skill.c 581 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. /**
  57. * Skill Cool Down Delay Saving
  58. * Struct skill_cd is not a member of struct map_session_data
  59. * to keep cooldowns in memory between player log-ins.
  60. * All cooldowns are reset when server is restarted.
  61. **/
  62. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  63. struct skill_cd {
  64. int duration[MAX_SKILL_TREE];//milliseconds
  65. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  66. short nameid[MAX_SKILL_TREE];//skill id
  67. unsigned char cursor;
  68. };
  69. /**
  70. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  71. **/
  72. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  73. struct skill_usave {
  74. uint16 skill_id, skill_lv;
  75. };
  76. struct s_skill_db skill_db[MAX_SKILL_DB];
  77. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  78. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  79. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  80. struct s_skill_improvise_db {
  81. uint16 skill_id;
  82. short per;//1-10000
  83. };
  84. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  85. bool skill_reproduce_db[MAX_SKILL_DB];
  86. struct s_skill_changematerial_db {
  87. int itemid;
  88. short rate;
  89. int qty[5];
  90. short qty_rate[5];
  91. };
  92. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  93. //Warlock
  94. struct s_skill_spellbook_db {
  95. int nameid;
  96. uint16 skill_id;
  97. int point;
  98. };
  99. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  100. //Guillotine Cross
  101. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  102. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  103. int firewall_unit_pos;
  104. int icewall_unit_pos;
  105. int earthstrain_unit_pos;
  106. //early declaration
  107. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  108. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  109. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  110. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  111. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl) {
  114. #ifndef RENEWAL
  115. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  116. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  117. return BL_SKILL|BL_CHAR;
  118. #endif
  119. }
  120. /// Returns the id of the skill, or 0 if not found.
  121. int skill_name2id(const char* name) {
  122. if( name == NULL )
  123. return 0;
  124. return strdb_iget(skilldb_name2id, name);
  125. }
  126. /// Maps skill ids to skill db offsets.
  127. /// Returns the skill's array index, or 0 (Unknown Skill).
  128. int skill_get_index( uint16 skill_id ) {
  129. // avoid ranges reserved for mapping guild/homun/mercenary skills
  130. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  131. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  132. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  133. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  134. return 0;
  135. // map skill id to skill db index
  136. if( skill_id >= GD_SKILLBASE )
  137. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  138. else if( skill_id >= EL_SKILLBASE )
  139. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  140. else if( skill_id >= MC_SKILLBASE )
  141. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  142. else if( skill_id >= HM_SKILLBASE )
  143. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  144. // validate result
  145. if( !skill_id || skill_id >= MAX_SKILL_DB )
  146. return 0;
  147. return skill_id;
  148. }
  149. const char* skill_get_name( uint16 skill_id ) {
  150. return skill_db[skill_get_index(skill_id)].name;
  151. }
  152. const char* skill_get_desc( uint16 skill_id ) {
  153. return skill_db[skill_get_index(skill_id)].desc;
  154. }
  155. // out of bounds error checking [celest]
  156. static void skill_chk(int16* skill_id, uint16 skill_lv) {
  157. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  158. if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
  159. }
  160. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  161. // Skill DB
  162. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
  163. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
  164. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  165. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
  166. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
  167. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  169. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
  172. int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
  174. int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
  175. int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
  176. int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
  177. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
  185. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
  186. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
  187. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
  189. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
  190. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  191. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  192. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
  193. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
  196. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
  197. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
  198. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
  199. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  200. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
  201. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
  202. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
  203. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  204. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  205. #ifdef RENEWAL_CAST
  206. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  207. #endif
  208. int skill_tree_get_max(uint16 skill_id, int b_class)
  209. {
  210. int i;
  211. b_class = pc_class2idx(b_class);
  212. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  213. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  214. return skill_tree[b_class][i].max;
  215. else
  216. return skill_get_max(skill_id);
  217. }
  218. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  219. int skill_attack_area(struct block_list *bl,va_list ap);
  220. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  221. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  222. int skill_greed(struct block_list *bl, va_list ap);
  223. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  224. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  225. static int skill_trap_splash(struct block_list *bl, va_list ap);
  226. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  227. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  228. static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  229. static int skill_unit_effect(struct block_list *bl,va_list ap);
  230. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  231. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  232. int skill_get_casttype (uint16 skill_id) {
  233. int inf = skill_get_inf(skill_id);
  234. if (inf&(INF_GROUND_SKILL))
  235. return CAST_GROUND;
  236. if (inf&INF_SUPPORT_SKILL)
  237. return CAST_NODAMAGE;
  238. if (inf&INF_SELF_SKILL) {
  239. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  240. return CAST_DAMAGE; //Combo skill.
  241. return CAST_NODAMAGE;
  242. }
  243. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  244. return CAST_NODAMAGE;
  245. return CAST_DAMAGE;
  246. }
  247. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  248. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  249. int range;
  250. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  251. return 9; //Mobs have a range of 9 regardless of skill used.
  252. range = skill_get_range(skill_id, skill_lv);
  253. if( range < 0 ) {
  254. if( battle_config.use_weapon_skill_range&bl->type )
  255. return status_get_range(bl);
  256. range *=-1;
  257. }
  258. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  259. switch( skill_id ) {
  260. case AC_SHOWER: case MA_SHOWER:
  261. case AC_DOUBLE: case MA_DOUBLE:
  262. case HT_BLITZBEAT:
  263. case AC_CHARGEARROW:
  264. case MA_CHARGEARROW:
  265. case SN_FALCONASSAULT:
  266. case HT_POWER:
  267. /**
  268. * Ranger
  269. **/
  270. case RA_ARROWSTORM:
  271. case RA_AIMEDBOLT:
  272. case RA_WUGBITE:
  273. if( bl->type == BL_PC )
  274. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  275. else
  276. range += 10; //Assume level 10?
  277. break;
  278. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  279. case GS_RAPIDSHOWER:
  280. case GS_PIERCINGSHOT:
  281. case GS_FULLBUSTER:
  282. case GS_SPREADATTACK:
  283. case GS_GROUNDDRIFT:
  284. if (bl->type == BL_PC)
  285. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  286. else
  287. range += 10; //Assume level 10?
  288. break;
  289. case NJ_KIRIKAGE:
  290. if (bl->type == BL_PC)
  291. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  292. break;
  293. /**
  294. * Warlock
  295. **/
  296. case WL_WHITEIMPRISON:
  297. case WL_SOULEXPANSION:
  298. case WL_FROSTMISTY:
  299. case WL_MARSHOFABYSS:
  300. case WL_SIENNAEXECRATE:
  301. case WL_DRAINLIFE:
  302. case WL_CRIMSONROCK:
  303. case WL_HELLINFERNO:
  304. case WL_COMET:
  305. case WL_CHAINLIGHTNING:
  306. case WL_TETRAVORTEX:
  307. case WL_RELEASE:
  308. if( bl->type == BL_PC )
  309. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  310. break;
  311. /**
  312. * Ranger Bonus
  313. **/
  314. case HT_LANDMINE:
  315. case HT_FREEZINGTRAP:
  316. case HT_BLASTMINE:
  317. case HT_CLAYMORETRAP:
  318. case RA_CLUSTERBOMB:
  319. case RA_FIRINGTRAP:
  320. case RA_ICEBOUNDTRAP:
  321. if( bl->type == BL_PC )
  322. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  323. }
  324. if( !range && bl->type != BL_PC )
  325. return 9; // Enable non players to use self skills on others. [Skotlex]
  326. return range;
  327. }
  328. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  329. int skill, hp;
  330. struct map_session_data *sd = BL_CAST(BL_PC, src);
  331. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  332. struct status_change* sc;
  333. switch( skill_id ) {
  334. case BA_APPLEIDUN:
  335. #ifdef RENEWAL
  336. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  337. #else
  338. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  339. #endif
  340. if( sd )
  341. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  342. break;
  343. case PR_SANCTUARY:
  344. hp = (skill_lv>6)?777:skill_lv*100;
  345. break;
  346. case NPC_EVILLAND:
  347. hp = (skill_lv>6)?666:skill_lv*100;
  348. break;
  349. default:
  350. if (skill_lv >= battle_config.max_heal_lv)
  351. return battle_config.max_heal;
  352. #ifdef RENEWAL
  353. /**
  354. * Renewal Heal Formula
  355. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  356. **/
  357. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  358. #else
  359. 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);
  360. #endif
  361. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  362. hp += hp * skill * 2 / 100;
  363. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  364. hp += hp * skill * 2 / 100;
  365. break;
  366. }
  367. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  368. hp >>= 1;
  369. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  370. hp += hp*skill/100;
  371. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  372. hp += hp*skill/100;
  373. sc = status_get_sc(target);
  374. if( sc && sc->count ) {
  375. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  376. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  377. if( sc->data[SC_DEATHHURT] && heal )
  378. hp -= hp * 20/100;
  379. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  380. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  381. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  382. hp += hp / 10;
  383. }
  384. #ifdef RENEWAL
  385. // MATK part of the RE heal formula [malufett]
  386. // Note: in this part matk bonuses from items or skills are not applied
  387. switch( skill_id ) {
  388. case BA_APPLEIDUN: case PR_SANCTUARY:
  389. case NPC_EVILLAND: break;
  390. default:
  391. {
  392. struct status_data *status = status_get_status_data(src);
  393. int min, max;
  394. min = max = status_base_matk(status, status_get_lv(src));
  395. if( status->rhw.matk > 0 ){
  396. int wMatk, variance;
  397. wMatk = status->rhw.matk;
  398. variance = wMatk * status->rhw.wlv / 10;
  399. min += wMatk - variance;
  400. max += wMatk + variance;
  401. }
  402. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  403. min = max;
  404. if( sd && sd->right_weapon.overrefine > 0 ){
  405. min++;
  406. max += sd->right_weapon.overrefine - 1;
  407. }
  408. if(max > min)
  409. hp += min+rnd()%(max-min);
  410. else
  411. hp += min;
  412. }
  413. }
  414. #endif
  415. return hp;
  416. }
  417. // Making plagiarize check its own function [Aru]
  418. int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
  419. {
  420. // Never copy NPC/Wedding Skills
  421. if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  422. return 0;
  423. // High-class skills
  424. if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION))
  425. {
  426. if(battle_config.copyskill_restrict == 2)
  427. return 0;
  428. else if(battle_config.copyskill_restrict)
  429. return (sd->status.class_ == JOB_STALKER);
  430. }
  431. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  432. if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  433. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  434. skill_id == MER_INCAGI || skill_id == MER_BLESSING))
  435. return 0;
  436. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  437. if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
  438. return 0;
  439. // Reproduce will only copy skills according on the list. [Jobbie]
  440. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
  441. return 0;
  442. return 1;
  443. }
  444. // [MouseJstr] - skill ok to cast? and when?
  445. //done before check_condition_begin, requirement
  446. int skillnotok (uint16 skill_id, struct map_session_data *sd)
  447. {
  448. int16 idx,m;
  449. nullpo_retr (1, sd);
  450. m = sd->bl.m;
  451. idx = skill_get_index(skill_id);
  452. if (idx == 0)
  453. return 1; // invalid skill id
  454. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  455. return 0; // can do any damn thing they want
  456. if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 )
  457. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  458. // Epoque:
  459. // This code will compare the player's attack motion value which is influenced by ASPD before
  460. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  461. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  462. if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  463. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
  464. {// attempted to cast a skill before the attack motion has finished
  465. return 1;
  466. }
  467. if (sd->blockskill[idx] > 0){
  468. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0);
  469. return 1;
  470. }
  471. /**
  472. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  473. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  474. **/
  475. if( sd->skillitem == skill_id )
  476. return 0;
  477. // Check skill restrictions [Celest]
  478. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  479. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  480. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  481. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  482. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  483. clif_msg(sd, 0x536); // This skill cannot be used within this area
  484. return 1;
  485. }
  486. if( sd->sc.option&OPTION_MOUNTING )
  487. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  488. switch (skill_id) {
  489. case AL_WARP:
  490. case RETURN_TO_ELDICASTES:
  491. case ALL_GUARDIAN_RECALL:
  492. if(map[m].flag.nowarp) {
  493. clif_skill_teleportmessage(sd,0);
  494. return 1;
  495. }
  496. return 0;
  497. case AL_TELEPORT:
  498. case SC_FATALMENACE:
  499. case SC_DIMENSIONDOOR:
  500. if(map[m].flag.noteleport) {
  501. clif_skill_teleportmessage(sd,0);
  502. return 1;
  503. }
  504. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  505. case WE_CALLPARTNER:
  506. case WE_CALLPARENT:
  507. case WE_CALLBABY:
  508. if (map[m].flag.nomemo) {
  509. clif_skill_teleportmessage(sd,1);
  510. return 1;
  511. }
  512. break;
  513. case MC_VENDING:
  514. case ALL_BUYING_STORE:
  515. if( npc_isnear(&sd->bl) ) {
  516. // uncomment to send msg_txt.
  517. //char output[150];
  518. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  519. //clif_displaymessage(sd->fd, output);
  520. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  521. return 1;
  522. }
  523. case MC_IDENTIFY:
  524. return 0; // always allowed
  525. case WZ_ICEWALL:
  526. // noicewall flag [Valaris]
  527. if (map[m].flag.noicewall) {
  528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  529. return 1;
  530. }
  531. break;
  532. case GC_DARKILLUSION:
  533. if( map_flag_gvg(m) ) {
  534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  535. return 1;
  536. }
  537. break;
  538. case GD_EMERGENCYCALL:
  539. if (
  540. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  541. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  542. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  543. ) {
  544. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  545. return 1;
  546. }
  547. break;
  548. case BS_GREED:
  549. case WS_CARTBOOST:
  550. case BS_HAMMERFALL:
  551. case BS_ADRENALINE:
  552. case MC_CARTREVOLUTION:
  553. case MC_MAMMONITE:
  554. case WS_MELTDOWN:
  555. case MG_SIGHT:
  556. case TF_HIDING:
  557. /**
  558. * These skills cannot be used while in mado gear (credits to Xantara)
  559. **/
  560. if( pc_ismadogear(sd) ) {
  561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  562. return 1;
  563. }
  564. break;
  565. case WM_SIRCLEOFNATURE:
  566. case WM_SOUND_OF_DESTRUCTION:
  567. case SC_MANHOLE:
  568. case WM_LULLABY_DEEPSLEEP:
  569. case WM_SATURDAY_NIGHT_FEVER:
  570. if( !map_flag_vs(m) ) {
  571. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  572. return 1;
  573. }
  574. break;
  575. }
  576. return (map[m].flag.noskill);
  577. }
  578. int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
  579. {
  580. uint16 idx = skill_get_index(skill_id);
  581. nullpo_retr(1,hd);
  582. if (idx == 0)
  583. return 1; // invalid skill id
  584. if (hd->blockskill[idx] > 0)
  585. return 1;
  586. switch(skill_id){
  587. case MH_LIGHT_OF_REGENE: //must be cordial
  588. if(hd->homunculus.intimacy <= 750) return 1;
  589. break;
  590. case MH_OVERED_BOOST: //if we starving
  591. if(hd->homunculus.hunger <= 1) return 1;
  592. break;
  593. case MH_GOLDENE_FERSE: //cant be used with angriff
  594. if(hd->sc.data[SC_ANGRIFFS_MODUS]) return 1;
  595. break;
  596. case MH_ANGRIFFS_MODUS:
  597. if(hd->sc.data[SC_GOLDENE_FERSE]) return 1;
  598. break;
  599. case MH_TINDER_BREAKER: //must be in grappling mode
  600. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) return 1;
  601. break;
  602. case MH_SONIC_CRAW: //must be in fighting mode
  603. if(!(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) return 1;
  604. break;
  605. case MH_SILVERVEIN_RUSH:
  606. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)) return 1;
  607. break;
  608. case MH_MIDNIGHT_FRENZY:
  609. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) return 1;
  610. break;
  611. case MH_CBC:
  612. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) return 1;
  613. break;
  614. case MH_EQC:
  615. if(!(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)) return 1;
  616. break;
  617. }
  618. //Use master's criteria.
  619. return skillnotok(skill_id, hd->master);
  620. }
  621. int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
  622. {
  623. uint16 idx = skill_get_index(skill_id);
  624. nullpo_retr(1,md);
  625. if( idx == 0 )
  626. return 1; // Invalid Skill ID
  627. if( md->blockskill[idx] > 0 )
  628. return 1;
  629. return skillnotok(skill_id, md->master);
  630. }
  631. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  632. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  633. uint8 dir;
  634. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  635. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  636. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  637. }
  638. if (pos != -1) // simple single-definition layout
  639. return &skill_unit_layout[pos];
  640. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  641. if (skill_id == MG_FIREWALL)
  642. return &skill_unit_layout [firewall_unit_pos + dir];
  643. else if (skill_id == WZ_ICEWALL)
  644. return &skill_unit_layout [icewall_unit_pos + dir];
  645. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  646. return &skill_unit_layout [earthstrain_unit_pos + dir];
  647. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  648. return &skill_unit_layout[0]; // default 1x1 layout
  649. }
  650. /*==========================================
  651. *
  652. *------------------------------------------*/
  653. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  654. {
  655. struct map_session_data *sd, *dstsd;
  656. struct mob_data *md, *dstmd;
  657. struct status_data *sstatus, *tstatus;
  658. struct status_change *sc, *tsc;
  659. enum sc_type status;
  660. int skill;
  661. int rate;
  662. nullpo_ret(src);
  663. nullpo_ret(bl);
  664. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  665. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  666. return 0;
  667. sd = BL_CAST(BL_PC, src);
  668. md = BL_CAST(BL_MOB, src);
  669. dstsd = BL_CAST(BL_PC, bl);
  670. dstmd = BL_CAST(BL_MOB, bl);
  671. sc = status_get_sc(src);
  672. tsc = status_get_sc(bl);
  673. sstatus = status_get_status_data(src);
  674. tstatus = status_get_status_data(bl);
  675. if (!tsc) //skill additional effect is about adding effects to the target...
  676. //So if the target can't be inflicted with statuses, this is pointless.
  677. return 0;
  678. if( sd )
  679. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  680. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  681. // Trigger status effects
  682. enum sc_type type;
  683. int i;
  684. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  685. rate = sd->addeff[i].rate;
  686. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  687. rate += sd->addeff[i].arrow_rate;
  688. if( !rate ) continue;
  689. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  690. // Trigger has attack type consideration.
  691. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  692. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  693. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  694. else
  695. continue;
  696. }
  697. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  698. // Trigger has range consideration.
  699. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  700. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  701. continue; //Range Failed.
  702. }
  703. type = sd->addeff[i].id;
  704. skill = skill_get_time2(status_sc2skill(type),7);
  705. if (sd->addeff[i].flag&ATF_TARGET)
  706. status_change_start(src,bl,type,rate,7,0,0,0,skill,0);
  707. if (sd->addeff[i].flag&ATF_SELF)
  708. status_change_start(src,src,type,rate,7,0,0,0,skill,0);
  709. }
  710. }
  711. if( skill_id ) {
  712. // Trigger status effects on skills
  713. enum sc_type type;
  714. int i;
  715. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  716. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  717. continue;
  718. type = sd->addeff3[i].id;
  719. skill = skill_get_time2(status_sc2skill(type),7);
  720. if( sd->addeff3[i].target&ATF_TARGET )
  721. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  722. if( sd->addeff3[i].target&ATF_SELF )
  723. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  724. }
  725. }
  726. }
  727. if( dmg_lv < ATK_DEF ) // no damage, return;
  728. return 0;
  729. switch(skill_id) {
  730. case 0: { // Normal attacks (no skill used)
  731. if( attack_type&BF_SKILL )
  732. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  733. if(sd) {
  734. // Automatic trigger of Blitz Beat
  735. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  736. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  737. rate=(sd->status.job_level+9)/10;
  738. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  739. }
  740. // Automatic trigger of Warg Strike [Jobbie]
  741. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  742. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  743. // Gank
  744. if(dstmd && sd->status.weapon != W_BOW &&
  745. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  746. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  747. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  748. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  749. else
  750. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  751. }
  752. // Chance to trigger Taekwon kicks [Dralnu]
  753. if(sc && !sc->data[SC_COMBO]) {
  754. if(sc->data[SC_READYSTORM] &&
  755. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  756. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  757. ; //Stance triggered
  758. else if(sc->data[SC_READYDOWN] &&
  759. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  760. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  761. ; //Stance triggered
  762. else if(sc->data[SC_READYTURN] &&
  763. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  764. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  765. ; //Stance triggered
  766. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  767. rate = 20;
  768. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  769. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  770. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  771. }
  772. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  773. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  774. }
  775. }
  776. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  777. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  778. }
  779. if (sc) {
  780. struct status_change_entry *sce;
  781. // Enchant Poison gives a chance to poison attacked enemies
  782. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  783. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  784. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  785. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  786. if((sce=sc->data[SC_EDP]))
  787. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  788. skill_get_time2(ASC_EDP,sce->val1));
  789. }
  790. }
  791. break;
  792. case SM_BASH:
  793. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  794. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  795. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  796. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  797. }
  798. break;
  799. case MER_CRASH:
  800. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  801. break;
  802. case AS_VENOMKNIFE:
  803. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  804. skill_lv = pc_checkskill(sd, TF_POISON);
  805. case TF_POISON:
  806. case AS_SPLASHER:
  807. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  808. && sd && skill_id==TF_POISON
  809. )
  810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  811. break;
  812. case AS_SONICBLOW:
  813. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  814. break;
  815. case WZ_FIREPILLAR:
  816. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  817. break;
  818. case MG_FROSTDIVER:
  819. #ifndef RENEWAL
  820. case WZ_FROSTNOVA:
  821. #endif
  822. sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
  823. break;
  824. #ifdef RENEWAL
  825. case WZ_FROSTNOVA:
  826. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  827. break;
  828. #endif
  829. case WZ_STORMGUST:
  830. /**
  831. * Storm Gust counter was dropped in renewal
  832. **/
  833. #ifdef RENEWAL
  834. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  835. #else
  836. //On third hit, there is a 150% to freeze the target
  837. if(tsc->sg_counter >= 3 &&
  838. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  839. tsc->sg_counter = 0;
  840. /**
  841. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  842. **/
  843. else if( tsc->sg_counter > 250 )
  844. tsc->sg_counter = 0;
  845. #endif
  846. break;
  847. case WZ_METEOR:
  848. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  849. break;
  850. case WZ_VERMILION:
  851. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  852. break;
  853. case HT_FREEZINGTRAP:
  854. case MA_FREEZINGTRAP:
  855. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  856. break;
  857. case HT_FLASHER:
  858. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  859. break;
  860. case HT_LANDMINE:
  861. case MA_LANDMINE:
  862. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  863. break;
  864. case HT_SHOCKWAVE:
  865. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  866. break;
  867. case HT_SANDMAN:
  868. case MA_SANDMAN:
  869. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  870. break;
  871. case TF_SPRINKLESAND:
  872. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  873. break;
  874. case TF_THROWSTONE:
  875. sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
  876. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  877. break;
  878. case NPC_DARKCROSS:
  879. case CR_HOLYCROSS:
  880. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  881. break;
  882. case CR_GRANDCROSS:
  883. case NPC_GRANDDARKNESS:
  884. //Chance to cause blind status vs demon and undead element, but not against players
  885. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  886. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  887. attack_type |= BF_WEAPON;
  888. break;
  889. case AM_ACIDTERROR:
  890. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  891. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  892. clif_emotion(bl,E_OMG);
  893. break;
  894. case AM_DEMONSTRATION:
  895. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  896. break;
  897. case CR_SHIELDCHARGE:
  898. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  899. break;
  900. case PA_PRESSURE:
  901. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  902. break;
  903. case RG_RAID:
  904. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  905. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  906. #ifdef RENEWAL
  907. sc_start(src,bl,SC_RAID,100,7,5000);
  908. break;
  909. case RG_BACKSTAP:
  910. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  911. #endif
  912. break;
  913. case BA_FROSTJOKER:
  914. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  915. break;
  916. case DC_SCREAM:
  917. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  918. break;
  919. case BD_LULLABY:
  920. sc_start(src,bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
  921. break;
  922. case DC_UGLYDANCE:
  923. rate = 5+5*skill_lv;
  924. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  925. rate += 5+skill;
  926. status_zap(bl, 0, rate);
  927. break;
  928. case SL_STUN:
  929. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  930. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  931. break;
  932. case NPC_PETRIFYATTACK:
  933. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  934. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  935. skill_get_time2(skill_id,skill_lv));
  936. break;
  937. case NPC_CURSEATTACK:
  938. case NPC_SLEEPATTACK:
  939. case NPC_BLINDATTACK:
  940. case NPC_POISON:
  941. case NPC_SILENCEATTACK:
  942. case NPC_STUNATTACK:
  943. case NPC_HELLPOWER:
  944. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  945. break;
  946. case NPC_ACIDBREATH:
  947. case NPC_ICEBREATH:
  948. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  949. break;
  950. case NPC_BLEEDING:
  951. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  952. break;
  953. case NPC_MENTALBREAKER:
  954. { //Based on observations by Tharis, Mental Breaker should do SP damage
  955. //equal to Matk*skLevel.
  956. rate = sstatus->matk_min;
  957. if (rate < sstatus->matk_max)
  958. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  959. rate*=skill_lv;
  960. status_zap(bl, 0, rate);
  961. break;
  962. }
  963. // Equipment breaking monster skills [Celest]
  964. case NPC_WEAPONBRAKER:
  965. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  966. break;
  967. case NPC_ARMORBRAKE:
  968. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  969. break;
  970. case NPC_HELMBRAKE:
  971. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  972. break;
  973. case NPC_SHIELDBRAKE:
  974. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  975. break;
  976. case CH_TIGERFIST:
  977. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case LK_SPIRALPIERCE:
  980. case ML_SPIRALPIERCE:
  981. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  982. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  983. break;
  984. case ST_REJECTSWORD:
  985. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  986. break;
  987. case PF_FOGWALL:
  988. if (src != bl && !tsc->data[SC_DELUGE])
  989. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  990. break;
  991. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  992. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  993. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  994. break;
  995. case LK_JOINTBEAT:
  996. status = status_skill2sc(skill_id);
  997. if (tsc->jb_flag) {
  998. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  999. tsc->jb_flag = 0;
  1000. }
  1001. break;
  1002. case ASC_METEORASSAULT:
  1003. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1004. switch(rnd()%3) {
  1005. case 0:
  1006. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1007. break;
  1008. case 1:
  1009. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1010. break;
  1011. default:
  1012. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1013. }
  1014. break;
  1015. case HW_NAPALMVULCAN:
  1016. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1017. break;
  1018. case WS_CARTTERMINATION: // Cart termination
  1019. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1020. break;
  1021. case CR_ACIDDEMONSTRATION:
  1022. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1023. break;
  1024. case TK_DOWNKICK:
  1025. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1026. break;
  1027. case TK_JUMPKICK:
  1028. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  1029. {// debuff the following statuses
  1030. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1031. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1032. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1033. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1034. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1035. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1036. }
  1037. break;
  1038. case TK_TURNKICK:
  1039. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1040. if(attack_type&BF_MISC) //70% base stun chance...
  1041. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1042. break;
  1043. case GS_BULLSEYE: //0.1% coma rate.
  1044. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1045. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1046. break;
  1047. case GS_PIERCINGSHOT:
  1048. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1049. break;
  1050. case NJ_HYOUSYOURAKU:
  1051. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1052. break;
  1053. case GS_FLING:
  1054. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1055. break;
  1056. case GS_DISARM:
  1057. rate = 3*skill_lv;
  1058. if (sstatus->dex > tstatus->dex)
  1059. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1060. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1062. break;
  1063. case NPC_EVILLAND:
  1064. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case NPC_HELLJUDGEMENT:
  1067. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1068. break;
  1069. case NPC_CRITICALWOUND:
  1070. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. break;
  1072. case RK_WINDCUTTER:
  1073. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1074. break;
  1075. case RK_DRAGONBREATH:
  1076. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1077. break;
  1078. case AB_ADORAMUS:
  1079. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1080. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1081. break;
  1082. case WL_CRIMSONROCK:
  1083. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1084. break;
  1085. case WL_COMET:
  1086. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1087. break;
  1088. case WL_EARTHSTRAIN:
  1089. {
  1090. int rate = 0, i;
  1091. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1092. rate = 6 * skill_lv + 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]
  1093. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1094. for( i = 0; i < skill_lv; i++ )
  1095. skill_strip_equip(src,bl,pos[i],rate,skill_lv,skill_get_time2(skill_id,skill_lv));
  1096. }
  1097. break;
  1098. case WL_JACKFROST:
  1099. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1100. break;
  1101. case RA_WUGBITE:
  1102. sc_start(src,bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill_get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1103. break;
  1104. case RA_SENSITIVEKEEN:
  1105. if( rnd()%100 < 8 * skill_lv )
  1106. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
  1107. break;
  1108. case RA_FIRINGTRAP:
  1109. case RA_ICEBOUNDTRAP:
  1110. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1111. break;
  1112. case NC_PILEBUNKER:
  1113. if( rnd()%100 < 5 + 15*skill_lv )
  1114. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1115. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1116. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1117. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1118. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1119. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1120. }
  1121. break;
  1122. case NC_FLAMELAUNCHER:
  1123. sc_start4(src,bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1124. break;
  1125. case NC_COLDSLOWER:
  1126. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1127. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1128. break;
  1129. case NC_POWERSWING:
  1130. sc_start(src,bl, SC_STUN, 5*skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1131. if( rnd()%100 < 5*skill_lv )
  1132. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1133. break;
  1134. case GC_WEAPONCRUSH:
  1135. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1136. break;
  1137. case LG_SHIELDPRESS:
  1138. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill_get_time(skill_id,skill_lv));
  1139. break;
  1140. case LG_PINPOINTATTACK:
  1141. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1142. switch( skill_lv ) {
  1143. case 1:
  1144. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1145. break;
  1146. case 2:
  1147. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1148. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1149. break;
  1150. default:
  1151. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1152. break;
  1153. }
  1154. break;
  1155. case LG_MOONSLASHER:
  1156. rate = 32 + 8 * skill_lv;
  1157. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1158. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1159. else if( dstmd && !is_boss(bl) )
  1160. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1161. break;
  1162. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1163. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1164. sc_start(src,bl, SC_BLIND,50, skill_lv, skill_get_time(skill_id,skill_lv));
  1165. break;
  1166. case LG_EARTHDRIVE:
  1167. skill_break_equip(src,src, EQP_SHIELD, 500, BCT_SELF);
  1168. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1169. break;
  1170. case SR_DRAGONCOMBO:
  1171. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1172. break;
  1173. case SR_FALLENEMPIRE:
  1174. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1175. break;
  1176. case SR_WINDMILL:
  1177. if( dstsd )
  1178. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1179. else if( dstmd && !is_boss(bl) )
  1180. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1181. break;
  1182. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1183. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1184. break;
  1185. case SR_EARTHSHAKER:
  1186. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1187. break;
  1188. case SR_HOWLINGOFLION:
  1189. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1190. break;
  1191. case WM_SOUND_OF_DESTRUCTION:
  1192. if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
  1193. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1194. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1195. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1196. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1197. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1198. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1199. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1200. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1201. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1202. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1203. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1204. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1205. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1206. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1207. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1208. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1209. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1210. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1211. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1212. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1213. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1214. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1215. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1216. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1217. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1218. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1219. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1220. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1221. }
  1222. break;
  1223. case SO_EARTHGRAVE:
  1224. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1225. break;
  1226. case SO_DIAMONDDUST:
  1227. rate = 5 + 5 * skill_lv;
  1228. if( sc && sc->data[SC_COOLER_OPTION] )
  1229. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1230. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1231. break;
  1232. case SO_VARETYR_SPEAR:
  1233. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1234. break;
  1235. case GN_SLINGITEM_RANGEMELEEATK:
  1236. if( sd ) {
  1237. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1238. case 13261:
  1239. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1240. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1241. break;
  1242. case 13262:
  1243. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
  1244. break;
  1245. case 13264:
  1246. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1247. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
  1248. break;
  1249. }
  1250. sd->itemid = -1;
  1251. }
  1252. break;
  1253. case GN_HELLS_PLANT_ATK:
  1254. sc_start(src,bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1255. sc_start2(src,bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1256. break;
  1257. case EL_WIND_SLASH: // Non confirmed rate.
  1258. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1259. break;
  1260. case EL_STONE_HAMMER:
  1261. rate = 10 * skill_lv;
  1262. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1263. break;
  1264. case EL_ROCK_CRUSHER:
  1265. case EL_ROCK_CRUSHER_ATK:
  1266. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1267. break;
  1268. case EL_TYPOON_MIS:
  1269. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case KO_JYUMONJIKIRI: // needs more info
  1272. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1273. break;
  1274. case KO_MAKIBISHI:
  1275. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1276. break;
  1277. case MH_LAVA_SLIDE:
  1278. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1279. break;
  1280. case MH_STAHL_HORN:
  1281. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1282. break;
  1283. case MH_NEEDLE_OF_PARALYZE:
  1284. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1285. break;
  1286. case MH_SILVERVEIN_RUSH:
  1287. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1288. break;
  1289. case MH_MIDNIGHT_FRENZY: {
  1290. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1291. int spiritball = (hd?hd->homunculus.spiritball:1);
  1292. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1293. break;
  1294. }
  1295. case MH_XENO_SLASHER:
  1296. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1297. break;
  1298. case WL_HELLINFERNO:
  1299. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1300. break;
  1301. }
  1302. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1303. { //Pass heritage to Master for status causing effects. [Skotlex]
  1304. sd = map_id2sd(md->master_id);
  1305. src = sd?&sd->bl:src;
  1306. }
  1307. if( attack_type&BF_WEAPON )
  1308. { // Coma, Breaking Equipment
  1309. if( sd && sd->special_state.bonus_coma )
  1310. {
  1311. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1312. rate += sd->weapon_coma_race[tstatus->race];
  1313. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1314. if (rate)
  1315. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1316. }
  1317. if( sd && battle_config.equip_self_break_rate )
  1318. { // Self weapon breaking
  1319. rate = battle_config.equip_natural_break_rate;
  1320. if( sc )
  1321. {
  1322. if(sc->data[SC_GIANTGROWTH])
  1323. rate += 10;
  1324. if(sc->data[SC_OVERTHRUST])
  1325. rate += 10;
  1326. if(sc->data[SC_MAXOVERTHRUST])
  1327. rate += 10;
  1328. }
  1329. if( rate )
  1330. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1331. }
  1332. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1333. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1334. // Target weapon breaking
  1335. rate = 0;
  1336. if( sd )
  1337. rate += sd->bonus.break_weapon_rate;
  1338. if( sc && sc->data[SC_MELTDOWN] )
  1339. rate += sc->data[SC_MELTDOWN]->val2;
  1340. if( rate )
  1341. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1342. // Target armor breaking
  1343. rate = 0;
  1344. if( sd )
  1345. rate += sd->bonus.break_armor_rate;
  1346. if( sc && sc->data[SC_MELTDOWN] )
  1347. rate += sc->data[SC_MELTDOWN]->val3;
  1348. if( rate )
  1349. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1350. }
  1351. }
  1352. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1353. struct unit_data *ud = unit_bl2ud(src);
  1354. if( sc->data[SC_WILD_STORM_OPTION] )
  1355. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1356. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1357. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1358. else if( sc->data[SC_TROPIC_OPTION] )
  1359. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1360. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1361. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1362. else
  1363. skill = 0;
  1364. if ( rnd()%100 < 25 && skill ){
  1365. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1366. if (ud) {
  1367. rate = skill_delayfix(src, skill, skill_lv);
  1368. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1369. ud->canact_tick = tick+rate;
  1370. if ( battle_config.display_status_timers )
  1371. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1372. }
  1373. }
  1374. }
  1375. }
  1376. // Autospell when attacking
  1377. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1378. {
  1379. struct block_list *tbl;
  1380. struct unit_data *ud;
  1381. int i, skill_lv, type, notok;
  1382. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1383. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1384. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1385. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1386. continue; // one or more trigger conditions were not fulfilled
  1387. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1388. sd->state.autocast = 1;
  1389. notok = skillnotok(skill, sd);
  1390. sd->state.autocast = 0;
  1391. if ( notok )
  1392. continue;
  1393. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1394. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1395. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1396. if (rnd()%1000 >= rate)
  1397. continue;
  1398. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1399. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1400. int maxcount = 0;
  1401. if( !(BL_PC&battle_config.skill_reiteration) &&
  1402. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1403. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1404. ) {
  1405. continue;
  1406. }
  1407. if( BL_PC&battle_config.skill_nofootset &&
  1408. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1409. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv)
  1410. ) {
  1411. continue;
  1412. }
  1413. if( BL_PC&battle_config.land_skill_limit &&
  1414. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1415. ) {
  1416. int v;
  1417. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1418. if(sd->ud.skillunit[v]->skill_id == skill)
  1419. maxcount--;
  1420. }
  1421. if( maxcount == 0 ) {
  1422. continue;
  1423. }
  1424. }
  1425. }
  1426. if( battle_config.autospell_check_range &&
  1427. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1428. continue;
  1429. if (skill == AS_SONICBLOW)
  1430. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1431. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1432. type = CAST_GROUND;
  1433. sd->state.autocast = 1;
  1434. skill_consume_requirement(sd,skill,skill_lv,1);
  1435. skill_toggle_magicpower(src, skill);
  1436. switch (type) {
  1437. case CAST_GROUND:
  1438. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1439. break;
  1440. case CAST_NODAMAGE:
  1441. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1442. break;
  1443. case CAST_DAMAGE:
  1444. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1445. break;
  1446. }
  1447. sd->state.autocast = 0;
  1448. //Set canact delay. [Skotlex]
  1449. ud = unit_bl2ud(src);
  1450. if (ud) {
  1451. rate = skill_delayfix(src, skill, skill_lv);
  1452. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1453. ud->canact_tick = tick+rate;
  1454. if ( battle_config.display_status_timers && sd )
  1455. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1456. }
  1457. }
  1458. }
  1459. }
  1460. //Autobonus when attacking
  1461. if( sd && sd->autobonus[0].rate )
  1462. {
  1463. int i;
  1464. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1465. {
  1466. if( rnd()%1000 >= sd->autobonus[i].rate )
  1467. continue;
  1468. if( sd->autobonus[i].active != INVALID_TIMER )
  1469. continue;
  1470. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1471. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1472. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1473. continue; // one or more trigger conditions were not fulfilled
  1474. pc_exeautobonus(sd,&sd->autobonus[i]);
  1475. }
  1476. }
  1477. //Polymorph
  1478. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1479. dstmd && !(tstatus->mode&MD_BOSS) &&
  1480. (rnd()%10000 < sd->bonus.classchange))
  1481. {
  1482. struct mob_db *mob;
  1483. int class_;
  1484. skill = 0;
  1485. do {
  1486. do {
  1487. class_ = rnd() % MAX_MOB_DB;
  1488. } while (!mobdb_checkid(class_));
  1489. rate = rnd() % 1000000;
  1490. mob = mob_db(class_);
  1491. } while (
  1492. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1493. (skill++) < 2000);
  1494. if (skill < 2000)
  1495. mob_class_change(dstmd,class_);
  1496. }
  1497. return 0;
  1498. }
  1499. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1500. int skill, skill_lv, i, type, notok;
  1501. struct block_list *tbl;
  1502. if( sd == NULL || !skill_id )
  1503. return 0;
  1504. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1505. if( sd->autospell3[i].flag != skill_id )
  1506. continue;
  1507. if( sd->autospell3[i].lock )
  1508. continue; // autospell already being executed
  1509. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1510. sd->state.autocast = 1;
  1511. notok = skillnotok(skill, sd);
  1512. sd->state.autocast = 0;
  1513. if ( notok )
  1514. continue;
  1515. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1516. if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv);
  1517. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1518. continue; // No target
  1519. if( rnd()%1000 >= sd->autospell3[i].rate )
  1520. continue;
  1521. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1522. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1523. int maxcount = 0;
  1524. if( !(BL_PC&battle_config.skill_reiteration) &&
  1525. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1526. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1527. ) {
  1528. continue;
  1529. }
  1530. if( BL_PC&battle_config.skill_nofootset &&
  1531. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1532. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv)
  1533. ) {
  1534. continue;
  1535. }
  1536. if( BL_PC&battle_config.land_skill_limit &&
  1537. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1538. ) {
  1539. int v;
  1540. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1541. if(sd->ud.skillunit[v]->skill_id == skill)
  1542. maxcount--;
  1543. }
  1544. if( maxcount == 0 ) {
  1545. continue;
  1546. }
  1547. }
  1548. }
  1549. if( battle_config.autospell_check_range &&
  1550. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1551. continue;
  1552. sd->state.autocast = 1;
  1553. sd->autospell3[i].lock = true;
  1554. skill_consume_requirement(sd,skill,skill_lv,1);
  1555. switch( type )
  1556. {
  1557. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1558. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1559. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1560. }
  1561. sd->autospell3[i].lock = false;
  1562. sd->state.autocast = 0;
  1563. }
  1564. if( sd && sd->autobonus3[0].rate ) {
  1565. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1566. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1567. continue;
  1568. if( sd->autobonus3[i].active != INVALID_TIMER )
  1569. continue;
  1570. if( sd->autobonus3[i].atk_type != skill_id )
  1571. continue;
  1572. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1573. }
  1574. }
  1575. return 1;
  1576. }
  1577. /* Splitted off from skill_additional_effect, which is never called when the
  1578. * attack skill kills the enemy. Place in this function counter status effects
  1579. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1580. * from cards) that will take effect on the source, not the target. [Skotlex]
  1581. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1582. * type of skills, so not every instance of skill_additional_effect needs a call
  1583. * to this one.
  1584. */
  1585. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1586. {
  1587. int rate;
  1588. struct map_session_data *sd=NULL;
  1589. struct map_session_data *dstsd=NULL;
  1590. nullpo_ret(src);
  1591. nullpo_ret(bl);
  1592. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1593. sd = BL_CAST(BL_PC, src);
  1594. dstsd = BL_CAST(BL_PC, bl);
  1595. if(dstsd && attack_type&BF_WEAPON)
  1596. { //Counter effects.
  1597. enum sc_type type;
  1598. int i, time;
  1599. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1600. {
  1601. rate = dstsd->addeff2[i].rate;
  1602. if (attack_type&BF_LONG)
  1603. rate+=dstsd->addeff2[i].arrow_rate;
  1604. if (!rate) continue;
  1605. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1606. { //Trigger has range consideration.
  1607. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1608. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1609. continue; //Range Failed.
  1610. }
  1611. type = dstsd->addeff2[i].id;
  1612. time = skill_get_time2(status_sc2skill(type),7);
  1613. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1614. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1615. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1616. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1617. }
  1618. }
  1619. switch(skill_id){
  1620. case MO_EXTREMITYFIST:
  1621. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1622. break;
  1623. case GS_FULLBUSTER:
  1624. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1625. break;
  1626. case HFLI_SBR44: //[orn]
  1627. case HVAN_EXPLOSION:
  1628. if(src->type == BL_HOM){
  1629. TBL_HOM *hd = (TBL_HOM*)src;
  1630. hd->homunculus.intimacy = 200;
  1631. if (hd->master)
  1632. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1633. }
  1634. break;
  1635. case CR_GRANDCROSS:
  1636. case NPC_GRANDDARKNESS:
  1637. attack_type |= BF_WEAPON;
  1638. break;
  1639. }
  1640. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1641. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1642. sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1643. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1644. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1645. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1646. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1647. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1648. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1649. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1650. }
  1651. if( sd && status_isdead(bl) ) {
  1652. int sp = 0, hp = 0;
  1653. if( attack_type&BF_WEAPON ) {
  1654. sp += sd->bonus.sp_gain_value;
  1655. sp += sd->sp_gain_race[status_get_race(bl)];
  1656. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1657. hp += sd->bonus.hp_gain_value;
  1658. }
  1659. if( attack_type&BF_MAGIC ) {
  1660. sp += sd->bonus.magic_sp_gain_value;
  1661. hp += sd->bonus.magic_hp_gain_value;
  1662. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1663. struct status_change *sc = NULL;
  1664. if( ( sc = status_get_sc(src) ) ) {
  1665. if(sc->data[SC_SPIRIT] &&
  1666. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1667. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1668. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1669. }
  1670. }
  1671. }
  1672. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1673. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1674. }
  1675. }
  1676. // Trigger counter-spells to retaliate against damage causing skills.
