. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12501. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12502. }
  12503. }
  12504. pos++;
  12505. }
  12506. icewall_unit_pos = pos;
  12507. for (i=0;i<8;i++) {
  12508. skill_unit_layout[pos].count = 5;
  12509. if (i&1) {
  12510. if (i&0x2) {
  12511. int dx[] = {-2,-1, 0, 1, 2};
  12512. int dy[] = { 2, 1, 0,-1,-2};
  12513. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12514. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12515. } else {
  12516. int dx[] = { 2, 1 ,0,-1,-2};
  12517. int dy[] = { 2, 1, 0,-1,-2};
  12518. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12519. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12520. }
  12521. } else {
  12522. if (i%4==0) {
  12523. int dx[] = {-2,-1, 0, 1, 2};
  12524. int dy[] = { 0, 0, 0, 0, 0};
  12525. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12526. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12527. } else {
  12528. int dx[] = { 0, 0, 0, 0, 0};
  12529. int dy[] = {-2,-1, 0, 1, 2};
  12530. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12531. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12532. }
  12533. }
  12534. pos++;
  12535. }
  12536. earthstrain_unit_pos = pos;
  12537. for( i = 0; i < 8; i++ )
  12538. { // For each Direction
  12539. skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
  12540. //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
  12541. switch( i )
  12542. {
  12543. case 0: case 1: case 3: case 4: case 5: case 7:
  12544. {
  12545. int dx[] = {-5, 0, 5};
  12546. int dy[] = { 0, 0, 0};
  12547. //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
  12548. //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  12549. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12550. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12551. }
  12552. break;
  12553. case 2:
  12554. case 6:
  12555. {
  12556. int dx[] = { 0, 0, 0};
  12557. int dy[] = {-5, 0, 5};
  12558. //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
  12559. //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  12560. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12561. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12562. }
  12563. break;
  12564. }
  12565. pos++;
  12566. }
  12567. }
  12568. // Stasis skill usage check. [LimitLine/3CeAM]
  12569. int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
  12570. {
  12571. int inf = 0;
  12572. if( !bl || skillid < 1 )
  12573. return 0; // Can do it
  12574. inf = skill_get_inf2(skillid);
  12575. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  12576. return 1; // Can't do it.
  12577. switch( skillid )
  12578. {
  12579. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  12580. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  12581. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  12582. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  12583. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  12584. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  12585. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  12586. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  12587. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  12588. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  12589. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  12590. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  12591. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  12592. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  12593. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  12594. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  12595. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  12596. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  12597. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  12598. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  12599. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  12600. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  12601. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  12602. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  12603. // Skills that need to be confirmed.
  12604. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  12605. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  12606. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  12607. case SO_ARRULLO:
  12608. return 1; // Can't do it.
  12609. default:
  12610. return 0; // Can do it.
  12611. }
  12612. return 0; // Can Cast anything else like Weapon Skills
  12613. }
  12614. void skill_cooldown_load(struct map_session_data * sd) {
  12615. struct skill_cd * cd = NULL;
  12616. int i;
  12617. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
  12618. return;//nothing for us here
  12619. for( i = 0; i < cd->cursor; i++ ) {
  12620. skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
  12621. }
  12622. return;
  12623. }
  12624. /*==========================================
  12625. * DB reading.
  12626. * skill_db.txt
  12627. * skill_require_db.txt
  12628. * skill_cast_db.txt
  12629. * skill_castnodex_db.txt
  12630. * skill_nocast_db.txt
  12631. * skill_unit_db.txt
  12632. * produce_db.txt
  12633. * create_arrow_db.txt
  12634. * abra_db.txt
  12635. *------------------------------------------*/
  12636. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  12637. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  12638. int id = atoi(split[0]);
  12639. int i;
  12640. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  12641. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  12642. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  12643. {
  12644. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  12645. return false;
  12646. }
  12647. i = skill_get_index(id);
  12648. if( !i ) // invalid skill id
  12649. return false;
  12650. skill_split_atoi(split[1],skill_db[i].range);
  12651. skill_db[i].hit = atoi(split[2]);
  12652. skill_db[i].inf = atoi(split[3]);
  12653. skill_split_atoi(split[4],skill_db[i].element);
  12654. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  12655. skill_split_atoi(split[6],skill_db[i].splash);
  12656. skill_db[i].max = atoi(split[7]);
  12657. skill_split_atoi(split[8],skill_db[i].num);
  12658. if( strcmpi(split[9],"yes") == 0 )
  12659. skill_db[i].castcancel = 1;
  12660. else
  12661. skill_db[i].castcancel = 0;