  1677. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1678. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1679. {
  1680. struct block_list *tbl;
  1681. struct unit_data *ud;
  1682. int i, skill_id, skill_lv, rate, type, notok;
  1683. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1684. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1685. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1686. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1687. continue; // one or more trigger conditions were not fulfilled
  1688. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1689. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1690. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1691. rate = dstsd->autospell2[i].rate;
  1692. if (attack_type&BF_LONG)
  1693. rate>>=1;
  1694. dstsd->state.autocast = 1;
  1695. notok = skillnotok(skill_id, dstsd);
  1696. dstsd->state.autocast = 0;
  1697. if ( notok )
  1698. continue;
  1699. if (rnd()%1000 >= rate)
  1700. continue;
  1701. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1702. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1703. int maxcount = 0;
  1704. if( !(BL_PC&battle_config.skill_reiteration) &&
  1705. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1706. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1707. ) {
  1708. continue;
  1709. }
  1710. if( BL_PC&battle_config.skill_nofootset &&
  1711. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1712. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1713. ) {
  1714. continue;
  1715. }
  1716. if( BL_PC&battle_config.land_skill_limit &&
  1717. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1718. ) {
  1719. int v;
  1720. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1721. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1722. maxcount--;
  1723. }
  1724. if( maxcount == 0 ) {
  1725. continue;
  1726. }
  1727. }
  1728. }
  1729. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1730. continue;
  1731. dstsd->state.autocast = 1;
  1732. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1733. switch (type) {
  1734. case CAST_GROUND:
  1735. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1736. break;
  1737. case CAST_NODAMAGE:
  1738. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1739. break;
  1740. case CAST_DAMAGE:
  1741. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1742. break;
  1743. }
  1744. dstsd->state.autocast = 0;
  1745. //Set canact delay. [Skotlex]
  1746. ud = unit_bl2ud(bl);
  1747. if (ud) {
  1748. rate = skill_delayfix(bl, skill_id, skill_lv);
  1749. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1750. ud->canact_tick = tick+rate;
  1751. if ( battle_config.display_status_timers && dstsd )
  1752. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1753. }
  1754. }
  1755. }
  1756. }
  1757. //Autobonus when attacked
  1758. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1759. int i;
  1760. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1761. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1762. continue;
  1763. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1764. continue;
  1765. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1766. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1767. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1768. continue; // one or more trigger conditions were not fulfilled
  1769. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1770. }
  1771. }
  1772. return 0;
  1773. }
  1774. /*=========================================================================
  1775. Breaks equipment. On-non players causes the corresponding strip effect.
  1776. - rate goes from 0 to 10000 (100.00%)
  1777. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1778. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1779. --------------------------------------------------------------------------*/
  1780. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1781. {
  1782. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1783. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1784. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1785. struct status_change *sc = status_get_sc(bl);
  1786. int i,j;
  1787. TBL_PC *sd;
  1788. sd = BL_CAST(BL_PC, bl);
  1789. if (sc && !sc->count)
  1790. sc = NULL;
  1791. if (sd) {
  1792. if (sd->bonus.unbreakable_equip)
  1793. where &= ~sd->bonus.unbreakable_equip;
  1794. if (sd->bonus.unbreakable)
  1795. rate -= rate*sd->bonus.unbreakable/100;
  1796. if (where&EQP_WEAPON) {
  1797. switch (sd->status.weapon) {
  1798. case W_FIST: //Bare fists should not break :P
  1799. case W_1HAXE:
  1800. case W_2HAXE:
  1801. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1802. case W_2HMACE:
  1803. case W_STAFF:
  1804. case W_2HSTAFF:
  1805. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1806. case W_HUUMA:
  1807. where &= ~EQP_WEAPON;
  1808. }
  1809. }
  1810. }
  1811. if (flag&BCT_ENEMY) {
  1812. if (battle_config.equip_skill_break_rate != 100)
  1813. rate = rate*battle_config.equip_skill_break_rate/100;
  1814. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1815. if (battle_config.equip_self_break_rate != 100)
  1816. rate = rate*battle_config.equip_self_break_rate/100;
  1817. }
  1818. for (i = 0; i < 4; i++) {
  1819. if (where&where_list[i]) {
  1820. if (sc && sc->count && sc->data[scdef[i]])
  1821. where&=~where_list[i];
  1822. else if (rnd()%10000 >= rate)
  1823. where&=~where_list[i];
  1824. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1825. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1826. }
  1827. }
  1828. if (!where) //Nothing to break.
  1829. return 0;
  1830. if (sd) {
  1831. for (i = 0; i < EQI_MAX; i++) {
  1832. j = sd->equip_index[i];
  1833. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1834. continue;
  1835. switch(i) {
  1836. case EQI_HEAD_TOP: //Upper Head
  1837. flag = (where&EQP_HELM);
  1838. break;
  1839. case EQI_ARMOR: //Body
  1840. flag = (where&EQP_ARMOR);
  1841. break;
  1842. case EQI_HAND_R: //Left/Right hands
  1843. case EQI_HAND_L:
  1844. flag = (
  1845. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1846. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1847. break;
  1848. case EQI_SHOES:
  1849. flag = (where&EQP_SHOES);
  1850. break;
  1851. case EQI_GARMENT:
  1852. flag = (where&EQP_GARMENT);
  1853. break;
  1854. default:
  1855. continue;
  1856. }
  1857. if (flag) {
  1858. sd->status.inventory[j].attribute = 1;
  1859. pc_unequipitem(sd, j, 3);
  1860. }
  1861. }
  1862. clif_equiplist(sd);
  1863. }
  1864. return where; //Return list of pieces broken.
  1865. }
  1866. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1867. {
  1868. struct status_change *sc;
  1869. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1870. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1871. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1872. int i;
  1873. if (rnd()%100 >= rate)
  1874. return 0;
  1875. sc = status_get_sc(bl);
  1876. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1877. return 0;
  1878. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1879. if (where&pos[i] && sc->data[sc_def[i]])
  1880. where&=~pos[i];
  1881. }
  1882. if (!where) return 0;
  1883. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1884. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  1885. where&=~pos[i];
  1886. }
  1887. return where?1:0;
  1888. }
  1889. //Early declaration
  1890. static int skill_area_temp[8];
  1891. /*=========================================================================
  1892. Used to knock back players, monsters, traps, etc
  1893. - 'count' is the number of squares to knock back
  1894. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1895. - if 'flag&0x1', position update packets must not be sent.
  1896. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1897. -------------------------------------------------------------------------*/
  1898. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  1899. int dx = 0, dy = 0;
  1900. struct skill_unit* su = NULL;
  1901. nullpo_ret(src);
  1902. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1903. return 0; //No knocking back in WoE
  1904. if (count == 0)
  1905. return 0; //Actual knockback distance is 0.
  1906. switch (target->type) {
  1907. case BL_MOB: {
  1908. struct mob_data* md = BL_CAST(BL_MOB, target);
  1909. if( md->class_ == MOBID_EMPERIUM )
  1910. return 0;
  1911. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1912. return 0;
  1913. }
  1914. break;
  1915. case BL_PC: {
  1916. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1917. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1918. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1919. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1920. return 0;
  1921. }
  1922. break;
  1923. case BL_SKILL:
  1924. su = (struct skill_unit *)target;
  1925. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1926. return 0; // ankle snare cannot be knocked back
  1927. break;
  1928. }
  1929. if (dir == -1) // <optimized>: do the computation here instead of outside
  1930. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1931. if (dir >= 0 && dir < 8)
  1932. { // take the reversed 'direction' and reverse it
  1933. dx = -dirx[dir];
  1934. dy = -diry[dir];
  1935. }
  1936. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1937. }
  1938. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1939. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1940. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1941. {
  1942. struct status_change *sc = status_get_sc(bl);
  1943. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1944. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1945. return 0;
  1946. // item-based reflection
  1947. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1948. return 1;
  1949. if( is_boss(src) )
  1950. return 0;
  1951. // status-based reflection
  1952. if( !sc || sc->count == 0 )
  1953. return 0;
  1954. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1955. return 1;
  1956. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1957. {// Kaite only works against non-players if they are low-level.
  1958. clif_specialeffect(bl, 438, AREA);
  1959. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1960. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1961. return 2;
  1962. }
  1963. return 0;
  1964. }
  1965. /*
  1966. * Combo handler, start stop combo status
  1967. */
  1968. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  1969. TBL_PC *sd = BL_CAST(BL_PC, bl);
  1970. switch (skill_id) {
  1971. case MH_MIDNIGHT_FRENZY:
  1972. case MH_EQC:{
  1973. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  1974. int idx = skill_get_index(skill_id2);
  1975. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  1976. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  1977. sd = hd->master;
  1978. // if (sd) clif_skillinfo(sd,skill_id2, inf);
  1979. hd->homunculus.hskill[idx].flag= SKILL_FLAG_TMP_COMBO;
  1980. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  1981. }
  1982. break;
  1983. case MO_COMBOFINISH:
  1984. case CH_TIGERFIST:
  1985. case CH_CHAINCRUSH:
  1986. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  1987. break;
  1988. case TK_JUMPKICK:
  1989. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  1990. break;
  1991. case MO_TRIPLEATTACK:
  1992. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  1993. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  1994. break;
  1995. case SR_FALLENEMPIRE:
  1996. if (sd){
  1997. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  1998. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  1999. }
  2000. break;
  2001. }
  2002. }
  2003. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2004. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2005. struct status_change_entry *sce;
  2006. TBL_PC *sd = BL_CAST(BL_PC,src);
  2007. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2008. struct status_change *sc = status_get_sc(src);
  2009. if(sc == NULL) return;
  2010. //End previous combo state after skill is invoked
  2011. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2012. switch (skill_id) {
  2013. case TK_TURNKICK:
  2014. case TK_STORMKICK:
  2015. case TK_DOWNKICK:
  2016. case TK_COUNTER:
  2017. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2018. sce->val1 = skill_id; //Update combo-skill
  2019. sce->val3 = skill_id;
  2020. if( sce->timer != INVALID_TIMER )
  2021. delete_timer(sce->timer, status_change_timer);
  2022. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2023. break;
  2024. }
  2025. unit_cancel_combo(src); // Cancel combo wait
  2026. break;
  2027. default:
  2028. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2029. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2030. }
  2031. }
  2032. //start new combo
  2033. if(sd){ //player only
  2034. switch(skill_id) {
  2035. case MO_TRIPLEATTACK:
  2036. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2037. duration=1;
  2038. break;
  2039. case MO_CHAINCOMBO:
  2040. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2041. duration=1;
  2042. break;
  2043. case MO_COMBOFINISH:
  2044. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2045. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2046. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2047. duration=1;
  2048. case CH_TIGERFIST:
  2049. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2050. duration=1;
  2051. case CH_CHAINCRUSH:
  2052. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2053. duration=1;
  2054. break;
  2055. case AC_DOUBLE: {
  2056. unsigned char race = status_get_race(bl);
  2057. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2058. duration = 2000;
  2059. break;
  2060. }
  2061. case SR_DRAGONCOMBO:
  2062. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2063. duration = 1;
  2064. break;
  2065. case SR_FALLENEMPIRE:
  2066. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2067. duration = 1;
  2068. break;
  2069. }
  2070. }
  2071. else { //other
  2072. switch(skill_id) {
  2073. case MH_TINDER_BREAKER:
  2074. case MH_CBC:
  2075. case MH_SONIC_CRAW:
  2076. case MH_SILVERVEIN_RUSH:
  2077. if(hd->homunculus.spiritball > 0) duration = 2000;
  2078. delay=1;
  2079. break;
  2080. case MH_EQC:
  2081. case MH_MIDNIGHT_FRENZY:
  2082. if(hd->homunculus.spiritball >= 2) duration = 6000;
  2083. delay=1;
  2084. break;
  2085. }
  2086. }
  2087. if (duration) { //Possible to chain
  2088. if(sd) duration = DIFF_TICK(sd->ud.canact_tick, tick);
  2089. if (duration < 1) duration = 1;
  2090. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2091. clif_combo_delay(src, duration);
  2092. }
  2093. }
  2094. /*
  2095. * =========================================================================
  2096. * Does a skill attack with the given properties.
  2097. * src is the master behind the attack (player/mob/pet)
  2098. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2099. * bl is the target to be attacked.
  2100. * flag can hold a bunch of information:
  2101. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2102. * (usually holds number of targets, or just 1 for simple splash attacks)
  2103. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2104. * packet shouldn't display a skill animation)
  2105. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2106. * client (causes player characters to not scream skill name)
  2107. *-------------------------------------------------------------------------*/
  2108. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2109. {
  2110. struct Damage dmg;
  2111. struct status_data *sstatus, *tstatus;
  2112. struct status_change *sc;
  2113. struct map_session_data *sd, *tsd;
  2114. int type,damage,rdamage=0;
  2115. int8 rmdamage=0;//magic reflected
  2116. bool additional_effects = true;
  2117. if(skill_id > 0 && !skill_lv) return 0;
  2118. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2119. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2120. nullpo_ret(bl); //Target to be attacked.
  2121. if (src != dsrc) {
  2122. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2123. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2124. return 0;
  2125. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2126. //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]
  2127. if (!status_check_skilluse(src, bl, skill_id, 2))
  2128. return 0;
  2129. }
  2130. sd = BL_CAST(BL_PC, src);
  2131. tsd = BL_CAST(BL_PC, bl);
  2132. sstatus = status_get_status_data(src);
  2133. tstatus = status_get_status_data(bl);
  2134. sc= status_get_sc(bl);
  2135. if (sc && !sc->count) sc = NULL; //Don't need it.
  2136. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  2137. if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  2138. return 0;
  2139. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2140. if (sc && sc->data[SC_TRICKDEAD])
  2141. return 0;
  2142. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2143. //Skotlex: Adjusted to the new system
  2144. if( src->type == BL_PET ) { // [Valaris]
  2145. struct pet_data *pd = (TBL_PET*)src;
  2146. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2147. int element = skill_get_ele(skill_id, skill_lv);
  2148. /*if (skill_id == -1) Does it ever worked?
  2149. element = sstatus->rhw.ele;*/
  2150. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2151. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2152. else
  2153. dmg.damage= skill_lv;
  2154. dmg.damage2=0;
  2155. dmg.div_= pd->a_skill->div_;
  2156. }
  2157. }
  2158. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2159. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2160. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2161. { //Magic reflection, switch caster/target
  2162. struct block_list *tbl = bl;
  2163. rmdamage = 1;
  2164. bl = src;
  2165. src = tbl;
  2166. dsrc = tbl;
  2167. sd = BL_CAST(BL_PC, src);
  2168. tsd = BL_CAST(BL_PC, bl);
  2169. sc = status_get_sc(bl);
  2170. if (sc && !sc->count)
  2171. sc = NULL; //Don't need it.
  2172. /* bugreport:2564 flag&2 disables double casting trigger */
  2173. flag |= 2;
  2174. //Spirit of Wizard blocks Kaite's reflection
  2175. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2176. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2177. type = tsd?pc_search_inventory (tsd, 7321):0;
  2178. if (type >= 0) {
  2179. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2180. dmg.damage = dmg.damage2 = 0;
  2181. dmg.dmg_lv = ATK_MISS;
  2182. sc->data[SC_SPIRIT]->val3 = skill_id;
  2183. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  2184. }
  2185. } else if( type != 2 ) /* Kaite bypasses */
  2186. additional_effects = false;
  2187. /**
  2188. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2189. **/
  2190. #if MAGIC_REFLECTION_TYPE
  2191. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  2192. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skill_id,skill_lv,flag&0xFFF);
  2193. #endif
  2194. }
  2195. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  2196. int sp = skill_get_sp(skill_id,skill_lv);
  2197. dmg.damage = dmg.damage2 = 0;
  2198. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2199. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2200. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2201. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2202. status_heal(bl, 0, sp, 2);
  2203. }
  2204. }
  2205. damage = dmg.damage + dmg.damage2;
  2206. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2207. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2208. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2209. damage = 1;
  2210. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
  2211. || ((sc && sc->data[SC_REFLECTDAMAGE]) && !dmg.flag&(BF_MAGIC|BF_LONG) && !skill_get_inf2(skill_id)&INF2_TRAP)) )
  2212. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
  2213. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2214. struct block_list *nbl;
  2215. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2216. if( nbl ){ // Only one target is chosen.
  2217. damage = damage / 2; // Deflect half of the damage to a target nearby
  2218. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2219. }
  2220. }
  2221. //Skill hit type
  2222. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2223. switch(skill_id){
  2224. case SC_TRIANGLESHOT:
  2225. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2226. break;
  2227. default:
  2228. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2229. dmg.blewcount = 0; //only pushback when it hit for other
  2230. break;
  2231. }
  2232. switch(skill_id){
  2233. case CR_GRANDCROSS:
  2234. case NPC_GRANDDARKNESS:
  2235. if(battle_config.gx_disptype) dsrc = src;
  2236. if(src == bl) type = 4;
  2237. else flag|=SD_ANIMATION;
  2238. break;
  2239. case NJ_TATAMIGAESHI: //For correct knockback.
  2240. dsrc = src;
  2241. flag|=SD_ANIMATION;
  2242. break;
  2243. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2244. int level;
  2245. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2246. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2247. }
  2248. break;
  2249. case SL_STIN:
  2250. case SL_STUN:
  2251. if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
  2252. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2253. break;
  2254. case GS_FULLBUSTER:
  2255. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2256. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2257. break;
  2258. }
  2259. //combo handling
  2260. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2261. //Display damage.
  2262. switch( skill_id ) {
  2263. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2264. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2265. break;
  2266. //Skills that need be passed as a normal attack for the client to display correctly.
  2267. case HVAN_EXPLOSION:
  2268. case NPC_SELFDESTRUCTION:
  2269. if(src->type==BL_PC)
  2270. dmg.blewcount = 10;
  2271. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2272. // fall through
  2273. case KN_AUTOCOUNTER:
  2274. case NPC_CRITICALSLASH:
  2275. case TF_DOUBLE:
  2276. case GS_CHAINACTION:
  2277. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2278. break;
  2279. case AS_SPLASHER:
  2280. if( flag&SD_ANIMATION ) // the surrounding targets
  2281. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2282. else // the central target doesn't display an animation
  2283. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2284. break;
  2285. case WL_HELLINFERNO:
  2286. case SR_EARTHSHAKER:
  2287. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2288. break;
  2289. case WL_SOULEXPANSION:
  2290. case WL_COMET:
  2291. case KO_MUCHANAGE:
  2292. case NJ_HUUMA:
  2293. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2294. break;
  2295. case WL_CHAINLIGHTNING_ATK:
  2296. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2297. break;
  2298. case LG_OVERBRAND_BRANDISH:
  2299. case LG_OVERBRAND_PLUSATK:
  2300. case EL_FIRE_BOMB:
  2301. case EL_FIRE_BOMB_ATK:
  2302. case EL_FIRE_WAVE:
  2303. case EL_FIRE_WAVE_ATK:
  2304. case EL_FIRE_MANTLE:
  2305. case EL_CIRCLE_OF_FIRE:
  2306. case EL_FIRE_ARROW:
  2307. case EL_ICE_NEEDLE:
  2308. case EL_WATER_SCREW:
  2309. case EL_WATER_SCREW_ATK:
  2310. case EL_WIND_SLASH:
  2311. case EL_TIDAL_WEAPON:
  2312. case EL_ROCK_CRUSHER:
  2313. case EL_ROCK_CRUSHER_ATK:
  2314. case EL_HURRICANE:
  2315. case EL_HURRICANE_ATK:
  2316. case KO_BAKURETSU:
  2317. case GN_CRAZYWEED_ATK:
  2318. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2319. break;
  2320. case GN_SLINGITEM_RANGEMELEEATK:
  2321. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2322. break;
  2323. case EL_STONE_RAIN:
  2324. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2325. break;
  2326. case WM_SEVERE_RAINSTORM_MELEE:
  2327. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skill_lv,5);
  2328. break;
  2329. case WM_REVERBERATION_MELEE:
  2330. case WM_REVERBERATION_MAGIC:
  2331. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2332. break;
  2333. case HT_CLAYMORETRAP:
  2334. case HT_BLASTMINE:
  2335. case HT_FLASHER:
  2336. case HT_FREEZINGTRAP:
  2337. case RA_CLUSTERBOMB:
  2338. case RA_FIRINGTRAP:
  2339. case RA_ICEBOUNDTRAP:
  2340. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2341. if( dsrc != src ) // avoid damage display redundancy
  2342. break;
  2343. case HT_LANDMINE:
  2344. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2345. break;
  2346. case WZ_SIGHTBLASTER:
  2347. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2348. break;
  2349. case AB_DUPLELIGHT_MELEE:
  2350. case AB_DUPLELIGHT_MAGIC:
  2351. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2352. default:
  2353. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2354. type = 5;
  2355. if( bl->type == BL_SKILL ){
  2356. TBL_SKILL *su = (TBL_SKILL*)bl;
  2357. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2358. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2359. }
  2360. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2361. break;
  2362. }
  2363. map_freeblock_lock();
  2364. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2365. && pc_checkskill(tsd,RG_PLAGIARISM)
  2366. && (!sc || !sc->data[SC_PRESERVE])
  2367. && damage < tsd->battle_status.hp)
  2368. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2369. int copy_skill = skill_id;
  2370. /**
  2371. * Copy Referal: dummy skills should point to their source upon copying
  2372. **/
  2373. switch( skill_id ) {
  2374. case AB_DUPLELIGHT_MELEE:
  2375. case AB_DUPLELIGHT_MAGIC:
  2376. copy_skill = AB_DUPLELIGHT;
  2377. break;
  2378. case WL_CHAINLIGHTNING_ATK:
  2379. copy_skill = WL_CHAINLIGHTNING;
  2380. break;
  2381. case WM_REVERBERATION_MELEE:
  2382. case WM_REVERBERATION_MAGIC:
  2383. copy_skill = WM_REVERBERATION;
  2384. break;
  2385. case WM_SEVERE_RAINSTORM_MELEE:
  2386. copy_skill = WM_SEVERE_RAINSTORM;
  2387. break;
  2388. case GN_CRAZYWEED_ATK:
  2389. copy_skill = GN_CRAZYWEED;
  2390. break;
  2391. case GN_HELLS_PLANT_ATK:
  2392. copy_skill = GN_HELLS_PLANT;
  2393. break;
  2394. case LG_OVERBRAND_BRANDISH:
  2395. case LG_OVERBRAND_PLUSATK:
  2396. copy_skill = LG_OVERBRAND;
  2397. break;
  2398. }
  2399. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2400. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2401. {
  2402. int lv;
  2403. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2404. //Level dependent and limitation.
  2405. lv = min(lv,skill_get_max(copy_skill));
  2406. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2407. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2408. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2409. tsd->status.skill[tsd->reproduceskill_id].flag = SKILL_FLAG_PERMANENT;
  2410. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2411. }
  2412. tsd->reproduceskill_id = copy_skill;
  2413. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2414. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2415. tsd->status.skill[copy_skill].id = copy_skill;
  2416. tsd->status.skill[copy_skill].lv = lv;
  2417. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2418. clif_addskill(tsd,copy_skill);
  2419. } else {
  2420. lv = skill_lv;
  2421. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2422. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2423. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2424. tsd->status.skill[tsd->cloneskill_id].flag = SKILL_FLAG_PERMANENT;
  2425. clif_deleteskill(tsd,tsd->cloneskill_id);
  2426. }
  2427. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2428. lv = type;
  2429. tsd->cloneskill_id = copy_skill;
  2430. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2431. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2432. tsd->status.skill[skill_id].id = copy_skill;
  2433. tsd->status.skill[skill_id].lv = lv;
  2434. tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
  2435. clif_addskill(tsd,skill_id);
  2436. }
  2437. }
  2438. }
  2439. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2440. { //Skills with can't walk delay also stop normal attacking for that
  2441. //duration when the attack connects. [Skotlex]
  2442. struct unit_data *ud = unit_bl2ud(src);
  2443. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2444. ud->attackabletime = tick + type;
  2445. }
  2446. if( !dmg.amotion ) {
  2447. //Instant damage
  2448. if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
  2449. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2450. if( !status_isdead(bl) && additional_effects )
  2451. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2452. if( damage > 0 ) //Counter status effects [Skotlex]
  2453. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2454. }
  2455. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2456. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2457. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2458. int8 dir = -1; // default
  2459. switch(skill_id) {//direction
  2460. case MG_FIREWALL:
  2461. case PR_SANCTUARY:
  2462. case SC_TRIANGLESHOT:
  2463. case LG_OVERBRAND:
  2464. case SR_KNUCKLEARROW:
  2465. case GN_WALLOFTHORN:
  2466. case EL_FIRE_MANTLE:
  2467. dir = unit_getdir(bl);// backwards
  2468. break;
  2469. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2470. case WZ_STORMGUST:
  2471. dir = rand()%8;
  2472. break;
  2473. case WL_CRIMSONROCK:
  2474. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2475. break;
  2476. }
  2477. //blown-specific handling
  2478. switch( skill_id ) {
  2479. case LG_OVERBRAND:
  2480. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) ) {
  2481. short dir_x, dir_y;
  2482. dir_x = dirx[(dir+4)%8];
  2483. dir_y = diry[(dir+4)%8];
  2484. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2485. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2486. } else
  2487. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
  2488. break;
  2489. case SR_KNUCKLEARROW:
  2490. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2491. short dir_x, dir_y;
  2492. dir_x = dirx[(dir+4)%8];
  2493. dir_y = diry[(dir+4)%8];
  2494. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2495. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2496. }
  2497. break;
  2498. case GN_WALLOFTHORN:
  2499. unit_stop_walking(bl,1);
  2500. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2501. clif_fixpos(bl);
  2502. break;
  2503. default:
  2504. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2505. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2506. TBL_SKILL *su = (TBL_SKILL*)bl;
  2507. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2508. skill_blown(src, bl, 3, -1, 0);
  2509. }
  2510. break;
  2511. }
  2512. }
  2513. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2514. if (dmg.amotion)
  2515. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2516. if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2517. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2518. struct block_list *d_bl = map_id2bl(sce->val1);
  2519. if( d_bl && (
  2520. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2521. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2522. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2523. {
  2524. if(!rmdamage){
  2525. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2526. status_fix_damage(NULL,d_bl, damage, 0);
  2527. } else {//Reflected magics are done directly on the target not on paladin
  2528. //This check is only for magical skill.
  2529. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2530. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2531. status_fix_damage(bl,bl, damage, 0);
  2532. }
  2533. }
  2534. else {
  2535. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2536. if( !dmg.amotion )
  2537. status_fix_damage(src,bl,damage,dmg.dmotion);
  2538. }
  2539. }
  2540. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2541. if( skill_id == RG_INTIMIDATE ) {
  2542. int rate = 50 + skill_lv * 5;
  2543. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2544. if(rnd()%100 < rate)
  2545. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2546. } else if( skill_id == SC_FATALMENACE )
  2547. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2548. }
  2549. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2550. dmg.flag |= BF_WEAPON;
  2551. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2552. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
  2553. {
  2554. if (battle_config.left_cardfix_to_right)
  2555. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2556. else
  2557. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2558. }
  2559. if( rdamage > 0 ) {
  2560. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2561. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2562. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2563. } else {
  2564. if( dmg.amotion )
  2565. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0,additional_effects);
  2566. else
  2567. status_fix_damage(bl,src,rdamage,0);
  2568. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2569. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2570. if( tsd && src != bl )
  2571. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2572. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2573. }
  2574. }
  2575. if( damage > 0 ) {
  2576. /**
  2577. * Post-damage effects
  2578. **/
  2579. switch( skill_id ) {
  2580. case RK_CRUSHSTRIKE:
  2581. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2582. break;
  2583. case GC_VENOMPRESSURE: {
  2584. struct status_change *ssc = status_get_sc(src);
  2585. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2586. sc_start(src,bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2587. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2589. }
  2590. }
  2591. break;
  2592. case WM_METALICSOUND:
  2593. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2594. break;
  2595. case SR_TIGERCANNON:
  2596. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2597. break;
  2598. }
  2599. if( sd )
  2600. skill_onskillusage(sd, bl, skill_id, tick);
  2601. }
  2602. if (!(flag&2) &&
  2603. (
  2604. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2605. ) &&
  2606. (sc = status_get_sc(src)) &&
  2607. sc->data[SC_DOUBLECAST] &&
  2608. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2609. {
  2610. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2611. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2612. }
  2613. map_freeblock_unlock();
  2614. return damage;
  2615. }
  2616. /*==========================================
  2617. * sub fonction for recursive skill call.
  2618. * Checking bl battle flag and display dammage
  2619. * then call func with source,target,skill_id,skill_lv,tick,flag
  2620. *------------------------------------------*/
  2621. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2622. int skill_area_sub (struct block_list *bl, va_list ap) {
  2623. struct block_list *src;
  2624. uint16 skill_id,skill_lv;
  2625. int flag;
  2626. unsigned int tick;
  2627. SkillFunc func;
  2628. nullpo_ret(bl);
  2629. src=va_arg(ap,struct block_list *);
  2630. skill_id=va_arg(ap,int);
  2631. skill_lv=va_arg(ap,int);
  2632. tick=va_arg(ap,unsigned int);
  2633. flag=va_arg(ap,int);
  2634. func=va_arg(ap,SkillFunc);
  2635. if(battle_check_target(src,bl,flag) > 0)
  2636. {
  2637. // several splash skills need this initial dummy packet to display correctly
  2638. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2639. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2640. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2641. skill_area_temp[2]++;
  2642. return func(src,bl,skill_id,skill_lv,tick,flag);
  2643. }
  2644. return 0;
  2645. }
  2646. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2647. {
  2648. struct skill_unit *unit;
  2649. uint16 skill_id,g_skill_id;
  2650. unit = (struct skill_unit *)bl;
  2651. if(bl->prev == NULL || bl->type != BL_SKILL)
  2652. return 0;
  2653. if(!unit->alive)
  2654. return 0;
  2655. skill_id = va_arg(ap,int);
  2656. g_skill_id = unit->group->skill_id;
  2657. switch (skill_id) {
  2658. case MH_STEINWAND:
  2659. case MG_SAFETYWALL:
  2660. case AL_PNEUMA:
  2661. case SC_MAELSTROM:
  2662. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2663. return 0;
  2664. break;
  2665. case AL_WARP:
  2666. case HT_SKIDTRAP:
  2667. case MA_SKIDTRAP:
  2668. case HT_LANDMINE:
  2669. case MA_LANDMINE:
  2670. case HT_ANKLESNARE:
  2671. case HT_SHOCKWAVE:
  2672. case HT_SANDMAN:
  2673. case MA_SANDMAN:
  2674. case HT_FLASHER:
  2675. case HT_FREEZINGTRAP:
  2676. case MA_FREEZINGTRAP:
  2677. case HT_BLASTMINE:
  2678. case HT_CLAYMORETRAP:
  2679. case HT_TALKIEBOX:
  2680. case HP_BASILICA:
  2681. case RA_ELECTRICSHOCKER:
  2682. case RA_CLUSTERBOMB:
  2683. case RA_MAGENTATRAP:
  2684. case RA_COBALTTRAP:
  2685. case RA_MAIZETRAP:
  2686. case RA_VERDURETRAP:
  2687. case RA_FIRINGTRAP:
  2688. case RA_ICEBOUNDTRAP:
  2689. case SC_DIMENSIONDOOR:
  2690. case SC_BLOODYLUST:
  2691. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2692. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2693. return 0;
  2694. break;
  2695. default: //Avoid stacking with same kind of trap. [Skotlex]
  2696. if (g_skill_id != skill_id)
  2697. return 0;
  2698. break;
  2699. }
  2700. return 1;
  2701. }
  2702. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2703. {
  2704. //Non players do not check for the skill's splash-trigger area.
  2705. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2706. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2707. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2708. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2709. return 0;
  2710. }
  2711. range += layout_type;
  2712. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2713. }
  2714. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2715. {
  2716. uint16 skill_id;
  2717. if(bl->prev == NULL)
  2718. return 0;
  2719. skill_id = va_arg(ap,int);
  2720. if( status_isdead(bl) && skill_id != AL_WARP )
  2721. return 0;
  2722. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2723. return 0;
  2724. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2725. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2726. return 1;
  2727. }
  2728. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2729. {
  2730. int range, type;
  2731. switch (skill_id) { // to be expanded later
  2732. case WZ_ICEWALL:
  2733. range = 2;
  2734. break;
  2735. default:
  2736. {
  2737. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2738. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2739. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2740. return 0;
  2741. }
  2742. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2743. }
  2744. break;
  2745. }
  2746. // if the caster is a monster/NPC, only check for players
  2747. // otherwise just check characters
  2748. if (bl->type == BL_PC)
  2749. type = BL_CHAR;
  2750. else
  2751. type = BL_PC;
  2752. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2753. x - range, y - range, x + range, y + range,
  2754. type, skill_id);
  2755. }
  2756. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2757. {
  2758. if(id == sd->bl.id && battle_config.guild_aura&16)
  2759. return 0; // Do not affect guild leader
  2760. if (sd->sc.data[SC_GUILDAURA]) {
  2761. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2762. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2763. sce->val3 = strvit;
  2764. sce->val4 = agidex;
  2765. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2766. }
  2767. return 0;
  2768. }
  2769. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2770. return 1;
  2771. }
  2772. /*==========================================
  2773. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2774. * Flag:
  2775. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2776. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2777. *------------------------------------------*/
  2778. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2779. {
  2780. struct status_data *status;
  2781. struct map_session_data *sd = NULL;
  2782. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2783. uint16 idx;
  2784. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2785. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2786. return 0;
  2787. nullpo_ret(bl);
  2788. switch( bl->type )
  2789. {
  2790. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2791. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2792. }
  2793. status = status_get_status_data(bl);
  2794. if( (idx = skill_get_index(skill)) == 0 )
  2795. return 0;
  2796. // Requeriments
  2797. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2798. {
  2799. itemid[i] = skill_db[idx].itemid[i];
  2800. amount[i] = skill_db[idx].amount[i];
  2801. }
  2802. hp = skill_db[idx].hp[lv-1];
  2803. sp = skill_db[idx].sp[lv-1];
  2804. hp_rate = skill_db[idx].hp_rate[lv-1];
  2805. sp_rate = skill_db[idx].sp_rate[lv-1];
  2806. state = skill_db[idx].state;
  2807. if( (mhp = skill_db[idx].mhp[lv-1]) > 0 )
  2808. hp += (status->max_hp * mhp) / 100;
  2809. if( hp_rate > 0 )
  2810. hp += (status->hp * hp_rate) / 100;
  2811. else
  2812. hp += (status->max_hp * (-hp_rate)) / 100;
  2813. if( sp_rate > 0 )
  2814. sp += (status->sp * sp_rate) / 100;
  2815. else
  2816. sp += (status->max_sp * (-sp_rate)) / 100;
  2817. if( bl->type == BL_HOM )
  2818. { // Intimacy Requeriments
  2819. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2820. switch( skill )
  2821. {
  2822. case HFLI_SBR44:
  2823. if( hd->homunculus.intimacy <= 200 )
  2824. return 0;
  2825. break;
  2826. case HVAN_EXPLOSION:
  2827. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2828. return 0;
  2829. break;
  2830. }
  2831. }
  2832. if( !(type&2) )
  2833. {
  2834. if( hp > 0 && status->hp <= (unsigned int)hp )
  2835. {
  2836. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2837. return 0;
  2838. }
  2839. if( sp > 0 && status->sp <= (unsigned int)sp )
  2840. {
  2841. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2842. return 0;
  2843. }
  2844. }
  2845. if( !type )
  2846. switch( state )
  2847. {
  2848. case ST_MOVE_ENABLE:
  2849. if( !unit_can_move(bl) )
  2850. {
  2851. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2852. return 0;
  2853. }
  2854. break;
  2855. }
  2856. if( !(type&1) )
  2857. return 1;
  2858. // Check item existences
  2859. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2860. {
  2861. index[i] = -1;
  2862. if( itemid[i] < 1 ) continue; // No item
  2863. index[i] = pc_search_inventory(sd, itemid[i]);
  2864. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2865. {
  2866. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2867. return 0;
  2868. }
  2869. }
  2870. // Consume items
  2871. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2872. {
  2873. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2874. }
  2875. if( type&2 )
  2876. return 1;
  2877. if( sp || hp )
  2878. status_zap(bl, hp, sp);
  2879. return 1;
  2880. }
  2881. /*==========================================
  2882. *
  2883. *------------------------------------------*/
  2884. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2885. {
  2886. return 1;
  2887. }
  2888. /*==========================================
  2889. *
  2890. *------------------------------------------*/
  2891. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2892. {
  2893. struct block_list *src = map_id2bl(id),*target;
  2894. struct unit_data *ud = unit_bl2ud(src);
  2895. struct skill_timerskill *skl;
  2896. int range;
  2897. nullpo_ret(src);
  2898. nullpo_ret(ud);
  2899. skl = ud->skilltimerskill[data];
  2900. nullpo_ret(skl);
  2901. ud->skilltimerskill[data] = NULL;
  2902. do {
  2903. if(src->prev == NULL)
  2904. break; // Source not on Map
  2905. if(skl->target_id) {
  2906. target = map_id2bl(skl->target_id);
  2907. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2908. target = src; //Required since it has to warp.
  2909. if(target == NULL)
  2910. break; // Target offline?
  2911. if(target->prev == NULL)
  2912. break; // Target not on Map
  2913. if(src->m != target->m)
  2914. break; // Different Maps
  2915. if(status_isdead(src))
  2916. break; // Caster is Dead
  2917. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2918. break;
  2919. switch(skl->skill_id) {
  2920. case RG_INTIMIDATE:
  2921. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2922. short x,y;
  2923. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2924. if (target != src && !status_isdead(target))
  2925. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2926. }
  2927. break;
  2928. case BA_FROSTJOKER:
  2929. case DC_SCREAM:
  2930. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2931. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2932. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2933. break;
  2934. case NPC_EARTHQUAKE:
  2935. if( skl->type > 1 )
  2936. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2937. 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);
  2938. skill_area_temp[1] = src->id;
  2939. skill_area_temp[2] = 0;
  2940. 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);
  2941. break;
  2942. case WZ_WATERBALL:
  2943. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2944. if (!status_isdead(target))
  2945. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2946. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2947. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2948. } else {
  2949. struct status_change *sc = status_get_sc(src);
  2950. if(sc) {
  2951. if(sc->data[SC_SPIRIT] &&
  2952. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2953. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2954. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2955. }
  2956. }
  2957. break;
  2958. /**
  2959. * Warlock
  2960. **/
  2961. case WL_CHAINLIGHTNING_ATK: {
  2962. struct block_list *nbl = NULL; // Next Target of Chain
  2963. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2964. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2965. if( skl->type > 1 )
  2966. { // Remaining Chains Hit
  2967. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2968. if( nbl == NULL && skl->x > 1 )
  2969. {
  2970. nbl = target;
  2971. skl->x--;
  2972. }
  2973. else skl->x = 3;
  2974. }
  2975. if( nbl )
  2976. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2977. }
  2978. break;
  2979. case WL_TETRAVORTEX_FIRE:
  2980. case WL_TETRAVORTEX_WATER:
  2981. case WL_TETRAVORTEX_WIND:
  2982. case WL_TETRAVORTEX_GROUND:
  2983. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  2984. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2985. if( skl->type >= 3 )
  2986. { // Final Hit
  2987. if( !status_isdead(target) )
  2988. { // Final Status Effect
  2989. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2990. applyeffects[4] = { 0, 0, 0, 0 },
  2991. i, j = 0, k = 0;
  2992. for( i = 1; i <= 8; i = i + i )
  2993. {
  2994. if( skl->x&i )
  2995. {
  2996. applyeffects[j] = effects[k];
  2997. j++;
  2998. }
  2999. k++;
  3000. }
  3001. if( j )
  3002. {
  3003. i = applyeffects[rnd()%j];
  3004. status_change_start(src,target, i, 10000, skl->skill_lv,
  3005. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3006. (i == SC_BURNING ? src->id : 0),
  3007. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  3008. }
  3009. }
  3010. }
  3011. break;
  3012. case WM_REVERBERATION_MELEE:
  3013. case WM_REVERBERATION_MAGIC:
  3014. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3015. break;
  3016. case SC_FATALMENACE:
  3017. if( src == target ) // Casters Part
  3018. unit_warp(src, -1, skl->x, skl->y, 3);
  3019. else { // Target's Part
  3020. short x = skl->x, y = skl->y;
  3021. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3022. unit_warp(target,-1,x,y,3);
  3023. }
  3024. break;
  3025. case LG_MOONSLASHER:
  3026. case SR_WINDMILL:
  3027. if( target->type == BL_PC ) {
  3028. struct map_session_data *tsd = NULL;
  3029. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3030. pc_setsit(tsd);
  3031. skill_sit(tsd,1);
  3032. clif_sitting(&tsd->bl);
  3033. }
  3034. }
  3035. break;
  3036. case LG_OVERBRAND_BRANDISH:
  3037. case LG_OVERBRAND_PLUSATK:
  3038. case SR_KNUCKLEARROW:
  3039. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3040. break;
  3041. case GN_SPORE_EXPLOSION:
  3042. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3043. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3044. break;
  3045. case RK_HUNDREDSPEAR:
  3046. if(src->type == BL_PC) {
  3047. int skill_lv = pc_checkskill((struct map_session_data *)src,KN_SPEARBOOMERANG);
  3048. if(skill_lv > 0)
  3049. skill_attack(BF_WEAPON,src,src,target,KN_SPEARBOOMERANG,skill_lv,tick,skl->flag);
  3050. } else
  3051. skill_attack(BF_WEAPON,src,src,target,KN_SPEARBOOMERANG,1,tick,skl->flag);
  3052. break;
  3053. case CH_PALMSTRIKE:
  3054. {
  3055. struct status_change* tsc = status_get_sc(target);
  3056. struct status_change* sc = status_get_sc(src);
  3057. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3058. ( sc && sc->option&OPTION_HIDE ) ){
  3059. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3060. break;
  3061. }
  3062. }
  3063. default:
  3064. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3065. break;
  3066. }
  3067. }
  3068. else {
  3069. if(src->m != skl->map)
  3070. break;
  3071. switch( skl->skill_id )
  3072. {
  3073. case WZ_METEOR:
  3074. if( skl->type >= 0 )
  3075. {
  3076. int x = skl->type>>16, y = skl->type&0xFFFF;
  3077. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3078. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3079. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3080. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3081. }
  3082. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3083. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3084. break;
  3085. case GN_CRAZYWEED_ATK:
  3086. {
  3087. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3088. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3089. }
  3090. case WL_EARTHSTRAIN:
  3091. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3092. break;
  3093. }
  3094. }
  3095. } while (0);
  3096. //Free skl now that it is no longer needed.