  12662. skill_db[i].cast_def_rate = atoi(split[10]);
  12663. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  12664. skill_split_atoi(split[12],skill_db[i].maxcount);
  12665. if( strcmpi(split[13],"weapon") == 0 )
  12666. skill_db[i].skill_type = BF_WEAPON;
  12667. else if( strcmpi(split[13],"magic") == 0 )
  12668. skill_db[i].skill_type = BF_MAGIC;
  12669. else if( strcmpi(split[13],"misc") == 0 )
  12670. skill_db[i].skill_type = BF_MISC;
  12671. else
  12672. skill_db[i].skill_type = 0;
  12673. skill_split_atoi(split[14],skill_db[i].blewcount);
  12674. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  12675. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  12676. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  12677. return true;
  12678. }
  12679. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  12680. {// 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
  12681. char* p;
  12682. int j;
  12683. int i = atoi(split[0]);
  12684. i = skill_get_index(i);
  12685. if( !i ) // invalid skill id
  12686. return false;
  12687. skill_split_atoi(split[1],skill_db[i].hp);
  12688. skill_split_atoi(split[2],skill_db[i].mhp);
  12689. skill_split_atoi(split[3],skill_db[i].sp);
  12690. skill_split_atoi(split[4],skill_db[i].hp_rate);
  12691. skill_split_atoi(split[5],skill_db[i].sp_rate);
  12692. skill_split_atoi(split[6],skill_db[i].zeny);
  12693. //FIXME: document this
  12694. p = split[7];
  12695. for( j = 0; j < 32; j++ )
  12696. {
  12697. int l = atoi(p);
  12698. if( l == 99 ) // Any weapon
  12699. {
  12700. skill_db[i].weapon = 0;
  12701. break;
  12702. }
  12703. else
  12704. skill_db[i].weapon |= 1<<l;
  12705. p = strchr(p,':');
  12706. if(!p)
  12707. break;
  12708. p++;
  12709. }
  12710. //FIXME: document this
  12711. p = split[8];
  12712. for( j = 0; j < 32; j++ )
  12713. {
  12714. int l = atoi(p);
  12715. if( l == 99 ) // Any ammo type
  12716. {
  12717. skill_db[i].ammo = 0xFFFFFFFF;
  12718. break;
  12719. }
  12720. else if( l ) // 0 stands for no requirement
  12721. skill_db[i].ammo |= 1<<l;
  12722. p = strchr(p,':');
  12723. if( !p )
  12724. break;
  12725. p++;
  12726. }
  12727. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  12728. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  12729. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  12730. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  12731. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  12732. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  12733. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  12734. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  12735. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  12736. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  12737. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  12738. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  12739. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  12740. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  12741. /**
  12742. * New States
  12743. **/
  12744. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  12745. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  12746. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  12747. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  12748. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  12749. /**
  12750. * Unknown or no state
  12751. **/
  12752. else skill_db[i].state = ST_NONE;
  12753. skill_split_atoi(split[11],skill_db[i].spiritball);
  12754. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  12755. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  12756. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  12757. }
  12758. return true;
  12759. }
  12760. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  12761. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  12762. int i = atoi(split[0]);
  12763. i = skill_get_index(i);
  12764. if( !i ) // invalid skill id
  12765. return false;
  12766. skill_split_atoi(split[1],skill_db[i].cast);
  12767. skill_split_atoi(split[2],skill_db[i].delay);
  12768. skill_split_atoi(split[3],skill_db[i].walkdelay);
  12769. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  12770. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  12771. skill_split_atoi(split[6],skill_db[i].cooldown);
  12772. return true;
  12773. }
  12774. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  12775. {// Skill id,Cast,Delay (optional)
  12776. int i = atoi(split[0]);
  12777. i = skill_get_index(i);
  12778. if( !i ) // invalid skill id
  12779. return false;
  12780. skill_split_atoi(split[1],skill_db[i].castnodex);
  12781. if( split[2] ) // optional column
  12782. skill_split_atoi(split[2],skill_db[i].delaynodex);
  12783. return true;
  12784. }
  12785. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  12786. {// SkillID,Flag
  12787. int i = atoi(split[0]);
  12788. i = skill_get_index(i);
  12789. if( !i ) // invalid skill id
  12790. return false;
  12791. skill_db[i].nocast |= atoi(split[1]);
  12792. return true;
  12793. }
  12794. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  12795. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  12796. int i = atoi(split[0]);
  12797. i = skill_get_index(i);
  12798. if( !i ) // invalid skill id
  12799. return false;
  12800. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  12801. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  12802. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  12803. skill_split_atoi(split[4],skill_db[i].unit_range);
  12804. skill_db[i].unit_interval = atoi(split[5]);
  12805. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12806. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12807. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  12808. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  12809. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  12810. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  12811. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  12812. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  12813. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  12814. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  12815. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  12816. skill_db[i].unit_target = BCT_NOENEMY;
  12817. //By default, target just characters.