  3097. ers_free(skill_timer_ers, skl);
  3098. return 0;
  3099. }
  3100. /*==========================================
  3101. *
  3102. *------------------------------------------*/
  3103. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3104. {
  3105. int i;
  3106. struct unit_data *ud;
  3107. nullpo_retr(1, src);
  3108. if (src->prev == NULL)
  3109. return 0;
  3110. ud = unit_bl2ud(src);
  3111. nullpo_retr(1, ud);
  3112. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3113. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3114. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3115. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3116. ud->skilltimerskill[i]->src_id = src->id;
  3117. ud->skilltimerskill[i]->target_id = target;
  3118. ud->skilltimerskill[i]->skill_id = skill_id;
  3119. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3120. ud->skilltimerskill[i]->map = src->m;
  3121. ud->skilltimerskill[i]->x = x;
  3122. ud->skilltimerskill[i]->y = y;
  3123. ud->skilltimerskill[i]->type = type;
  3124. ud->skilltimerskill[i]->flag = flag;
  3125. return 0;
  3126. }
  3127. /*==========================================
  3128. *
  3129. *------------------------------------------*/
  3130. int skill_cleartimerskill (struct block_list *src)
  3131. {
  3132. int i;
  3133. struct unit_data *ud;
  3134. nullpo_ret(src);
  3135. ud = unit_bl2ud(src);
  3136. nullpo_ret(ud);
  3137. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3138. if(ud->skilltimerskill[i]) {
  3139. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3140. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3141. ud->skilltimerskill[i]=NULL;
  3142. }
  3143. }
  3144. return 1;
  3145. }
  3146. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3147. struct skill_unit *su = (TBL_SKILL*)bl;
  3148. struct skill_unit_group *sg;
  3149. if( bl->type != BL_SKILL )
  3150. return 0;
  3151. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3152. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3153. su->limit=DIFF_TICK(gettick(),sg->tick);
  3154. sg->unit_id = UNT_USED_TRAPS;
  3155. }
  3156. return 0;
  3157. }
  3158. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3159. {
  3160. TBL_SKILL *su = (TBL_SKILL*)bl;
  3161. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3162. { //Reveal trap.
  3163. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3164. //clif_changetraplook(bl, su->group->unit_id);
  3165. clif_skill_setunit(su);
  3166. return 1;
  3167. }
  3168. return 0;
  3169. }
  3170. /*==========================================
  3171. *
  3172. *
  3173. *------------------------------------------*/
  3174. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3175. {
  3176. struct map_session_data *sd = NULL;
  3177. struct status_data *tstatus;
  3178. struct status_change *sc, *tsc;
  3179. if (skill_id > 0 && !skill_lv) return 0;
  3180. nullpo_retr(1, src);
  3181. nullpo_retr(1, bl);
  3182. if (src->m != bl->m)
  3183. return 1;
  3184. if (bl->prev == NULL)
  3185. return 1;
  3186. sd = BL_CAST(BL_PC, src);
  3187. if (status_isdead(bl))
  3188. return 1;
  3189. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3190. { //GTB makes all targetted magic display miss with a single bolt.
  3191. sc_type sct = status_skill2sc(skill_id);
  3192. if(sct != SC_NONE)
  3193. status_change_end(bl, sct, INVALID_TIMER);
  3194. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3195. return 1;
  3196. }
  3197. sc = status_get_sc(src);
  3198. tsc = status_get_sc(bl);
  3199. if (sc && !sc->count)
  3200. sc = NULL; //Unneeded
  3201. if (tsc && !tsc->count)
  3202. tsc = NULL;
  3203. tstatus = status_get_status_data(bl);
  3204. map_freeblock_lock();
  3205. switch(skill_id)
  3206. {
  3207. case MER_CRASH:
  3208. case SM_BASH:
  3209. case MS_BASH:
  3210. case MC_MAMMONITE:
  3211. case TF_DOUBLE:
  3212. case AC_DOUBLE:
  3213. case MA_DOUBLE:
  3214. case AS_SONICBLOW:
  3215. case KN_PIERCE:
  3216. case ML_PIERCE:
  3217. case KN_SPEARBOOMERANG:
  3218. case TF_POISON:
  3219. case TF_SPRINKLESAND:
  3220. case AC_CHARGEARROW:
  3221. case MA_CHARGEARROW:
  3222. case RG_INTIMIDATE:
  3223. case AM_ACIDTERROR:
  3224. case BA_MUSICALSTRIKE:
  3225. case DC_THROWARROW:
  3226. case BA_DISSONANCE:
  3227. case CR_HOLYCROSS:
  3228. case NPC_DARKCROSS:
  3229. case CR_SHIELDCHARGE:
  3230. case CR_SHIELDBOOMERANG:
  3231. case NPC_PIERCINGATT:
  3232. case NPC_MENTALBREAKER:
  3233. case NPC_RANGEATTACK:
  3234. case NPC_CRITICALSLASH:
  3235. case NPC_COMBOATTACK:
  3236. case NPC_GUIDEDATTACK:
  3237. case NPC_POISON:
  3238. case NPC_RANDOMATTACK:
  3239. case NPC_WATERATTACK:
  3240. case NPC_GROUNDATTACK:
  3241. case NPC_FIREATTACK:
  3242. case NPC_WINDATTACK:
  3243. case NPC_POISONATTACK:
  3244. case NPC_HOLYATTACK:
  3245. case NPC_DARKNESSATTACK:
  3246. case NPC_TELEKINESISATTACK:
  3247. case NPC_UNDEADATTACK:
  3248. case NPC_ARMORBRAKE:
  3249. case NPC_WEAPONBRAKER:
  3250. case NPC_HELMBRAKE:
  3251. case NPC_SHIELDBRAKE:
  3252. case NPC_BLINDATTACK:
  3253. case NPC_SILENCEATTACK:
  3254. case NPC_STUNATTACK:
  3255. case NPC_PETRIFYATTACK:
  3256. case NPC_CURSEATTACK:
  3257. case NPC_SLEEPATTACK:
  3258. case LK_AURABLADE:
  3259. case LK_SPIRALPIERCE:
  3260. case ML_SPIRALPIERCE:
  3261. case LK_HEADCRUSH:
  3262. case CG_ARROWVULCAN:
  3263. case HW_MAGICCRASHER:
  3264. case ITM_TOMAHAWK:
  3265. case MO_TRIPLEATTACK:
  3266. case CH_CHAINCRUSH:
  3267. case CH_TIGERFIST:
  3268. case PA_SHIELDCHAIN: // Shield Chain
  3269. case PA_SACRIFICE:
  3270. case WS_CARTTERMINATION: // Cart Termination
  3271. case AS_VENOMKNIFE:
  3272. case HT_PHANTASMIC:
  3273. case HT_POWER:
  3274. case TK_DOWNKICK:
  3275. case TK_COUNTER:
  3276. case GS_CHAINACTION:
  3277. case GS_TRIPLEACTION:
  3278. case GS_MAGICALBULLET:
  3279. case GS_TRACKING:
  3280. case GS_PIERCINGSHOT:
  3281. case GS_RAPIDSHOWER:
  3282. case GS_DUST:
  3283. case GS_DISARM: // Added disarm. [Reddozen]
  3284. case GS_FULLBUSTER:
  3285. case NJ_SYURIKEN:
  3286. case NJ_KUNAI:
  3287. case ASC_BREAKER:
  3288. case HFLI_MOON: //[orn]
  3289. case HFLI_SBR44: //[orn]
  3290. case NPC_BLEEDING:
  3291. case NPC_CRITICALWOUND:
  3292. case NPC_HELLPOWER:
  3293. case RK_SONICWAVE:
  3294. case AB_DUPLELIGHT_MELEE:
  3295. case RA_AIMEDBOLT:
  3296. case NC_AXEBOOMERANG:
  3297. case NC_POWERSWING:
  3298. case GC_CROSSIMPACT:
  3299. case GC_VENOMPRESSURE:
  3300. case SC_TRIANGLESHOT:
  3301. case SC_FEINTBOMB:
  3302. case LG_BANISHINGPOINT:
  3303. case LG_SHIELDPRESS:
  3304. case LG_RAGEBURST:
  3305. case LG_RAYOFGENESIS:
  3306. case LG_HESPERUSLIT:
  3307. case SR_FALLENEMPIRE:
  3308. case SR_CRESCENTELBOW_AUTOSPELL:
  3309. case SR_GATEOFHELL:
  3310. case SR_GENTLETOUCH_QUIET:
  3311. case WM_SEVERE_RAINSTORM_MELEE:
  3312. case WM_GREAT_ECHO:
  3313. case GN_SLINGITEM_RANGEMELEEATK:
  3314. case KO_JYUMONJIKIRI:
  3315. case KO_SETSUDAN:
  3316. case KO_KAIHOU:
  3317. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3318. break;
  3319. /**
  3320. * Mechanic (MADO GEAR)
  3321. **/
  3322. case NC_BOOSTKNUCKLE:
  3323. case NC_PILEBUNKER:
  3324. case NC_VULCANARM:
  3325. case NC_COLDSLOWER:
  3326. case NC_ARMSCANNON:
  3327. if (sd) pc_overheat(sd,1);
  3328. case RK_WINDCUTTER:
  3329. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3330. break;
  3331. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3332. switch( rnd()%6 ){
  3333. case 0: flag |= BREAK_ANKLE; break;
  3334. case 1: flag |= BREAK_WRIST; break;
  3335. case 2: flag |= BREAK_KNEE; break;
  3336. case 3: flag |= BREAK_SHOULDER; break;
  3337. case 4: flag |= BREAK_WAIST; break;
  3338. case 5: flag |= BREAK_NECK; break;
  3339. }
  3340. //TODO: is there really no cleaner way to do this?
  3341. sc = status_get_sc(bl);
  3342. if (sc) sc->jb_flag = flag;
  3343. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3344. break;
  3345. case MO_COMBOFINISH:
  3346. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3347. { //Becomes a splash attack when Soul Linked.
  3348. map_foreachinrange(skill_area_sub, bl,
  3349. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3350. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3351. skill_castend_damage_id);
  3352. } else
  3353. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3354. break;
  3355. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3356. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3357. skill_area_temp[1] = 0;
  3358. map_foreachinrange(skill_attack_area, src,
  3359. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3360. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3361. break;
  3362. case KN_CHARGEATK:
  3363. {
  3364. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3365. unsigned int dist = distance_bl(src, bl);
  3366. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3367. // teleport to target (if not on WoE grounds)
  3368. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3369. clif_slide(src, bl->x, bl->y);
  3370. // cause damage and knockback if the path to target was a straight one
  3371. if( path )
  3372. {
  3373. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3374. skill_blown(src, bl, dist, dir, 0);
  3375. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3376. // make the caster look in the direction of the target
  3377. unit_setdir(src, (dir+4)%8);
  3378. }
  3379. }
  3380. break;
  3381. case NC_FLAMELAUNCHER:
  3382. if (sd) pc_overheat(sd,1);
  3383. case SN_SHARPSHOOTING:
  3384. case MA_SHARPSHOOTING:
  3385. case NJ_KAMAITACHI:
  3386. case LG_CANNONSPEAR:
  3387. //It won't shoot through walls since on castend there has to be a direct
  3388. //line of sight between caster and target.
  3389. skill_area_temp[1] = bl->id;
  3390. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3391. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3392. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3393. break;
  3394. case NPC_ACIDBREATH:
  3395. case NPC_DARKNESSBREATH:
  3396. case NPC_FIREBREATH:
  3397. case NPC_ICEBREATH:
  3398. case NPC_THUNDERBREATH:
  3399. skill_area_temp[1] = bl->id;
  3400. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3401. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3402. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3403. break;
  3404. case MO_INVESTIGATE:
  3405. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3406. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3407. break;
  3408. case RG_BACKSTAP:
  3409. {
  3410. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3411. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3412. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3413. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3414. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3415. unit_setdir(bl,dir);
  3416. }
  3417. else if (sd)
  3418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3419. }
  3420. break;
  3421. case MO_FINGEROFFENSIVE:
  3422. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3423. if (battle_config.finger_offensive_type && sd) {
  3424. int i;
  3425. for (i = 1; i < sd->spiritball_old; i++)
  3426. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3427. }
  3428. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3429. break;
  3430. case MO_CHAINCOMBO:
  3431. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3432. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3433. break;
  3434. case NJ_ISSEN:
  3435. status_change_end(src, SC_NEN, INVALID_TIMER);
  3436. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3437. // fall through
  3438. case MO_EXTREMITYFIST:
  3439. {
  3440. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3441. struct block_list *mbl = bl;
  3442. short dir = 0;
  3443. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3444. if( skill_id == MO_EXTREMITYFIST )
  3445. {
  3446. mbl = src;
  3447. i = 3; // for Asura(from caster)
  3448. status_set_sp(src, 0, 0);
  3449. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3450. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3451. #ifdef RENEWAL
  3452. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3453. #endif
  3454. }else
  3455. status_set_hp(src,
  3456. #ifdef RENEWAL
  3457. max(status_get_max_hp(src)/100, 1)
  3458. #else
  3459. 1
  3460. #endif
  3461. , 0);
  3462. dir = map_calc_dir(src,bl->x,bl->y);
  3463. if( dir > 0 && dir < 4) x = -i;
  3464. else if( dir > 4 ) x = i;
  3465. else x = 0;
  3466. if( dir > 2 && dir < 6 ) y = -i;
  3467. else if( dir == 7 || dir < 2 ) y = i;
  3468. else y = 0;
  3469. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3470. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3471. clif_slide(src, src->x, src->y);
  3472. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3473. //clif_fixpos(src);
  3474. }
  3475. }
  3476. break;
  3477. //Splash attack skills.
  3478. case AS_GRIMTOOTH:
  3479. case MC_CARTREVOLUTION:
  3480. case NPC_SPLASHATTACK:
  3481. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3482. case AS_SPLASHER:
  3483. case SM_MAGNUM:
  3484. case MS_MAGNUM:
  3485. case HT_BLITZBEAT:
  3486. case AC_SHOWER:
  3487. case MA_SHOWER:
  3488. case MG_NAPALMBEAT:
  3489. case MG_FIREBALL:
  3490. case RG_RAID:
  3491. case HW_NAPALMVULCAN:
  3492. case NJ_HUUMA:
  3493. case NJ_BAKUENRYU:
  3494. case ASC_METEORASSAULT:
  3495. case GS_DESPERADO:
  3496. case GS_SPREADATTACK:
  3497. case NPC_EARTHQUAKE:
  3498. case NPC_PULSESTRIKE:
  3499. case NPC_HELLJUDGEMENT:
  3500. case NPC_VAMPIRE_GIFT:
  3501. case RK_IGNITIONBREAK:
  3502. case AB_JUDEX:
  3503. case WL_SOULEXPANSION:
  3504. case WL_CRIMSONROCK:
  3505. case WL_JACKFROST:
  3506. case RA_ARROWSTORM:
  3507. case RA_WUGDASH:
  3508. case NC_SELFDESTRUCTION:
  3509. case NC_AXETORNADO:
  3510. case GC_ROLLINGCUTTER:
  3511. case GC_COUNTERSLASH:
  3512. case LG_MOONSLASHER:
  3513. case LG_EARTHDRIVE:
  3514. case SR_TIGERCANNON:
  3515. case SR_RAMPAGEBLASTER:
  3516. case SR_SKYNETBLOW:
  3517. case SR_WINDMILL:
  3518. case SR_RIDEINLIGHTNING:
  3519. case WM_SOUND_OF_DESTRUCTION:
  3520. case WM_REVERBERATION_MELEE:
  3521. case WM_REVERBERATION_MAGIC:
  3522. case SO_VARETYR_SPEAR:
  3523. case GN_CART_TORNADO:
  3524. case GN_CARTCANNON:
  3525. case KO_HAPPOKUNAI:
  3526. case KO_HUUMARANKA:
  3527. case KO_MUCHANAGE:
  3528. case KO_BAKURETSU:
  3529. if( flag&1 ) {//Recursive invocation
  3530. // skill_area_temp[0] holds number of targets in area
  3531. // skill_area_temp[1] holds the id of the original target
  3532. // skill_area_temp[2] counts how many targets have already been processed
  3533. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3534. if( flag&SD_LEVEL )
  3535. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3536. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3537. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3538. heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3539. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3540. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3541. status_heal(src,heal,0,0);
  3542. }
  3543. } else {
  3544. switch ( skill_id ) {
  3545. case NJ_BAKUENRYU:
  3546. case LG_EARTHDRIVE:
  3547. case GN_CARTCANNON:
  3548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3549. break;
  3550. case LG_MOONSLASHER:
  3551. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3552. break;
  3553. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3554. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3555. default:
  3556. break;
  3557. }
  3558. skill_area_temp[0] = 0;
  3559. skill_area_temp[1] = bl->id;
  3560. skill_area_temp[2] = 0;
  3561. if( skill_id == WL_CRIMSONROCK ) {
  3562. skill_area_temp[4] = bl->x;
  3563. skill_area_temp[5] = bl->y;
  3564. }
  3565. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3566. skill_area_temp[1] = 0;
  3567. // if skill damage should be split among targets, count them
  3568. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3569. //special case: Venom Splasher uses a different range for searching than for splashing
  3570. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3571. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3572. // recursive invocation of skill_castend_damage_id() with flag|1
  3573. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3574. }
  3575. break;
  3576. case WL_COMET:
  3577. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3578. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3579. break;
  3580. case KN_BRANDISHSPEAR:
  3581. case ML_BRANDISH:
  3582. //Coded apart for it needs the flag passed to the damage calculation.
  3583. if (skill_area_temp[1] != bl->id)
  3584. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3585. else
  3586. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3587. break;
  3588. case KN_BOWLINGBASH:
  3589. case MS_BOWLINGBASH:
  3590. if(flag&1){
  3591. if(bl->id==skill_area_temp[1])
  3592. break;
  3593. //two hits for 500%
  3594. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
  3595. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
  3596. } else {
  3597. int i,c;
  3598. c = skill_get_blewcount(skill_id,skill_lv);
  3599. // keep moving target in the direction that src is looking, square by square
  3600. for(i=0;i<c;i++){
  3601. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3602. break; //Can't knockback
  3603. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3604. if( skill_area_temp[0] > 1 ) break; // collision
  3605. }
  3606. clif_blown(bl); //Update target pos.
  3607. if (i!=c) { //Splash
  3608. skill_area_temp[1] = bl->id;
  3609. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3610. }
  3611. //Weirdo dual-hit property, two attacks for 500%
  3612. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
  3613. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
  3614. }
  3615. break;
  3616. case KN_SPEARSTAB:
  3617. if(flag&1) {
  3618. if (bl->id==skill_area_temp[1])
  3619. break;
  3620. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3621. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3622. } else {
  3623. int x=bl->x,y=bl->y,i,dir;
  3624. dir = map_calc_dir(bl,src->x,src->y);
  3625. skill_area_temp[1] = bl->id;
  3626. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3627. // all the enemies between the caster and the target are hit, as well as the target
  3628. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3629. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3630. for (i=0;i<4;i++) {
  3631. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3632. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3633. x += dirx[dir];
  3634. y += diry[dir];
  3635. }
  3636. }
  3637. break;
  3638. case TK_TURNKICK:
  3639. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3640. {
  3641. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3642. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  3643. map_foreachinrange(skill_area_sub,bl,
  3644. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  3645. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  3646. skill_castend_nodamage_id);
  3647. }
  3648. break;
  3649. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3650. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  3651. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3652. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3653. break;
  3654. case PR_TURNUNDEAD:
  3655. case ALL_RESURRECTION:
  3656. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3657. break;
  3658. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3659. break;
  3660. case MG_SOULSTRIKE:
  3661. case NPC_DARKSTRIKE:
  3662. case MG_COLDBOLT:
  3663. case MG_FIREBOLT:
  3664. case MG_LIGHTNINGBOLT:
  3665. case WZ_EARTHSPIKE:
  3666. case AL_HEAL:
  3667. case AL_HOLYLIGHT:
  3668. case WZ_JUPITEL:
  3669. case NPC_DARKTHUNDER:
  3670. case PR_ASPERSIO:
  3671. case MG_FROSTDIVER:
  3672. case WZ_SIGHTBLASTER:
  3673. case WZ_SIGHTRASHER:
  3674. case NJ_KOUENKA:
  3675. case NJ_HYOUSENSOU:
  3676. case NJ_HUUJIN:
  3677. case AB_ADORAMUS:
  3678. case AB_RENOVATIO:
  3679. case AB_HIGHNESSHEAL:
  3680. case AB_DUPLELIGHT_MAGIC:
  3681. case WM_METALICSOUND:
  3682. case MH_ERASER_CUTTER:
  3683. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3684. break;
  3685. case NPC_MAGICALATTACK:
  3686. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3687. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  3688. break;
  3689. case HVAN_CAPRICE: //[blackhole89]
  3690. {
  3691. int ran=rnd()%4;
  3692. int sid = 0;
  3693. switch(ran)
  3694. {
  3695. case 0: sid=MG_COLDBOLT; break;
  3696. case 1: sid=MG_FIREBOLT; break;
  3697. case 2: sid=MG_LIGHTNINGBOLT; break;
  3698. case 3: sid=WZ_EARTHSPIKE; break;
  3699. }
  3700. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  3701. }
  3702. break;
  3703. case WZ_WATERBALL:
  3704. {
  3705. int range = skill_lv / 2;
  3706. int maxlv = skill_get_max(skill_id); // learnable level
  3707. int count = 0;
  3708. int x, y;
  3709. struct skill_unit* unit;
  3710. if( skill_lv > maxlv )
  3711. {
  3712. if( src->type == BL_MOB && skill_lv == 10 )
  3713. range = 4;
  3714. else
  3715. range = maxlv / 2;
  3716. }
  3717. for( y = src->y - range; y <= src->y + range; ++y )
  3718. for( x = src->x - range; x <= src->x + range; ++x )
  3719. {
  3720. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3721. {
  3722. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3723. count++; // natural water cell
  3724. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3725. {
  3726. count++; // skill-induced water cell
  3727. skill_delunit(unit); // consume cell
  3728. }
  3729. }
  3730. }
  3731. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3732. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  3733. }
  3734. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3735. break;
  3736. case PR_BENEDICTIO:
  3737. //Should attack undead and demons. [Skotlex]
  3738. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3739. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  3740. break;
  3741. case SL_SMA:
  3742. status_change_end(src, SC_SMA, INVALID_TIMER);
  3743. case SL_STIN:
  3744. case SL_STUN:
  3745. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3746. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  3747. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3748. break;
  3749. }
  3750. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3751. break;
  3752. case NPC_DARKBREATH:
  3753. clif_emotion(src,E_AG);
  3754. case SN_FALCONASSAULT:
  3755. case PA_PRESSURE:
  3756. case CR_ACIDDEMONSTRATION:
  3757. case TF_THROWSTONE:
  3758. case NPC_SMOKING:
  3759. case GS_FLING:
  3760. case NJ_ZENYNAGE:
  3761. case GN_THORNS_TRAP:
  3762. case GN_HELLS_PLANT_ATK:
  3763. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3764. break;
  3765. /**
  3766. * Rune Knight
  3767. **/
  3768. case RK_DRAGONBREATH: {
  3769. struct status_change *tsc = NULL;
  3770. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3771. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3772. } else
  3773. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3774. }
  3775. break;
  3776. case NPC_SELFDESTRUCTION: {
  3777. struct status_change *tsc = NULL;
  3778. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3779. break;
  3780. }
  3781. case HVAN_EXPLOSION:
  3782. if (src != bl)
  3783. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  3784. break;
  3785. // Celest
  3786. case PF_SOULBURN:
  3787. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  3788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3789. if (skill_lv == 5)
  3790. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  3791. status_percent_damage(src, bl, 0, 100, false);
  3792. } else {
  3793. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  3794. if (skill_lv == 5)
  3795. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  3796. status_percent_damage(src, src, 0, 100, false);
  3797. }
  3798. break;
  3799. case NPC_BLOODDRAIN:
  3800. case NPC_ENERGYDRAIN:
  3801. {
  3802. int heal = skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3803. src, src, bl, skill_id, skill_lv, tick, flag);
  3804. if (heal > 0){
  3805. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3806. status_heal(src, heal, 0, 0);
  3807. }
  3808. }
  3809. break;
  3810. case GS_BULLSEYE:
  3811. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3812. break;
  3813. case NJ_KASUMIKIRI:
  3814. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  3815. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3816. break;
  3817. case NJ_KIRIKAGE:
  3818. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3819. { //You don't move on GVG grounds.
  3820. short x, y;
  3821. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3822. if (unit_movepos(src, x, y, 0, 0))
  3823. clif_slide(src,src->x,src->y);
  3824. }
  3825. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3826. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3827. break;
  3828. case RK_HUNDREDSPEAR:
  3829. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3830. if(rnd()%100 < (10 + 3*skill_lv)) {
  3831. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  3832. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  3833. skill_blown(src,bl,6,-1,0);
  3834. skill_addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  3835. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  3836. }
  3837. break;
  3838. case RK_CRUSHSTRIKE:
  3839. if( sd ) {
  3840. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3841. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3842. else
  3843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3844. } else //non-sd support
  3845. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3846. break;
  3847. case RK_STORMBLAST:
  3848. if( flag&1 )
  3849. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3850. else {
  3851. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3852. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  3853. }
  3854. break;
  3855. case GC_DARKILLUSION:
  3856. {
  3857. short x, y;
  3858. short dir = map_calc_dir(src,bl->x,bl->y);
  3859. if( dir > 0 && dir < 4) x = 2;
  3860. else if( dir > 4 ) x = -2;
  3861. else x = 0;
  3862. if( dir > 2 && dir < 6 ) y = 2;
  3863. else if( dir == 7 || dir < 2 ) y = -2;
  3864. else y = 0;
  3865. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3866. {
  3867. clif_slide(src,bl->x+x,bl->y+y);
  3868. clif_fixpos(src); // the official server send these two packts.
  3869. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3870. if( rnd()%100 < 4 * skill_lv )
  3871. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  3872. }
  3873. }
  3874. break;
  3875. case GC_WEAPONCRUSH:
  3876. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3877. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3878. else if( sd )
  3879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3880. break;
  3881. case GC_CROSSRIPPERSLASHER:
  3882. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3883. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  3884. else
  3885. {
  3886. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3887. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3888. }
  3889. break;
  3890. case GC_PHANTOMMENACE:
  3891. if( flag&1 )
  3892. { // Only Hits Invisible Targets
  3893. struct status_change *tsc = status_get_sc(bl);
  3894. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3895. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3896. }
  3897. break;
  3898. case WL_CHAINLIGHTNING:
  3899. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3900. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
  3901. break;
  3902. case WL_DRAINLIFE:
  3903. {
  3904. int heal = skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3905. int rate = 70 + 5 * skill_lv;
  3906. heal = heal * (5 + 5 * skill_lv) / 100;
  3907. if( bl->type == BL_SKILL )
  3908. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3909. if( heal && rnd()%100 < rate )
  3910. {
  3911. status_heal(src, heal, 0, 0);
  3912. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3913. }
  3914. }
  3915. break;
  3916. case WL_TETRAVORTEX:
  3917. if( sd )
  3918. {
  3919. int spheres[5] = { 0, 0, 0, 0, 0 },
  3920. positions[5] = {-1,-1,-1,-1,-1 },
  3921. i, j = 0, k, subskill = 0;
  3922. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3923. if( sc && sc->data[i] )
  3924. {
  3925. spheres[j] = i;
  3926. positions[j] = sc->data[i]->val2;
  3927. j++; //
  3928. }
  3929. if( j < 4 )
  3930. { // Need 4 spheres minimum
  3931. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3932. break;
  3933. }
  3934. // Sphere Sort, this time from new to old
  3935. for( i = 0; i <= j - 2; i++ )
  3936. for( k = i + 1; k <= j - 1; k++ )
  3937. if( positions[i] < positions[k] )
  3938. {
  3939. swap(positions[i],positions[k]);
  3940. swap(spheres[i],spheres[k]);
  3941. }
  3942. k = 0;
  3943. for( i = 0; i < 4; i++ )
  3944. {
  3945. switch( sc->data[spheres[i]]->val1 )
  3946. {
  3947. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3948. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3949. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3950. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3951. }
  3952. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  3953. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  3954. status_change_end(src, spheres[i], INVALID_TIMER);
  3955. }
  3956. }
  3957. break;
  3958. case WL_RELEASE:
  3959. if( sd )
  3960. {
  3961. int i;
  3962. // Priority is to release SpellBook
  3963. if( sc && sc->data[SC_READING_SB] )
  3964. { // SpellBook
  3965. uint16 skill_id, skill_lv, point, s = 0;
  3966. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3967. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3968. if( sc->data[i] ) spell[s++] = i;
  3969. if ( s == 0 )
  3970. break;
  3971. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3972. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3973. skill_id = sc->data[i]->val1;
  3974. skill_lv = sc->data[i]->val2;
  3975. point = sc->data[i]->val3;
  3976. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3977. }else //something went wrong :(
  3978. break;
  3979. if( sc->data[SC_READING_SB]->val2 > point )
  3980. sc->data[SC_READING_SB]->val2 -= point;
  3981. else // Last spell to be released
  3982. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3983. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  3984. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  3985. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3986. break;
  3987. switch( skill_get_casttype(skill_id) )
  3988. {
  3989. case CAST_GROUND:
  3990. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3991. break;
  3992. case CAST_NODAMAGE:
  3993. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3994. break;
  3995. case CAST_DAMAGE:
  3996. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3997. break;
  3998. }
  3999. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4000. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4001. }
  4002. else
  4003. { // Summon Balls
  4004. int j = 0, k, skele;
  4005. int spheres[5] = { 0, 0, 0, 0, 0 },
  4006. positions[5] = {-1,-1,-1,-1,-1 };
  4007. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4008. if( sc && sc->data[i] )
  4009. {
  4010. spheres[j] = i;
  4011. positions[j] = sc->data[i]->val2;
  4012. sc->data[i]->val2--; // Prepares for next position
  4013. j++;
  4014. }
  4015. if( j == 0 )
  4016. { // No Spheres
  4017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4018. break;
  4019. }
  4020. // Sphere Sort
  4021. for( i = 0; i <= j - 2; i++ )
  4022. for( k = i + 1; k <= j - 1; k++ )
  4023. if( positions[i] > positions[k] )
  4024. {
  4025. swap(positions[i],positions[k]);
  4026. swap(spheres[i],spheres[k]);
  4027. }
  4028. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4029. for( i = 0; i < j; i++ )
  4030. {
  4031. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4032. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4033. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4034. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4035. }
  4036. clif_skill_nodamage(src,bl,skill_id,0,1);
  4037. }
  4038. }
  4039. break;
  4040. case WL_FROSTMISTY:
  4041. // Causes Freezing status through walls.
  4042. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4043. // Doesn't deal damage through non-shootable walls.
  4044. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4045. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4046. break;
  4047. case WL_HELLINFERNO:
  4048. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4049. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4050. break;
  4051. case RA_WUGSTRIKE:
  4052. if( sd && pc_isridingwug(sd) ){
  4053. short x[8]={0,-1,-1,-1,0,1,1,1};
  4054. short y[8]={1,1,0,-1,-1,-1,0,1};
  4055. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4056. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4057. {
  4058. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4059. clif_fixpos(src);
  4060. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4061. }
  4062. break;
  4063. }
  4064. case RA_WUGBITE:
  4065. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4067. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4068. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4069. break;
  4070. case RA_SENSITIVEKEEN:
  4071. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4072. struct status_change * tsc = status_get_sc(bl);
  4073. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4074. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4075. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4076. }
  4077. }
  4078. else
  4079. {
  4080. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4081. struct skill_unit_group* sg;
  4082. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4083. {
  4084. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4085. {
  4086. struct item item_tmp;
  4087. memset(&item_tmp,0,sizeof(item_tmp));
  4088. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4089. item_tmp.identify = 1;
  4090. if( item_tmp.nameid )
  4091. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  4092. }
  4093. skill_delunit(su);
  4094. }
  4095. }
  4096. break;
  4097. case NC_INFRAREDSCAN:
  4098. if( flag&1 )
  4099. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4100. if( rnd()%100 < 50 )
  4101. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4102. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4103. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4104. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4105. }
  4106. else
  4107. {
  4108. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4109. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4110. if( sd ) pc_overheat(sd,1);
  4111. }
  4112. break;
  4113. case NC_MAGNETICFIELD:
  4114. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4115. break;
  4116. case SC_FATALMENACE:
  4117. if( flag&1 )
  4118. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4119. else
  4120. {
  4121. short x, y;
  4122. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4123. // Destination area
  4124. skill_area_temp[4] = x;
  4125. skill_area_temp[5] = y;
  4126. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4127. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4128. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4129. }
  4130. break;
  4131. case LG_PINPOINTATTACK:
  4132. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4133. clif_slide(src,bl->x,bl->y);
  4134. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4135. break;
  4136. case LG_SHIELDSPELL:
  4137. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4138. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4139. break;
  4140. case LG_OVERBRAND:
  4141. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4142. break;
  4143. case LG_OVERBRAND_BRANDISH:
  4144. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
  4145. break;
  4146. case SR_DRAGONCOMBO:
  4147. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4148. break;
  4149. case SR_KNUCKLEARROW:
  4150. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4151. clif_slide(src,bl->x,bl->y);
  4152. clif_fixpos(src); // Aegis send this packet too.
  4153. }
  4154. if( flag&1 )
  4155. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4156. else
  4157. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4158. break;
  4159. case SR_HOWLINGOFLION:
  4160. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4161. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4162. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4163. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4164. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4165. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4166. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4167. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4168. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4169. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4170. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4171. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4172. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4173. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4174. break;
  4175. case SR_EARTHSHAKER:
  4176. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4177. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4178. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4179. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4180. } else{
  4181. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4182. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4183. }
  4184. break;
  4185. case SO_POISON_BUSTER: {
  4186. struct status_change *tsc = status_get_sc(bl);
  4187. if( tsc && tsc->data[SC_POISON] ) {
  4188. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4189. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4190. }
  4191. else if( sd )
  4192. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4193. }
  4194. break;
  4195. case GN_SPORE_EXPLOSION:
  4196. if( flag&1 )
  4197. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4198. else {
  4199. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4200. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4201. }
  4202. break;
  4203. case EL_FIRE_BOMB:
  4204. case EL_FIRE_WAVE:
  4205. case EL_WATER_SCREW:
  4206. case EL_HURRICANE:
  4207. case EL_TYPOON_MIS:
  4208. if( flag&1 )
  4209. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4210. else {
  4211. int i = skill_get_splash(skill_id,skill_lv);
  4212. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4213. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4214. if( rnd()%100 < 30 )
  4215. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4216. else
  4217. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4218. }
  4219. break;
  4220. case EL_ROCK_CRUSHER:
  4221. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4222. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4223. if( rnd()%100 < 50 )
  4224. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4225. else
  4226. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4227. break;
  4228. case EL_STONE_RAIN:
  4229. if( flag&1 )
  4230. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4231. else {
  4232. int i = skill_get_splash(skill_id,skill_lv);
  4233. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4234. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4235. if( rnd()%100 < 30 )
  4236. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4237. else
  4238. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4239. }
  4240. break;
  4241. case EL_FIRE_ARROW:
  4242. case EL_ICE_NEEDLE:
  4243. case EL_WIND_SLASH:
  4244. case EL_STONE_HAMMER:
  4245. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4246. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4247. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4248. break;
  4249. case EL_TIDAL_WEAPON:
  4250. if( src->type == BL_ELEM ) {
  4251. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4252. struct status_change *sc = status_get_sc(&ele->bl);
  4253. struct status_change *tsc = status_get_sc(bl);
  4254. sc_type type = status_skill2sc(skill_id), type2;
  4255. type2 = type-1;
  4256. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4257. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4258. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4259. elemental_clean_single_effect(ele, skill_id);
  4260. }
  4261. if( rnd()%100 < 50 )
  4262. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4263. else {
  4264. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4265. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4266. }
  4267. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4268. }
  4269. break;
  4270. //recursive homon skill
  4271. case MH_MAGMA_FLOW:
  4272. case MH_HEILIGE_STANGE:
  4273. if(flag & 1){
  4274. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4275. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4276. }
  4277. else {
  4278. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4279. }
  4280. break;
  4281. case MH_STAHL_HORN:
  4282. case MH_NEEDLE_OF_PARALYZE:
  4283. case MH_SONIC_CRAW:
  4284. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4285. break;
  4286. case MH_MIDNIGHT_FRENZY:
  4287. case MH_SILVERVEIN_RUSH:{
  4288. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4289. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4290. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4291. break;
  4292. }
  4293. case MH_TINDER_BREAKER:
  4294. if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4295. #if PACKETVER >= 20111005
  4296. clif_snap(src, bl->x, bl->y);
  4297. #else
  4298. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4299. #endif
  4300. }
  4301. case MH_CBC:
  4302. case MH_EQC: {
  4303. int duration=0;
  4304. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4305. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4306. hom_delspiritball(hd,skill_id==MH_EQC?2:1,0); //only EQC consume 2 in grp 2
  4307. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4308. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4309. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4310. break;
  4311. }
  4312. case 0:/* no skill - basic/normal attack */
  4313. if(sd) {
  4314. if (flag & 3){
  4315. if (bl->id != skill_area_temp[1])
  4316. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4317. } else {
  4318. skill_area_temp[1] = bl->id;
  4319. map_foreachinrange(skill_area_sub, bl,
  4320. sd->bonus.splash_range, BL_CHAR,
  4321. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4322. skill_castend_damage_id);
  4323. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4324. }
  4325. }
  4326. break;
  4327. default:
  4328. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4329. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4330. 0, abs(skill_get_num(skill_id, skill_lv)),
  4331. skill_id, skill_lv, skill_get_hit(skill_id));
  4332. map_freeblock_unlock();
  4333. return 1;
  4334. }
  4335. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4336. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4337. map_freeblock_unlock();
  4338. if( sd && !(flag&1) )
  4339. {// ensure that the skill last-cast tick is recorded
  4340. sd->canskill_tick = gettick();
  4341. if( sd->state.arrow_atk )
  4342. {// consume arrow on last invocation to this skill.
  4343. battle_consume_ammo(sd, skill_id, skill_lv);
  4344. }
  4345. // perform skill requirement consumption
  4346. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4347. }
  4348. return 0;
  4349. }
  4350. /*==========================================
  4351. *
  4352. *------------------------------------------*/
  4353. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4354. {
  4355. struct map_session_data *sd, *dstsd;
  4356. struct mob_data *md, *dstmd;
  4357. struct homun_data *hd;
  4358. struct mercenary_data *mer;
  4359. struct status_data *sstatus, *tstatus;
  4360. struct status_change *tsc;
  4361. struct status_change_entry *tsce;
  4362. int i = 0;
  4363. enum sc_type type;
  4364. if(skill_id > 0 && !skill_lv) return 0; // celest
  4365. nullpo_retr(1, src);
  4366. nullpo_retr(1, bl);
  4367. if (src->m != bl->m)
  4368. return 1;
  4369. sd = BL_CAST(BL_PC, src);
  4370. hd = BL_CAST(BL_HOM, src);
  4371. md = BL_CAST(BL_MOB, src);
  4372. mer = BL_CAST(BL_MER, src);
  4373. dstsd = BL_CAST(BL_PC, bl);
  4374. dstmd = BL_CAST(BL_MOB, bl);
  4375. if(bl->prev == NULL)
  4376. return 1;
  4377. if(status_isdead(src))
  4378. return 1;
  4379. if( src != bl && status_isdead(bl) ) {
  4380. /**
  4381. * Skills that may be cast on dead targets
  4382. **/
  4383. switch( skill_id ) {
  4384. case NPC_WIDESOULDRAIN:
  4385. case PR_REDEMPTIO:
  4386. case ALL_RESURRECTION:
  4387. case WM_DEADHILLHERE:
  4388. break;
  4389. default:
  4390. return 1;
  4391. }
  4392. }
  4393. tstatus = status_get_status_data(bl);
  4394. sstatus = status_get_status_data(src);
  4395. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4396. switch (skill_id) {
  4397. case HLIF_HEAL: //[orn]
  4398. if (bl->type != BL_HOM) {
  4399. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4400. break ;
  4401. }
  4402. case AL_HEAL:
  4403. case ALL_RESURRECTION:
  4404. case PR_ASPERSIO:
  4405. /**
  4406. * Arch Bishop
  4407. **/
  4408. case AB_RENOVATIO:
  4409. case AB_HIGHNESSHEAL:
  4410. //Apparently only player casted skills can be offensive like this.
  4411. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4412. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4413. //Offensive heal does not works on non-enemies. [Skotlex]
  4414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4415. return 0;
  4416. }
  4417. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4418. }
  4419. break;
  4420. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4421. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4422. case MH_STEINWAND: {
  4423. struct block_list *s_src = battle_get_master(src);
  4424. short ret = 0;
  4425. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4426. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4427. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4428. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4429. if (hd)
  4430. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4431. return ret;
  4432. }
  4433. break;
  4434. default:
  4435. //Skill is actually ground placed.
  4436. if (src == bl && skill_get_unit_id(skill_id,0))
  4437. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4438. }
  4439. type = status_skill2sc(skill_id);
  4440. tsc = status_get_sc(bl);
  4441. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4442. if (src!=bl && type > -1 &&
  4443. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4444. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4445. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4446. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4447. map_freeblock_lock();
  4448. switch(skill_id)
  4449. {
  4450. case HLIF_HEAL: //[orn]
  4451. case AL_HEAL:
  4452. /**
  4453. * Arch Bishop
  4454. **/
  4455. case AB_HIGHNESSHEAL:
  4456. {
  4457. int heal = skill_calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
  4458. int heal_get_jobexp;
  4459. //Highness Heal: starts at 1.7 boost + 0.3 for each level
  4460. if( skill_id == AB_HIGHNESSHEAL ) {
  4461. heal = heal * ( 17 + 3 * skill_lv ) / 10;
  4462. }
  4463. if( status_isimmune(bl) ||
  4464. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4465. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4466. heal=0;
  4467. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4468. heal = heal*2;
  4469. if( tsc && tsc->count )
  4470. {
  4471. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4472. { //Bounce back heal
  4473. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4474. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4475. if (src == bl)
  4476. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4477. else {
  4478. bl = src;
  4479. dstsd = sd;
  4480. }
  4481. }
  4482. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4483. heal = 0; //Needed so that it actually displays 0 when healing.
  4484. }
  4485. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4486. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4487. heal = ~heal + 1;
  4488. heal_get_jobexp = status_heal(bl,heal,0,0);
  4489. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4490. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4491. if (heal_get_jobexp <= 0)
  4492. heal_get_jobexp = 1;
  4493. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4494. }
  4495. }
  4496. break;
  4497. case PR_REDEMPTIO:
  4498. if (sd && !(flag&1)) {
  4499. if (sd->status.party_id == 0) {
  4500. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4501. break;
  4502. }
  4503. skill_area_temp[0] = 0;
  4504. party_foreachsamemap(skill_area_sub,
  4505. sd,skill_get_splash(skill_id, skill_lv),
  4506. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4507. skill_castend_nodamage_id);
  4508. if (skill_area_temp[0] == 0) {
  4509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4510. break;
  4511. }
  4512. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4513. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4514. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4515. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4516. clif_updatestatus(sd,SP_BASEEXP);
  4517. clif_updatestatus(sd,SP_JOBEXP);
  4518. }
  4519. status_set_hp(src, 1, 0);
  4520. status_set_sp(src, 0, 0);
  4521. break;
  4522. } else if (status_isdead(bl) && flag&1) { //Revive
  4523. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4524. skill_lv = 3; //Resurrection level 3 is used
  4525. } else //Invalid target, skip resurrection.
  4526. break;
  4527. case ALL_RESURRECTION:
  4528. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4529. { //No reviving in WoE grounds!
  4530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4531. break;
  4532. }
  4533. if (!status_isdead(bl))
  4534. break;
  4535. {
  4536. int per = 0, sper = 0;
  4537. if (tsc && tsc->data[SC_HELLPOWER])
  4538. break;
  4539. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4540. break;
  4541. switch(skill_lv){
  4542. case 1: per=10; break;
  4543. case 2: per=30; break;
  4544. case 3: per=50; break;
  4545. case 4: per=80; break;
  4546. }
  4547. if(dstsd && dstsd->special_state.restart_full_recover)
  4548. per = sper = 100;
  4549. if (status_revive(bl, per, sper))
  4550. {
  4551. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4552. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4553. {
  4554. int exp = 0,jexp = 0;
  4555. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4556. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4557. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4558. if (exp < 1) exp = 1;
  4559. }
  4560. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4561. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4562. if (jexp < 1) jexp = 1;
  4563. }
  4564. if(exp > 0 || jexp > 0)
  4565. pc_gainexp (sd, bl, exp, jexp, false);
  4566. }
  4567. }
  4568. }
  4569. break;
  4570. case AL_DECAGI:
  4571. case MER_DECAGI:
  4572. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  4573. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  4574. break;
  4575. case AL_CRUCIS:
  4576. if (flag&1)
  4577. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  4578. else {
  4579. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  4580. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4581. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4582. }
  4583. break;
  4584. case PR_LEXDIVINA:
  4585. case MER_LEXDIVINA:
  4586. if( tsce )
  4587. status_change_end(bl,type, INVALID_TIMER);
  4588. else
  4589. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4590. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4591. break;
  4592. case SA_ABRACADABRA:
  4593. {
  4594. int abra_skill_id = 0, abra_skill_lv;
  4595. do {
  4596. i = rnd() % MAX_SKILL_ABRA_DB;
  4597. abra_skill_id = skill_abra_db[i].skill_id;
  4598. } while (abra_skill_id == 0 ||
  4599. skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
  4600. rnd()%10000 >= skill_abra_db[i].per
  4601. );
  4602. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  4603. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  4604. if( sd )
  4605. {// player-casted
  4606. sd->state.abra_flag = 1;
  4607. sd->skillitem = abra_skill_id;
  4608. sd->skillitemlv = abra_skill_lv;
  4609. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  4610. }
  4611. else
  4612. {// mob-casted
  4613. struct unit_data *ud = unit_bl2ud(src);
  4614. int inf = skill_get_inf(abra_skill_id);
  4615. if (!ud) break;
  4616. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4617. if (src->type == BL_PET)
  4618. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4619. if (!bl) bl = src;
  4620. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  4621. } else { //Assume offensive skills
  4622. int target_id = 0;
  4623. if (ud->target)
  4624. target_id = ud->target;
  4625. else switch (src->type) {
  4626. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4627. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4628. }
  4629. if (!target_id)
  4630. break;
  4631. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  4632. bl = map_id2bl(target_id);
  4633. if (!bl) bl = src;
  4634. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  4635. } else
  4636. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  4637. }
  4638. }
  4639. }
  4640. break;
  4641. case SA_COMA:
  4642. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4643. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  4644. break;
  4645. case SA_FULLRECOVERY:
  4646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4647. if (status_isimmune(bl))
  4648. break;
  4649. status_percent_heal(bl, 100, 100);
  4650. break;
  4651. case NPC_ALLHEAL:
  4652. {
  4653. int heal;
  4654. if( status_isimmune(bl) )
  4655. break;
  4656. heal = status_percent_heal(bl, 100, 0);
  4657. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4658. if( dstmd )
  4659. { // Reset Damage Logs
  4660. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4661. dstmd->tdmg = 0;
  4662. }
  4663. }
  4664. break;
  4665. case SA_SUMMONMONSTER:
  4666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4667. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4668. break;
  4669. case SA_LEVELUP:
  4670. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4671. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4672. break;
  4673. case SA_INSTANTDEATH:
  4674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4675. status_set_hp(bl,1,0);
  4676. break;
  4677. case SA_QUESTION:
  4678. case SA_GRAVITY:
  4679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4680. break;
  4681. case SA_CLASSCHANGE:
  4682. case SA_MONOCELL:
  4683. if (dstmd)
  4684. {
  4685. int class_;
  4686. if ( sd && dstmd->status.mode&MD_BOSS )
  4687. {
  4688. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4689. break;
  4690. }
  4691. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4693. mob_class_change(dstmd,class_);
  4694. if( tsc && dstmd->status.mode&MD_BOSS )
  4695. {
  4696. 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 };
  4697. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4698. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4699. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4700. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4701. }
  4702. }
  4703. break;
  4704. case SA_DEATH:
  4705. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4706. {
  4707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4708. break;
  4709. }
  4710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4711. status_kill(bl);
  4712. break;
  4713. case SA_REVERSEORCISH:
  4714. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4715. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  4716. break;
  4717. case SA_FORTUNE:
  4718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4719. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4720. break;
  4721. case SA_TAMINGMONSTER:
  4722. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4723. if (sd && dstmd) {
  4724. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4725. if( i < MAX_PET_DB )
  4726. pet_catch_process1(sd, dstmd->class_);
  4727. }
  4728. break;
  4729. case CR_PROVIDENCE:
  4730. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4731. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4732. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4733. map_freeblock_unlock();
  4734. return 1;
  4735. }
  4736. }
  4737. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4738. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4739. break;
  4740. case CG_MARIONETTE:
  4741. {
  4742. struct status_change* sc = status_get_sc(src);
  4743. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4744. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4745. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4746. map_freeblock_unlock();
  4747. return 1;
  4748. }
  4749. if( sc && tsc )
  4750. {
  4751. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4752. {
  4753. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  4754. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  4755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4756. }
  4757. else
  4758. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4759. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4760. {
  4761. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4762. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4763. }
  4764. else
  4765. {
  4766. if( sd )
  4767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4768. map_freeblock_unlock();
  4769. return 1;
  4770. }
  4771. }
  4772. }
  4773. break;
  4774. case RG_CLOSECONFINE:
  4775. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4776. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  4777. break;
  4778. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4779. case SA_FROSTWEAPON:
  4780. case SA_LIGHTNINGLOADER:
  4781. case SA_SEISMICWEAPON:
  4782. if (dstsd) {
  4783. if(dstsd->status.weapon == W_FIST ||
  4784. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4785. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4786. dstsd->sc.data[SC_FIREWEAPON] ||
  4787. dstsd->sc.data[SC_WATERWEAPON] ||
  4788. dstsd->sc.data[SC_WINDWEAPON] ||
  4789. dstsd->sc.data[SC_EARTHWEAPON] ||
  4790. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4791. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4792. dstsd->sc.data[SC_ENCPOISON]
  4793. ))
  4794. ) {
  4795. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4796. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4797. break;
  4798. }
  4799. }
  4800. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4801. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  4802. if (sd)
  4803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4804. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4805. clif_displaymessage(sd->fd, msg_txt(sd,669));
  4806. }
  4807. break;
  4808. case PR_ASPERSIO:
  4809. if (sd && dstmd) {
  4810. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  4811. break;
  4812. }
  4813. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4814. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4815. break;
  4816. case ITEM_ENCHANTARMS:
  4817. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4818. sc_start2(src,bl,type,100,skill_lv,
  4819. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  4820. break;
  4821. case TK_SEVENWIND:
  4822. switch(skill_get_ele(skill_id,skill_lv)) {
  4823. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4824. case ELE_WIND : type = SC_WINDWEAPON; break;
  4825. case ELE_WATER : type = SC_WATERWEAPON; break;
  4826. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4827. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4828. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4829. case ELE_HOLY : type = SC_ASPERSIO; break;
  4830. }
  4831. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4832. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4833. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4834. break;
  4835. case PR_KYRIE:
  4836. case MER_KYRIE:
  4837. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  4838. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4839. break;
  4840. //Passive Magnum, should had been casted on yourself.
  4841. case SM_MAGNUM:
  4842. case MS_MAGNUM:
  4843. skill_area_temp[1] = 0;
  4844. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  4845. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4846. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  4847. // Initiate 10% of your damage becomes fire element.
  4848. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  4849. if( sd )
  4850. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  4851. else if( bl->type == BL_MER )
  4852. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  4853. break;
  4854. case TK_JUMPKICK:
  4855. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4856. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4857. {
  4858. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4859. {
  4860. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4861. clif_slide(src,bl->x,bl->y);
  4862. }
  4863. }
  4864. else
  4865. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  4866. break;
  4867. case AL_INCAGI:
  4868. case AL_BLESSING:
  4869. case MER_INCAGI:
  4870. case MER_BLESSING:
  4871. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4872. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4873. break;
  4874. }
  4875. case PR_SLOWPOISON:
  4876. case PR_IMPOSITIO:
  4877. case PR_LEXAETERNA:
  4878. case PR_SUFFRAGIUM:
  4879. case PR_BENEDICTIO:
  4880. case LK_BERSERK:
  4881. case MS_BERSERK:
  4882. case KN_AUTOCOUNTER:
  4883. case KN_TWOHANDQUICKEN:
  4884. case KN_ONEHAND:
  4885. case MER_QUICKEN:
  4886. case CR_SPEARQUICKEN:
  4887. case CR_REFLECTSHIELD:
  4888. case MS_REFLECTSHIELD:
  4889. case AS_POISONREACT:
  4890. case MC_LOUD:
  4891. case MG_ENERGYCOAT:
  4892. case MO_EXPLOSIONSPIRITS:
  4893. case MO_STEELBODY:
  4894. case MO_BLADESTOP:
  4895. case LK_AURABLADE:
  4896. case LK_PARRYING:
  4897. case MS_PARRYING:
  4898. case LK_CONCENTRATION:
  4899. case WS_CARTBOOST:
  4900. case SN_SIGHT:
  4901. case WS_MELTDOWN:
  4902. case WS_OVERTHRUSTMAX:
  4903. case ST_REJECTSWORD:
  4904. case HW_MAGICPOWER:
  4905. case PF_MEMORIZE:
  4906. case PA_SACRIFICE:
  4907. case ASC_EDP:
  4908. case PF_DOUBLECASTING:
  4909. case SG_SUN_COMFORT:
  4910. case SG_MOON_COMFORT:
  4911. case SG_STAR_COMFORT:
  4912. case NPC_HALLUCINATION:
  4913. case GS_MADNESSCANCEL:
  4914. case GS_ADJUSTMENT:
  4915. case GS_INCREASING:
  4916. case NJ_KASUMIKIRI:
  4917. case NJ_UTSUSEMI:
  4918. case NJ_NEN:
  4919. case NPC_DEFENDER:
  4920. case NPC_MAGICMIRROR:
  4921. case ST_PRESERVE:
  4922. case NPC_INVINCIBLE:
  4923. case NPC_INVINCIBLEOFF:
  4924. case RK_DEATHBOUND:
  4925. case AB_RENOVATIO:
  4926. case AB_EXPIATIO:
  4927. case AB_DUPLELIGHT:
  4928. case AB_SECRAMENT:
  4929. case NC_ACCELERATION:
  4930. case NC_HOVERING:
  4931. case NC_SHAPESHIFT:
  4932. case WL_RECOGNIZEDSPELL:
  4933. case GC_VENOMIMPRESS:
  4934. case SC_DEADLYINFECT:
  4935. case LG_EXEEDBREAK:
  4936. case LG_PRESTIGE:
  4937. case SR_CRESCENTELBOW:
  4938. case SR_LIGHTNINGWALK:
  4939. case SR_GENTLETOUCH_ENERGYGAIN:
  4940. case GN_CARTBOOST:
  4941. case KO_MEIKYOUSISUI:
  4942. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4943. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4944. break;
  4945. case SO_STRIKING:
  4946. if (sd) {
  4947. int bonus = 25 + 10 * skill_lv;
  4948. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4949. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  4950. battle_check_target(src,bl,BCT_PARTY) ?
  4951. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  4952. 0
  4953. );
  4954. }
  4955. break;
  4956. case NPC_STOP:
  4957. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4958. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  4959. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  4960. break;
  4961. case HP_ASSUMPTIO:
  4962. if( sd && dstmd )
  4963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4964. else
  4965. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4966. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4967. break;
  4968. case MG_SIGHT:
  4969. case MER_SIGHT:
  4970. case AL_RUWACH:
  4971. case WZ_SIGHTBLASTER:
  4972. case NPC_WIDESIGHT:
  4973. case NPC_STONESKIN:
  4974. case NPC_ANTIMAGIC:
  4975. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4976. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  4977. break;
  4978. case HLIF_AVOID:
  4979. case HAMI_DEFENCE:
  4980. i = skill_get_time(skill_id,skill_lv);
  4981. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  4982. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  4983. break;
  4984. case NJ_BUNSINJYUTSU:
  4985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4986. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  4987. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4988. break;
  4989. /* Was modified to only affect targetted char. [Skotlex]
  4990. case HP_ASSUMPTIO:
  4991. if (flag&1)
  4992. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4993. else
  4994. {
  4995. map_foreachinrange(skill_area_sub, bl,
  4996. skill_get_splash(skill_id, skill_lv), BL_PC,
  4997. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  4998. skill_castend_nodamage_id);
  4999. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5000. }
  5001. break;
  5002. */
  5003. case SM_ENDURE:
  5004. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5005. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5006. if (sd)
  5007. skill_blockpc_start (sd, skill_id, skill_get_time2(skill_id,skill_lv));
  5008. break;
  5009. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5010. if (sd && dstsd && dstsd->sc.count) {
  5011. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5012. dstsd->sc.data[SC_WATERWEAPON] ||
  5013. dstsd->sc.data[SC_WINDWEAPON] ||
  5014. dstsd->sc.data[SC_EARTHWEAPON] ||
  5015. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5016. dstsd->sc.data[SC_GHOSTWEAPON]
  5017. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5018. ) {
  5019. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5021. break;
  5022. }
  5023. }
  5024. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5025. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5026. break;
  5027. case LK_TENSIONRELAX:
  5028. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5029. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5030. skill_get_time(skill_id,skill_lv)));
  5031. break;
  5032. case MC_CHANGECART:
  5033. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5034. break;
  5035. case TK_MISSION:
  5036. if (sd) {
  5037. int id;
  5038. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5039. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5040. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5041. break;
  5042. }
  5043. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5044. if (!id) {
  5045. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5046. break;
  5047. }
  5048. sd->mission_mobid = id;
  5049. sd->mission_count = 0;
  5050. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5051. clif_mission_info(sd, id, 0);
  5052. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5053. }
  5054. break;
  5055. case AC_CONCENTRATION:
  5056. {
  5057. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5058. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5059. map_foreachinrange( status_change_timer_sub, src,
  5060. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5061. src,NULL,type,tick);
  5062. }
  5063. break;
  5064. case SM_PROVOKE:
  5065. case SM_SELFPROVOKE:
  5066. case MER_PROVOKE:
  5067. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5068. {
  5069. map_freeblock_unlock();
  5070. return 1;
  5071. }
  5072. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5073. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5074. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5075. if( !i )
  5076. {
  5077. if( sd )
  5078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5079. map_freeblock_unlock();
  5080. return 0;
  5081. }
  5082. unit_skillcastcancel(bl, 2);
  5083. if( tsc && tsc->count )
  5084. {
  5085. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5086. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5087. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5088. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5089. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5090. }
  5091. if( dstmd )
  5092. {
  5093. dstmd->state.provoke_flag = src->id;
  5094. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5095. }
  5096. break;
  5097. case ML_DEVOTION:
  5098. case CR_DEVOTION:
  5099. {
  5100. int count, lv;
  5101. if( !dstsd || (!sd && !mer) )
  5102. { // Only players can be devoted
  5103. if( sd )
  5104. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5105. break;
  5106. }
  5107. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5108. lv = -lv;
  5109. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5110. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5111. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5112. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5113. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5114. {
  5115. if( sd )
  5116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5117. map_freeblock_unlock();
  5118. return 1;
  5119. }
  5120. i = 0;
  5121. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5122. if( sd )
  5123. { // Player Devoting Player
  5124. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5125. if( i == count )
  5126. {
  5127. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5128. if( i == count )
  5129. { // No free slots, skill Fail
  5130. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5131. map_freeblock_unlock();
  5132. return 1;
  5133. }
  5134. }
  5135. sd->devotion[i] = bl->id;
  5136. }
  5137. else
  5138. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5139. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5140. sc_start4(src,bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5141. clif_devotion(src, NULL);
  5142. }
  5143. break;
  5144. case MO_CALLSPIRITS:
  5145. if(sd) {
  5146. int limit = skill_lv;
  5147. if( sd->sc.data[SC_RAISINGDRAGON] )
  5148. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5149. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5150. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5151. }
  5152. break;
  5153. case CH_SOULCOLLECT:
  5154. if(sd) {
  5155. int limit = 5;
  5156. if( sd->sc.data[SC_RAISINGDRAGON] )
  5157. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5159. for (i = 0; i < limit; i++)
  5160. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5161. }
  5162. break;
  5163. case MO_KITRANSLATION:
  5164. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5165. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5166. }
  5167. break;
  5168. case TK_TURNKICK:
  5169. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5170. if (skill_area_temp[1] != bl->id) {
  5171. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5172. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5173. }
  5174. break;
  5175. case MO_ABSORBSPIRITS:
  5176. i = 0;
  5177. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5178. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5179. i = dstsd->spiritball * 7;
  5180. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5181. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5182. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5183. i = 2 * dstmd->level;
  5184. mob_target(dstmd,src,0);
  5185. }
  5186. if (i) status_heal(src, 0, i, 3);
  5187. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5188. break;
  5189. case AC_MAKINGARROW:
  5190. if(sd) {
  5191. clif_arrow_create_list(sd);
  5192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5193. }
  5194. break;
  5195. case AM_PHARMACY:
  5196. if(sd) {
  5197. clif_skill_produce_mix_list(sd,skill_id,22);
  5198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5199. }
  5200. break;
  5201. case SA_CREATECON:
  5202. if(sd) {
  5203. clif_elementalconverter_list(sd);
  5204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5205. }
  5206. break;
  5207. case BS_HAMMERFALL:
  5208. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5209. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5210. break;
  5211. case RG_RAID:
  5212. skill_area_temp[1] = 0;
  5213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5214. map_foreachinrange(skill_area_sub, bl,
  5215. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5216. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5217. skill_castend_damage_id);
  5218. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5219. break;
  5220. case ASC_METEORASSAULT:
  5221. case GS_SPREADATTACK:
  5222. case RK_STORMBLAST:
  5223. case NC_AXETORNADO:
  5224. case GC_COUNTERSLASH:
  5225. case SR_SKYNETBLOW:
  5226. case SR_RAMPAGEBLASTER:
  5227. case SR_HOWLINGOFLION:
  5228. case KO_HAPPOKUNAI:
  5229. skill_area_temp[1] = 0;
  5230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5231. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5232. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5233. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5234. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5235. break;
  5236. case NC_EMERGENCYCOOL:
  5237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5238. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5239. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5240. break;
  5241. case SR_WINDMILL:
  5242. case GN_CART_TORNADO:
  5243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5244. case SR_EARTHSHAKER:
  5245. case NC_INFRAREDSCAN:
  5246. case NPC_EARTHQUAKE:
  5247. case NPC_VAMPIRE_GIFT:
  5248. case NPC_HELLJUDGEMENT:
  5249. case NPC_PULSESTRIKE:
  5250. case LG_MOONSLASHER:
  5251. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5252. break;
  5253. case KN_BRANDISHSPEAR:
  5254. case ML_BRANDISH:
  5255. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5256. break;
  5257. case WZ_SIGHTRASHER:
  5258. //Passive side of the attack.
  5259. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5260. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5261. map_foreachinrange(skill_area_sub,src,
  5262. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5263. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5264. skill_castend_damage_id);
  5265. break;
  5266. case NJ_HYOUSYOURAKU:
  5267. case NJ_RAIGEKISAI:
  5268. case WZ_FROSTNOVA:
  5269. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5270. skill_area_temp[1] = 0;
  5271. map_foreachinrange(skill_attack_area, src,
  5272. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5273. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5274. break;
  5275. case HVAN_EXPLOSION: //[orn]
  5276. case NPC_SELFDESTRUCTION:
  5277. //Self Destruction hits everyone in range (allies+enemies)
  5278. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5279. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5280. BCT_ENEMY:BCT_ALL;
  5281. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5282. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5283. map_foreachinrange(skill_area_sub, bl,
  5284. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5285. src, skill_id, skill_lv, tick, flag|i,
  5286. skill_castend_damage_id);
  5287. map_addblock(src);
  5288. status_damage(src, src, sstatus->max_hp,0,0,1);
  5289. break;
  5290. case AL_ANGELUS:
  5291. case PR_MAGNIFICAT:
  5292. case PR_GLORIA:
  5293. case SN_WINDWALK:
  5294. case CASH_BLESSING:
  5295. case CASH_INCAGI:
  5296. case CASH_ASSUMPTIO:
  5297. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5298. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5299. else if( sd )
  5300. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5301. break;
  5302. case MER_MAGNIFICAT:
  5303. if( mer != NULL )
  5304. {
  5305. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5306. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5307. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5308. else if( mer->master && !(flag&1) )
  5309. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5310. }
  5311. break;
  5312. case BS_ADRENALINE:
  5313. case BS_ADRENALINE2:
  5314. case BS_WEAPONPERFECT:
  5315. case BS_OVERTHRUST:
  5316. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5317. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5318. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5319. } else if (sd) {
  5320. party_foreachsamemap(skill_area_sub,
  5321. sd,skill_get_splash(skill_id, skill_lv),
  5322. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5323. skill_castend_nodamage_id);
  5324. }
  5325. break;
  5326. case BS_MAXIMIZE:
  5327. case NV_TRICKDEAD:
  5328. case CR_DEFENDER:
  5329. case ML_DEFENDER:
  5330. case CR_AUTOGUARD:
  5331. case ML_AUTOGUARD:
  5332. case TK_READYSTORM:
  5333. case TK_READYDOWN:
  5334. case TK_READYTURN:
  5335. case TK_READYCOUNTER:
  5336. case TK_DODGE:
  5337. case CR_SHRINK:
  5338. case SG_FUSION:
  5339. case GS_GATLINGFEVER:
  5340. if( tsce )
  5341. {
  5342. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5343. map_freeblock_unlock();
  5344. return 0;
  5345. }
  5346. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5347. break;
  5348. case SL_KAITE:
  5349. case SL_KAAHI:
  5350. case SL_KAIZEL:
  5351. case SL_KAUPE:
  5352. if (sd) {
  5353. if (!dstsd || !(
  5354. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5355. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5356. dstsd->status.char_id == sd->status.char_id ||
  5357. dstsd->status.char_id == sd->status.partner_id ||
  5358. dstsd->status.char_id == sd->status.child
  5359. )) {
  5360. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5362. break;
  5363. }
  5364. }
  5365. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5366. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5367. break;
  5368. case SM_AUTOBERSERK:
  5369. case MER_AUTOBERSERK:
  5370. if( tsce )
  5371. i = status_change_end(bl, type, INVALID_TIMER);
  5372. else
  5373. i = sc_start(src,bl,type,100,skill_lv,60000);
  5374. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5375. break;
  5376. case TF_HIDING:
  5377. case ST_CHASEWALK:
  5378. case KO_YAMIKUMO:
  5379. if (tsce)
  5380. {
  5381. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5382. map_freeblock_unlock();
  5383. return 0;
  5384. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5385. //Mado Gear cannot hide
  5386. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5387. map_freeblock_unlock();
  5388. return 0;
  5389. }
  5390. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5391. break;
  5392. case TK_RUN:
  5393. if (tsce)
  5394. {
  5395. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5396. map_freeblock_unlock();
  5397. return 0;
  5398. }
  5399. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5400. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5401. clif_walkok(sd); // So aegis has to resend the walk ok.
  5402. break;
  5403. case AS_CLOAKING:
  5404. case GC_CLOAKINGEXCEED:
  5405. case LG_FORCEOFVANGUARD:
  5406. case SC_REPRODUCE:
  5407. case SC_INVISIBILITY:
  5408. if (tsce) {
  5409. i = status_change_end(bl, type, INVALID_TIMER);
  5410. if( i )
  5411. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5412. else if( sd )
  5413. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5414. map_freeblock_unlock();
  5415. return 0;
  5416. }
  5417. case RA_CAMOUFLAGE:
  5418. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5419. if( i )
  5420. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5421. else if( sd )
  5422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5423. break;
  5424. case BD_ADAPTATION:
  5425. if(tsc && tsc->data[SC_DANCING]){
  5426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5427. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5428. }
  5429. break;
  5430. case BA_FROSTJOKER:
  5431. case DC_SCREAM:
  5432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5433. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5434. if (md) {
  5435. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5436. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5437. char temp[70];
  5438. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
  5439. clif_disp_overhead(&md->bl,temp);
  5440. }
  5441. break;
  5442. case BA_PANGVOICE:
  5443. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5444. break;
  5445. case DC_WINKCHARM:
  5446. if( dstsd )
  5447. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5448. else
  5449. if( dstmd )
  5450. {
  5451. if( status_get_lv(src) > status_get_lv(bl)
  5452. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5453. && !(tstatus->mode&MD_BOSS) )
  5454. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  5455. else
  5456. {
  5457. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5458. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5459. }
  5460. }
  5461. break;
  5462. case TF_STEAL:
  5463. if(sd) {
  5464. if(pc_steal_item(sd,bl,skill_lv))
  5465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5466. else
  5467. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5468. }
  5469. break;
  5470. case RG_STEALCOIN:
  5471. if(sd) {
  5472. if(pc_steal_coin(sd,bl))
  5473. {
  5474. dstmd->state.provoke_flag = src->id;
  5475. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5477. }
  5478. else
  5479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5480. }
  5481. break;
  5482. case MG_STONECURSE:
  5483. {
  5484. int brate = 0;
  5485. if (tstatus->mode&MD_BOSS) {
  5486. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5487. break;
  5488. }
  5489. if(status_isimmune(bl) || !tsc)
  5490. break;
  5491. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5492. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5493. if (tsc->data[SC_STONE]) {
  5494. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5495. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5496. break;
  5497. }
  5498. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5499. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5500. skill_get_time2(skill_id,skill_lv)))
  5501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5502. else if(sd) {
  5503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5504. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5505. if (skill_lv > 5)
  5506. { // not to consume items
  5507. map_freeblock_unlock();
  5508. return 0;
  5509. }
  5510. }
  5511. }
  5512. break;
  5513. case NV_FIRSTAID:
  5514. clif_skill_nodamage(src,bl,skill_id,5,1);
  5515. status_heal(bl,5,0,0);
  5516. break;
  5517. case AL_CURE:
  5518. if(status_isimmune(bl)) {
  5519. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5520. break;
  5521. }
  5522. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5523. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5524. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5526. break;
  5527. case TF_DETOXIFY:
  5528. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5529. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5530. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5531. break;
  5532. case PR_STRECOVERY:
  5533. if(status_isimmune(bl)) {
  5534. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5535. break;
  5536. }
  5537. if (tsc && tsc->opt1) {
  5538. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5539. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5540. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5541. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5542. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5543. }
  5544. //Is this equation really right? It looks so... special.
  5545. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5546. {
  5547. status_change_start(src,bl, SC_BLIND,
  5548. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5549. 1,0,0,0,
  5550. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5551. }
  5552. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5553. if(dstmd)
  5554. mob_unlocktarget(dstmd,tick);
  5555. break;
  5556. // Mercenary Supportive Skills
  5557. case MER_BENEDICTION:
  5558. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5559. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5561. break;
  5562. case MER_COMPRESS:
  5563. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5564. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5565. break;
  5566. case MER_MENTALCURE:
  5567. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5569. break;
  5570. case MER_RECUPERATE:
  5571. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5572. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5573. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5574. break;
  5575. case MER_REGAIN:
  5576. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5577. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5578. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5579. break;
  5580. case MER_TENDER:
  5581. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5582. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5584. break;
  5585. case MER_SCAPEGOAT:
  5586. if( mer && mer->master )
  5587. {
  5588. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5589. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5590. }
  5591. break;
  5592. case MER_ESTIMATION:
  5593. if( !mer )
  5594. break;
  5595. sd = mer->master;
  5596. case WZ_ESTIMATION:
  5597. if( sd == NULL )
  5598. break;
  5599. if( dstsd )
  5600. { // Fail on Players
  5601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5602. break;
  5603. }
  5604. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5605. break; // Cannot be Used on Emperium
  5606. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5607. clif_skill_estimation(sd, bl);
  5608. if( skill_id == MER_ESTIMATION )
  5609. sd = NULL;
  5610. break;
  5611. case BS_REPAIRWEAPON:
  5612. if(sd && dstsd)
  5613. clif_item_repair_list(sd,dstsd,skill_lv);
  5614. break;
  5615. case MC_IDENTIFY:
  5616. if(sd)
  5617. clif_item_identify_list(sd);
  5618. break;
  5619. // Weapon Refining [Celest]
  5620. case WS_WEAPONREFINE:
  5621. if(sd)
  5622. clif_item_refine_list(sd);
  5623. break;
  5624. case MC_VENDING:
  5625. if(sd)
  5626. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5627. if ( !pc_can_give_items(sd) )
  5628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5629. else {
  5630. sd->state.prevend = 1;
  5631. clif_openvendingreq(sd,2+skill_lv);
  5632. }
  5633. }
  5634. break;
  5635. case AL_TELEPORT:
  5636. if(sd)
  5637. {
  5638. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  5639. clif_skill_teleportmessage(sd,0);
  5640. break;
  5641. }
  5642. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  5643. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  5644. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5645. break;
  5646. }
  5647. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  5648. {
  5649. if( skill_lv == 1 )
  5650. pc_randomwarp(sd,CLR_TELEPORT);
  5651. else
  5652. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5653. break;
  5654. }
  5655. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5656. if( skill_lv == 1 )
  5657. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  5658. else
  5659. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5660. } else
  5661. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5662. break;
  5663. case NPC_EXPULSION:
  5664. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5665. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5666. break;
  5667. case AL_HOLYWATER:
  5668. if(sd) {
  5669. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  5670. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5671. else
  5672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5673. }
  5674. break;
  5675. case TF_PICKSTONE:
  5676. if(sd) {
  5677. int eflag;
  5678. struct item item_tmp;
  5679. struct block_list tbl;
  5680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5681. memset(&item_tmp,0,sizeof(item_tmp));
  5682. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5683. item_tmp.nameid = ITEMID_STONE;
  5684. item_tmp.identify = 1;
  5685. tbl.id = 0;
  5686. clif_takeitem(&sd->bl,&tbl);
  5687. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5688. if(eflag) {
  5689. clif_additem(sd,0,0,eflag);
  5690. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5691. }
  5692. }
  5693. break;
  5694. case ASC_CDP:
  5695. if(sd) {
  5696. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5697. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5698. }
  5699. break;
  5700. case RG_STRIPWEAPON:
  5701. case RG_STRIPSHIELD:
  5702. case RG_STRIPARMOR:
  5703. case RG_STRIPHELM:
  5704. case ST_FULLSTRIP:
  5705. case GC_WEAPONCRUSH:
  5706. case SC_STRIPACCESSARY: {
  5707. unsigned short location = 0;
  5708. int d = 0;
  5709. //Rate in percent
  5710. if ( skill_id == ST_FULLSTRIP ) {
  5711. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5712. } else if( skill_id == SC_STRIPACCESSARY ) {
  5713. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  5714. } else {
  5715. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  5716. }
  5717. if (i < 5) i = 5; //Minimum rate 5%
  5718. //Duration in ms
  5719. if( skill_id == GC_WEAPONCRUSH){
  5720. d = skill_get_time(skill_id,skill_lv);
  5721. if(bl->type == BL_PC)
  5722. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  5723. else
  5724. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5725. }else
  5726. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  5727. if (d < 0) d = 0; //Minimum duration 0ms
  5728. switch (skill_id) {
  5729. case RG_STRIPWEAPON:
  5730. case GC_WEAPONCRUSH:
  5731. location = EQP_WEAPON;
  5732. break;
  5733. case RG_STRIPSHIELD:
  5734. location = EQP_SHIELD;
  5735. break;
  5736. case RG_STRIPARMOR:
  5737. location = EQP_ARMOR;
  5738. break;
  5739. case RG_STRIPHELM:
  5740. location = EQP_HELM;
  5741. break;
  5742. case ST_FULLSTRIP:
  5743. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5744. break;
  5745. case SC_STRIPACCESSARY:
  5746. location = EQP_ACC;
  5747. break;
  5748. }
  5749. //Special message when trying to use strip on FCP [Jobbie]
  5750. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5751. {
  5752. clif_gospel_info(sd, 0x28);
  5753. break;
  5754. }
  5755. //Attempts to strip at rate i and duration d
  5756. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  5757. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5758. //Nothing stripped.
  5759. if( sd && !i )
  5760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5761. break;
  5762. }
  5763. case AM_BERSERKPITCHER:
  5764. case AM_POTIONPITCHER: {
  5765. int i,hp = 0,sp = 0;
  5766. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5767. map_freeblock_unlock();
  5768. return 1;
  5769. }
  5770. if( sd ) {
  5771. int x,bonus=100;
  5772. x = skill_lv%11 - 1;
  5773. i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
  5774. if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
  5775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5776. map_freeblock_unlock();
  5777. return 1;
  5778. }
  5779. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
  5780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5781. map_freeblock_unlock();
  5782. return 1;
  5783. }
  5784. if( skill_id == AM_BERSERKPITCHER ) {
  5785. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5786. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5787. map_freeblock_unlock();
  5788. return 1;
  5789. }
  5790. }
  5791. potion_flag = 1;
  5792. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5793. potion_target = bl->id;
  5794. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5795. potion_flag = potion_target = 0;
  5796. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5797. bonus += sd->status.base_level;
  5798. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5799. hp = tstatus->max_hp * potion_per_hp / 100;
  5800. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5801. if( dstsd ) {
  5802. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5803. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5804. }
  5805. } else {
  5806. if( potion_hp > 0 ) {
  5807. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5808. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5809. if( dstsd )
  5810. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5811. }
  5812. if( potion_sp > 0 ) {
  5813. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5814. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5815. if( dstsd )
  5816. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5817. }
  5818. }
  5819. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5820. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5821. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5822. }
  5823. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  5824. hp += hp * i / 100;
  5825. sp += sp * i / 100;
  5826. }
  5827. } else {
  5828. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  5829. switch (skill_lv) {
  5830. case 1: hp = 45; break;
  5831. case 2: hp = 105; break;
  5832. case 3: hp = 175; break;
  5833. default: hp = 325; break;
  5834. }
  5835. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  5836. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5837. if( dstsd )
  5838. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5839. }
  5840. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  5841. hp += hp * i / 100;
  5842. sp += sp * i / 100;
  5843. }
  5844. if( tsc && tsc->count ) {
  5845. if( tsc->data[SC_CRITICALWOUND] ) {
  5846. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5847. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5848. }
  5849. if( tsc->data[SC_DEATHHURT] ) {
  5850. hp -= hp * 20 / 100;
  5851. sp -= sp * 20 / 100;
  5852. }
  5853. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5854. hp += hp / 10;
  5855. sp += sp / 10;
  5856. }
  5857. }
  5858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5859. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  5860. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5861. if( sp > 0 )
  5862. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5863. #ifdef RENEWAL
  5864. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5865. sp = 0;
  5866. #endif
  5867. status_heal(bl,hp,sp,0);
  5868. }
  5869. break;
  5870. case AM_CP_WEAPON:
  5871. case AM_CP_SHIELD:
  5872. case AM_CP_ARMOR:
  5873. case AM_CP_HELM:
  5874. {
  5875. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5876. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  5877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5878. map_freeblock_unlock(); // Don't consume item requirements
  5879. return 0;
  5880. }
  5881. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5882. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5883. }
  5884. break;
  5885. case AM_TWILIGHT1:
  5886. if (sd) {
  5887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5888. //Prepare 200 White Potions.
  5889. if (!skill_produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
  5890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5891. }
  5892. break;
  5893. case AM_TWILIGHT2:
  5894. if (sd) {
  5895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5896. //Prepare 200 Slim White Potions.
  5897. if (!skill_produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
  5898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5899. }
  5900. break;
  5901. case AM_TWILIGHT3:
  5902. if (sd) {
  5903. int ebottle = pc_search_inventory(sd,713);
  5904. if( ebottle >= 0 )
  5905. ebottle = sd->status.inventory[ebottle].amount;
  5906. //check if you can produce all three, if not, then fail:
  5907. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5908. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5909. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5910. || ebottle < 200 //200 empty bottle are required at total.
  5911. ) {
  5912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5913. break;
  5914. }
  5915. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5916. skill_produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
  5917. skill_produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
  5918. skill_produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
  5919. }
  5920. break;
  5921. case SA_DISPELL:
  5922. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  5923. {
  5924. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5925. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5926. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5927. || rnd()%100 >= 50+10*skill_lv
  5928. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5929. {
  5930. if (sd)
  5931. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5932. break;
  5933. }
  5934. if(status_isimmune(bl) || !tsc || !tsc->count)
  5935. break;
  5936. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  5937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5938. break;
  5939. }
  5940. for(i=0;i<SC_MAX;i++)
  5941. {
  5942. if (!tsc->data[i])
  5943. continue;
  5944. switch (i) {
  5945. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5946. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5947. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5948. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5949. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5950. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5951. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5952. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5953. case SC_EDP: case SC_AUTOBERSERK:
  5954. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5955. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5956. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5957. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5958. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5959. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5960. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5961. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5962. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5963. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5964. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5965. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5966. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5967. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5968. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5969. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5970. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5971. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5972. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5973. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5974. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5975. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5976. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5977. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5978. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5979. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5980. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5981. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  5982. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  5983. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  5984. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  5985. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  5986. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  5987. #ifdef RENEWAL
  5988. case SC_EXTREMITYFIST2:
  5989. #endif
  5990. continue;
  5991. /**
  5992. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5993. **/
  5994. case SC_WHISTLE:
  5995. case SC_ASSNCROS:
  5996. case SC_POEMBRAGI:
  5997. case SC_APPLEIDUN:
  5998. case SC_HUMMING:
  5999. case SC_DONTFORGETME:
  6000. case SC_FORTUNE:
  6001. case SC_SERVICE4U:
  6002. if(tsc->data[i]->val4==0)
  6003. continue; //if in song-area don't end it
  6004. break;
  6005. case SC_ASSUMPTIO:
  6006. if( bl->type == BL_MOB )
  6007. continue;
  6008. break;
  6009. }
  6010. 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.
  6011. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6012. }
  6013. break;
  6014. }
  6015. //Affect all targets on splash area.
  6016. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6017. src, skill_id, skill_lv, tick, flag|1,
  6018. skill_castend_damage_id);
  6019. break;
  6020. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6021. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6022. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6023. break;
  6024. case TK_HIGHJUMP:
  6025. {
  6026. int x,y, dir = unit_getdir(src);
  6027. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6028. if( map[src->m].flag.noteleport &&
  6029. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6030. ) {
  6031. x = src->x;
  6032. y = src->y;
  6033. } else {
  6034. x = src->x + dirx[dir]*skill_lv*2;
  6035. y = src->y + diry[dir]*skill_lv*2;
  6036. }
  6037. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6038. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6039. clif_slide(src,x,y);
  6040. unit_movepos(src, x, y, 1, 0);
  6041. }
  6042. }
  6043. break;
  6044. case SA_CASTCANCEL:
  6045. case SO_SPELLFIST:
  6046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6047. unit_skillcastcancel(src,1);
  6048. if(sd) {
  6049. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6050. if( skill_id == SO_SPELLFIST ){
  6051. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6052. sd->skill_id_old = sd->skill_lv_old = 0;
  6053. break;
  6054. }
  6055. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6056. if(sp < 0) sp = 0;
  6057. status_zap(src, 0, sp);
  6058. }
  6059. break;
  6060. case SA_SPELLBREAKER:
  6061. {
  6062. int sp;
  6063. if(tsc && tsc->data[SC_MAGICROD]) {
  6064. sp = skill_get_sp(skill_id,skill_lv);
  6065. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6066. if(sp < 1) sp = 1;
  6067. status_heal(bl,0,sp,2);
  6068. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6069. } else {
  6070. struct unit_data *ud = unit_bl2ud(bl);
  6071. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6072. if (!ud || ud->skilltimer == INVALID_TIMER)
  6073. break; //Nothing to cancel.
  6074. bl_skill_id = ud->skill_id;
  6075. bl_skill_lv = ud->skill_lv;
  6076. if (tstatus->mode & MD_BOSS)
  6077. { //Only 10% success chance against bosses. [Skotlex]
  6078. if (rnd()%100 < 90)
  6079. {
  6080. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6081. break;
  6082. }
  6083. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6084. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6086. unit_skillcastcancel(bl,0);
  6087. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6088. status_zap(bl, hp, sp);
  6089. if (hp && skill_lv >= 5)
  6090. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6091. else
  6092. hp = 0;
  6093. if (sp) //Recover some of the SP used
  6094. sp = sp*(25*(skill_lv-1))/100;
  6095. if(hp || sp)
  6096. status_heal(src, hp, sp, 2);
  6097. }
  6098. }
  6099. break;
  6100. case SA_MAGICROD:
  6101. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6102. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6103. break;
  6104. case SA_AUTOSPELL:
  6105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6106. if(sd)
  6107. clif_autospell(sd,skill_lv);
  6108. else {
  6109. int maxlv=1,spellid=0;
  6110. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6111. if(skill_lv >= 10) {
  6112. spellid = MG_FROSTDIVER;
  6113. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6114. // maxlv = 10;
  6115. // else
  6116. maxlv = skill_lv - 9;
  6117. }
  6118. else if(skill_lv >=8) {
  6119. spellid = MG_FIREBALL;
  6120. maxlv = skill_lv - 7;
  6121. }
  6122. else if(skill_lv >=5) {
  6123. spellid = MG_SOULSTRIKE;
  6124. maxlv = skill_lv - 4;
  6125. }
  6126. else if(skill_lv >=2) {
  6127. int i = rnd()%3;
  6128. spellid = spellarray[i];
  6129. maxlv = skill_lv - 1;
  6130. }
  6131. else if(skill_lv > 0) {
  6132. spellid = MG_NAPALMBEAT;
  6133. maxlv = 3;
  6134. }
  6135. if(spellid > 0)
  6136. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6137. skill_get_time(SA_AUTOSPELL,skill_lv));
  6138. }
  6139. break;
  6140. case BS_GREED:
  6141. if(sd){
  6142. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6143. map_foreachinrange(skill_greed,bl,
  6144. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6145. }
  6146. break;
  6147. case SA_ELEMENTWATER:
  6148. case SA_ELEMENTFIRE:
  6149. case SA_ELEMENTGROUND:
  6150. case SA_ELEMENTWIND:
  6151. if(sd && !dstmd) //Only works on monsters.
  6152. break;
  6153. if(tstatus->mode&MD_BOSS)
  6154. break;
  6155. case NPC_ATTRICHANGE:
  6156. case NPC_CHANGEWATER:
  6157. case NPC_CHANGEGROUND:
  6158. case NPC_CHANGEFIRE:
  6159. case NPC_CHANGEWIND:
  6160. case NPC_CHANGEPOISON:
  6161. case NPC_CHANGEHOLY:
  6162. case NPC_CHANGEDARKNESS:
  6163. case NPC_CHANGETELEKINESIS:
  6164. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6165. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6166. skill_get_time(skill_id, skill_lv)));
  6167. break;
  6168. case NPC_CHANGEUNDEAD:
  6169. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6170. //TO-DO This is ugly, fix it
  6171. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6172. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6173. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6174. skill_get_time(skill_id, skill_lv)));
  6175. break;
  6176. case NPC_PROVOCATION:
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6178. if (md) mob_unlocktarget(md, tick);
  6179. break;
  6180. case NPC_KEEPING:
  6181. case NPC_BARRIER:
  6182. {
  6183. int skill_time = skill_get_time(skill_id,skill_lv);
  6184. struct unit_data *ud = unit_bl2ud(bl);
  6185. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6186. sc_start(src,bl,type,100,skill_lv,skill_time))
  6187. && ud) { //Disable attacking/acting/moving for skill's duration.
  6188. ud->attackabletime =
  6189. ud->canact_tick =
  6190. ud->canmove_tick = tick + skill_time;
  6191. }
  6192. }
  6193. break;
  6194. case NPC_REBIRTH:
  6195. if( md && md->state.rebirth )
  6196. break; // only works once
  6197. sc_start(src,bl,type,100,skill_lv,-1);
  6198. break;
  6199. case NPC_DARKBLESSING:
  6200. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6201. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6202. break;
  6203. case NPC_LICK:
  6204. status_zap(bl, 0, 100);
  6205. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6206. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6207. break;
  6208. case NPC_SUICIDE:
  6209. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6210. status_kill(src); //When suiciding, neither exp nor drops is given.