  12818. skill_db[i].unit_target |= BL_CHAR;
  12819. if (skill_db[i].unit_flag&UF_NOPC)
  12820. skill_db[i].unit_target &= ~BL_PC;
  12821. if (skill_db[i].unit_flag&UF_NOMOB)
  12822. skill_db[i].unit_target &= ~BL_MOB;
  12823. if (skill_db[i].unit_flag&UF_SKILL)
  12824. skill_db[i].unit_target |= BL_SKILL;
  12825. return true;
  12826. }
  12827. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  12828. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  12829. int x,y;
  12830. int i = atoi(split[0]);
  12831. if( !i )
  12832. return false;
  12833. skill_produce_db[current].nameid = i;
  12834. skill_produce_db[current].itemlv = atoi(split[1]);
  12835. skill_produce_db[current].req_skill = atoi(split[2]);
  12836. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  12837. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  12838. {
  12839. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  12840. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  12841. }
  12842. return true;
  12843. }
  12844. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  12845. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  12846. int x,y;
  12847. int i = atoi(split[0]);
  12848. if( !i )
  12849. return false;
  12850. skill_arrow_db[current].nameid = i;
  12851. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  12852. {
  12853. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  12854. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  12855. }
  12856. return true;
  12857. }
  12858. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  12859. {// SkillID,PreservePoints
  12860. int skillid = atoi(split[0]),
  12861. points = atoi(split[1]),
  12862. nameid = atoi(split[2]);
  12863. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  12864. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  12865. if ( !skill_get_inf(skillid) )
  12866. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  12867. if( points < 1 )
  12868. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  12869. else
  12870. {
  12871. skill_spellbook_db[current].skillid = skillid;
  12872. skill_spellbook_db[current].points = points;
  12873. skill_spellbook_db[current].nameid = nameid;
  12874. return true;
  12875. }
  12876. return false;
  12877. }
  12878. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  12879. {
  12880. int i = atoi(split[0]);
  12881. if( !skill_get_index(i) || !skill_get_max(i) )
  12882. {
  12883. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  12884. return false;
  12885. }
  12886. if ( !skill_get_inf(i) )
  12887. {
  12888. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  12889. return false;
  12890. }
  12891. skill_magicmushroom_db[current].skillid = i;
  12892. return true;
  12893. }
  12894. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  12895. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  12896. int i = atoi(split[0]);
  12897. if( !skill_get_index(i) || !skill_get_max(i) )
  12898. {
  12899. ShowError("abra_db: Invalid skill ID %d\n", i);
  12900. return false;
  12901. }
  12902. if ( !skill_get_inf(i) )
  12903. {
  12904. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  12905. return false;
  12906. }
  12907. skill_abra_db[current].skillid = i;
  12908. skill_abra_db[current].req_lv = atoi(split[2]);
  12909. skill_abra_db[current].per = atoi(split[3]);
  12910. return true;
  12911. }
  12912. static void skill_readdb(void)
  12913. {
  12914. // init skill db structures
  12915. db_clear(skilldb_name2id);
  12916. memset(skill_db,0,sizeof(skill_db));
  12917. memset(skill_produce_db,0,sizeof(skill_produce_db));
  12918. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  12919. memset(skill_abra_db,0,sizeof(skill_abra_db));
  12920. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  12921. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  12922. // load skill databases
  12923. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  12924. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  12925. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  12926. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  12927. sv_readdb(db_path, "skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  12928. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  12929. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  12930. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  12931. skill_init_unit_layout();
  12932. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  12933. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  12934. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  12935. //Warlock
  12936. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  12937. //Guillotine Cross
  12938. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  12939. }
  12940. void skill_reload (void)
  12941. {
  12942. skill_readdb();
  12943. }
  12944. /*==========================================
  12945. *
  12946. *------------------------------------------*/
  12947. int do_init_skill (void)
  12948. {
  12949. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  12950. skill_readdb();
  12951. group_db = idb_alloc(DB_OPT_BASE);
  12952. skillunit_db = idb_alloc(DB_OPT_BASE);
  12953. skillcd_db = idb_alloc(DB_OPT_BASE);
  12954. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  12955. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  12956. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  12957. add_timer_func_list(skill_castend_id,"skill_castend_id");
  12958. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  12959. add_timer_func_list(skill_timerskill,"skill_timerskill");
  12960. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  12961. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  12962. return 0;
  12963. }
  12964. int do_final_skill(void)
  12965. {
  12966. db_destroy(skilldb_name2id);
  12967. db_destroy(group_db);
  12968. db_destroy(skillunit_db);
  12969. db_destroy(skillcd_db);
  12970. ers_destroy(skill_unit_ers);
  12971. ers_destroy(skill_timer_ers);
  12972. return 0;
  12973. }