  6211. break;
  6212. case NPC_SUMMONSLAVE:
  6213. case NPC_SUMMONMONSTER:
  6214. if(md && md->skill_idx >= 0)
  6215. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6216. break;
  6217. case NPC_CALLSLAVE:
  6218. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6219. break;
  6220. case NPC_RANDOMMOVE:
  6221. if (md) {
  6222. md->next_walktime = tick - 1;
  6223. mob_randomwalk(md,tick);
  6224. }
  6225. break;
  6226. case NPC_SPEEDUP:
  6227. {
  6228. // or does it increase casting rate? just a guess xD
  6229. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6230. if (i > SC_ASPDPOTION3)
  6231. i = SC_ASPDPOTION3;
  6232. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6233. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6234. }
  6235. break;
  6236. case NPC_REVENGE:
  6237. // not really needed... but adding here anyway ^^
  6238. if (md && md->master_id > 0) {
  6239. struct block_list *mbl, *tbl;
  6240. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6241. (tbl = battle_gettargeted(mbl)) == NULL)
  6242. break;
  6243. md->state.provoke_flag = tbl->id;
  6244. mob_target(md, tbl, sstatus->rhw.range);
  6245. }
  6246. break;
  6247. case NPC_RUN:
  6248. {
  6249. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6250. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6251. unit_stop_attack(src);
  6252. //Run skillv tiles overriding the can-move check.
  6253. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6254. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6255. }
  6256. break;
  6257. case NPC_TRANSFORMATION:
  6258. case NPC_METAMORPHOSIS:
  6259. if(md && md->skill_idx >= 0) {
  6260. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6261. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6262. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6263. if (class_) mob_class_change(md, class_);
  6264. }
  6265. break;
  6266. case NPC_EMOTION_ON:
  6267. case NPC_EMOTION:
  6268. //val[0] is the emotion to use.
  6269. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6270. //val[1] 'sets' the mode
  6271. //val[2] adds to the current mode
  6272. //val[3] removes from the current mode
  6273. //val[4] if set, asks to delete the previous mode change.
  6274. if(md && md->skill_idx >= 0 && tsc)
  6275. {
  6276. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6277. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6278. status_change_end(bl, type, INVALID_TIMER);
  6279. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6280. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6281. mob_unlocktarget(md,tick);
  6282. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6283. sc_start4(src,src, type, 100, skill_lv,
  6284. md->db->skill[md->skill_idx].val[1],
  6285. md->db->skill[md->skill_idx].val[2],
  6286. md->db->skill[md->skill_idx].val[3],
  6287. skill_get_time(skill_id, skill_lv));
  6288. }
  6289. break;
  6290. case NPC_POWERUP:
  6291. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6292. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6293. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6294. break;
  6295. case NPC_AGIUP:
  6296. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6297. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6298. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6299. break;
  6300. case NPC_INVISIBLE:
  6301. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6302. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6303. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6304. break;
  6305. case NPC_SIEGEMODE:
  6306. // not sure what it does
  6307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6308. break;
  6309. case WE_MALE:
  6310. {
  6311. int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
  6312. 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]
  6313. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6314. }
  6315. break;
  6316. case WE_FEMALE:
  6317. {
  6318. int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
  6319. 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]
  6320. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6321. }
  6322. break;
  6323. // parent-baby skills
  6324. case WE_BABY:
  6325. if(sd){
  6326. struct map_session_data *f_sd = pc_get_father(sd);
  6327. struct map_session_data *m_sd = pc_get_mother(sd);
  6328. // if neither was found
  6329. if(!f_sd && !m_sd){
  6330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6331. map_freeblock_unlock();
  6332. return 0;
  6333. }
  6334. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6335. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6336. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6337. }
  6338. break;
  6339. case PF_HPCONVERSION:
  6340. {
  6341. int hp, sp;
  6342. hp = sstatus->max_hp/10;
  6343. sp = hp * 10 * skill_lv / 100;
  6344. if (!status_charge(src,hp,0)) {
  6345. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6346. break;
  6347. }
  6348. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6349. status_heal(bl,0,sp,2);
  6350. }
  6351. break;
  6352. case MA_REMOVETRAP:
  6353. case HT_REMOVETRAP:
  6354. {
  6355. struct skill_unit* su;
  6356. struct skill_unit_group* sg;
  6357. su = BL_CAST(BL_SKILL, bl);
  6358. // Mercenaries can remove any trap
  6359. // Players can only remove their own traps or traps on Vs maps.
  6360. 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) )
  6361. {
  6362. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6363. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6364. { // prevent picking up expired traps
  6365. if( battle_config.skill_removetrap_type )
  6366. { // get back all items used to deploy the trap
  6367. for( i = 0; i < 10; i++ )
  6368. {
  6369. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6370. {
  6371. int flag;
  6372. struct item item_tmp;
  6373. memset(&item_tmp,0,sizeof(item_tmp));
  6374. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6375. item_tmp.identify = 1;
  6376. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6377. {
  6378. clif_additem(sd,0,0,flag);
  6379. 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);
  6380. }
  6381. }
  6382. }
  6383. }
  6384. else
  6385. { // get back 1 trap
  6386. struct item item_tmp;
  6387. memset(&item_tmp,0,sizeof(item_tmp));
  6388. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6389. item_tmp.identify = 1;
  6390. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6391. {
  6392. clif_additem(sd,0,0,flag);
  6393. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6394. }
  6395. }
  6396. }
  6397. skill_delunit(su);
  6398. }else if(sd)
  6399. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6400. }
  6401. break;
  6402. case HT_SPRINGTRAP:
  6403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6404. {
  6405. struct skill_unit *su=NULL;
  6406. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6407. switch(su->group->unit_id){
  6408. case UNT_ANKLESNARE: // ankle snare
  6409. if (su->group->val2 != 0)
  6410. // if it is already trapping something don't spring it,
  6411. // remove trap should be used instead
  6412. break;
  6413. // otherwise fallthrough to below
  6414. case UNT_BLASTMINE:
  6415. case UNT_SKIDTRAP:
  6416. case UNT_LANDMINE:
  6417. case UNT_SHOCKWAVE:
  6418. case UNT_SANDMAN:
  6419. case UNT_FLASHER:
  6420. case UNT_FREEZINGTRAP:
  6421. case UNT_CLAYMORETRAP:
  6422. case UNT_TALKIEBOX:
  6423. su->group->unit_id = UNT_USED_TRAPS;
  6424. clif_changetraplook(bl, UNT_USED_TRAPS);
  6425. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6426. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6427. }
  6428. }
  6429. }
  6430. break;
  6431. case BD_ENCORE:
  6432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6433. if(sd)
  6434. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6435. break;
  6436. case AS_SPLASHER:
  6437. if(tstatus->mode&MD_BOSS
  6438. /**
  6439. * Renewal dropped the 3/4 hp requirement
  6440. **/
  6441. #ifndef RENEWAL
  6442. || tstatus-> hp > tstatus->max_hp*3/4
  6443. #endif
  6444. ) {
  6445. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6446. map_freeblock_unlock();
  6447. return 1;
  6448. }
  6449. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6450. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6451. #ifndef RENEWAL
  6452. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6453. #endif
  6454. break;
  6455. case PF_MINDBREAKER:
  6456. {
  6457. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6458. {
  6459. map_freeblock_unlock();
  6460. return 1;
  6461. }
  6462. if (tsce)
  6463. { //HelloKitty2 (?) explained that this silently fails when target is
  6464. //already inflicted. [Skotlex]
  6465. map_freeblock_unlock();
  6466. return 1;
  6467. }
  6468. //Has a 55% + skill_lv*5% success chance.
  6469. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6470. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6471. {
  6472. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6473. map_freeblock_unlock();
  6474. return 0;
  6475. }
  6476. unit_skillcastcancel(bl,0);
  6477. if(tsc && tsc->count){
  6478. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6479. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6480. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6481. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6482. }
  6483. if(dstmd)
  6484. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6485. }
  6486. break;
  6487. case PF_SOULCHANGE:
  6488. {
  6489. unsigned int sp1 = 0, sp2 = 0;
  6490. if (dstmd) {
  6491. if (dstmd->state.soul_change_flag) {
  6492. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6493. break;
  6494. }
  6495. dstmd->state.soul_change_flag = 1;
  6496. sp2 = sstatus->max_sp * 3 /100;
  6497. status_heal(src, 0, sp2, 2);
  6498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6499. break;
  6500. }
  6501. sp1 = sstatus->sp;
  6502. sp2 = tstatus->sp;
  6503. #ifdef RENEWAL
  6504. sp1 = sp1 / 2;
  6505. sp2 = sp2 / 2;
  6506. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6507. sp1 = tstatus->sp;
  6508. #endif
  6509. status_set_sp(src, sp2, 3);
  6510. status_set_sp(bl, sp1, 3);
  6511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6512. }
  6513. break;
  6514. // Slim Pitcher
  6515. case CR_SLIMPITCHER:
  6516. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6517. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6518. break;
  6519. if (potion_hp || potion_sp) {
  6520. int hp = potion_hp, sp = potion_sp;
  6521. hp = hp * (100 + (tstatus->vit<<1))/100;
  6522. sp = sp * (100 + (tstatus->int_<<1))/100;
  6523. if (dstsd) {
  6524. if (hp)
  6525. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6526. if (sp)
  6527. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  6528. }
  6529. if( tsc && tsc->count ) {
  6530. if (tsc->data[SC_CRITICALWOUND]) {
  6531. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6532. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6533. }
  6534. if (tsc->data[SC_DEATHHURT]) {
  6535. hp -= hp * 20 / 100;
  6536. sp -= sp * 20 / 100;
  6537. }
  6538. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6539. hp += hp / 10;
  6540. sp += sp / 10;
  6541. }
  6542. }
  6543. if(hp > 0)
  6544. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6545. if(sp > 0)
  6546. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6547. status_heal(bl,hp,sp,0);
  6548. }
  6549. break;
  6550. // Full Chemical Protection
  6551. case CR_FULLPROTECTION:
  6552. {
  6553. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6554. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  6555. for (i=0 ; i<4; i++) {
  6556. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6557. continue;
  6558. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  6559. s++;
  6560. }
  6561. if( sd && !s ){
  6562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6563. map_freeblock_unlock(); // Don't consume item requirements
  6564. return 0;
  6565. }
  6566. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6567. }
  6568. break;
  6569. case RG_CLEANER: //AppleGirl
  6570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6571. break;
  6572. case CG_LONGINGFREEDOM:
  6573. {
  6574. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6575. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6576. {
  6577. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6578. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6579. }
  6580. }
  6581. break;
  6582. case CG_TAROTCARD:
  6583. {
  6584. int eff, count = -1;
  6585. if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6586. {
  6587. if( sd )
  6588. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6589. map_freeblock_unlock();
  6590. return 0;
  6591. }
  6592. status_zap(src,0,skill_db[skill_get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
  6593. do {
  6594. eff = rnd() % 14;
  6595. clif_specialeffect(bl, 523 + eff, AREA);
  6596. switch (eff)
  6597. {
  6598. case 0: // heals SP to 0
  6599. status_percent_damage(src, bl, 0, 100, false);
  6600. break;
  6601. case 1: // matk halved
  6602. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6603. break;
  6604. case 2: // all buffs removed
  6605. status_change_clear_buffs(bl,1);
  6606. break;
  6607. case 3: // 1000 damage, random armor destroyed
  6608. {
  6609. status_fix_damage(src, bl, 1000, 0);
  6610. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6611. if( !status_isdead(bl) ) {
  6612. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6613. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  6614. }
  6615. }
  6616. break;
  6617. case 4: // atk halved
  6618. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6619. break;
  6620. case 5: // 2000HP heal, random teleported
  6621. status_heal(src, 2000, 0, 0);
  6622. if( !map_flag_vs(bl->m) )
  6623. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6624. break;
  6625. case 6: // random 2 other effects
  6626. if (count == -1)
  6627. count = 3;
  6628. else
  6629. count++; //Should not retrigger this one.
  6630. break;
  6631. case 7: // stop freeze or stoned
  6632. {
  6633. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6634. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6635. }
  6636. break;
  6637. case 8: // curse coma and poison
  6638. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6639. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6640. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6641. break;
  6642. case 9: // confusion
  6643. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  6644. break;
  6645. case 10: // 6666 damage, atk matk halved, cursed
  6646. status_fix_damage(src, bl, 6666, 0);
  6647. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6648. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6649. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  6650. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  6651. break;
  6652. case 11: // 4444 damage
  6653. status_fix_damage(src, bl, 4444, 0);
  6654. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6655. break;
  6656. case 12: // stun
  6657. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  6658. break;
  6659. case 13: // atk,matk,hit,flee,def reduced
  6660. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6661. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6662. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6663. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6664. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  6665. break;
  6666. default:
  6667. break;
  6668. }
  6669. } while ((--count) > 0);
  6670. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6671. }
  6672. break;
  6673. case SL_ALCHEMIST:
  6674. case SL_ASSASIN:
  6675. case SL_BARDDANCER:
  6676. case SL_BLACKSMITH:
  6677. case SL_CRUSADER:
  6678. case SL_HUNTER:
  6679. case SL_KNIGHT:
  6680. case SL_MONK:
  6681. case SL_PRIEST:
  6682. case SL_ROGUE:
  6683. case SL_SAGE:
  6684. case SL_SOULLINKER:
  6685. case SL_STAR:
  6686. case SL_SUPERNOVICE:
  6687. case SL_WIZARD:
  6688. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6689. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6691. break;
  6692. }
  6693. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6694. { //Erase death count 1% of the casts
  6695. dstsd->die_counter = 0;
  6696. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6697. clif_specialeffect(bl, 0x152, AREA);
  6698. //SC_SPIRIT invokes status_calc_pc for us.
  6699. }
  6700. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6701. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6702. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6703. break;
  6704. case SL_HIGH:
  6705. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6707. break;
  6708. }
  6709. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6710. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  6711. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6712. break;
  6713. case SL_SWOO:
  6714. if (tsce) {
  6715. if(sd)
  6716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6717. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  6718. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  6719. break;
  6720. }
  6721. case SL_SKA: // [marquis007]
  6722. case SL_SKE:
  6723. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6725. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  6726. break;
  6727. }
  6728. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6729. if (skill_id == SL_SKE)
  6730. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  6731. break;
  6732. // New guild skills [Celest]
  6733. case GD_BATTLEORDER:
  6734. if(flag&1) {
  6735. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6736. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6737. } else if (status_get_guild_id(src)) {
  6738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6739. map_foreachinrange(skill_area_sub, src,
  6740. skill_get_splash(skill_id, skill_lv), BL_PC,
  6741. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6742. skill_castend_nodamage_id);
  6743. if (sd)
  6744. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6745. }
  6746. break;
  6747. case GD_REGENERATION:
  6748. if(flag&1) {
  6749. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6750. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6751. } else if (status_get_guild_id(src)) {
  6752. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6753. map_foreachinrange(skill_area_sub, src,
  6754. skill_get_splash(skill_id, skill_lv), BL_PC,
  6755. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6756. skill_castend_nodamage_id);
  6757. if (sd)
  6758. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6759. }
  6760. break;
  6761. case GD_RESTORE:
  6762. if(flag&1) {
  6763. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6764. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6765. } else if (status_get_guild_id(src)) {
  6766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6767. map_foreachinrange(skill_area_sub, src,
  6768. skill_get_splash(skill_id, skill_lv), BL_PC,
  6769. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  6770. skill_castend_nodamage_id);
  6771. if (sd)
  6772. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6773. }
  6774. break;
  6775. case GD_EMERGENCYCALL:
  6776. {
  6777. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6778. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6779. int j = 0;
  6780. struct guild *g;
  6781. // i don't know if it actually summons in a circle, but oh well. ;P
  6782. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6783. if (!g)
  6784. break;
  6785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6786. for(i = 0; i < g->max_member; i++, j++) {
  6787. if (j>8) j=0;
  6788. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6789. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6790. continue;
  6791. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6792. dx[j] = dy[j] = 0;
  6793. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6794. }
  6795. }
  6796. if (sd)
  6797. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  6798. }
  6799. break;
  6800. case SG_FEEL:
  6801. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6802. if (sd) {
  6803. if(!sd->feel_map[skill_lv-1].index)
  6804. clif_feel_req(sd->fd,sd, skill_lv);
  6805. else
  6806. clif_feel_info(sd, skill_lv-1, 1);
  6807. }
  6808. break;
  6809. case SG_HATE:
  6810. if (sd) {
  6811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6812. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  6813. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6814. }
  6815. break;
  6816. case GS_GLITTERING:
  6817. if(sd) {
  6818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6819. if(rnd()%100 < (20+10*skill_lv))
  6820. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  6821. else if(sd->spiritball > 0)
  6822. pc_delspiritball(sd,1,0);
  6823. }
  6824. break;
  6825. case GS_CRACKER:
  6826. /* per official standards, this skill works on players and mobs. */
  6827. if (sd && (dstsd || dstmd))
  6828. {
  6829. i =65 -5*distance_bl(src,bl); //Base rate
  6830. if (i < 30) i = 30;
  6831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6832. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  6833. }
  6834. break;
  6835. case AM_CALLHOMUN: //[orn]
  6836. if (sd && !merc_call_homunculus(sd))
  6837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6838. break;
  6839. case AM_REST:
  6840. if (sd) {
  6841. if (merc_hom_vaporize(sd,HOM_ST_REST))
  6842. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6843. else
  6844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6845. }
  6846. break;
  6847. case HAMI_CASTLE: //[orn]
  6848. if(rnd()%100 < 20*skill_lv && src != bl)
  6849. {
  6850. int x,y;
  6851. x = src->x;
  6852. y = src->y;
  6853. if (hd)
  6854. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6855. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6856. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  6857. clif_slide(src,bl->x,bl->y) ;
  6858. if (unit_movepos(bl,x,y,0,0))
  6859. {
  6860. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  6861. clif_slide(bl,x,y) ;
  6862. }
  6863. //TODO: Shouldn't also players and the like switch targets?
  6864. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6865. AREA_SIZE, BL_MOB, bl, src);
  6866. }
  6867. }
  6868. // Failed
  6869. else if (hd && hd->master)
  6870. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  6871. else if (sd)
  6872. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6873. break;
  6874. case HVAN_CHAOTIC: //[orn]
  6875. {
  6876. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6877. int r = rnd()%100;
  6878. i = (skill_lv-1)%5;
  6879. if(r<per[i][0]) //Self
  6880. bl = src;
  6881. else if(r<per[i][1]) //Master
  6882. bl = battle_get_master(src);
  6883. else //Enemy
  6884. bl = map_id2bl(battle_gettarget(src));
  6885. if (!bl) bl = src;
  6886. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  6887. //Eh? why double skill packet?
  6888. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6889. clif_skill_nodamage(src,bl,skill_id,i,1);
  6890. status_heal(bl, i, 0, 0);
  6891. }
  6892. break;
  6893. //Homun single-target support skills [orn]
  6894. case HAMI_BLOODLUST:
  6895. case HFLI_FLEET:
  6896. case HFLI_SPEED:
  6897. case HLIF_CHANGE:
  6898. case MH_ANGRIFFS_MODUS:
  6899. case MH_GOLDENE_FERSE:
  6900. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6901. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6902. if (hd)
  6903. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  6904. break;
  6905. case NPC_DRAGONFEAR:
  6906. if (flag&1) {
  6907. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6908. int j;
  6909. j = i = rnd()%ARRAYLENGTH(sc);
  6910. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  6911. i++;
  6912. if ( i == ARRAYLENGTH(sc) )
  6913. i = 0;
  6914. if (i == j)
  6915. break;
  6916. }
  6917. break;
  6918. }
  6919. case NPC_WIDEBLEEDING:
  6920. case NPC_WIDECONFUSE:
  6921. case NPC_WIDECURSE:
  6922. case NPC_WIDEFREEZE:
  6923. case NPC_WIDESLEEP:
  6924. case NPC_WIDESILENCE:
  6925. case NPC_WIDESTONE:
  6926. case NPC_WIDESTUN:
  6927. case NPC_SLOWCAST:
  6928. case NPC_WIDEHELLDIGNITY:
  6929. if (flag&1)
  6930. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  6931. else {
  6932. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6933. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6934. map_foreachinrange(skill_area_sub, bl,
  6935. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  6936. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6937. skill_castend_nodamage_id);
  6938. }
  6939. break;
  6940. case NPC_WIDESOULDRAIN:
  6941. if (flag&1)
  6942. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  6943. else {
  6944. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6946. map_foreachinrange(skill_area_sub, bl,
  6947. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  6948. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6949. skill_castend_nodamage_id);
  6950. }
  6951. break;
  6952. case ALL_PARTYFLEE:
  6953. if( sd && !(flag&1) )
  6954. {
  6955. if( !sd->status.party_id )
  6956. {
  6957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6958. break;
  6959. }
  6960. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6961. }
  6962. else
  6963. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6964. break;
  6965. case NPC_TALK:
  6966. case ALL_WEWISH:
  6967. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6968. break;
  6969. case ALL_BUYING_STORE:
  6970. if( sd )
  6971. {// players only, skill allows 5 buying slots
  6972. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6973. }
  6974. break;
  6975. case RK_ENCHANTBLADE:
  6976. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6977. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  6978. break;
  6979. case RK_DRAGONHOWLING:
  6980. if( flag&1)
  6981. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  6982. else
  6983. {
  6984. skill_area_temp[2] = 0;
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6986. map_foreachinrange(skill_area_sub, src,
  6987. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  6988. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6989. skill_castend_nodamage_id);
  6990. }
  6991. break;
  6992. case RK_IGNITIONBREAK:
  6993. case LG_EARTHDRIVE:
  6994. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6995. i = skill_get_splash(skill_id,skill_lv);
  6996. if( skill_id == LG_EARTHDRIVE ) {
  6997. int dummy = 1;
  6998. 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);
  6999. }
  7000. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7001. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7002. break;
  7003. case RK_STONEHARDSKIN:
  7004. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7005. {
  7006. int heal = sstatus->hp / 5; // 20% HP
  7007. if( status_charge(bl,heal,0) )
  7008. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7009. else
  7010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7011. }
  7012. break;
  7013. case RK_REFRESH:
  7014. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7015. {
  7016. int heal = status_get_max_hp(bl) * 25 / 100;
  7017. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7018. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7019. status_heal(bl,heal,0,1);
  7020. status_change_clear_buffs(bl,4);
  7021. }
  7022. break;
  7023. case RK_MILLENNIUMSHIELD:
  7024. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7025. {
  7026. int8 rate = rnd()%100;
  7027. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7028. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7029. clif_millenniumshield(sd,shields);
  7030. clif_skill_nodamage(src,bl,skill_id,1,1);
  7031. }
  7032. break;
  7033. case RK_GIANTGROWTH:
  7034. case RK_VITALITYACTIVATION:
  7035. case RK_ABUNDANCE:
  7036. case RK_CRUSHSTRIKE:
  7037. if( sd )
  7038. {
  7039. int lv = 1; // RK_GIANTGROWTH
  7040. if( skill_id == RK_VITALITYACTIVATION )
  7041. lv = 2;
  7042. else if( skill_id == RK_ABUNDANCE )
  7043. lv = 6;
  7044. else if( skill_id == RK_CRUSHSTRIKE )
  7045. lv = 7;
  7046. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7047. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7048. }
  7049. break;
  7050. case RK_FIGHTINGSPIRIT: {
  7051. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7052. if( flag&1 ) {
  7053. if( src == bl )
  7054. sc_start2(src,bl,type,100,atkbonus,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7055. else
  7056. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7057. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7058. if( sd->status.party_id )
  7059. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7060. else
  7061. sc_start2(src,bl,type,100,7,10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skill_id,skill_lv));
  7062. clif_skill_nodamage(src,bl,skill_id,1,1);
  7063. }
  7064. }
  7065. break;
  7066. case RK_PHANTOMTHRUST:
  7067. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  7068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7069. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  7070. if( battle_check_target(src,bl,BCT_ENEMY)>0 )
  7071. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7072. break;
  7073. /**
  7074. * Guilotine Cross
  7075. **/
  7076. case GC_ROLLINGCUTTER:
  7077. {
  7078. short count = 1;
  7079. skill_area_temp[2] = 0;
  7080. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  7081. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7082. { // Every time the skill is casted the status change is reseted adding a counter.
  7083. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7084. if( count > 10 )
  7085. count = 10; // Max coounter
  7086. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7087. }
  7088. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7089. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7090. }
  7091. break;
  7092. case GC_WEAPONBLOCKING:
  7093. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7094. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7095. else
  7096. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7098. break;
  7099. case GC_CREATENEWPOISON:
  7100. if( sd )
  7101. {
  7102. clif_skill_produce_mix_list(sd,skill_id,25);
  7103. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7104. }
  7105. break;
  7106. case GC_POISONINGWEAPON:
  7107. if( sd ) {
  7108. clif_poison_list(sd,skill_lv);
  7109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7110. }
  7111. break;
  7112. case GC_ANTIDOTE:
  7113. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7114. if( tsc )
  7115. {
  7116. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7117. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7118. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7119. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7120. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7121. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7122. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7123. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7124. }
  7125. break;
  7126. case GC_PHANTOMMENACE:
  7127. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7128. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7129. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7130. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7131. break;
  7132. case GC_HALLUCINATIONWALK:
  7133. {
  7134. int heal = status_get_max_hp(bl) / 10;
  7135. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7136. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7137. break;
  7138. }
  7139. if( !status_charge(bl,heal,0) )
  7140. {
  7141. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7142. break;
  7143. }
  7144. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7145. }
  7146. break;
  7147. /**
  7148. * Arch Bishop
  7149. **/
  7150. case AB_ANCILLA:
  7151. if( sd ) {
  7152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7153. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7154. }
  7155. break;
  7156. case AB_CLEMENTIA:
  7157. case AB_CANTO:
  7158. {
  7159. int bless_lv = pc_checkskill(sd,AL_BLESSING) + ((sd ? sd->status.job_level : 50) / 10);
  7160. int agi_lv = pc_checkskill(sd,AL_INCAGI) + ((sd ? sd->status.job_level : 50) / 10);
  7161. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7162. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7163. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7164. else if( sd )
  7165. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7166. }
  7167. break;
  7168. case AB_PRAEFATIO:
  7169. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7170. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7171. else if( sd )
  7172. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7173. break;
  7174. case AB_CHEAL:
  7175. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7176. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7177. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7178. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7179. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7180. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7181. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7182. i = ~i + 1;
  7183. status_heal(bl, i, 0, 0);
  7184. }
  7185. }
  7186. else if( sd )
  7187. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7188. break;
  7189. case AB_ORATIO:
  7190. if( flag&1 )
  7191. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7192. else
  7193. {
  7194. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7195. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7196. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7197. }
  7198. break;
  7199. case AB_LAUDAAGNUS:
  7200. if( flag&1 || sd == NULL ) {
  7201. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7202. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7203. // Success Chance: (40 + 10 * Skill Level) %
  7204. if( rnd()%100 > 40+10*skill_lv ) break;
  7205. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7206. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7207. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7208. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7209. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7210. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7211. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7212. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7213. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7214. } else if( sd )
  7215. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7216. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7217. break;
  7218. case AB_LAUDARAMUS:
  7219. if( flag&1 || sd == NULL ) {
  7220. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7221. // Success Chance: (40 + 10 * Skill Level) %
  7222. if( rnd()%100 > 40+10*skill_lv ) break;
  7223. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7224. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7225. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7226. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7227. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7228. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7229. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7230. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7231. } else if( sd )
  7232. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7233. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7234. break;
  7235. case AB_CLEARANCE:
  7236. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7237. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7239. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7240. if (sd)
  7241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7242. break;
  7243. }
  7244. if(status_isimmune(bl) || !tsc || !tsc->count)
  7245. break;
  7246. for( i = 0; i < SC_MAX; i++ ) {
  7247. if (!tsc->data[i])
  7248. continue;
  7249. switch (i) {
  7250. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7251. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7252. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7253. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7254. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7255. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7256. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7257. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7258. case SC_SPIRIT: case SC_AUTOBERSERK:
  7259. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7260. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7261. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7262. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7263. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7264. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7265. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7266. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7267. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7268. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7269. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7270. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7271. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7272. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7273. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7274. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7275. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7276. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7277. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7278. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7279. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7280. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7281. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7282. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7283. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7284. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7285. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7286. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7287. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7288. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7289. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7290. #ifdef RENEWAL
  7291. case SC_EXTREMITYFIST2:
  7292. #endif
  7293. continue;
  7294. case SC_ASSUMPTIO:
  7295. if( bl->type == BL_MOB )
  7296. continue;
  7297. break;
  7298. }
  7299. 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.
  7300. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7301. }
  7302. break;
  7303. }
  7304. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7305. break;
  7306. case AB_SILENTIUM:
  7307. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7308. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7309. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7310. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7311. break;
  7312. /**
  7313. * Warlock
  7314. **/
  7315. case WL_STASIS:
  7316. if( flag&1 )
  7317. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7318. else
  7319. {
  7320. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7322. }
  7323. break;
  7324. case WL_WHITEIMPRISON:
  7325. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7326. {
  7327. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7328. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7329. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7330. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7331. if( sd )
  7332. skill_blockpc_start(sd,skill_id,4000);
  7333. if( !(tsc && tsc->data[type]) ){
  7334. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  7335. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7336. if( !i )
  7337. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7338. }
  7339. }else
  7340. if( sd )
  7341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7342. break;
  7343. case WL_FROSTMISTY:
  7344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7345. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7346. break;
  7347. case WL_JACKFROST:
  7348. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7349. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7350. break;
  7351. case WL_MARSHOFABYSS:
  7352. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7353. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7354. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7355. skill_get_time(skill_id, skill_lv)));
  7356. break;
  7357. case WL_SIENNAEXECRATE:
  7358. if( status_isimmune(bl) || !tsc )
  7359. break;
  7360. if( flag&1 ) {
  7361. if( bl->id == skill_area_temp[1] )
  7362. break; // Already work on this target
  7363. if( tsc && tsc->data[SC_STONE] )
  7364. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7365. else
  7366. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7367. } else {
  7368. int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7369. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7370. if( rnd()%100 < rate ) { // Success on First Target
  7371. if( !tsc->data[SC_STONE] )
  7372. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7373. else {
  7374. rate = 1;
  7375. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7376. }
  7377. if( rate ) {
  7378. skill_area_temp[1] = bl->id;
  7379. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7380. }
  7381. // Doesn't send failure packet if it fails on defense.
  7382. }
  7383. else if( sd ) // Failure on Rate
  7384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7385. }
  7386. break;
  7387. case WL_SUMMONFB:
  7388. case WL_SUMMONBL:
  7389. case WL_SUMMONWB:
  7390. case WL_SUMMONSTONE:
  7391. {
  7392. short element = 0, sctype = 0, pos = -1;
  7393. struct status_change *sc = status_get_sc(src);
  7394. if( !sc ) break;
  7395. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7396. {
  7397. if( !sctype && !sc->data[i] )
  7398. sctype = i; // Take the free SC
  7399. if( sc->data[i] )
  7400. pos = max(sc->data[i]->val2,pos);
  7401. }
  7402. if( !sctype )
  7403. {
  7404. if( sd ) // No free slots to put SC
  7405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  7406. break;
  7407. }
  7408. pos++; // Used in val2 for SC. Indicates the order of this ball
  7409. switch( skill_id )
  7410. { // Set val1. The SC element for this ball
  7411. case WL_SUMMONFB: element = WLS_FIRE; break;
  7412. case WL_SUMMONBL: element = WLS_WIND; break;
  7413. case WL_SUMMONWB: element = WLS_WATER; break;
  7414. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7415. }
  7416. sc_start4(src,src,sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  7417. clif_skill_nodamage(src,bl,skill_id,0,0);
  7418. }
  7419. break;
  7420. case WL_READING_SB:
  7421. if( sd ) {
  7422. struct status_change *sc = status_get_sc(bl);
  7423. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7424. if( sc && !sc->data[i] )
  7425. break;
  7426. if( i == SC_MAXSPELLBOOK ) {
  7427. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7428. break;
  7429. }
  7430. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7431. clif_spellbook_list(sd);
  7432. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7433. }
  7434. break;
  7435. /**
  7436. * Ranger
  7437. **/
  7438. case RA_FEARBREEZE:
  7439. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7440. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7441. break;
  7442. case RA_WUGMASTERY:
  7443. if( sd ) {
  7444. if( !pc_iswug(sd) )
  7445. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7446. else
  7447. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7449. }
  7450. break;
  7451. case RA_WUGRIDER:
  7452. if( sd ) {
  7453. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7454. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7455. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7456. } else if( pc_isridingwug(sd) ) {
  7457. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7458. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7459. }
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7461. }
  7462. break;
  7463. case RA_WUGDASH:
  7464. if( tsce ) {
  7465. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7466. map_freeblock_unlock();
  7467. return 0;
  7468. }
  7469. if( sd && pc_isridingwug(sd) ) {
  7470. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  7471. clif_walkok(sd);
  7472. }
  7473. break;
  7474. case RA_SENSITIVEKEEN:
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7476. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7477. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7478. break;
  7479. /**
  7480. * Mechanic
  7481. **/
  7482. case NC_F_SIDESLIDE:
  7483. case NC_B_SIDESLIDE:
  7484. {
  7485. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7486. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  7487. clif_slide(src,src->x,src->y);
  7488. clif_fixpos(src); //Aegis sent this packet
  7489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7490. }
  7491. break;
  7492. case NC_SELFDESTRUCTION:
  7493. if( sd ) {
  7494. if( pc_ismadogear(sd) )
  7495. pc_setmadogear(sd, 0);
  7496. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7497. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7498. status_set_sp(src, 0, 0);
  7499. }
  7500. break;
  7501. case NC_ANALYZE:
  7502. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7503. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7504. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  7505. if( sd ) pc_overheat(sd,1);
  7506. break;
  7507. case NC_MAGNETICFIELD:
  7508. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  7509. {
  7510. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7511. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  7512. if (sd) pc_overheat(sd,1);
  7513. }
  7514. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  7515. break;
  7516. case NC_REPAIR:
  7517. if( sd )
  7518. {
  7519. int heal;
  7520. if( dstsd && pc_ismadogear(dstsd) )
  7521. {
  7522. heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
  7523. status_heal(bl,heal,0,2);
  7524. } else {
  7525. heal = sd->status.max_hp * (3+3*skill_lv) / 100;
  7526. status_heal(src,heal,0,2);
  7527. }
  7528. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7529. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  7530. }
  7531. break;
  7532. case NC_DISJOINT:
  7533. {
  7534. if( bl->type != BL_MOB ) break;
  7535. md = map_id2md(bl->id);
  7536. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7537. status_kill(bl);
  7538. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7539. }
  7540. break;
  7541. case SC_AUTOSHADOWSPELL:
  7542. if( sd ) {
  7543. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7544. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7545. clif_autoshadowspell_list(sd);
  7546. clif_skill_nodamage(src,bl,skill_id,1,1);
  7547. }
  7548. else
  7549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7550. }
  7551. break;
  7552. case SC_SHADOWFORM:
  7553. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7554. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  7555. dstsd->shadowform_id = src->id;
  7556. }
  7557. else if( sd )
  7558. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7559. break;
  7560. case SC_BODYPAINT:
  7561. if( flag&1 ) {
  7562. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7563. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7564. tsc->data[SC__INVISIBILITY]) ) {
  7565. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7566. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7567. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7568. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7569. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7570. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7571. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7572. }
  7573. } else {
  7574. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  7575. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7576. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7577. }
  7578. break;
  7579. case SC_ENERVATION:
  7580. case SC_GROOMY:
  7581. case SC_LAZINESS:
  7582. case SC_UNLUCKY:
  7583. case SC_WEAKNESS:
  7584. if( !(tsc && tsc->data[type]) ) {
  7585. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7586. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7587. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7588. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7589. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  7590. } else if( sd )
  7591. clif_skill_fail(sd,skill_id,0,0);
  7592. break;
  7593. case SC_IGNORANCE:
  7594. if( !(tsc && tsc->data[type]) ) {
  7595. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7596. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7597. rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
  7598. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  7599. int sp = 200 * skill_lv;
  7600. if( dstmd ) sp = dstmd->level * 2;
  7601. if( status_zap(bl,0,sp) )
  7602. status_heal(src,0,sp/2,3);
  7603. }
  7604. else if( sd ) clif_skill_fail(sd,skill_id,0,0);
  7605. } else if( sd )
  7606. clif_skill_fail(sd,skill_id,0,0);
  7607. break;
  7608. case LG_TRAMPLE:
  7609. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7610. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  7611. break;
  7612. case LG_REFLECTDAMAGE:
  7613. if( tsc && tsc->data[type] )
  7614. status_change_end(bl,type,INVALID_TIMER);
  7615. else
  7616. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7618. break;
  7619. case LG_SHIELDSPELL:
  7620. if( flag&1 ) {
  7621. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7622. sc_start(src,bl,SC_SILENCE,100,skill_lv,duration);
  7623. } else if( sd ) {
  7624. int opt = skill_lv;
  7625. int rate = rnd()%100;
  7626. int val, brate;
  7627. switch( skill_lv ) {
  7628. case 1:
  7629. {
  7630. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7631. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7632. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7633. break;
  7634. }
  7635. brate = shield_data->def * 10;
  7636. if( rate < 50 )
  7637. opt = 1;
  7638. else if( rate < 75 )
  7639. opt = 2;
  7640. else
  7641. opt = 3;
  7642. switch( opt ) {
  7643. case 1:
  7644. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7645. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7646. if( rate < brate )
  7647. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7648. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7649. break;
  7650. case 2:
  7651. val = shield_data->def / 10; // % Reflected damage.
  7652. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7653. break;
  7654. case 3:
  7655. val = shield_data->def; // Attack increase.
  7656. sc_start2(src,bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7657. break;
  7658. }
  7659. }
  7660. break;
  7661. case 2:
  7662. brate = sd->bonus.shieldmdef * 20;
  7663. if( rate < 30 )
  7664. opt = 1;
  7665. else if( rate < 60 )
  7666. opt = 2;
  7667. else
  7668. opt = 3;
  7669. switch( opt ) {
  7670. case 1:
  7671. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7672. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7673. if( rate < brate )
  7674. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7675. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7676. break;
  7677. case 2:
  7678. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7679. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7680. if( rate < brate )
  7681. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7682. break;
  7683. case 3:
  7684. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7685. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  7686. sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7687. break;
  7688. }
  7689. break;
  7690. case 3:
  7691. {
  7692. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7693. if( !it ) { // No shield?
  7694. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7695. break;
  7696. }
  7697. brate = it->refine * 5;
  7698. if( rate < 25 )
  7699. opt = 1;
  7700. else if( rate < 50 )
  7701. opt = 2;
  7702. else
  7703. opt = 3;
  7704. switch( opt ) {
  7705. case 1:
  7706. val = 105 * it->refine / 10;
  7707. sc_start2(src,bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skill_id,skill_lv));
  7708. break;
  7709. case 2: case 3:
  7710. if( rate < brate )
  7711. {
  7712. val = sstatus->max_hp * (11 + it->refine) / 100;
  7713. status_heal(bl, val, 0, 3);
  7714. }
  7715. break;
  7716. /*case 3:
  7717. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7718. break;*/
  7719. }
  7720. }
  7721. break;
  7722. }
  7723. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7724. }
  7725. break;
  7726. case LG_PIETY:
  7727. if( flag&1 )
  7728. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7729. else {
  7730. skill_area_temp[2] = 0;
  7731. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7732. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7733. }
  7734. break;
  7735. case LG_INSPIRATION:
  7736. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7737. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7738. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7739. clif_updatestatus(sd,SP_BASEEXP);
  7740. clif_updatestatus(sd,SP_JOBEXP);
  7741. }
  7742. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  7743. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7744. break;
  7745. case SR_CURSEDCIRCLE:
  7746. if( flag&1 ) {
  7747. if( is_boss(bl) ) break;
  7748. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  7749. if( bl->type == BL_MOB )
  7750. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7751. unit_stop_attack(bl);
  7752. clif_bladestop(src, bl->id, 1);
  7753. map_freeblock_unlock();
  7754. return 1;
  7755. }
  7756. } else {
  7757. int count = 0;
  7758. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7759. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7760. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7761. if( sd ) pc_delspiritball(sd, count, 0);
  7762. clif_skill_nodamage(src, src, skill_id, skill_lv,
  7763. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  7764. }
  7765. break;
  7766. case SR_RAISINGDRAGON:
  7767. if( sd ) {
  7768. short max = 5 + skill_lv;
  7769. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7770. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7771. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  7772. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  7773. }
  7774. break;
  7775. case SR_ASSIMILATEPOWER:
  7776. if( flag&1 ) {
  7777. i = 0;
  7778. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7779. {
  7780. i = dstsd->spiritball; //1%sp per spiritball.
  7781. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7782. }
  7783. if( i ) status_percent_heal(src, 0, i);
  7784. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  7785. } else {
  7786. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7787. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7788. }
  7789. break;
  7790. case SR_POWERVELOCITY:
  7791. if( !dstsd )
  7792. break;
  7793. if( sd && dstsd->spiritball <= 5 ) {
  7794. for(i = 0; i <= 5; i++) {
  7795. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7796. pc_delspiritball(sd, sd->spiritball, 0);
  7797. }
  7798. }
  7799. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7800. break;
  7801. case SR_GENTLETOUCH_CURE:
  7802. {
  7803. int heal;
  7804. if( status_isimmune(bl) )
  7805. {
  7806. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7807. break;
  7808. }
  7809. heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
  7810. status_heal(bl, heal, 0, 0);
  7811. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7812. {
  7813. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7814. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7815. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7816. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7817. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7818. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7819. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7820. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7821. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7822. }
  7823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7824. }
  7825. break;
  7826. case SR_GENTLETOUCH_CHANGE:
  7827. case SR_GENTLETOUCH_REVITALIZE:
  7828. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7829. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7830. break;
  7831. case WA_SWING_DANCE:
  7832. case WA_MOONLIT_SERENADE:
  7833. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7834. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7835. else if( sd ) { // Only shows effects on caster.
  7836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7837. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7838. }
  7839. break;
  7840. case WA_SYMPHONY_OF_LOVER:
  7841. case MI_RUSH_WINDMILL:
  7842. case MI_ECHOSONG:
  7843. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7844. sc_start4(src,bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skill_id,skill_lv));
  7845. else if( sd ) { // Only shows effects on caster.
  7846. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7847. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7848. }
  7849. break;
  7850. case MI_HARMONIZE:
  7851. if( src != bl )
  7852. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7853. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  7854. break;
  7855. case WM_DEADHILLHERE:
  7856. if( bl->type == BL_PC ) {
  7857. if( !status_isdead(bl) )
  7858. break;
  7859. if( rnd()%100 < 88 + 2 * skill_lv ) {
  7860. int heal = tstatus->sp;
  7861. if( heal <= 0 )
  7862. heal = 1;
  7863. tstatus->hp = heal;
  7864. tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
  7865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7866. pc_revive((TBL_PC*)bl,heal,0);
  7867. clif_resurrection(bl,1);
  7868. }
  7869. }
  7870. break;
  7871. case WM_SIRCLEOFNATURE:
  7872. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7873. case WM_VOICEOFSIREN:
  7874. if( skill_id != WM_SIRCLEOFNATURE )
  7875. flag &= ~BCT_SELF;
  7876. if( flag&1 ) {
  7877. sc_start2(src,bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  7878. } else {
  7879. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7880. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7881. }
  7882. break;
  7883. case WM_GLOOMYDAY:
  7884. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7885. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7886. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7887. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7888. {
  7889. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7890. break;
  7891. }
  7892. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7893. break;
  7894. case WM_SATURDAY_NIGHT_FEVER:
  7895. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7896. if( !(tsc && tsc->data[type]) )
  7897. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  7898. } else if( flag&2 ) {
  7899. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7900. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7901. } else if( sd ) {
  7902. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  7903. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  7905. break;
  7906. }
  7907. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  7908. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7909. flag |= 2;
  7910. else
  7911. flag |= 1;
  7912. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7913. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7914. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7915. if( flag&2 ) // Dealed here to prevent conflicts
  7916. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7917. }
  7918. break;
  7919. case WM_SONG_OF_MANA:
  7920. case WM_DANCE_WITH_WUG:
  7921. case WM_LERADS_DEW:
  7922. if( flag&1 ) { // These affect to to all party members near the caster.
  7923. struct status_change *sc = status_get_sc(src);
  7924. if( sc && sc->data[type] ) {
  7925. sc_start2(src,bl,type,100,skill_lv,sc->data[type]->val2,skill_get_time(skill_id,skill_lv));
  7926. }
  7927. } else if( sd ) {
  7928. short lv = (short)skill_lv;
  7929. int count = skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1);
  7930. if( sc_start2(src,bl,type,100,skill_lv,count,skill_get_time(skill_id,skill_lv)) )
  7931. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7932. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7933. }
  7934. break;
  7935. case WM_MELODYOFSINK:
  7936. case WM_BEYOND_OF_WARCRY:
  7937. case WM_UNLIMITED_HUMMING_VOICE:
  7938. if( flag&1 ) {
  7939. sc_start2(src,bl,type,100,skill_lv,skill_area_temp[0],skill_get_time(skill_id,skill_lv));
  7940. } else { // These affect to all targets arround the caster.
  7941. short lv = (short)skill_lv;
  7942. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
  7943. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7944. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7945. }
  7946. break;
  7947. case WM_RANDOMIZESPELL: {
  7948. int improv_skill_id = 0, improv_skill_lv;
  7949. do {
  7950. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7951. improv_skill_id = skill_improvise_db[i].skill_id;
  7952. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7953. improv_skill_lv = 4 + skill_lv;
  7954. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  7955. if( sd ) {
  7956. sd->state.abra_flag = 2;
  7957. sd->skillitem = improv_skill_id;
  7958. sd->skillitemlv = improv_skill_lv;
  7959. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  7960. } else {
  7961. struct unit_data *ud = unit_bl2ud(src);
  7962. int inf = skill_get_inf(improv_skill_id);
  7963. if (!ud) break;
  7964. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7965. if (src->type == BL_PET)
  7966. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7967. if (!bl) bl = src;
  7968. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  7969. } else {
  7970. int target_id = 0;
  7971. if (ud->target)
  7972. target_id = ud->target;
  7973. else switch (src->type) {
  7974. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7975. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7976. }
  7977. if (!target_id)
  7978. break;
  7979. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  7980. bl = map_id2bl(target_id);
  7981. if (!bl) bl = src;
  7982. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  7983. } else
  7984. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  7985. }
  7986. }
  7987. }
  7988. break;
  7989. case RETURN_TO_ELDICASTES:
  7990. case ALL_GUARDIAN_RECALL:
  7991. if( sd )
  7992. {
  7993. short x, y; // Destiny position.
  7994. unsigned short mapindex;
  7995. if( skill_id == RETURN_TO_ELDICASTES)
  7996. {
  7997. x = 198;
  7998. y = 187;
  7999. mapindex = mapindex_name2id(MAP_DICASTES);
  8000. }
  8001. else
  8002. {
  8003. x = 44;
  8004. y = 151;
  8005. mapindex = mapindex_name2id(MAP_MORA);
  8006. }
  8007. if(!mapindex)
  8008. { //Given map not found?
  8009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8010. map_freeblock_unlock();
  8011. return 0;
  8012. }
  8013. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8014. }
  8015. break;
  8016. case GM_SANDMAN:
  8017. if( tsc ) {
  8018. if( tsc->opt1 == OPT1_SLEEP )
  8019. tsc->opt1 = 0;
  8020. else
  8021. tsc->opt1 = OPT1_SLEEP;
  8022. clif_changeoption(bl);
  8023. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8024. }
  8025. break;
  8026. case SO_ARRULLO:
  8027. {
  8028. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8029. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8030. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8031. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8032. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8033. }
  8034. break;
  8035. case WM_LULLABY_DEEPSLEEP:
  8036. if( flag&1 ){
  8037. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8038. int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
  8039. if( bl != src )
  8040. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8041. }else {
  8042. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8043. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8044. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8045. }
  8046. break;
  8047. case SO_SUMMON_AGNI:
  8048. case SO_SUMMON_AQUA:
  8049. case SO_SUMMON_VENTUS:
  8050. case SO_SUMMON_TERA:
  8051. if( sd ) {
  8052. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8053. // Remove previous elemental fisrt.
  8054. if( sd->ed )
  8055. elemental_delete(sd->ed,0);
  8056. // Summoning the new one.
  8057. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8059. break;
  8060. }
  8061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8062. }
  8063. break;
  8064. case SO_EL_CONTROL:
  8065. if( sd ) {
  8066. int mode = EL_MODE_PASSIVE; // Standard mode.
  8067. if( !sd->ed ) break;
  8068. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8069. elemental_delete(sd->ed, 0);
  8070. break;
  8071. }
  8072. switch( skill_lv ) {// Select mode bassed on skill level used.
  8073. case 2: mode = EL_MODE_ASSIST; break;
  8074. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8075. }
  8076. if( !elemental_change_mode(sd->ed,mode) ) {
  8077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8078. break;
  8079. }
  8080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8081. }
  8082. break;
  8083. case SO_EL_ACTION:
  8084. if( sd ) {
  8085. int duration = 3000;
  8086. if( !sd->ed ) break;
  8087. sd->skill_id_old = skill_id;
  8088. elemental_action(sd->ed, bl, tick);
  8089. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8090. switch(sd->ed->db->class_){
  8091. case 2115:case 2124:
  8092. case 2118:case 2121:
  8093. duration = 6000;
  8094. break;
  8095. case 2116:case 2119:
  8096. case 2122:case 2125:
  8097. duration = 9000;
  8098. break;
  8099. }
  8100. skill_blockpc_start(sd, skill_id, duration);
  8101. }
  8102. break;
  8103. case SO_EL_CURE:
  8104. if( sd ) {
  8105. struct elemental_data *ed = sd->ed;
  8106. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8107. int e_hp, e_sp;
  8108. if( !ed ) break;
  8109. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8110. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8111. break;
  8112. }
  8113. e_hp = ed->battle_status.max_hp * 10 / 100;
  8114. e_sp = ed->battle_status.max_sp * 10 / 100;
  8115. status_heal(&ed->bl,e_hp,e_sp,3);
  8116. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8117. }
  8118. break;
  8119. case GN_CHANGEMATERIAL:
  8120. case SO_EL_ANALYSIS:
  8121. if( sd ) {
  8122. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8123. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8124. }
  8125. break;
  8126. case GN_BLOOD_SUCKER:
  8127. {
  8128. struct status_change *sc = status_get_sc(src);
  8129. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8130. if( tsc && tsc->data[type] ){
  8131. (sc->bs_counter)--;
  8132. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8133. }
  8134. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8135. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8136. (sc->bs_counter)++;
  8137. } else if( sd ) {
  8138. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8139. break;
  8140. }
  8141. }
  8142. break;
  8143. case GN_MANDRAGORA:
  8144. if( flag&1 ) {
  8145. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8146. sc_start(src,bl, type, 25 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8147. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8148. } else
  8149. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8150. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8151. break;
  8152. case GN_SLINGITEM:
  8153. if( sd ) {
  8154. short ammo_id;
  8155. i = sd->equip_index[EQI_AMMO];
  8156. if( i <= 0 )
  8157. break; // No ammo.
  8158. ammo_id = sd->inventory_data[i]->nameid;
  8159. if( ammo_id <= 0 )
  8160. break;
  8161. sd->itemid = ammo_id;
  8162. if( itemdb_is_GNbomb(ammo_id) ) {
  8163. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8164. if( ammo_id == 13263 )
  8165. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8166. else
  8167. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8168. } else //Otherwise, it fails, shows animation and removes items.
  8169. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  8170. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8171. struct script_code *script = sd->inventory_data[i]->script;
  8172. if( !script )
  8173. break;
  8174. if( dstsd )
  8175. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8176. else
  8177. run_script(script,0,src->id,0);
  8178. }
  8179. }
  8180. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8182. break;
  8183. case GN_MIX_COOKING:
  8184. case GN_MAKEBOMB:
  8185. case GN_S_PHARMACY:
  8186. if( sd ) {
  8187. int qty = 1;
  8188. sd->skill_id_old = skill_id;
  8189. sd->skill_lv_old = skill_lv;
  8190. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8191. qty = 10;
  8192. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8193. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8194. }
  8195. break;
  8196. case EL_CIRCLE_OF_FIRE:
  8197. case EL_PYROTECHNIC:
  8198. case EL_HEATER:
  8199. case EL_TROPIC:
  8200. case EL_AQUAPLAY:
  8201. case EL_COOLER:
  8202. case EL_CHILLY_AIR:
  8203. case EL_GUST:
  8204. case EL_BLAST:
  8205. case EL_WILD_STORM:
  8206. case EL_PETROLOGY:
  8207. case EL_CURSED_SOIL:
  8208. case EL_UPHEAVAL:
  8209. case EL_FIRE_CLOAK:
  8210. case EL_WATER_DROP:
  8211. case EL_WIND_CURTAIN:
  8212. case EL_SOLID_SKIN:
  8213. case EL_STONE_SHIELD:
  8214. case EL_WIND_STEP: {
  8215. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8216. if( ele ) {
  8217. sc_type type2 = type-1;
  8218. struct status_change *sc = status_get_sc(&ele->bl);
  8219. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8220. elemental_clean_single_effect(ele, skill_id);
  8221. } else {
  8222. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8223. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8224. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8225. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8226. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8227. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8228. }
  8229. }
  8230. }
  8231. break;
  8232. case EL_FIRE_MANTLE:
  8233. case EL_WATER_BARRIER:
  8234. case EL_ZEPHYR:
  8235. case EL_POWER_OF_GAIA:
  8236. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8237. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8238. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8239. break;
  8240. case EL_WATER_SCREEN: {
  8241. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8242. if( ele ) {
  8243. struct status_change *sc = status_get_sc(&ele->bl);
  8244. sc_type type2 = type-1;
  8245. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8246. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8247. elemental_clean_single_effect(ele, skill_id);
  8248. } else {
  8249. // This not heals at the end.
  8250. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8251. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8252. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8253. }
  8254. }
  8255. }
  8256. break;
  8257. case KO_KAHU_ENTEN:
  8258. case KO_HYOUHU_HUBUKI:
  8259. case KO_KAZEHU_SEIRAN:
  8260. case KO_DOHU_KOUKAI:
  8261. if(sd) {
  8262. int ttype = skill_get_ele(skill_id, skill_lv);
  8263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8264. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8265. }
  8266. break;
  8267. case KO_ZANZOU:
  8268. if(sd){
  8269. struct mob_data *md;
  8270. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8271. if( md )
  8272. {
  8273. md->master_id = src->id;
  8274. md->special_state.ai = AI_ZANZOU;
  8275. if( md->deletetimer != INVALID_TIMER )
  8276. delete_timer(md->deletetimer, mob_timer_delete);
  8277. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8278. mob_spawn( md );
  8279. pc_setinvincibletimer(sd,500);// unlock target lock
  8280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8281. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8282. }
  8283. }
  8284. break;
  8285. case KO_KYOUGAKU:
  8286. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8287. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8288. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8289. }else if( sd )
  8290. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8291. break;
  8292. case KO_JYUSATSU:
  8293. if( dstsd && tsc && !tsc->data[type] &&
  8294. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8295. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8296. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8297. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8298. if( status_get_lv(bl) <= status_get_lv(src) )
  8299. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8300. }else if( sd )
  8301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8302. break;
  8303. case KO_GENWAKU:
  8304. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8305. int x = src->x, y = src->y;
  8306. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8308. break;
  8309. }
  8310. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8311. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8312. clif_slide(src,bl->x,bl->y) ;
  8313. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8314. if (unit_movepos(bl,x,y,0,0))
  8315. {
  8316. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8317. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8318. clif_sitting(bl); //Avoid sitting sync problem
  8319. clif_slide(bl,x,y) ;
  8320. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8321. }
  8322. }
  8323. }
  8324. break;
  8325. case OB_AKAITSUKI:
  8326. case OB_OBOROGENSOU:
  8327. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8328. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8330. break;
  8331. }
  8332. case KO_IZAYOI:
  8333. case OB_ZANGETSU:
  8334. case KG_KYOMU:
  8335. case KG_KAGEMUSYA:
  8336. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8337. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8338. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8339. break;
  8340. case KG_KAGEHUMI:
  8341. if( flag&1 ){
  8342. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8343. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8344. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8345. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8346. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8347. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8348. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8349. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8350. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8351. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8352. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8353. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8354. }
  8355. if( skill_area_temp[2] == 1 ){
  8356. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8357. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8358. }
  8359. }else{
  8360. skill_area_temp[2] = 0;
  8361. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8362. }
  8363. break;
  8364. case MH_SILENT_BREEZE: {
  8365. struct status_change *ssc = status_get_sc(src);
  8366. struct block_list *m_bl = battle_get_master(src);
  8367. const enum sc_type scs[] = {
  8368. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8369. };
  8370. int heal;
  8371. if(tsc){
  8372. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8373. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8374. }
  8375. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8376. status_change_start(src,bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8377. }
  8378. heal = status_get_sp(src) + status_get_lv(src); //cur_sp+blvl @TODO need real value
  8379. status_heal(bl, heal, 0, 7);
  8380. //now inflict silence on everyone
  8381. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8382. status_change_start(src, src, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8383. if(m_bl){
  8384. struct status_change *msc = status_get_sc(m_bl);
  8385. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8386. status_change_start(src, m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill_get_time(skill_id, skill_lv),1|2|8);
  8387. }
  8388. if (hd)
  8389. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8390. }
  8391. break;
  8392. case MH_OVERED_BOOST:
  8393. if (hd){
  8394. struct block_list *s_bl = battle_get_master(src);
  8395. if(hd->homunculus.hunger>50) //reduce hunger
  8396. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8397. else
  8398. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8399. if(s_bl && s_bl->type==BL_PC){
  8400. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8401. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8402. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  8403. }
  8404. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8405. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8406. }
  8407. break;
  8408. case MH_GRANITIC_ARMOR:
  8409. case MH_PYROCLASTIC: {
  8410. struct block_list *s_bl = battle_get_master(src);
  8411. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  8412. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8413. if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8414. }
  8415. break;
  8416. case MH_LIGHT_OF_REGENE: //self
  8417. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  8418. if(hd){
  8419. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8420. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8421. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8422. }
  8423. break;
  8424. case MH_STYLE_CHANGE: {
  8425. struct status_change_entry *sce;
  8426. if(hd && (sce=hd->sc.data[SC_STYLE_CHANGE])){ //in preparation for other bl usage
  8427. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  8428. else sce->val1 = MH_MD_FIGHTING;
  8429. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  8430. int mode = hd->sc.data[SC_STYLE_CHANGE]->val1;
  8431. char output[128];
  8432. safesnprintf(output,sizeof(output),"Eleanor is now in %s mode",(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  8433. clif_colormes(hd->master,COLOR_RED,output);
  8434. }
  8435. }
  8436. break;
  8437. }
  8438. case MH_MAGMA_FLOW:
  8439. case MH_PAIN_KILLER:
  8440. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8441. if (hd)
  8442. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8443. break;
  8444. case MH_SUMMON_LEGION: {
  8445. int summons[5] = {2158, 2159, 2159, 2160, 2160};
  8446. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8447. struct mob_data *sum_md;
  8448. int i,c=0;
  8449. int maxcount = qty[skill_lv-1];
  8450. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  8451. if(c >= maxcount) return 0; //max qty already spawned
  8452. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  8453. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  8454. if (sum_md) {
  8455. sum_md->master_id = src->id;
  8456. sum_md->special_state.ai = 5;
  8457. if (sum_md->deletetimer != INVALID_TIMER)
  8458. delete_timer(sum_md->deletetimer, mob_timer_delete);
  8459. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  8460. mob_spawn(sum_md); //Now it is ready for spawning.
  8461. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  8462. }
  8463. }
  8464. if (hd)
  8465. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8466. }
  8467. break;
  8468. default:
  8469. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  8470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8471. map_freeblock_unlock();
  8472. return 1;
  8473. }
  8474. if(skill_id != SR_CURSEDCIRCLE){
  8475. struct status_change *sc = status_get_sc(src);
  8476. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8477. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8478. }
  8479. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8480. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8481. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  8482. }
  8483. if( sd && !(flag&1) )
  8484. {// ensure that the skill last-cast tick is recorded
  8485. sd->canskill_tick = gettick();
  8486. if( sd->state.arrow_atk )
  8487. {// consume arrow on last invocation to this skill.
  8488. battle_consume_ammo(sd, skill_id, skill_lv);
  8489. }
  8490. skill_onskillusage(sd, bl, skill_id, tick);
  8491. // perform skill requirement consumption
  8492. skill_consume_requirement(sd,skill_id,skill_lv,2);
  8493. }
  8494. map_freeblock_unlock();
  8495. return 0;
  8496. }
  8497. /*==========================================
  8498. *
  8499. *------------------------------------------*/
  8500. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8501. {
  8502. struct block_list *target, *src;
  8503. struct map_session_data *sd;
  8504. struct mob_data *md;
  8505. struct unit_data *ud;
  8506. struct status_change *sc = NULL;
  8507. int inf,inf2,flag = 0;
  8508. src = map_id2bl(id);
  8509. if( src == NULL )
  8510. {
  8511. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8512. return 0;// not found
  8513. }
  8514. ud = unit_bl2ud(src);
  8515. if( ud == NULL )
  8516. {
  8517. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8518. return 0;// ???
  8519. }
  8520. sd = BL_CAST(BL_PC, src);
  8521. md = BL_CAST(BL_MOB, src);
  8522. if( src->prev == NULL ) {
  8523. ud->skilltimer = INVALID_TIMER;
  8524. return 0;
  8525. }
  8526. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8527. if( ud->skilltimer != tid ) {
  8528. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8529. ud->skilltimer = INVALID_TIMER;
  8530. return 0;
  8531. }
  8532. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  8533. {// restore original walk speed
  8534. ud->skilltimer = INVALID_TIMER;
  8535. status_calc_bl(&sd->bl, SCB_SPEED);
  8536. }
  8537. ud->skilltimer = INVALID_TIMER;
  8538. }
  8539. if (ud->skilltarget == id)
  8540. target = src;
  8541. else
  8542. target = map_id2bl(ud->skilltarget);
  8543. // Use a do so that you can break out of it when the skill fails.
  8544. do {
  8545. if(!target || target->prev==NULL) break;
  8546. if(src->m != target->m || status_isdead(src)) break;
  8547. switch (ud->skill_id) {
  8548. //These should become skill_castend_pos
  8549. case WE_CALLPARTNER:
  8550. if(sd) clif_callpartner(sd);
  8551. case WE_CALLPARENT:
  8552. case WE_CALLBABY:
  8553. case AM_RESURRECTHOMUN:
  8554. case PF_SPIDERWEB:
  8555. //Find a random spot to place the skill. [Skotlex]
  8556. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  8557. ud->skillx = target->x + inf2;
  8558. ud->skilly = target->y + inf2;
  8559. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8560. ud->skillx = target->x;
  8561. ud->skilly = target->y;
  8562. }
  8563. ud->skilltimer=tid;
  8564. return skill_castend_pos(tid,tick,id,data);
  8565. case GN_WALLOFTHORN:
  8566. ud->skillx = target->x;
  8567. ud->skilly = target->y;
  8568. ud->skilltimer = tid;
  8569. return skill_castend_pos(tid,tick,id,data);
  8570. }
  8571. if(ud->skill_id == RG_BACKSTAP) {
  8572. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8573. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8574. break;
  8575. }
  8576. }
  8577. if( ud->skill_id == PR_TURNUNDEAD )
  8578. {
  8579. struct status_data *tstatus = status_get_status_data(target);
  8580. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8581. break;
  8582. }
  8583. if( ud->skill_id == RA_WUGSTRIKE ){
  8584. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8585. break;
  8586. }
  8587. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  8588. {
  8589. sc = status_get_sc(target);
  8590. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8591. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8592. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  8593. break;
  8594. }
  8595. }
  8596. else
  8597. { // Check target validity.
  8598. inf = skill_get_inf(ud->skill_id);
  8599. inf2 = skill_get_inf2(ud->skill_id);
  8600. if(inf&INF_ATTACK_SKILL ||
  8601. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8602. ) // Casted through combo.
  8603. inf = BCT_ENEMY; //Offensive skill.
  8604. else if(inf2&INF2_NO_ENEMY)
  8605. inf = BCT_NOENEMY;
  8606. else
  8607. inf = 0;
  8608. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8609. {
  8610. inf |=
  8611. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8612. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8613. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8614. inf &= ~BCT_NEUTRAL;
  8615. }
  8616. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  8617. {
  8618. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8619. break;
  8620. }
  8621. else if (inf && battle_check_target(src, target, inf) <= 0){
  8622. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8623. break;
  8624. }
  8625. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  8626. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  8627. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  8628. }
  8629. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  8630. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  8631. break; // You can use Clearance on party members in normal maps too. [pakpil]
  8632. }
  8633. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8634. sc->data[SC_FOGWALL] &&
  8635. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8636. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  8637. break;
  8638. }
  8639. }
  8640. //Avoid doing double checks for instant-cast skills.
  8641. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  8642. break;
  8643. if(md) {
  8644. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8645. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8646. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8647. }
  8648. if(src != target && battle_config.skill_add_range &&
  8649. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  8650. {
  8651. if (sd) {
  8652. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8653. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8654. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8655. }
  8656. break;
  8657. }
  8658. if( sd )
  8659. {
  8660. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8661. break;
  8662. else
  8663. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8664. }
  8665. #ifdef OFFICIAL_WALKPATH
  8666. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8667. break;
  8668. #endif
  8669. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8670. break;
  8671. if (ud->state.running && ud->skill_id == TK_JUMPKICK)
  8672. {
  8673. ud->state.running = 0;
  8674. status_change_end(src, SC_RUN, INVALID_TIMER);
  8675. flag = 1;
  8676. }
  8677. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  8678. unit_stop_walking(src,1);
  8679. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8680. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8681. if (sd) { //Cooldown application
  8682. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8683. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8684. if (sd->skillcooldown[i].id == ud->skill_id){
  8685. cooldown += sd->skillcooldown[i].val;
  8686. break;
  8687. }
  8688. }
  8689. if(cooldown)
  8690. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8691. }
  8692. if( battle_config.display_status_timers && sd )
  8693. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8694. if( sd )
  8695. {
  8696. switch( ud->skill_id )
  8697. {
  8698. case GS_DESPERADO:
  8699. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  8700. break;
  8701. case CR_GRANDCROSS:
  8702. case NPC_GRANDDARKNESS:
  8703. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8704. {
  8705. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8706. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  8707. break;
  8708. }
  8709. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  8710. break;
  8711. }
  8712. }
  8713. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  8714. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8715. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8716. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8717. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  8718. map_freeblock_lock();
  8719. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8720. skill_toggle_magicpower(src, ud->skill_id);
  8721. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8722. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8723. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  8724. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8725. else
  8726. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  8727. sc = status_get_sc(src);
  8728. if(sc && sc->count) {
  8729. if(sc->data[SC_SPIRIT] &&
  8730. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8731. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  8732. ud->skill_id != WZ_WATERBALL)
  8733. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8734. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  8735. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8736. }
  8737. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8738. sd->skillitem = sd->skillitemlv = 0;
  8739. if (ud->skilltimer == INVALID_TIMER) {
  8740. if(md) md->skill_idx = -1;
  8741. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8742. ud->skill_lv = ud->skilltarget = 0;
  8743. }
  8744. map_freeblock_unlock();
  8745. return 1;
  8746. } while(0);
  8747. //Skill failed.
  8748. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8749. { //When Asura fails... (except when it fails from Fog of Wall)
  8750. //Consume SP/spheres
  8751. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  8752. status_set_sp(src, 0, 0);
  8753. sc = &sd->sc;
  8754. if (sc->count)
  8755. { //End states
  8756. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8757. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8758. #ifdef RENEWAL
  8759. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  8760. #endif
  8761. }
  8762. if (target && target->m == src->m)
  8763. { //Move character to target anyway.
  8764. int dir, x, y;
  8765. dir = map_calc_dir(src,target->x,target->y);
  8766. if( dir > 0 && dir < 4) x = -2;
  8767. else if( dir > 4 ) x = 2;
  8768. else x = 0;
  8769. if( dir > 2 && dir < 6 ) y = -2;
  8770. else if( dir == 7 || dir < 2 ) y = 2;
  8771. else y = 0;
  8772. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  8773. { //Display movement + animation.
  8774. clif_slide(src,src->x,src->y);
  8775. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  8776. }
  8777. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8778. }
  8779. }
  8780. ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
  8781. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8782. ud->canact_tick = tick;
  8783. //You can't place a skill failed packet here because it would be
  8784. //sent in ALL cases, even cases where skill_check_condition fails
  8785. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8786. if(sd)
  8787. sd->skillitem = sd->skillitemlv = 0;
  8788. else if(md)
  8789. md->skill_idx = -1;
  8790. return 0;
  8791. }
  8792. /*==========================================
  8793. *
  8794. *------------------------------------------*/
  8795. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8796. {
  8797. struct block_list* src = map_id2bl(id);
  8798. int maxcount;
  8799. struct map_session_data *sd;
  8800. struct unit_data *ud = unit_bl2ud(src);
  8801. struct mob_data *md;
  8802. nullpo_ret(ud);
  8803. sd = BL_CAST(BL_PC , src);
  8804. md = BL_CAST(BL_MOB, src);
  8805. if( src->prev == NULL ) {
  8806. ud->skilltimer = INVALID_TIMER;
  8807. return 0;
  8808. }
  8809. if( ud->skilltimer != tid )
  8810. {
  8811. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8812. ud->skilltimer = INVALID_TIMER;
  8813. return 0;
  8814. }
  8815. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  8816. {// restore original walk speed
  8817. ud->skilltimer = INVALID_TIMER;
  8818. status_calc_bl(&sd->bl, SCB_SPEED);
  8819. }
  8820. ud->skilltimer = INVALID_TIMER;
  8821. do {
  8822. if( status_isdead(src) )
  8823. break;
  8824. if( !(src->type&battle_config.skill_reiteration) &&
  8825. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  8826. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8827. )
  8828. {
  8829. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8830. break;
  8831. }
  8832. if( src->type&battle_config.skill_nofootset &&
  8833. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  8834. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  8835. )
  8836. {
  8837. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8838. break;
  8839. }
  8840. if( src->type&battle_config.land_skill_limit &&
  8841. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  8842. ) {
  8843. int i;
  8844. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8845. if(ud->skillunit[i]->skill_id == ud->skill_id)
  8846. maxcount--;
  8847. }
  8848. if( maxcount == 0 )
  8849. {
  8850. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  8851. break;
  8852. }
  8853. }
  8854. if(tid != INVALID_TIMER)
  8855. { //Avoid double checks on instant cast skills. [Skotlex]
  8856. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  8857. break;
  8858. if(battle_config.skill_add_range &&
  8859. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  8860. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8861. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  8862. break;
  8863. }
  8864. }
  8865. if( sd )
  8866. {
  8867. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  8868. break;
  8869. else
  8870. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  8871. }
  8872. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  8873. break;
  8874. if(md) {
  8875. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8876. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  8877. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  8878. }
  8879. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8880. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8881. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  8882. if (ud->walktimer != INVALID_TIMER)
  8883. unit_stop_walking(src,1);
  8884. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8885. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  8886. if (sd) { //Cooldown application
  8887. int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
  8888. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8889. if (sd->skillcooldown[i].id == ud->skill_id){
  8890. cooldown += sd->skillcooldown[i].val;
  8891. break;
  8892. }
  8893. }
  8894. if(cooldown)
  8895. skill_blockpc_start(sd, ud->skill_id, cooldown);
  8896. }
  8897. if( battle_config.display_status_timers && sd )
  8898. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  8899. // if( sd )
  8900. // {
  8901. // switch( ud->skill_id )
  8902. // {
  8903. // case ????:
  8904. // sd->canequip_tick = tick + ????;
  8905. // break;
  8906. // }
  8907. // }
  8908. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  8909. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8910. map_freeblock_lock();
  8911. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  8912. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8913. sd->skillitem = sd->skillitemlv = 0;
  8914. if (ud->skilltimer == INVALID_TIMER) {
  8915. if (md) md->skill_idx = -1;
  8916. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8917. ud->skill_lv = ud->skillx = ud->skilly = 0;
  8918. }
  8919. map_freeblock_unlock();
  8920. return 1;
  8921. } while(0);
  8922. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  8923. ud->canact_tick = tick;
  8924. ud->skill_id = ud->skill_lv = 0;
  8925. if(sd)
  8926. sd->skillitem = sd->skillitemlv = 0;
  8927. else if(md)
  8928. md->skill_idx = -1;
  8929. return 0;
  8930. }
  8931. /* skill count without self */
  8932. static int skill_count_wos(struct block_list *bl,va_list ap) {
  8933. struct block_list* src = va_arg(ap, struct block_list*);
  8934. if( src->id != bl->id ) {
  8935. return 1;
  8936. }
  8937. return 0;
  8938. }
  8939. /*==========================================
  8940. *
  8941. *------------------------------------------*/
  8942. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  8943. {
  8944. struct map_session_data* sd;
  8945. struct status_change* sc;
  8946. struct status_change_entry *sce;
  8947. struct skill_unit_group* sg;
  8948. enum sc_type type;
  8949. int i;
  8950. //if(skill_lv <= 0) return 0;
  8951. if(skill_id > 0 && !skill_lv) return 0; // celest
  8952. nullpo_ret(src);
  8953. if(status_isdead(src))
  8954. return 0;
  8955. sd = BL_CAST(BL_PC, src);
  8956. sc = status_get_sc(src);
  8957. type = status_skill2sc(skill_id);
  8958. sce = (sc && type != -1)?sc->data[type]:NULL;
  8959. switch (skill_id) { //Skill effect.
  8960. case WZ_METEOR:
  8961. case MO_BODYRELOCATION:
  8962. case CR_CULTIVATION:
  8963. case HW_GANBANTEIN:
  8964. case LG_EARTHDRIVE:
  8965. break; //Effect is displayed on respective switch case.
  8966. default:
  8967. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  8968. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8969. else
  8970. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  8971. }
  8972. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8973. skill_toggle_magicpower(src, skill_id);
  8974. switch(skill_id)
  8975. {
  8976. case PR_BENEDICTIO:
  8977. skill_area_temp[1] = src->id;
  8978. i = skill_get_splash(skill_id, skill_lv);
  8979. map_foreachinarea(skill_area_sub,
  8980. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8981. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  8982. skill_castend_nodamage_id);
  8983. map_foreachinarea(skill_area_sub,
  8984. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8985. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  8986. skill_castend_damage_id);
  8987. break;
  8988. case BS_HAMMERFALL:
  8989. i = skill_get_splash(skill_id, skill_lv);
  8990. map_foreachinarea (skill_area_sub,
  8991. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8992. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  8993. skill_castend_nodamage_id);
  8994. break;
  8995. case HT_DETECTING:
  8996. i = skill_get_splash(skill_id, skill_lv);
  8997. map_foreachinarea( status_change_timer_sub,
  8998. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8999. src,NULL,SC_SIGHT,tick);
  9000. if(battle_config.traps_setting&1)
  9001. map_foreachinarea( skill_reveal_trap,
  9002. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9003. break;
  9004. case SR_RIDEINLIGHTNING:
  9005. i = skill_get_splash(skill_id, skill_lv);
  9006. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9007. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9008. break;
  9009. case SA_VOLCANO:
  9010. case SA_DELUGE:
  9011. case SA_VIOLENTGALE:
  9012. { //Does not consumes if the skill is already active. [Skotlex]
  9013. struct skill_unit_group *sg;
  9014. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9015. {
  9016. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9017. {
  9018. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9019. return 0; // not to consume items
  9020. }
  9021. else
  9022. sg->limit = 0; //Disable it.
  9023. }
  9024. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9025. break;
  9026. }
  9027. case MG_SAFETYWALL:
  9028. case MG_FIREWALL:
  9029. case MG_THUNDERSTORM:
  9030. case AL_PNEUMA:
  9031. case WZ_ICEWALL:
  9032. case WZ_FIREPILLAR:
  9033. case WZ_QUAGMIRE:
  9034. case WZ_VERMILION:
  9035. case WZ_STORMGUST:
  9036. case WZ_HEAVENDRIVE:
  9037. case PR_SANCTUARY:
  9038. case PR_MAGNUS:
  9039. case CR_GRANDCROSS:
  9040. case NPC_GRANDDARKNESS:
  9041. case HT_SKIDTRAP:
  9042. case MA_SKIDTRAP:
  9043. case HT_LANDMINE:
  9044. case MA_LANDMINE:
  9045. case HT_ANKLESNARE:
  9046. case HT_SHOCKWAVE:
  9047. case HT_SANDMAN:
  9048. case MA_SANDMAN:
  9049. case HT_FLASHER:
  9050. case HT_FREEZINGTRAP:
  9051. case MA_FREEZINGTRAP:
  9052. case HT_BLASTMINE:
  9053. case HT_CLAYMORETRAP:
  9054. case AS_VENOMDUST:
  9055. case AM_DEMONSTRATION:
  9056. case PF_FOGWALL:
  9057. case PF_SPIDERWEB:
  9058. case HT_TALKIEBOX:
  9059. case WE_CALLPARTNER:
  9060. case WE_CALLPARENT:
  9061. case WE_CALLBABY:
  9062. case AC_SHOWER: //Ground-placed skill implementation.
  9063. case MA_SHOWER:
  9064. case SA_LANDPROTECTOR:
  9065. case BD_LULLABY:
  9066. case BD_RICHMANKIM:
  9067. case BD_ETERNALCHAOS:
  9068. case BD_DRUMBATTLEFIELD:
  9069. case BD_RINGNIBELUNGEN:
  9070. case BD_ROKISWEIL:
  9071. case BD_INTOABYSS:
  9072. case BD_SIEGFRIED:
  9073. case BA_DISSONANCE:
  9074. case BA_POEMBRAGI:
  9075. case BA_WHISTLE:
  9076. case BA_ASSASSINCROSS:
  9077. case BA_APPLEIDUN:
  9078. case DC_UGLYDANCE:
  9079. case DC_HUMMING:
  9080. case DC_DONTFORGETME:
  9081. case DC_FORTUNEKISS:
  9082. case DC_SERVICEFORYOU:
  9083. case CG_MOONLIT:
  9084. case GS_DESPERADO:
  9085. case NJ_KAENSIN:
  9086. case NJ_BAKUENRYU:
  9087. case NJ_SUITON:
  9088. case NJ_HYOUSYOURAKU:
  9089. case NJ_RAIGEKISAI:
  9090. case NJ_KAMAITACHI:
  9091. #ifdef RENEWAL
  9092. case NJ_HUUMA:
  9093. #endif
  9094. case NPC_EVILLAND:
  9095. case RA_ELECTRICSHOCKER:
  9096. case RA_CLUSTERBOMB:
  9097. case RA_MAGENTATRAP:
  9098. case RA_COBALTTRAP:
  9099. case RA_MAIZETRAP:
  9100. case RA_VERDURETRAP:
  9101. case RA_FIRINGTRAP:
  9102. case RA_ICEBOUNDTRAP:
  9103. case SC_MANHOLE:
  9104. case SC_DIMENSIONDOOR:
  9105. case SC_CHAOSPANIC:
  9106. case SC_MAELSTROM:
  9107. case WM_REVERBERATION:
  9108. case WM_SEVERE_RAINSTORM:
  9109. case WM_POEMOFNETHERWORLD:
  9110. case SO_PSYCHIC_WAVE:
  9111. case SO_VACUUM_EXTREME:
  9112. case GN_WALLOFTHORN:
  9113. case GN_THORNS_TRAP:
  9114. case GN_DEMONIC_FIRE:
  9115. case GN_HELLS_PLANT:
  9116. case SO_EARTHGRAVE:
  9117. case SO_DIAMONDDUST:
  9118. case SO_FIRE_INSIGNIA:
  9119. case SO_WATER_INSIGNIA:
  9120. case SO_WIND_INSIGNIA:
  9121. case SO_EARTH_INSIGNIA:
  9122. case KO_HUUMARANKA:
  9123. case KO_MUCHANAGE:
  9124. case KO_BAKURETSU:
  9125. case KO_ZENKAI:
  9126. case MH_LAVA_SLIDE:
  9127. case MH_VOLCANIC_ASH:
  9128. case MH_POISON_MIST:
  9129. case MH_STEINWAND:
  9130. case MH_XENO_SLASHER:
  9131. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9132. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9133. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9134. break;
  9135. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9136. skill_clear_unitgroup(src);
  9137. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9138. flag|=1;
  9139. break;
  9140. case HP_BASILICA:
  9141. if( sc->data[SC_BASILICA] )
  9142. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  9143. else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9144. if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
  9145. if( sd )
  9146. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9147. return 1;
  9148. }
  9149. skill_clear_unitgroup(src);
  9150. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9151. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9152. flag|=1;
  9153. }
  9154. break;
  9155. case CG_HERMODE:
  9156. skill_clear_unitgroup(src);
  9157. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9158. sc_start4(src,src,SC_DANCING,100,
  9159. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9160. flag|=1;
  9161. break;
  9162. case RG_CLEANER: // [Valaris]
  9163. i = skill_get_splash(skill_id, skill_lv);
  9164. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9165. break;
  9166. case SO_WARMER:
  9167. flag|= 8;
  9168. case SO_CLOUD_KILL:
  9169. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9170. break;
  9171. case WZ_METEOR: {
  9172. int area = skill_get_splash(skill_id, skill_lv);
  9173. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9174. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9175. // Creates a random Cell in the Splash Area
  9176. tmpx = x - area + rnd()%(area * 2 + 1);
  9177. tmpy = y - area + rnd()%(area * 2 + 1);
  9178. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9179. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9180. if( i > 0 )
  9181. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9182. x1 = tmpx;
  9183. y1 = tmpy;
  9184. }
  9185. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9186. }
  9187. break;
  9188. case AL_WARP:
  9189. if(sd)
  9190. {
  9191. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9192. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9193. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9194. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9195. );
  9196. }
  9197. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9198. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9199. return 0; // not to consume item.
  9200. case MO_BODYRELOCATION:
  9201. if (unit_movepos(src, x, y, 1, 1)) {
  9202. #if PACKETVER >= 20111005
  9203. clif_snap(src, src->x, src->y);
  9204. #else
  9205. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9206. #endif
  9207. if (sd)
  9208. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9209. }
  9210. break;
  9211. case NJ_SHADOWJUMP:
  9212. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9213. unit_movepos(src, x, y, 1, 0);
  9214. clif_slide(src,x,y);
  9215. }
  9216. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9217. break;
  9218. case AM_SPHEREMINE:
  9219. case AM_CANNIBALIZE:
  9220. {
  9221. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9222. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9223. int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
  9224. struct mob_data *md;
  9225. // Correct info, don't change any of this! [celest]
  9226. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9227. if (md) {
  9228. md->master_id = src->id;
  9229. md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9230. if( md->deletetimer != INVALID_TIMER )
  9231. delete_timer(md->deletetimer, mob_timer_delete);
  9232. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9233. mob_spawn (md); //Now it is ready for spawning.
  9234. }
  9235. }
  9236. break;
  9237. // Slim Pitcher [Celest]
  9238. case CR_SLIMPITCHER:
  9239. if (sd) {
  9240. int i = skill_lv%11 - 1;
  9241. int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
  9242. if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
  9243. {
  9244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9245. return 1;
  9246. }
  9247. potion_flag = 1;
  9248. potion_hp = 0;
  9249. potion_sp = 0;
  9250. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9251. potion_flag = 0;
  9252. //Apply skill bonuses
  9253. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9254. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9255. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9256. + pc_skillheal_bonus(sd, skill_id);
  9257. potion_hp = potion_hp * (100+i)/100;
  9258. potion_sp = potion_sp * (100+i)/100;
  9259. if(potion_hp > 0 || potion_sp > 0) {
  9260. i = skill_get_splash(skill_id, skill_lv);
  9261. map_foreachinarea(skill_area_sub,
  9262. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9263. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9264. skill_castend_nodamage_id);
  9265. }
  9266. } else {
  9267. int i = skill_lv%11 - 1;
  9268. struct item_data *item;
  9269. i = skill_db[skill_id].itemid[i];
  9270. item = itemdb_search(i);
  9271. potion_flag = 1;
  9272. potion_hp = 0;
  9273. potion_sp = 0;
  9274. run_script(item->script,0,src->id,0);
  9275. potion_flag = 0;
  9276. i = skill_get_max(CR_SLIMPITCHER)*10;
  9277. potion_hp = potion_hp * (100+i)/100;
  9278. potion_sp = potion_sp * (100+i)/100;
  9279. if(potion_hp > 0 || potion_sp > 0) {
  9280. i = skill_get_splash(skill_id, skill_lv);
  9281. map_foreachinarea(skill_area_sub,
  9282. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9283. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9284. skill_castend_nodamage_id);
  9285. }
  9286. }
  9287. break;
  9288. case HW_GANBANTEIN:
  9289. if (rnd()%100 < 80) {
  9290. int dummy = 1;
  9291. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9292. i = skill_get_splash(skill_id, skill_lv);
  9293. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9294. } else {
  9295. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9296. return 1;
  9297. }
  9298. break;
  9299. case HW_GRAVITATION:
  9300. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9301. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  9302. flag|=1;
  9303. break;
  9304. // Plant Cultivation [Celest]
  9305. case CR_CULTIVATION:
  9306. if (sd) {
  9307. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9308. {
  9309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9310. return 1;
  9311. }
  9312. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9313. if (rnd()%100 < 50) {
  9314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9315. } else {
  9316. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9317. int i;
  9318. if (!md) break;
  9319. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  9320. {
  9321. if( md->deletetimer != INVALID_TIMER )
  9322. delete_timer(md->deletetimer, mob_timer_delete);
  9323. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9324. }
  9325. mob_spawn (md);
  9326. }
  9327. }
  9328. break;
  9329. case SG_SUN_WARM:
  9330. case SG_MOON_WARM:
  9331. case SG_STAR_WARM:
  9332. skill_clear_unitgroup(src);
  9333. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  9334. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9335. flag|=1;
  9336. break;
  9337. case PA_GOSPEL:
  9338. if (sce && sce->val4 == BCT_SELF)
  9339. {
  9340. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9341. return 0;
  9342. }
  9343. else
  9344. {
  9345. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  9346. if (!sg) break;
  9347. if (sce)
  9348. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9349. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  9350. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  9351. }
  9352. break;
  9353. case NJ_TATAMIGAESHI:
  9354. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  9355. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  9356. break;
  9357. case AM_RESURRECTHOMUN: //[orn]
  9358. if (sd)
  9359. {
  9360. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  9361. {
  9362. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9363. break;
  9364. }
  9365. }
  9366. break;
  9367. case RK_WINDCUTTER:
  9368. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9369. case NC_COLDSLOWER:
  9370. case NC_ARMSCANNON:
  9371. case RK_DRAGONBREATH:
  9372. i = skill_get_splash(skill_id,skill_lv);
  9373. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9374. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9375. break;
  9376. case SO_ARRULLO:
  9377. i = skill_get_splash(skill_id,skill_lv);
  9378. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9379. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9380. break;
  9381. /**
  9382. * Guilotine Cross
  9383. **/
  9384. case GC_POISONSMOKE:
  9385. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9386. if( sd )
  9387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9388. return 0;
  9389. }
  9390. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  9391. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  9392. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9393. break;
  9394. /**
  9395. * Arch Bishop
  9396. **/
  9397. case AB_EPICLESIS:
  9398. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  9399. i = sg->unit->range;
  9400. 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);
  9401. }
  9402. break;
  9403. /**
  9404. * Warlock
  9405. **/
  9406. case WL_COMET:
  9407. if( sc ) {
  9408. sc->comet_x = x;
  9409. sc->comet_y = y;
  9410. }
  9411. i = skill_get_splash(skill_id,skill_lv);
  9412. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9413. break;
  9414. case WL_EARTHSTRAIN:
  9415. {
  9416. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  9417. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9418. for( i = 1; i <= wave; i++ )
  9419. {
  9420. switch( dir ){
  9421. case 0: case 1: case 7: sy = y + i; break;
  9422. case 3: case 4: case 5: sy = y - i; break;
  9423. case 2: sx = x - i; break;
  9424. case 6: sx = x + i; break;
  9425. }
  9426. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  9427. }
  9428. }
  9429. break;
  9430. /**
  9431. * Ranger
  9432. **/
  9433. case RA_DETONATOR:
  9434. i = skill_get_splash(skill_id, skill_lv);
  9435. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9436. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9437. break;
  9438. /**
  9439. * Mechanic
  9440. **/
  9441. case NC_NEUTRALBARRIER:
  9442. case NC_STEALTHFIELD:
  9443. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9444. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9445. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9446. if( sd ) pc_overheat(sd,1);
  9447. }
  9448. break;
  9449. case NC_SILVERSNIPER:
  9450. {
  9451. int class_ = 2042;
  9452. struct mob_data *md;
  9453. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9454. if( md )
  9455. {
  9456. md->master_id = src->id;
  9457. md->special_state.ai = AI_FLORA;
  9458. if( md->deletetimer != INVALID_TIMER )
  9459. delete_timer(md->deletetimer, mob_timer_delete);
  9460. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  9461. mob_spawn( md );
  9462. }
  9463. }
  9464. break;
  9465. case NC_MAGICDECOY:
  9466. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  9467. break;
  9468. case SC_FEINTBOMB:
  9469. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9470. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  9471. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9472. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9473. break;
  9474. case LG_OVERBRAND:
  9475. {
  9476. int width;//according to data from irowiki it actually is a square
  9477. for( width = 0; width < 7; width++ )
  9478. for( i = 0; i < 7; i++ )
  9479. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9480. for( width = 0; width < 7; width++ )
  9481. for( i = 0; i < 7; i++ )
  9482. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9483. }
  9484. break;
  9485. case LG_BANDING:
  9486. if( sc && sc->data[SC_BANDING] )
  9487. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9488. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  9489. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  9490. if( sd ) pc_banding(sd,skill_lv);
  9491. }
  9492. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9493. break;
  9494. case LG_RAYOFGENESIS:
  9495. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  9496. i = skill_get_splash(skill_id,skill_lv);
  9497. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9498. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9499. } else if( sd )
  9500. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9501. break;
  9502. case WM_DOMINION_IMPULSE:
  9503. i = skill_get_splash(skill_id, skill_lv);
  9504. map_foreachinarea( skill_ative_reverberation,
  9505. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9506. break;
  9507. case WM_GREAT_ECHO:
  9508. flag|=1; // Should counsume 1 item per skill usage.
  9509. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9510. break;
  9511. case GN_CRAZYWEED: {
  9512. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  9513. short x1 = 0, y1 = 0;
  9514. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  9515. x1 = x - area + rnd()%(area * 2 + 1);
  9516. y1 = y - area + rnd()%(area * 2 + 1);
  9517. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  9518. }
  9519. }
  9520. break;
  9521. case GN_FIRE_EXPANSION: {
  9522. int i;
  9523. struct unit_data *ud = unit_bl2ud(src);
  9524. if( !ud ) break;
  9525. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9526. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9527. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9528. switch( skill_lv ) {
  9529. case 3:
  9530. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9531. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9532. break;
  9533. case 4:
  9534. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9535. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9536. break;
  9537. case 5:
  9538. map_foreachinarea(skill_area_sub, src->m,
  9539. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9540. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9541. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9542. skill_delunit(ud->skillunit[i]->unit);
  9543. break;
  9544. default:
  9545. ud->skillunit[i]->unit->val2 = skill_lv;
  9546. ud->skillunit[i]->unit->group->val2 = skill_lv;
  9547. break;
  9548. }
  9549. }
  9550. }
  9551. }
  9552. break;
  9553. case SO_FIREWALK:
  9554. case SO_ELECTRICWALK:
  9555. if( sc && sc->data[type] )
  9556. status_change_end(src,type,INVALID_TIMER);
  9557. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  9558. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  9559. break;
  9560. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9561. flag |= 33;
  9562. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  9563. break;
  9564. case KO_MAKIBISHI:
  9565. for( i = 0; i < (skill_lv+2); i++ ) {
  9566. x = src->x - 1 + rnd()%3;
  9567. y = src->y - 1 + rnd()%3;
  9568. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9569. }
  9570. break;
  9571. default:
  9572. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  9573. return 1;
  9574. }
  9575. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9576. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9577. if( sd )
  9578. {// ensure that the skill last-cast tick is recorded
  9579. sd->canskill_tick = gettick();
  9580. if( sd->state.arrow_atk && !(flag&1) )
  9581. {// consume arrow if this is a ground skill
  9582. battle_consume_ammo(sd, skill_id, skill_lv);
  9583. }
  9584. // perform skill requirement consumption
  9585. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9586. }
  9587. return 0;
  9588. }
  9589. /*==========================================
  9590. *
  9591. *------------------------------------------*/
  9592. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  9593. {
  9594. nullpo_ret(sd);
  9595. //Simplify skill_failed code.
  9596. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9597. if(skill_id != sd->menuskill_id)
  9598. return 0;
  9599. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9600. skill_failed(sd);
  9601. return 0;
  9602. }
  9603. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9604. skill_failed(sd);
  9605. return 0;
  9606. }
  9607. if(sd->sc.count && (
  9608. sd->sc.data[SC_SILENCE] ||
  9609. sd->sc.data[SC_ROKISWEIL] ||
  9610. sd->sc.data[SC_AUTOCOUNTER] ||
  9611. sd->sc.data[SC_STEELBODY] ||
  9612. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9613. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9614. sd->sc.data[SC_BASILICA] ||
  9615. sd->sc.data[SC_MARIONETTE] ||
  9616. sd->sc.data[SC_WHITEIMPRISON] ||
  9617. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  9618. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  9619. sd->sc.data[SC_OBLIVIONCURSE] ||
  9620. sd->sc.data[SC__MANHOLE] ||
  9621. (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
  9622. )) {
  9623. skill_failed(sd);
  9624. return 0;
  9625. }
  9626. pc_stop_attack(sd);
  9627. pc_stop_walking(sd,0);
  9628. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9629. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  9630. if(strcmp(map,"cancel")==0) {
  9631. skill_failed(sd);
  9632. return 0;
  9633. }
  9634. switch(skill_id)
  9635. {
  9636. case AL_TELEPORT:
  9637. if(strcmp(map,"Random")==0)
  9638. pc_randomwarp(sd,CLR_TELEPORT);
  9639. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9640. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9641. break;
  9642. case AL_WARP:
  9643. {
  9644. const struct point *p[4];
  9645. struct skill_unit_group *group;
  9646. int i, lv, wx, wy;
  9647. int maxcount=0;
  9648. int x,y;
  9649. unsigned short mapindex;
  9650. mapindex = mapindex_name2id((char*)map);
  9651. if(!mapindex) { //Given map not found?
  9652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9653. skill_failed(sd);
  9654. return 0;
  9655. }
  9656. p[0] = &sd->status.save_point;
  9657. p[1] = &sd->status.memo_point[0];
  9658. p[2] = &sd->status.memo_point[1];
  9659. p[3] = &sd->status.memo_point[2];
  9660. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  9661. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9662. if(sd->ud.skillunit[i]->skill_id == skill_id)
  9663. maxcount--;
  9664. }
  9665. if(!maxcount) {
  9666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9667. skill_failed(sd);
  9668. return 0;
  9669. }
  9670. }
  9671. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  9672. wx = sd->menuskill_val>>16;
  9673. wy = sd->menuskill_val&0xffff;
  9674. if( lv <= 0 ) return 0;
  9675. if( lv > 4 ) lv = 4; // crash prevention
  9676. // check if the chosen map exists in the memo list
  9677. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9678. if( i < lv ) {
  9679. x=p[i]->x;
  9680. y=p[i]->y;
  9681. } else {
  9682. skill_failed(sd);
  9683. return 0;
  9684. }
  9685. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9686. { // This checks versus skill_id/skill_lv...
  9687. skill_failed(sd);
  9688. return 0;
  9689. }
  9690. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9691. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9692. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  9693. skill_failed(sd);
  9694. return 0;
  9695. }
  9696. group->val1 = (group->val1<<16)|(short)0;
  9697. // record the destination coordinates
  9698. group->val2 = (x<<16)|y;
  9699. group->val3 = mapindex;
  9700. }
  9701. break;
  9702. }
  9703. sd->menuskill_id = sd->menuskill_val = 0;
  9704. return 0;
  9705. #undef skill_failed
  9706. }
  9707. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9708. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9709. {
  9710. struct skill_unit* target = (struct skill_unit*)bl;
  9711. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9712. int flag = va_arg(ap, int);
  9713. if (src == target)
  9714. return 0;
  9715. if (!target->group || !(target->group->state.song_dance&0x1))
  9716. return 0;
  9717. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9718. return 0;
  9719. if (flag) //Set dissonance
  9720. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9721. else //Remove dissonance
  9722. target->val2 &= ~UF_ENSEMBLE;
  9723. clif_skill_setunit(target); //Update look of affected cell.
  9724. return 1;
  9725. }
  9726. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9727. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9728. //When 1, this unit has been positioned, so start the cancel effect.
  9729. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9730. {
  9731. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9732. return 0;
  9733. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9734. return 0; //Nothing to remove, this unit is not overlapped.
  9735. if (unit->val1 != unit->group->skill_id)
  9736. { //Reset state
  9737. unit->val1 = unit->group->skill_id;
  9738. unit->val2 &= ~UF_ENSEMBLE;
  9739. }
  9740. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9741. }
  9742. /*==========================================
  9743. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9744. * Flag: 0 - Convert, 1 - Revert.
  9745. *------------------------------------------*/
  9746. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9747. {
  9748. static int prevflag = 1; // by default the backup is empty
  9749. static struct skill_unit_group backup;
  9750. struct skill_unit_group* group = unit->group;
  9751. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9752. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9753. return false;
  9754. if( flag == prevflag )
  9755. {// protection against attempts to read an empty backup / write to a full backup
  9756. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9757. flag ? "read an empty backup" : "write to a full backup",
  9758. group->skill_id, group->skill_lv, group->src_id);
  9759. return false;
  9760. }
  9761. prevflag = flag;
  9762. if( !flag )
  9763. { //Transform
  9764. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9765. // backup
  9766. backup.skill_id = group->skill_id;
  9767. backup.skill_lv = group->skill_lv;
  9768. backup.unit_id = group->unit_id;
  9769. backup.target_flag = group->target_flag;
  9770. backup.bl_flag = group->bl_flag;
  9771. backup.interval = group->interval;
  9772. // replace
  9773. group->skill_id = skill_id;
  9774. group->skill_lv = 1;
  9775. group->unit_id = skill_get_unit_id(skill_id,0);
  9776. group->target_flag = skill_get_unit_target(skill_id);
  9777. group->bl_flag = skill_get_unit_bl_target(skill_id);
  9778. group->interval = skill_get_unit_interval(skill_id);
  9779. }
  9780. else
  9781. { //Restore
  9782. group->skill_id = backup.skill_id;
  9783. group->skill_lv = backup.skill_lv;
  9784. group->unit_id = backup.unit_id;
  9785. group->target_flag = backup.target_flag;
  9786. group->bl_flag = backup.bl_flag;
  9787. group->interval = backup.interval;
  9788. }
  9789. return true;
  9790. }
  9791. /**
  9792. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9793. **/
  9794. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9795. struct block_list *target = NULL;
  9796. struct mob_data *md = ((TBL_MOB*)bl);
  9797. nullpo_ret(bl);
  9798. nullpo_ret(md);
  9799. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9800. return 0;
  9801. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9802. return 0;
  9803. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9804. mob_unlocktarget(md,gettick());
  9805. mob_stop_walking(md,1);
  9806. }
  9807. return 0;
  9808. }
  9809. /*==========================================
  9810. * Initializes and sets a ground skill.
  9811. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9812. *------------------------------------------*/
  9813. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  9814. {
  9815. struct skill_unit_group *group;
  9816. int i,limit,val1=0,val2=0,val3=0;
  9817. int target,interval,range,unit_flag,req_item=0;
  9818. struct s_skill_unit_layout *layout;
  9819. struct map_session_data *sd;
  9820. struct status_data *status;
  9821. struct status_change *sc;
  9822. int active_flag=1;
  9823. int subunt=0;
  9824. nullpo_retr(NULL, src);
  9825. limit = skill_get_time(skill_id,skill_lv);
  9826. range = skill_get_unit_range(skill_id,skill_lv);
  9827. interval = skill_get_unit_interval(skill_id);
  9828. target = skill_get_unit_target(skill_id);
  9829. unit_flag = skill_get_unit_flag(skill_id);
  9830. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  9831. sd = BL_CAST(BL_PC, src);
  9832. status = status_get_status_data(src);
  9833. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9834. switch( skill_id ) {
  9835. case MH_STEINWAND:
  9836. case MG_SAFETYWALL:
  9837. #ifdef RENEWAL
  9838. if(skill_id == MH_STEINWAND)
  9839. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  9840. else
  9841. val2 = status_get_max_hp(src) * 3;
  9842. #else
  9843. val2 = skill_lv+1;
  9844. #endif
  9845. break;
  9846. case MG_FIREWALL:
  9847. if(sc && sc->data[SC_VIOLENTGALE])
  9848. limit = limit*3/2;
  9849. val2=4+skill_lv;
  9850. break;
  9851. case AL_WARP:
  9852. val1=skill_lv+6;
  9853. if(!(flag&1))
  9854. limit=2000;
  9855. else // previous implementation (not used anymore)
  9856. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9857. if( src->type != BL_SKILL ) return NULL;
  9858. group = ((TBL_SKILL*)src)->group;
  9859. src = map_id2bl(group->src_id);
  9860. if( !src ) return NULL;
  9861. val2 = group->val2; //Copy the (x,y) position you warp to
  9862. val3 = group->val3; //as well as the mapindex to warp to.
  9863. }
  9864. break;
  9865. case HP_BASILICA:
  9866. val1 = src->id; // Store caster id.
  9867. break;
  9868. case PR_SANCTUARY:
  9869. case NPC_EVILLAND:
  9870. val1=(skill_lv+3)*2;
  9871. break;
  9872. case WZ_FIREPILLAR:
  9873. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9874. return NULL;
  9875. if((flag&1)!=0)
  9876. limit=1000;
  9877. val1=skill_lv+2;
  9878. break;
  9879. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9880. case AM_DEMONSTRATION:
  9881. case GN_HELLS_PLANT:
  9882. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9883. && (src->type&battle_config.vs_traps_bctall))
  9884. target = BCT_ALL;
  9885. break;
  9886. case HT_SHOCKWAVE:
  9887. val1=skill_lv*15+10;
  9888. case HT_SANDMAN:
  9889. case MA_SANDMAN:
  9890. case HT_CLAYMORETRAP:
  9891. case HT_SKIDTRAP:
  9892. case MA_SKIDTRAP:
  9893. case HT_LANDMINE:
  9894. case MA_LANDMINE:
  9895. case HT_ANKLESNARE:
  9896. case HT_FLASHER:
  9897. case HT_FREEZINGTRAP:
  9898. case MA_FREEZINGTRAP:
  9899. case HT_BLASTMINE:
  9900. /**
  9901. * Ranger
  9902. **/
  9903. case RA_ELECTRICSHOCKER:
  9904. case RA_CLUSTERBOMB:
  9905. case RA_MAGENTATRAP:
  9906. case RA_COBALTTRAP:
  9907. case RA_MAIZETRAP:
  9908. case RA_VERDURETRAP:
  9909. case RA_FIRINGTRAP:
  9910. case RA_ICEBOUNDTRAP:
  9911. {
  9912. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  9913. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9914. if( req.itemid[i] )
  9915. req_item = req.itemid[i];
  9916. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9917. limit *= 4; // longer trap times in WOE [celest]
  9918. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9919. target = BCT_ALL;
  9920. }
  9921. break;
  9922. case SA_LANDPROTECTOR:
  9923. case SA_VOLCANO:
  9924. case SA_DELUGE:
  9925. case SA_VIOLENTGALE:
  9926. {
  9927. struct skill_unit_group *old_sg;
  9928. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9929. { //HelloKitty confirmed that these are interchangeable,
  9930. //so you can change element and not consume gemstones.
  9931. if ((
  9932. old_sg->skill_id == SA_VOLCANO ||
  9933. old_sg->skill_id == SA_DELUGE ||
  9934. old_sg->skill_id == SA_VIOLENTGALE
  9935. ) && old_sg->limit > 0)
  9936. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9937. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9938. if (limit < 0) //This can happen...
  9939. limit = skill_get_time(skill_id,skill_lv);
  9940. }
  9941. skill_clear_group(src,1);
  9942. }
  9943. break;
  9944. }
  9945. case BA_DISSONANCE:
  9946. case DC_UGLYDANCE:
  9947. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9948. break;
  9949. case BA_WHISTLE:
  9950. val1 = skill_lv +status->agi/10; // Flee increase
  9951. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  9952. if(sd){
  9953. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9954. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9955. }
  9956. break;
  9957. case DC_HUMMING:
  9958. val1 = 2*skill_lv+status->dex/10; // Hit increase
  9959. #ifdef RENEWAL
  9960. val1 *= 2;
  9961. #endif
  9962. if(sd)
  9963. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9964. break;
  9965. case BA_POEMBRAGI:
  9966. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  9967. //For some reason at level 10 the base delay reduction is 50%.
  9968. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  9969. if(sd){
  9970. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9971. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9972. }
  9973. break;
  9974. case DC_DONTFORGETME:
  9975. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  9976. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  9977. if(sd){
  9978. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9979. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9980. }
  9981. break;
  9982. case BA_APPLEIDUN:
  9983. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  9984. if(sd)
  9985. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9986. break;
  9987. case DC_SERVICEFORYOU:
  9988. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9989. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  9990. if(sd){
  9991. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9992. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9993. }
  9994. break;
  9995. case BA_ASSASSINCROSS:
  9996. val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
  9997. if(sd)
  9998. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9999. break;
  10000. case DC_FORTUNEKISS:
  10001. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10002. if(sd)
  10003. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10004. val1*=10; //Because every 10 crit is an actual cri point.
  10005. break;
  10006. case BD_DRUMBATTLEFIELD:
  10007. #ifdef RENEWAL
  10008. val1 = (skill_lv+5)*25; //Watk increase
  10009. val2 = skill_lv*10; //Def increase
  10010. #else
  10011. val1 = (skill_lv+1)*25; //Watk increase
  10012. val2 = (skill_lv+1)*2; //Def increase
  10013. #endif
  10014. break;
  10015. case BD_RINGNIBELUNGEN:
  10016. val1 = (skill_lv+2)*25; //Watk increase
  10017. break;
  10018. case BD_RICHMANKIM:
  10019. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10020. break;
  10021. case BD_SIEGFRIED:
  10022. val1 = 55 + skill_lv*5; //Elemental Resistance
  10023. val2 = skill_lv*10; //Status ailment resistance
  10024. break;
  10025. case WE_CALLPARTNER:
  10026. if (sd) val1 = sd->status.partner_id;
  10027. break;
  10028. case WE_CALLPARENT:
  10029. if (sd) {
  10030. val1 = sd->status.father;
  10031. val2 = sd->status.mother;
  10032. }
  10033. break;
  10034. case WE_CALLBABY:
  10035. if (sd) val1 = sd->status.child;
  10036. break;
  10037. case NJ_KAENSIN:
  10038. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10039. val2 = (skill_lv+1)/2 + 4;
  10040. break;
  10041. case NJ_SUITON:
  10042. skill_clear_group(src, 1);
  10043. break;
  10044. case GS_GROUNDDRIFT:
  10045. {
  10046. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10047. val1 = status->rhw.ele;
  10048. if (!val1)
  10049. val1=element[rnd()%5];
  10050. switch (val1)
  10051. {
  10052. case ELE_FIRE:
  10053. subunt++;
  10054. case ELE_WATER:
  10055. subunt++;
  10056. case ELE_POISON:
  10057. subunt++;
  10058. case ELE_DARK:
  10059. subunt++;
  10060. case ELE_WIND:
  10061. break;
  10062. default:
  10063. subunt=rnd()%5;
  10064. break;
  10065. }
  10066. break;
  10067. }
  10068. case GC_POISONSMOKE:
  10069. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10070. return NULL;
  10071. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10072. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10073. limit = 4000 + 2000 * skill_lv;
  10074. break;
  10075. case GD_LEADERSHIP:
  10076. case GD_GLORYWOUNDS:
  10077. case GD_SOULCOLD:
  10078. case GD_HAWKEYES:
  10079. limit = 1000000;//it doesn't matter
  10080. break;
  10081. case LG_BANDING:
  10082. limit = -1;
  10083. break;
  10084. case WM_REVERBERATION:
  10085. interval = limit;
  10086. val2 = 1;
  10087. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10088. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10089. return NULL;
  10090. break;
  10091. case SO_CLOUD_KILL:
  10092. skill_clear_group(src, 4);
  10093. break;
  10094. case SO_WARMER:
  10095. skill_clear_group(src, 8);
  10096. break;
  10097. case SO_VACUUM_EXTREME:
  10098. range++;
  10099. break;
  10100. case SC_BLOODYLUST:
  10101. skill_clear_group(src, 32);
  10102. break;
  10103. case GN_WALLOFTHORN:
  10104. if( flag&1 )
  10105. limit = 3000;
  10106. val3 = (x<<16)|y;
  10107. break;
  10108. case KO_ZENKAI:
  10109. if( sd ){
  10110. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10111. if( i < 5 ){
  10112. val1 = sd->talisman[i]; // no. of aura
  10113. val2 = i; // aura type
  10114. limit += val1 * 1000;
  10115. subunt = i - 1;
  10116. pc_del_talisman(sd, sd->talisman[i], i);
  10117. }
  10118. }
  10119. break;
  10120. }
  10121. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10122. group->val1=val1;
  10123. group->val2=val2;
  10124. group->val3=val3;
  10125. group->target_flag=target;
  10126. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10127. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10128. 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
  10129. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10130. group->item_id = req_item;
  10131. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10132. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10133. active_flag = 0;
  10134. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10135. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10136. if (sd)
  10137. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10138. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10139. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10140. }
  10141. if (group->state.song_dance) {
  10142. if(sd){
  10143. sd->skill_id_dance = skill_id;
  10144. sd->skill_lv_dance = skill_lv;
  10145. }
  10146. if (
  10147. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10148. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10149. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10150. )
  10151. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10152. }
  10153. limit = group->limit;
  10154. for( i = 0; i < layout->count; i++ )
  10155. {
  10156. struct skill_unit *unit;
  10157. int ux = x + layout->dx[i];
  10158. int uy = y + layout->dy[i];
  10159. int val1 = skill_lv;
  10160. int val2 = 0;
  10161. int alive = 1;
  10162. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10163. continue; // don't place skill units on walls (except for songs/dances/encores)
  10164. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10165. continue; // no path between cell and center of casting.
  10166. switch( skill_id )
  10167. {
  10168. case MG_FIREWALL:
  10169. case NJ_KAENSIN:
  10170. val2=group->val2;
  10171. break;
  10172. case WZ_ICEWALL:
  10173. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10174. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10175. break;
  10176. case HT_LANDMINE:
  10177. case MA_LANDMINE:
  10178. case HT_ANKLESNARE:
  10179. case HT_SHOCKWAVE:
  10180. case HT_SANDMAN:
  10181. case MA_SANDMAN:
  10182. case HT_FLASHER:
  10183. case HT_FREEZINGTRAP:
  10184. case MA_FREEZINGTRAP:
  10185. case HT_TALKIEBOX:
  10186. case HT_SKIDTRAP:
  10187. case MA_SKIDTRAP:
  10188. case HT_CLAYMORETRAP:
  10189. case HT_BLASTMINE:
  10190. /**
  10191. * Ranger
  10192. **/
  10193. case RA_ELECTRICSHOCKER:
  10194. case RA_CLUSTERBOMB:
  10195. case RA_MAGENTATRAP:
  10196. case RA_COBALTTRAP:
  10197. case RA_MAIZETRAP:
  10198. case RA_VERDURETRAP:
  10199. case RA_FIRINGTRAP:
  10200. case RA_ICEBOUNDTRAP:
  10201. val1 = 3500;
  10202. break;
  10203. case GS_DESPERADO:
  10204. val1 = abs(layout->dx[i]);
  10205. val2 = abs(layout->dy[i]);
  10206. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10207. if (val2 > val1) val1 = val2;
  10208. if (val1) val1--;
  10209. val1 = 36 -12*val1;
  10210. } else //Diagonal edges
  10211. val1 = 28 -4*val1 -4*val2;
  10212. if (val1 < 1) val1 = 1;
  10213. val2 = 0;
  10214. break;
  10215. case WM_REVERBERATION:
  10216. val1 = 1 + skill_lv;
  10217. break;
  10218. case GN_WALLOFTHORN:
  10219. val1 = 1000 * skill_lv; // Need official value. [LimitLine]
  10220. break;
  10221. default:
  10222. if (group->state.song_dance&0x1)
  10223. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10224. break;
  10225. }
  10226. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10227. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10228. if( range <= 0 )
  10229. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10230. if( !alive )
  10231. continue;
  10232. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10233. unit->limit=limit;
  10234. unit->range=range;
  10235. if (skill_id == PF_FOGWALL && alive == 2)
  10236. { //Double duration of cells on top of Deluge/Suiton
  10237. unit->limit *= 2;
  10238. group->limit = unit->limit;
  10239. }
  10240. // execute on all targets standing on this cell
  10241. if (range==0 && active_flag)
  10242. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10243. }
  10244. if (!group->alive_count)
  10245. { //No cells? Something that was blocked completely by Land Protector?
  10246. skill_delunitgroup(group);
  10247. return NULL;
  10248. }
  10249. //success, unit created.
  10250. switch( skill_id ) {
  10251. case WZ_ICEWALL:
  10252. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10253. break;
  10254. case NJ_TATAMIGAESHI: //Store number of tiles.
  10255. group->val1 = group->alive_count;
  10256. break;
  10257. }
  10258. return group;
  10259. }
  10260. /*==========================================
  10261. *
  10262. *------------------------------------------*/
  10263. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10264. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10265. {
  10266. struct skill_unit_group *sg;
  10267. struct block_list *ss;
  10268. struct status_change *sc;
  10269. struct status_change_entry *sce;
  10270. enum sc_type type;
  10271. uint16 skill_id;
  10272. nullpo_ret(src);
  10273. nullpo_ret(bl);
  10274. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10275. return 0;
  10276. nullpo_ret(sg=src->group);
  10277. nullpo_ret(ss=map_id2bl(sg->src_id));
  10278. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  10279. return 0; //AoE skills are ineffective. [Skotlex]
  10280. sc = status_get_sc(bl);
  10281. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10282. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10283. type = status_skill2sc(sg->skill_id);
  10284. sce = (sc && type != -1)?sc->data[type]:NULL;
  10285. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10286. switch (sg->unit_id) {
  10287. case UNT_SPIDERWEB:
  10288. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  10289. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10290. sc->data[SC_SPIDERWEB]->val2++;
  10291. break;
  10292. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  10293. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10294. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  10295. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10296. if( td )
  10297. sec = DIFF_TICK(td->tick, tick);
  10298. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10299. clif_fixpos(bl);
  10300. sg->val2 = bl->id;
  10301. }
  10302. else
  10303. sec = 3000; //Couldn't trap it?
  10304. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10305. }
  10306. break;
  10307. case UNT_SAFETYWALL:
  10308. if (!sce)
  10309. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10310. break;
  10311. case UNT_PNEUMA:
  10312. case UNT_CHAOSPANIC:
  10313. case UNT_MAELSTROM:
  10314. if (!sce)
  10315. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10316. break;
  10317. case UNT_BLOODYLUST:
  10318. if (sg->src_id == bl->id)
  10319. break; //Does not affect the caster.
  10320. if (!sce) {
  10321. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  10322. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  10323. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10324. sc_start4(ss, bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10325. else {
  10326. if (sd) sd->bloodylust_tick = gettick();
  10327. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10328. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10329. }
  10330. }
  10331. break;
  10332. case UNT_WARP_WAITING: {
  10333. int working = sg->val1&0xffff;
  10334. if(bl->type==BL_PC && !working){
  10335. struct map_session_data *sd = (struct map_session_data *)bl;
  10336. if((!sd->chatID || battle_config.chat_warpportal)
  10337. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10338. {
  10339. int x = sg->val2>>16;
  10340. int y = sg->val2&0xffff;
  10341. int count = sg->val1>>16;
  10342. unsigned short m = sg->val3;
  10343. if( --count <= 0 )
  10344. skill_delunitgroup(sg);
  10345. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10346. working = 1;/* we break it because officials break it, lovely stuff. */
  10347. sg->val1 = (count<<16)|working;
  10348. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10349. }
  10350. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10351. int16 m = map_mapindex2mapid(sg->val3);
  10352. if (m < 0) break; //Map not available on this map-server.
  10353. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10354. }
  10355. }
  10356. break;
  10357. case UNT_QUAGMIRE:
  10358. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10359. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10360. break;
  10361. case UNT_VOLCANO:
  10362. case UNT_DELUGE:
  10363. case UNT_VIOLENTGALE:
  10364. if(!sce)
  10365. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  10366. break;
  10367. case UNT_SUITON:
  10368. if(!sce)
  10369. sc_start4(ss, bl,type,100,sg->skill_lv,
  10370. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10371. 0,0,sg->limit);
  10372. break;
  10373. case UNT_HERMODE:
  10374. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10375. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10376. case UNT_RICHMANKIM:
  10377. case UNT_ETERNALCHAOS:
  10378. case UNT_DRUMBATTLEFIELD:
  10379. case UNT_RINGNIBELUNGEN:
  10380. case UNT_ROKISWEIL:
  10381. case UNT_INTOABYSS:
  10382. case UNT_SIEGFRIED:
  10383. //Needed to check when a dancer/bard leaves their ensemble area.
  10384. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10385. return skill_id;
  10386. if (!sce)
  10387. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10388. break;
  10389. case UNT_WHISTLE:
  10390. case UNT_ASSASSINCROSS:
  10391. case UNT_POEMBRAGI:
  10392. case UNT_APPLEIDUN:
  10393. case UNT_HUMMING:
  10394. case UNT_DONTFORGETME:
  10395. case UNT_FORTUNEKISS:
  10396. case UNT_SERVICEFORYOU:
  10397. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10398. return 0;
  10399. if (!sc) return 0;
  10400. if (!sce)
  10401. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10402. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  10403. sce->val4 = 0; //remove the mark that we stepped out
  10404. delete_timer(sce->timer, status_change_timer);
  10405. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  10406. }
  10407. break;
  10408. case UNT_FOGWALL:
  10409. if (!sce)
  10410. {
  10411. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10412. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10413. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10414. }
  10415. break;
  10416. case UNT_GRAVITATION:
  10417. if (!sce)
  10418. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10419. break;
  10420. // officially, icewall has no problems existing on occupied cells [ultramage]
  10421. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10422. // src->val1 = 0;
  10423. // if(src->limit + sg->tick > tick + 700)
  10424. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10425. // break;
  10426. case UNT_MOONLIT:
  10427. //Knockback out of area if affected char isn't in Moonlit effect
  10428. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10429. break;
  10430. if (ss == bl) //Also needed to prevent infinite loop crash.
  10431. break;
  10432. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10433. break;
  10434. case UNT_WALLOFTHORN:
  10435. if( status_get_mode(bl)&MD_BOSS )
  10436. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10437. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10438. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10439. break;
  10440. case UNT_VOLCANIC_ASH:
  10441. if (!sce)
  10442. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  10443. break;
  10444. case UNT_GD_LEADERSHIP:
  10445. case UNT_GD_GLORYWOUNDS:
  10446. case UNT_GD_SOULCOLD:
  10447. case UNT_GD_HAWKEYES:
  10448. if ( !sce )
  10449. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  10450. break;
  10451. }
  10452. return skill_id;
  10453. }
  10454. /*==========================================
  10455. *
  10456. *------------------------------------------*/
  10457. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10458. {
  10459. struct skill_unit_group *sg;
  10460. struct block_list *ss;
  10461. TBL_PC* tsd;
  10462. struct status_data *tstatus;
  10463. struct status_change *tsc;
  10464. struct skill_unit_group_tickset *ts;
  10465. enum sc_type type;
  10466. uint16 skill_id;
  10467. int diff=0;
  10468. nullpo_ret(src);
  10469. nullpo_ret(bl);
  10470. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10471. return 0;
  10472. nullpo_ret(sg=src->group);
  10473. nullpo_ret(ss=map_id2bl(sg->src_id));
  10474. tsd = BL_CAST(BL_PC, bl);
  10475. tsc = status_get_sc(bl);
  10476. if ( tsc && tsc->data[SC_HOVERING] )
  10477. return 0; //Under hovering characters are immune to trap and ground target skills.
  10478. tstatus = status_get_status_data(bl);
  10479. type = status_skill2sc(sg->skill_id);
  10480. skill_id = sg->skill_id;
  10481. if (sg->interval == -1) {
  10482. switch (sg->unit_id) {
  10483. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10484. case UNT_FIREPILLAR_ACTIVE:
  10485. case UNT_ELECTRICSHOCKER:
  10486. case UNT_MANHOLE:
  10487. return 0;
  10488. default:
  10489. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10490. return 0;
  10491. }
  10492. }
  10493. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10494. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10495. diff = DIFF_TICK(tick,ts->tick);
  10496. if (diff < 0)
  10497. return 0;
  10498. ts->tick = tick+sg->interval;
  10499. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10500. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10501. }
  10502. switch (sg->unit_id) {
  10503. case UNT_FIREWALL:
  10504. case UNT_KAEN: {
  10505. int count=0;
  10506. const int x = bl->x, y = bl->y;
  10507. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10508. break;
  10509. //Take into account these hit more times than the timer interval can handle.
  10510. do
  10511. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10512. while(--src->val2 && x == bl->x && y == bl->y &&
  10513. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10514. if (src->val2<=0)
  10515. skill_delunit(src);
  10516. }
  10517. break;
  10518. case UNT_SANCTUARY:
  10519. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10520. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10521. 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) )
  10522. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10523. } else {
  10524. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10525. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10526. #ifdef RENEWAL
  10527. if( md && md->class_ == MOBID_EMPERIUM )
  10528. break;
  10529. #endif
  10530. if( md && mob_is_battleground(md) )
  10531. break;
  10532. if( tstatus->hp >= tstatus->max_hp )
  10533. break;
  10534. if( status_isimmune(bl) )
  10535. heal = 0;
  10536. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10537. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10538. heal = ~heal + 1;
  10539. status_heal(bl, heal, 0, 0);
  10540. if( diff >= 500 )
  10541. sg->val1--;
  10542. }
  10543. if( sg->val1 <= 0 )
  10544. skill_delunitgroup(sg);
  10545. break;
  10546. case UNT_EVILLAND:
  10547. //Will heal demon and undead element monsters, but not players.
  10548. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10549. { //Damage enemies
  10550. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10551. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10552. } else {
  10553. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10554. if (tstatus->hp >= tstatus->max_hp)
  10555. break;
  10556. if (status_isimmune(bl))
  10557. heal = 0;
  10558. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10559. status_heal(bl, heal, 0, 0);
  10560. }
  10561. break;
  10562. case UNT_MAGNUS:
  10563. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10564. break;
  10565. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10566. break;
  10567. case UNT_DUMMYSKILL:
  10568. switch (sg->skill_id)
  10569. {
  10570. case SG_SUN_WARM: //SG skills [Komurka]
  10571. case SG_MOON_WARM:
  10572. case SG_STAR_WARM:
  10573. {
  10574. int count = 0;
  10575. const int x = bl->x, y = bl->y;
  10576. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10577. do
  10578. {
  10579. if( bl->type == BL_PC )
  10580. status_zap(bl, 0, 15); // sp damage to players
  10581. else // mobs
  10582. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10583. {
  10584. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10585. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10586. }
  10587. else
  10588. { //should end when out of sp.
  10589. sg->limit = DIFF_TICK(tick,sg->tick);
  10590. break;
  10591. }
  10592. } while( x == bl->x && y == bl->y &&
  10593. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10594. }
  10595. break;
  10596. /**
  10597. * The storm gust counter was dropped in renewal
  10598. **/
  10599. #ifndef RENEWAL
  10600. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10601. if (tsc)
  10602. tsc->sg_counter++; //SG hit counter.
  10603. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10604. tsc->sg_counter=0; //Attack absorbed.
  10605. break;
  10606. #endif
  10607. case GS_DESPERADO:
  10608. if (rnd()%100 < src->val1)
  10609. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10610. break;
  10611. case GN_CRAZYWEED_ATK:
  10612. if( bl->type == BL_SKILL ){
  10613. struct skill_unit *su = (struct skill_unit *)bl;
  10614. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10615. break;
  10616. }
  10617. default:
  10618. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10619. }
  10620. break;
  10621. case UNT_FIREPILLAR_WAITING:
  10622. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10623. skill_delunit(src);
  10624. break;
  10625. case UNT_SKIDTRAP:
  10626. {
  10627. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10628. sg->unit_id = UNT_USED_TRAPS;
  10629. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10630. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10631. }
  10632. break;
  10633. case UNT_ANKLESNARE:
  10634. case UNT_MANHOLE:
  10635. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10636. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10637. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10638. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10639. if( td )
  10640. sec = DIFF_TICK(td->tick, tick);
  10641. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  10642. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10643. clif_fixpos(bl);
  10644. }
  10645. sg->val2 = bl->id;
  10646. } else
  10647. sec = 3000; //Couldn't trap it?
  10648. if( sg->unit_id == UNT_ANKLESNARE ) {
  10649. clif_skillunit_update(&src->bl);
  10650. /**
  10651. * If you're snared from a trap that was invisible this makes the trap be
  10652. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10653. * bugreport:3961
  10654. **/
  10655. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10656. }
  10657. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10658. sg->interval = -1;
  10659. src->range = 0;
  10660. }
  10661. break;
  10662. case UNT_ELECTRICSHOCKER:
  10663. if( bl->id != ss->id ) {
  10664. if( status_get_mode(bl)&MD_BOSS )
  10665. break;
  10666. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10667. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10668. clif_fixpos(bl);
  10669. }
  10670. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10671. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10672. }
  10673. break;
  10674. case UNT_VENOMDUST:
  10675. if(tsc && !tsc->data[type])
  10676. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10677. break;
  10678. case UNT_MAGENTATRAP:
  10679. case UNT_COBALTTRAP:
  10680. case UNT_MAIZETRAP:
  10681. case UNT_VERDURETRAP:
  10682. if( bl->type == BL_PC )// it won't work on players
  10683. break;
  10684. case UNT_FIRINGTRAP:
  10685. case UNT_ICEBOUNDTRAP:
  10686. case UNT_CLUSTERBOMB:
  10687. if( bl->id == ss->id )// it won't trigger on caster
  10688. break;
  10689. case UNT_LANDMINE:
  10690. case UNT_CLAYMORETRAP:
  10691. case UNT_BLASTMINE:
  10692. case UNT_SHOCKWAVE:
  10693. case UNT_SANDMAN:
  10694. case UNT_FLASHER:
  10695. case UNT_FREEZINGTRAP:
  10696. case UNT_FIREPILLAR_ACTIVE:
  10697. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10698. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10699. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10700. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10701. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10702. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10703. break;
  10704. case UNT_TALKIEBOX:
  10705. if (sg->src_id == bl->id)
  10706. break;
  10707. if (sg->val2 == 0){
  10708. clif_talkiebox(&src->bl, sg->valstr);
  10709. sg->unit_id = UNT_USED_TRAPS;
  10710. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10711. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10712. sg->val2 = -1;
  10713. }
  10714. break;
  10715. case UNT_LULLABY:
  10716. if (ss->id == bl->id)
  10717. break;
  10718. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10719. break;
  10720. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10721. if (ss->id != bl->id)
  10722. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10723. break;
  10724. case UNT_DISSONANCE:
  10725. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10726. break;
  10727. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10728. {
  10729. int heal;
  10730. #ifdef RENEWAL
  10731. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10732. if( md && md->class_ == MOBID_EMPERIUM )
  10733. break;
  10734. #endif
  10735. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10736. break; // affects self only when soullinked
  10737. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10738. if( tsc->data[SC_AKAITSUKI] && heal )
  10739. heal = ~heal + 1;
  10740. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10741. status_heal(bl, heal, 0, 0);
  10742. break;
  10743. }
  10744. case UNT_TATAMIGAESHI:
  10745. case UNT_DEMONSTRATION:
  10746. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10747. break;
  10748. case UNT_GOSPEL:
  10749. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10750. break;
  10751. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10752. { // Support Effect only on party, not guild
  10753. int heal;
  10754. int i = rnd()%13; // Positive buff count
  10755. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10756. switch (i)
  10757. {
  10758. case 0: // Heal 1~9999 HP
  10759. heal = rnd() %9999+1;
  10760. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10761. status_heal(bl,heal,0,0);
  10762. break;
  10763. case 1: // End all negative status
  10764. status_change_clear_buffs(bl,6);
  10765. if (tsd) clif_gospel_info(tsd, 0x15);
  10766. break;
  10767. case 2: // Immunity to all status
  10768. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  10769. if (tsd) clif_gospel_info(tsd, 0x16);
  10770. break;
  10771. case 3: // MaxHP +100%
  10772. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  10773. if (tsd) clif_gospel_info(tsd, 0x17);
  10774. break;
  10775. case 4: // MaxSP +100%
  10776. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  10777. if (tsd) clif_gospel_info(tsd, 0x18);
  10778. break;
  10779. case 5: // All stats +20
  10780. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  10781. if (tsd) clif_gospel_info(tsd, 0x19);
  10782. break;
  10783. case 6: // Level 10 Blessing
  10784. sc_start(ss, bl,SC_BLESSING,100,10,time);
  10785. break;
  10786. case 7: // Level 10 Increase AGI
  10787. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  10788. break;
  10789. case 8: // Enchant weapon with Holy element
  10790. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  10791. if (tsd) clif_gospel_info(tsd, 0x1c);
  10792. break;
  10793. case 9: // Enchant armor with Holy element
  10794. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  10795. if (tsd) clif_gospel_info(tsd, 0x1d);
  10796. break;
  10797. case 10: // DEF +25%
  10798. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  10799. if (tsd) clif_gospel_info(tsd, 0x1e);
  10800. break;
  10801. case 11: // ATK +100%
  10802. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  10803. if (tsd) clif_gospel_info(tsd, 0x1f);
  10804. break;
  10805. case 12: // HIT/Flee +50
  10806. sc_start(ss, bl,SC_INCHIT,100,50,time);
  10807. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  10808. if (tsd) clif_gospel_info(tsd, 0x20);
  10809. break;
  10810. }
  10811. }
  10812. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10813. { // Offensive Effect
  10814. int i = rnd()%9; // Negative buff count
  10815. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10816. switch (i)
  10817. {
  10818. case 0: // Deal 1~9999 damage
  10819. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10820. break;
  10821. case 1: // Curse
  10822. sc_start(ss, bl,SC_CURSE,100,1,time);
  10823. break;
  10824. case 2: // Blind
  10825. sc_start(ss, bl,SC_BLIND,100,1,time);
  10826. break;
  10827. case 3: // Poison
  10828. sc_start(ss, bl,SC_POISON,100,1,time);
  10829. break;
  10830. case 4: // Level 10 Provoke
  10831. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  10832. break;
  10833. case 5: // DEF -100%
  10834. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  10835. break;
  10836. case 6: // ATK -100%
  10837. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  10838. break;
  10839. case 7: // Flee -100%
  10840. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  10841. break;
  10842. case 8: // Speed/ASPD -25%
  10843. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10844. break;
  10845. }
  10846. }
  10847. break;
  10848. case UNT_BASILICA:
  10849. {
  10850. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10851. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10852. { // knock-back any enemy except Boss
  10853. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10854. clif_fixpos(bl);
  10855. }
  10856. if( sg->src_id != bl->id && i <= 0 )
  10857. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10858. }
  10859. break;
  10860. case UNT_GRAVITATION:
  10861. case UNT_EARTHSTRAIN:
  10862. case UNT_FIREWALK:
  10863. case UNT_ELECTRICWALK:
  10864. case UNT_PSYCHIC_WAVE:
  10865. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10866. break;
  10867. case UNT_GROUNDDRIFT_WIND:
  10868. case UNT_GROUNDDRIFT_DARK:
  10869. case UNT_GROUNDDRIFT_POISON:
  10870. case UNT_GROUNDDRIFT_WATER:
  10871. case UNT_GROUNDDRIFT_FIRE:
  10872. map_foreachinrange(skill_trap_splash,&src->bl,
  10873. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10874. &src->bl,tick);
  10875. sg->unit_id = UNT_USED_TRAPS;
  10876. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10877. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10878. break;
  10879. /**
  10880. * 3rd stuff
  10881. **/
  10882. case UNT_POISONSMOKE:
  10883. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10884. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10885. break;
  10886. case UNT_EPICLESIS:
  10887. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10888. {
  10889. if( ++sg->val2 % 3 == 0 ) {
  10890. int hp, sp;
  10891. switch( sg->skill_lv ) {
  10892. case 1: case 2: hp = 3; sp = 2; break;
  10893. case 3: case 4: hp = 4; sp = 3; break;
  10894. case 5: default: hp = 5; sp = 4; break;
  10895. }
  10896. hp = tstatus->max_hp * hp / 100;
  10897. sp = tstatus->max_sp * sp / 100;
  10898. status_heal(bl, hp, sp, 2);
  10899. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10900. }
  10901. // Reveal hidden players every 5 seconds.
  10902. if( sg->val2 % 5 == 0 ) {
  10903. // TODO: check if other hidden status can be removed.
  10904. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10905. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10906. }
  10907. }
  10908. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10909. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10910. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10911. break;
  10912. case UNT_STEALTHFIELD:
  10913. if( bl->id == sg->src_id )
  10914. break; // Dont work on Self (video shows that)
  10915. case UNT_NEUTRALBARRIER:
  10916. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  10917. break;
  10918. case UNT_DIMENSIONDOOR:
  10919. if( tsd && !map[bl->m].flag.noteleport )
  10920. pc_randomwarp(tsd,3);
  10921. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10922. unit_warp(bl,-1,-1,-1,3);
  10923. break;
  10924. case UNT_REVERBERATION:
  10925. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10926. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10927. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10928. sg->unit_id = UNT_USED_TRAPS;
  10929. break;
  10930. case UNT_SEVERE_RAINSTORM:
  10931. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  10932. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10933. break;
  10934. case UNT_NETHERWORLD:
  10935. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) > 0 ) {
  10936. if( !(tsc && tsc->data[type]) ){
  10937. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10938. sg->limit = DIFF_TICK(tick,sg->tick);
  10939. sg->unit_id = UNT_USED_TRAPS;
  10940. }
  10941. }
  10942. break;
  10943. case UNT_THORNS_TRAP:
  10944. if( tsc ) {
  10945. if( !sg->val2 ) {
  10946. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10947. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  10948. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10949. if( td )
  10950. sec = DIFF_TICK(td->tick, tick);
  10951. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10952. clif_fixpos(bl);
  10953. sg->val2 = bl->id;
  10954. } else
  10955. sec = 3000; // Couldn't trap it?
  10956. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10957. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10958. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10959. }
  10960. break;
  10961. case UNT_DEMONIC_FIRE: {
  10962. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10963. switch( sg->val2 ) {
  10964. case 1:
  10965. case 2:
  10966. default:
  10967. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10968. skill_get_time2(sg->skill_id, sg->skill_lv));
  10969. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10970. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10971. break;
  10972. case 3:
  10973. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10974. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10975. break;
  10976. }
  10977. }
  10978. break;
  10979. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10980. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10981. break;
  10982. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10983. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10984. break;
  10985. case UNT_HELLS_PLANT:
  10986. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10987. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10988. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10989. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10990. break;
  10991. case UNT_CLOUD_KILL:
  10992. if(tsc && !tsc->data[type])
  10993. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10994. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10995. break;
  10996. case UNT_WARMER:
  10997. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10998. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10999. struct status_change *ssc = status_get_sc(ss);
  11000. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11001. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  11002. if( tstatus->hp != tstatus->max_hp )
  11003. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11004. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11005. hp = ~hp + 1;
  11006. status_heal(bl, hp, 0, 0);
  11007. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11008. }
  11009. break;
  11010. case UNT_FIRE_INSIGNIA:
  11011. case UNT_WATER_INSIGNIA:
  11012. case UNT_WIND_INSIGNIA:
  11013. case UNT_EARTH_INSIGNIA:
  11014. case UNT_ZEPHYR:
  11015. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11016. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11017. int hp = tstatus->max_hp / 100; //+1% each 5s
  11018. if ((sg->val3) % 5) { //each 5s
  11019. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11020. status_heal(bl, hp, 0, 2);
  11021. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11022. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11023. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11024. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11025. ){
  11026. status_heal(bl, -hp, 0, 0);
  11027. }
  11028. }
  11029. sg->val3++; //timer
  11030. if (sg->val3 > 5) sg->val3 = 0;
  11031. }
  11032. break;
  11033. case UNT_VACUUM_EXTREME:
  11034. {// TODO: official behavior in gvg area. [malufett]
  11035. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  11036. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  11037. if( tsc && !tsc->data[type] &&
  11038. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  11039. sc_start(ss, bl, type, 100, sg->skill_lv, sec);
  11040. if( unit_is_walking(bl) && // wait until target stop walking
  11041. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  11042. break;
  11043. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  11044. break;
  11045. if( unit_is_walking(bl) &&
  11046. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  11047. unit_stop_walking(bl,1);
  11048. if( !unit_is_walking(bl) &&
  11049. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  11050. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  11051. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11052. clif_fixpos(bl);
  11053. }
  11054. }
  11055. break;
  11056. case UNT_FIRE_MANTLE:
  11057. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11058. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11059. break;
  11060. case UNT_ZENKAI_WATER:
  11061. case UNT_ZENKAI_LAND:
  11062. case UNT_ZENKAI_FIRE:
  11063. case UNT_ZENKAI_WIND:
  11064. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11065. switch( sg->unit_id ){
  11066. case UNT_ZENKAI_WATER:
  11067. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11068. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11069. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11070. break;
  11071. case UNT_ZENKAI_LAND:
  11072. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11073. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11074. break;
  11075. case UNT_ZENKAI_FIRE:
  11076. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11077. break;
  11078. case UNT_ZENKAI_WIND:
  11079. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11080. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11081. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11082. break;
  11083. }
  11084. }else
  11085. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11086. break;
  11087. case UNT_MAKIBISHI:
  11088. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11089. sg->limit = DIFF_TICK(tick, sg->tick);
  11090. sg->unit_id = UNT_USED_TRAPS;
  11091. break;
  11092. case UNT_LAVA_SLIDE:
  11093. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11094. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11095. sg->limit = DIFF_TICK(tick, sg->tick);
  11096. break;
  11097. case UNT_POISON_MIST:
  11098. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11099. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  11100. break;
  11101. }
  11102. if (bl->type == BL_MOB && ss != bl)
  11103. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11104. return skill_id;
  11105. }
  11106. /*==========================================
  11107. * Triggered when a char steps out of a skill cell
  11108. *------------------------------------------*/
  11109. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11110. {
  11111. struct skill_unit_group *sg;
  11112. struct status_change *sc;
  11113. struct status_change_entry *sce;
  11114. enum sc_type type;
  11115. nullpo_ret(src);
  11116. nullpo_ret(bl);
  11117. nullpo_ret(sg=src->group);
  11118. sc = status_get_sc(bl);
  11119. type = status_skill2sc(sg->skill_id);
  11120. sce = (sc && type != -1)?sc->data[type]:NULL;
  11121. if( bl->prev==NULL ||
  11122. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11123. return 0;
  11124. switch(sg->unit_id){
  11125. case UNT_SAFETYWALL:
  11126. case UNT_PNEUMA:
  11127. case UNT_EPICLESIS://Arch Bishop
  11128. case UNT_NEUTRALBARRIER:
  11129. case UNT_STEALTHFIELD:
  11130. if (sce)
  11131. status_change_end(bl, type, INVALID_TIMER);
  11132. break;
  11133. case UNT_BASILICA:
  11134. if( sce && sce->val4 == src->bl.id )
  11135. status_change_end(bl, type, INVALID_TIMER);
  11136. break;
  11137. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11138. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11139. status_change_end(bl, type, INVALID_TIMER);
  11140. break;
  11141. case UNT_SPIDERWEB:
  11142. {
  11143. struct block_list *target = map_id2bl(sg->val2);
  11144. if (target && target==bl)
  11145. {
  11146. if (sce && sce->val3 == sg->group_id)
  11147. status_change_end(bl, type, INVALID_TIMER);
  11148. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11149. }
  11150. break;
  11151. }
  11152. }
  11153. return sg->skill_id;
  11154. }
  11155. /*==========================================
  11156. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11157. *------------------------------------------*/
  11158. static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11159. {
  11160. struct status_change *sc;
  11161. struct status_change_entry *sce;
  11162. enum sc_type type;
  11163. sc = status_get_sc(bl);
  11164. if (sc && !sc->count)
  11165. sc = NULL;
  11166. type = status_skill2sc(skill_id);
  11167. sce = (sc && type != -1)?sc->data[type]:NULL;
  11168. switch (skill_id)
  11169. {
  11170. case WZ_QUAGMIRE:
  11171. if (bl->type==BL_MOB)
  11172. break;
  11173. if (sce)
  11174. status_change_end(bl, type, INVALID_TIMER);
  11175. break;
  11176. case BD_LULLABY:
  11177. case BD_RICHMANKIM:
  11178. case BD_ETERNALCHAOS:
  11179. case BD_DRUMBATTLEFIELD:
  11180. case BD_RINGNIBELUNGEN:
  11181. case BD_ROKISWEIL:
  11182. case BD_INTOABYSS:
  11183. case BD_SIEGFRIED:
  11184. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11185. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11186. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11187. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11188. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11189. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11190. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11191. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11192. }
  11193. case MH_STEINWAND:
  11194. case MG_SAFETYWALL:
  11195. case AL_PNEUMA:
  11196. case SA_VOLCANO:
  11197. case SA_DELUGE:
  11198. case SA_VIOLENTGALE:
  11199. case CG_HERMODE:
  11200. case HW_GRAVITATION:
  11201. case NJ_SUITON:
  11202. case SC_MAELSTROM:
  11203. case EL_WATER_BARRIER:
  11204. case EL_ZEPHYR:
  11205. case EL_POWER_OF_GAIA:
  11206. case SO_FIRE_INSIGNIA:
  11207. case SO_WATER_INSIGNIA:
  11208. case SO_WIND_INSIGNIA:
  11209. case SO_EARTH_INSIGNIA:
  11210. if (sce)
  11211. status_change_end(bl, type, INVALID_TIMER);
  11212. break;
  11213. case SC_BLOODYLUST:
  11214. if (sce) {
  11215. status_change_end(bl, type, INVALID_TIMER);
  11216. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  11217. }
  11218. break;
  11219. case BA_POEMBRAGI:
  11220. case BA_WHISTLE:
  11221. case BA_ASSASSINCROSS:
  11222. case BA_APPLEIDUN:
  11223. case DC_HUMMING:
  11224. case DC_DONTFORGETME:
  11225. case DC_FORTUNEKISS:
  11226. case DC_SERVICEFORYOU:
  11227. if (sce)
  11228. {
  11229. delete_timer(sce->timer, status_change_timer);
  11230. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11231. //not possible on our current implementation.
  11232. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11233. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11234. }
  11235. break;
  11236. case PF_FOGWALL:
  11237. if (sce)
  11238. {
  11239. status_change_end(bl, type, INVALID_TIMER);
  11240. if ((sce=sc->data[SC_BLIND]))
  11241. {
  11242. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11243. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11244. else {
  11245. delete_timer(sce->timer, status_change_timer);
  11246. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11247. }
  11248. }
  11249. }
  11250. break;
  11251. case GD_LEADERSHIP:
  11252. case GD_GLORYWOUNDS:
  11253. case GD_SOULCOLD:
  11254. case GD_HAWKEYES:
  11255. if( !(sce && sce->val4) )
  11256. status_change_end(bl, type, INVALID_TIMER);
  11257. break;
  11258. }
  11259. return skill_id;
  11260. }
  11261. /*==========================================
  11262. * Invoked when a unit cell has been placed/removed/deleted.
  11263. * flag values:
  11264. * flag&1: Invoke onplace function (otherwise invoke onout)
  11265. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11266. *------------------------------------------*/
  11267. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11268. {
  11269. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11270. struct skill_unit_group* group = unit->group;
  11271. unsigned int tick = va_arg(ap,unsigned int);
  11272. unsigned int flag = va_arg(ap,unsigned int);
  11273. uint16 skill_id;
  11274. bool dissonance;
  11275. bool isTarget = false;
  11276. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11277. return 0;
  11278. nullpo_ret(group);
  11279. dissonance = skill_dance_switch(unit, 0);
  11280. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11281. skill_id = group->skill_id;
  11282. //Target-type check.
  11283. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  11284. if( isTarget ){
  11285. if( flag&1 )
  11286. skill_unit_onplace(unit,bl,tick);
  11287. else
  11288. skill_unit_onout(unit,bl,tick);
  11289. if( flag&4 )
  11290. skill_unit_onleft(skill_id, bl, tick);
  11291. }else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) ){
  11292. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11293. }
  11294. if( dissonance )
  11295. skill_dance_switch(unit, 1);
  11296. return 0;
  11297. }
  11298. /*==========================================
  11299. *
  11300. *------------------------------------------*/
  11301. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11302. {
  11303. struct skill_unit_group *sg;
  11304. nullpo_ret(src);
  11305. nullpo_ret(sg=src->group);
  11306. switch( sg->unit_id ) {
  11307. case UNT_BLASTMINE:
  11308. case UNT_SKIDTRAP:
  11309. case UNT_LANDMINE:
  11310. case UNT_SHOCKWAVE:
  11311. case UNT_SANDMAN:
  11312. case UNT_FLASHER:
  11313. case UNT_CLAYMORETRAP:
  11314. case UNT_FREEZINGTRAP:
  11315. case UNT_TALKIEBOX:
  11316. case UNT_ANKLESNARE:
  11317. case UNT_ICEWALL:
  11318. case UNT_REVERBERATION:
  11319. case UNT_WALLOFTHORN:
  11320. src->val1-=damage;
  11321. break;
  11322. default:
  11323. damage = 0;
  11324. break;
  11325. }
  11326. return damage;
  11327. }
  11328. /*==========================================
  11329. *
  11330. *------------------------------------------*/
  11331. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11332. {
  11333. int *c, skill_id;
  11334. struct block_list *src;
  11335. struct map_session_data *sd;
  11336. struct map_session_data *tsd;
  11337. int *p_sd; //Contains the list of characters found.
  11338. nullpo_ret(bl);
  11339. nullpo_ret(tsd=(struct map_session_data*)bl);
  11340. nullpo_ret(src=va_arg(ap,struct block_list *));
  11341. nullpo_ret(sd=(struct map_session_data*)src);
  11342. c=va_arg(ap,int *);
  11343. p_sd = va_arg(ap, int *);
  11344. skill_id = va_arg(ap,int);
  11345. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  11346. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11347. if (bl == src)
  11348. return 0;
  11349. if(pc_isdead(tsd))
  11350. return 0;
  11351. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11352. return 0;
  11353. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  11354. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11355. p_sd[(*c)++] = tsd->bl.id;
  11356. return 1;
  11357. } else {
  11358. switch(skill_id) {
  11359. case PR_BENEDICTIO: {
  11360. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11361. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11362. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11363. && sd->status.sp >= 10)
  11364. p_sd[(*c)++]=tsd->bl.id;
  11365. return 1;
  11366. }
  11367. case AB_ADORAMUS:
  11368. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11369. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11370. p_sd[(*c)++] = tsd->bl.id;
  11371. return 1;
  11372. case WL_COMET:
  11373. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11374. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11375. p_sd[(*c)++] = tsd->bl.id;
  11376. return 1;
  11377. case LG_RAYOFGENESIS:
  11378. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11379. tsd->sc.data[SC_BANDING] )
  11380. p_sd[(*c)++] = tsd->bl.id;
  11381. return 1;
  11382. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11383. {
  11384. uint16 skill_lv;
  11385. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11386. return 0;
  11387. if (sd->status.sex != tsd->status.sex &&
  11388. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11389. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  11390. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11391. sd->status.party_id && tsd->status.party_id &&
  11392. sd->status.party_id == tsd->status.party_id &&
  11393. !tsd->sc.data[SC_DANCING])
  11394. {
  11395. p_sd[(*c)++]=tsd->bl.id;
  11396. return skill_lv;
  11397. } else {
  11398. return 0;
  11399. }
  11400. }
  11401. break;
  11402. }
  11403. }
  11404. return 0;
  11405. }
  11406. /*==========================================
  11407. * Checks and stores partners for ensemble skills [Skotlex]
  11408. *------------------------------------------*/
  11409. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
  11410. {
  11411. static int c=0;
  11412. static int p_sd[2] = { 0, 0 };
  11413. int i;
  11414. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11415. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11416. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11417. if (cast_flag) { //Execute the skill on the partners.
  11418. struct map_session_data* tsd;
  11419. switch (skill_id) {
  11420. case PR_BENEDICTIO:
  11421. for (i = 0; i < c; i++) {
  11422. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11423. status_charge(&tsd->bl, 0, 10);
  11424. }
  11425. return c;
  11426. case AB_ADORAMUS:
  11427. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11428. i = 2 * (*skill_lv);
  11429. status_charge(&tsd->bl, 0, i);
  11430. }
  11431. break;
  11432. case WM_GREAT_ECHO:
  11433. for( i = 0; i < c; i++ ) {
  11434. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11435. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11436. }
  11437. break;
  11438. default: //Warning: Assuming Ensemble skills here (for speed)
  11439. if( is_chorus )
  11440. break;//Chorus skills are not to be parsed as ensambles
  11441. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11442. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11443. sc_start4(&sd->bl,&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);
  11444. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11445. tsd->skill_id_dance = skill_id;
  11446. tsd->skill_lv_dance = *skill_lv;
  11447. }
  11448. return c;
  11449. }
  11450. }
  11451. //Else: new search for partners.
  11452. c = 0;
  11453. memset (p_sd, 0, sizeof(p_sd));
  11454. if( is_chorus )
  11455. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11456. else
  11457. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11458. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11459. *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.
  11460. return c;
  11461. }
  11462. /*==========================================
  11463. * Sub function to count how many spawned mob is around
  11464. * return :
  11465. * x : numbers of mob of class with special ai
  11466. *------------------------------------------*/
  11467. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11468. {
  11469. int *c,src_id,mob_class,skill;
  11470. uint16 ai;
  11471. struct mob_data *md;
  11472. md=(struct mob_data*)bl;
  11473. src_id=va_arg(ap,int);
  11474. mob_class=va_arg(ap,int);
  11475. skill=va_arg(ap,int);
  11476. c=va_arg(ap,int *);
  11477. ai = (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?5:3);
  11478. if( md->master_id != src_id || md->special_state.ai != ai)
  11479. return 0; //Non alchemist summoned mobs have nothing to do here.
  11480. if(md->class_==mob_class)
  11481. (*c)++;
  11482. return 1;
  11483. }
  11484. /*==========================================
  11485. * Determines if a given skill should be made to consume ammo
  11486. * when used by the player. [Skotlex]
  11487. *------------------------------------------*/
  11488. int skill_isammotype (struct map_session_data *sd, int skill)
  11489. {
  11490. return (
  11491. battle_config.arrow_decrement==2 &&
  11492. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11493. skill != HT_PHANTASMIC &&
  11494. skill_get_type(skill) == BF_WEAPON &&
  11495. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11496. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11497. );
  11498. }
  11499. int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  11500. struct status_data *status;
  11501. struct status_change *sc;
  11502. struct skill_condition require;
  11503. int i;
  11504. uint32 inf2;
  11505. nullpo_ret(sd);
  11506. if (sd->chatID) return 0;
  11507. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  11508. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11509. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  11510. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11511. return 1;
  11512. }
  11513. switch( sd->menuskill_id ) {
  11514. case AM_PHARMACY:
  11515. switch( skill_id ) {
  11516. case AM_PHARMACY:
  11517. case AC_MAKINGARROW:
  11518. case BS_REPAIRWEAPON:
  11519. case AM_TWILIGHT1:
  11520. case AM_TWILIGHT2:
  11521. case AM_TWILIGHT3:
  11522. return 0;
  11523. }
  11524. break;
  11525. case GN_MIX_COOKING:
  11526. case GN_MAKEBOMB:
  11527. case GN_S_PHARMACY:
  11528. case GN_CHANGEMATERIAL:
  11529. if( sd->menuskill_id != skill_id )
  11530. return 0;
  11531. break;
  11532. }
  11533. status = &sd->battle_status;
  11534. sc = &sd->sc;
  11535. if( !sc->count )
  11536. sc = NULL;
  11537. if( sd->skillitem == skill_id )
  11538. {
  11539. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11540. sd->state.abra_flag = 0;
  11541. else
  11542. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11543. if( (i = sd->itemindex) == -1 ||
  11544. sd->status.inventory[i].nameid != sd->itemid ||
  11545. sd->inventory_data[i] == NULL ||
  11546. !sd->inventory_data[i]->flag.delay_consume ||
  11547. sd->status.inventory[i].amount < 1
  11548. )
  11549. { //Something went wrong, item exploit?
  11550. sd->itemid = sd->itemindex = -1;
  11551. return 0;
  11552. }
  11553. //Consume
  11554. sd->itemid = sd->itemindex = -1;
  11555. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11556. ; //Do not consume item.
  11557. else if( sd->status.inventory[i].expire_time == 0 )
  11558. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11559. }
  11560. return 1;
  11561. }
  11562. if( pc_is90overweight(sd) )
  11563. {
  11564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  11565. return 0;
  11566. }
  11567. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11568. return 0;
  11569. switch( skill_id ) { // Turn off check.
  11570. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11571. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11572. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11573. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11574. if( sc && sc->data[status_skill2sc(skill_id)] )
  11575. return 1;
  11576. }
  11577. // Check the skills that can be used while mounted on a warg
  11578. if( pc_isridingwug(sd) ) {
  11579. switch( skill_id ) {
  11580. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11581. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11582. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11583. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11584. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11585. break;
  11586. default: // in official there is no message.
  11587. return 0;
  11588. }
  11589. }
  11590. if( pc_ismadogear(sd) ) {
  11591. switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11592. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11593. case BS_HAMMERFALL: case WS_CARTBOOST:
  11594. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11595. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11596. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11597. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11598. case BS_ADRENALINE2: case NC_POWERSWING:
  11599. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11600. case BS_GREED:
  11601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11602. return 0;
  11603. default: //Only Mechanic exlcusive skill can be used.
  11604. break;
  11605. }
  11606. }
  11607. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  11608. return 0;
  11609. require = skill_get_requirement(sd,skill_id,skill_lv);
  11610. //Can only update state when weapon/arrow info is checked.
  11611. sd->state.arrow_atk = require.ammo?1:0;
  11612. // perform skill-group checks
  11613. inf2 = skill_get_inf2(skill_id);
  11614. if(inf2&INF2_CHORUS_SKILL) {
  11615. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  11616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11617. return 0;
  11618. }
  11619. }
  11620. else if(inf2&INF2_ENSEMBLE_SKILL){
  11621. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  11622. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11623. return 0;
  11624. }
  11625. }
  11626. // perform skill-specific checks (and actions)
  11627. switch( skill_id ) {
  11628. case SO_SPELLFIST:
  11629. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
  11630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11631. return 0;
  11632. }
  11633. case SA_CASTCANCEL:
  11634. if(sd->ud.skilltimer == INVALID_TIMER) {
  11635. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11636. return 0;
  11637. }
  11638. break;
  11639. case AL_WARP:
  11640. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11641. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  11642. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11643. return 0;
  11644. }
  11645. break;
  11646. case MO_CALLSPIRITS:
  11647. if(sc && sc->data[SC_RAISINGDRAGON])
  11648. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  11649. if(sd->spiritball >= skill_lv) {
  11650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11651. return 0;
  11652. }
  11653. break;
  11654. case MO_FINGEROFFENSIVE:
  11655. case GS_FLING:
  11656. case SR_RAMPAGEBLASTER:
  11657. case SR_RIDEINLIGHTNING:
  11658. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11659. sd->spiritball_old = require.spiritball = sd->spiritball;
  11660. else
  11661. sd->spiritball_old = require.spiritball;
  11662. break;
  11663. case MO_CHAINCOMBO:
  11664. if(!sc)
  11665. return 0;
  11666. if(sc->data[SC_BLADESTOP])
  11667. break;
  11668. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11669. break;
  11670. return 0;
  11671. case MO_COMBOFINISH:
  11672. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11673. return 0;
  11674. break;
  11675. case CH_TIGERFIST:
  11676. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11677. return 0;
  11678. break;
  11679. case CH_CHAINCRUSH:
  11680. if(!(sc && sc->data[SC_COMBO]))
  11681. return 0;
  11682. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11683. return 0;
  11684. break;
  11685. case MO_EXTREMITYFIST:
  11686. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11687. // return 0;
  11688. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11689. break;
  11690. if( sc && sc->data[SC_COMBO] )
  11691. {
  11692. switch(sc->data[SC_COMBO]->val1) {
  11693. case MO_COMBOFINISH:
  11694. case CH_TIGERFIST:
  11695. case CH_CHAINCRUSH:
  11696. break;
  11697. default:
  11698. return 0;
  11699. }
  11700. }
  11701. else if( !unit_can_move(&sd->bl) )
  11702. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11704. return 0;
  11705. }
  11706. break;
  11707. case TK_MISSION:
  11708. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11709. {// Cannot be used by Non-Taekwon classes
  11710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11711. return 0;
  11712. }
  11713. break;
  11714. case TK_READYCOUNTER:
  11715. case TK_READYDOWN:
  11716. case TK_READYSTORM:
  11717. case TK_READYTURN:
  11718. case TK_JUMPKICK:
  11719. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11720. {// Soul Linkers cannot use this skill
  11721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11722. return 0;
  11723. }
  11724. break;
  11725. case TK_TURNKICK:
  11726. case TK_STORMKICK:
  11727. case TK_DOWNKICK:
  11728. case TK_COUNTER:
  11729. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11730. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11731. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11732. return 0; //Combo needs to be ready
  11733. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11734. //Do not repeat a kick.
  11735. if (sc->data[SC_COMBO]->val3 != skill_id)
  11736. break;
  11737. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11738. return 0;
  11739. }
  11740. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11741. unit_cancel_combo(&sd->bl);
  11742. return 0;
  11743. }
  11744. break; //Combo ready.
  11745. case BD_ADAPTATION:
  11746. {
  11747. int time;
  11748. if(!(sc && sc->data[SC_DANCING]))
  11749. {
  11750. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11751. return 0;
  11752. }
  11753. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11754. if (skill_get_time(
  11755. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11756. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11757. - time < skill_get_time2(skill_id,skill_lv))
  11758. {
  11759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11760. return 0;
  11761. }
  11762. }
  11763. break;
  11764. case PR_BENEDICTIO:
  11765. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
  11766. {
  11767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11768. return 0;
  11769. }
  11770. break;
  11771. case SL_SMA:
  11772. if(!(sc && sc->data[SC_SMA]))
  11773. return 0;
  11774. break;
  11775. case HT_POWER:
  11776. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id))
  11777. return 0;
  11778. break;
  11779. case CG_HERMODE:
  11780. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv)))
  11781. {
  11782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11783. return 0;
  11784. }
  11785. break;
  11786. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11787. {
  11788. int i,x,y,range = skill_get_splash(skill_id, skill_lv)+1;
  11789. int size = range*2+1;
  11790. for (i=0;i<size*size;i++) {
  11791. x = sd->bl.x+(i%size-range);
  11792. y = sd->bl.y+(i/size-range);
  11793. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11795. return 0;
  11796. }
  11797. }
  11798. }
  11799. break;
  11800. case PR_REDEMPTIO:
  11801. {
  11802. int exp;
  11803. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11804. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11806. return 0;
  11807. }
  11808. break;
  11809. }
  11810. case AM_TWILIGHT2:
  11811. case AM_TWILIGHT3:
  11812. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv))
  11813. {
  11814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11815. return 0;
  11816. }
  11817. break;
  11818. case SG_SUN_WARM:
  11819. case SG_MOON_WARM:
  11820. case SG_STAR_WARM:
  11821. if (sc && sc->data[SC_MIRACLE])
  11822. break;
  11823. i = skill_id-SG_SUN_WARM;
  11824. if (sd->bl.m == sd->feel_map[i].m)
  11825. break;
  11826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11827. return 0;
  11828. break;
  11829. case SG_SUN_COMFORT:
  11830. case SG_MOON_COMFORT:
  11831. case SG_STAR_COMFORT:
  11832. if (sc && sc->data[SC_MIRACLE])
  11833. break;
  11834. i = skill_id-SG_SUN_COMFORT;
  11835. if (sd->bl.m == sd->feel_map[i].m &&
  11836. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11837. break;
  11838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11839. return 0;
  11840. case SG_FUSION:
  11841. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11842. break;
  11843. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11844. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11845. if( require.sp > 0 )
  11846. {
  11847. if (status->sp < (unsigned int)require.sp)
  11848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11849. else
  11850. status_zap(&sd->bl, 0, require.sp);
  11851. }
  11852. return 0;
  11853. case GD_BATTLEORDER:
  11854. case GD_REGENERATION:
  11855. case GD_RESTORE:
  11856. if (!map_flag_gvg2(sd->bl.m)) {
  11857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11858. return 0;
  11859. }
  11860. case GD_EMERGENCYCALL:
  11861. // other checks were already done in skillnotok()
  11862. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11863. return 0;
  11864. break;
  11865. case GS_GLITTERING:
  11866. if(sd->spiritball >= 10) {
  11867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11868. return 0;
  11869. }
  11870. break;
  11871. case NJ_ISSEN:
  11872. #ifdef RENEWAL
  11873. if (status->hp < (status->hp/100)) {
  11874. #else
  11875. if (status->hp < 2) {
  11876. #endif
  11877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11878. return 0;
  11879. }
  11880. case NJ_BUNSINJYUTSU:
  11881. if (!(sc && sc->data[SC_NEN])) {
  11882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11883. return 0;
  11884. }
  11885. break;
  11886. case NJ_ZENYNAGE:
  11887. case KO_MUCHANAGE:
  11888. if(sd->status.zeny < require.zeny) {
  11889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  11890. return 0;
  11891. }
  11892. break;
  11893. case PF_HPCONVERSION:
  11894. if (status->sp == status->max_sp)
  11895. return 0; //Unusable when at full SP.
  11896. break;
  11897. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11898. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11900. return 0;
  11901. }
  11902. break;
  11903. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11904. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11905. {
  11906. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11907. return 0;
  11908. }
  11909. break;
  11910. /**
  11911. * Arch Bishop
  11912. **/
  11913. case AB_ANCILLA:
  11914. {
  11915. int count = 0;
  11916. for( i = 0; i < MAX_INVENTORY; i ++ )
  11917. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11918. count += sd->status.inventory[i].amount;
  11919. if( count >= 3 ) {
  11920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11921. return 0;
  11922. }
  11923. }
  11924. break;
  11925. /**
  11926. * Keeping as a note:
  11927. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11928. **/
  11929. //case AB_LAUDAAGNUS:
  11930. //case AB_LAUDARAMUS:
  11931. // if( !sd->status.party_id ) {
  11932. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11933. // return 0;
  11934. // }
  11935. // break;
  11936. case AB_ADORAMUS:
  11937. /**
  11938. * Warlock
  11939. **/
  11940. case WL_COMET:
  11941. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11942. {
  11943. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11945. return 0;
  11946. }
  11947. break;
  11948. case WL_SUMMONFB:
  11949. case WL_SUMMONBL:
  11950. case WL_SUMMONWB:
  11951. case WL_SUMMONSTONE:
  11952. if( sc )
  11953. {
  11954. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11955. if( i == SC_SPHERE_5+1 )
  11956. { // No more free slots
  11957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  11958. return 0;
  11959. }
  11960. }
  11961. break;
  11962. /**
  11963. * Guilotine Cross
  11964. **/
  11965. case GC_HALLUCINATIONWALK:
  11966. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11968. return 0;
  11969. }
  11970. break;
  11971. case GC_COUNTERSLASH:
  11972. case GC_WEAPONCRUSH:
  11973. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11974. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11975. return 0;
  11976. }
  11977. break;
  11978. /**
  11979. * Ranger
  11980. **/
  11981. case RA_WUGMASTERY:
  11982. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11983. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11984. return 0;
  11985. }
  11986. break;
  11987. case RA_WUGSTRIKE:
  11988. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11989. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11990. return 0;
  11991. }
  11992. break;
  11993. case RA_WUGRIDER:
  11994. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11995. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11996. return 0;
  11997. }
  11998. break;
  11999. case RA_WUGDASH:
  12000. if(!pc_isridingwug(sd)) {
  12001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12002. return 0;
  12003. }
  12004. break;
  12005. /**
  12006. * Royal Guard
  12007. **/
  12008. case LG_BANDING:
  12009. if( sc && sc->data[SC_INSPIRATION] ) {
  12010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12011. return 0;
  12012. }
  12013. break;
  12014. case LG_PRESTIGE:
  12015. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12016. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12017. return 0;
  12018. }
  12019. break;
  12020. case LG_RAGEBURST:
  12021. if( sd->spiritball == 0 ) {
  12022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12023. return 0;
  12024. }
  12025. sd->spiritball_old = require.spiritball = sd->spiritball;
  12026. break;
  12027. case LG_RAYOFGENESIS:
  12028. if( sc && sc->data[SC_INSPIRATION] )
  12029. return 1; // Don't check for partner.
  12030. if( !(sc && sc->data[SC_BANDING]) ) {
  12031. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12032. return 0;
  12033. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12034. return 0; // Just fails, no msg here.
  12035. break;
  12036. case LG_HESPERUSLIT:
  12037. if( !sc || !sc->data[SC_BANDING] ) {
  12038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12039. return 0;
  12040. }
  12041. break;
  12042. case SR_FALLENEMPIRE:
  12043. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12044. return 0;
  12045. break;
  12046. case SR_CRESCENTELBOW:
  12047. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12048. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12049. return 0;
  12050. }
  12051. break;
  12052. case SR_CURSEDCIRCLE:
  12053. if (map_flag_gvg(sd->bl.m)) {
  12054. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12055. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12056. char output[128];
  12057. sprintf(output, "You're too close to a stone or emperium to do this skill");
  12058. clif_colormes(sd, COLOR_RED, output);
  12059. return 0;
  12060. }
  12061. }
  12062. if( sd->spiritball > 0 )
  12063. sd->spiritball_old = require.spiritball = sd->spiritball;
  12064. else {
  12065. clif_skill_fail(sd,skill_id,0,0);
  12066. return 0;
  12067. }
  12068. break;
  12069. case SR_GATEOFHELL:
  12070. if( sd->spiritball > 0 )
  12071. sd->spiritball_old = require.spiritball;
  12072. break;
  12073. case SC_MANHOLE:
  12074. case SC_DIMENSIONDOOR:
  12075. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12077. return 0;
  12078. }
  12079. break;
  12080. case WM_GREAT_ECHO: {
  12081. int count;
  12082. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12083. if( count < 1 ) {
  12084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12085. return 0;
  12086. } else
  12087. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12088. }
  12089. break;
  12090. case SO_FIREWALK:
  12091. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12092. if( sc && sc->data[SC_PROPERTYWALK] &&
  12093. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12094. clif_skill_fail(sd,skill_id,0x0,0);
  12095. return 0;
  12096. }
  12097. break;
  12098. case SO_EL_CONTROL:
  12099. if( !sd->status.ele_id || !sd->ed ) {
  12100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12101. return 0;
  12102. }
  12103. break;
  12104. case RETURN_TO_ELDICASTES:
  12105. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12106. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12107. return 0;
  12108. }
  12109. break;
  12110. case LG_REFLECTDAMAGE:
  12111. case CR_REFLECTSHIELD:
  12112. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12113. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12114. return 0;
  12115. }
  12116. break;
  12117. case KO_KAHU_ENTEN:
  12118. case KO_HYOUHU_HUBUKI:
  12119. case KO_KAZEHU_SEIRAN:
  12120. case KO_DOHU_KOUKAI:
  12121. {
  12122. int ttype = skill_get_ele(skill_id, skill_lv);
  12123. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12124. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  12125. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12126. return 0;
  12127. }
  12128. }
  12129. break;
  12130. case KO_KAIHOU:
  12131. case KO_ZENKAI:
  12132. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12133. if( i > 4 ) {
  12134. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12135. return 0;
  12136. }
  12137. break;
  12138. }
  12139. switch(require.state) {
  12140. case ST_HIDING:
  12141. if(!(sc && sc->option&OPTION_HIDE)) {
  12142. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12143. return 0;
  12144. }
  12145. break;
  12146. case ST_CLOAKING:
  12147. if(!pc_iscloaking(sd)) {
  12148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12149. return 0;
  12150. }
  12151. break;
  12152. case ST_HIDDEN:
  12153. if(!pc_ishiding(sd)) {
  12154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12155. return 0;
  12156. }
  12157. break;
  12158. case ST_RIDING:
  12159. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12160. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12161. return 0;
  12162. }
  12163. break;
  12164. case ST_FALCON:
  12165. if(!pc_isfalcon(sd)) {
  12166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12167. return 0;
  12168. }
  12169. break;
  12170. case ST_CARTBOOST:
  12171. if(!(sc && sc->data[SC_CARTBOOST])) {
  12172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12173. return 0;
  12174. }
  12175. case ST_CART:
  12176. if(!pc_iscarton(sd)) {
  12177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12178. return 0;
  12179. }
  12180. break;
  12181. case ST_SHIELD:
  12182. if(sd->status.shield <= 0) {
  12183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12184. return 0;
  12185. }
  12186. break;
  12187. case ST_SIGHT:
  12188. if(!(sc && sc->data[SC_SIGHT])) {
  12189. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12190. return 0;
  12191. }
  12192. break;
  12193. case ST_EXPLOSIONSPIRITS:
  12194. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  12195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12196. return 0;
  12197. }
  12198. break;
  12199. case ST_RECOV_WEIGHT_RATE:
  12200. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  12201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12202. return 0;
  12203. }
  12204. break;
  12205. case ST_MOVE_ENABLE:
  12206. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  12207. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  12208. if (!unit_can_move(&sd->bl)) {
  12209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12210. return 0;
  12211. }
  12212. break;
  12213. case ST_WATER:
  12214. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  12215. break;
  12216. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12217. break;
  12218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12219. return 0;
  12220. case ST_RIDINGDRAGON:
  12221. if( !pc_isridingdragon(sd) ) {
  12222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12223. return 0;
  12224. }
  12225. break;
  12226. case ST_WUG:
  12227. if( !pc_iswug(sd) ) {
  12228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12229. return 0;
  12230. }
  12231. break;
  12232. case ST_RIDINGWUG:
  12233. if( !pc_isridingwug(sd) ){
  12234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12235. return 0;
  12236. }
  12237. break;
  12238. case ST_MADO:
  12239. if( !pc_ismadogear(sd) ) {
  12240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12241. return 0;
  12242. }
  12243. break;
  12244. case ST_ELEMENTALSPIRIT:
  12245. if(!sd->ed) {
  12246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  12247. return 0;
  12248. }
  12249. break;
  12250. case ST_POISONINGWEAPON:
  12251. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  12252. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12253. return 0;
  12254. }
  12255. break;
  12256. case ST_ROLLINGCUTTER:
  12257. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12258. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  12259. return 0;
  12260. }
  12261. break;
  12262. case ST_PECO:
  12263. if(!pc_isriding(sd)) {
  12264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12265. return 0;
  12266. }
  12267. break;
  12268. }
  12269. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12270. //mhp is the max-hp-requirement, that is,
  12271. //you must have this % or less of HP to cast it.
  12272. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12273. return 0;
  12274. }
  12275. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12277. return 0;
  12278. }
  12279. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12280. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12281. return 0;
  12282. }
  12283. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12285. return 0;
  12286. }
  12287. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12288. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
  12289. return 0;
  12290. }
  12291. return 1;
  12292. }
  12293. int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12294. {
  12295. struct skill_condition require;
  12296. struct status_data *status;
  12297. int i;
  12298. int index[MAX_SKILL_ITEM_REQUIRE];
  12299. nullpo_ret(sd);
  12300. if( sd->chatID )
  12301. return 0;
  12302. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  12303. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12304. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12305. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12306. return 1;
  12307. }
  12308. switch( sd->menuskill_id ) { // Cast start or cast end??
  12309. case AM_PHARMACY:
  12310. switch( skill_id ) {
  12311. case AM_PHARMACY:
  12312. case AC_MAKINGARROW:
  12313. case BS_REPAIRWEAPON:
  12314. case AM_TWILIGHT1:
  12315. case AM_TWILIGHT2:
  12316. case AM_TWILIGHT3:
  12317. return 0;
  12318. }
  12319. break;
  12320. case GN_MIX_COOKING:
  12321. case GN_MAKEBOMB:
  12322. case GN_S_PHARMACY:
  12323. case GN_CHANGEMATERIAL:
  12324. if( sd->menuskill_id != skill_id )
  12325. return 0;
  12326. break;
  12327. }
  12328. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  12329. return 1;
  12330. if( pc_is90overweight(sd) ) {
  12331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12332. return 0;
  12333. }
  12334. // perform skill-specific checks (and actions)
  12335. switch( skill_id ) {
  12336. case PR_BENEDICTIO:
  12337. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12338. break;
  12339. case AM_CANNIBALIZE:
  12340. case AM_SPHEREMINE: {
  12341. int c=0;
  12342. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12343. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12344. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  12345. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
  12346. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12347. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12348. if(c >= maxcount ||
  12349. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12350. { //Fails when: exceed max limit. There are other plant types already out.
  12351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12352. return 0;
  12353. }
  12354. }
  12355. break;
  12356. }
  12357. case NC_SILVERSNIPER:
  12358. case NC_MAGICDECOY: {
  12359. int c = 0, j;
  12360. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  12361. int mob_class = 2042;
  12362. if( skill_id == NC_MAGICDECOY )
  12363. mob_class = 2043;
  12364. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12365. if( skill_id == NC_MAGICDECOY ) {
  12366. for( j = mob_class; j <= 2046; j++ )
  12367. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  12368. } else
  12369. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  12370. if( c >= maxcount ) {
  12371. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12372. return 0;
  12373. }
  12374. }
  12375. }
  12376. break;
  12377. case KO_ZANZOU: {
  12378. int c = 0;
  12379. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  12380. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  12381. {
  12382. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  12383. return 0;
  12384. }
  12385. break;
  12386. }
  12387. }
  12388. status = &sd->battle_status;
  12389. require = skill_get_requirement(sd,skill_id,skill_lv);
  12390. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12392. return 0;
  12393. }
  12394. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12395. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12396. return 0;
  12397. }
  12398. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12399. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12400. clif_arrow_fail(sd,0);
  12401. return 0;
  12402. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12403. char e_msg[100];
  12404. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  12405. skill_get_desc(skill_id),
  12406. require.ammo_qty,
  12407. itemdb_jname(sd->status.inventory[i].nameid));
  12408. clif_colormes(sd,COLOR_RED,e_msg);
  12409. return 0;
  12410. }
  12411. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12412. //which is the closest we have to wrong ammo type. [Skotlex]
  12413. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12414. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  12415. return 0;
  12416. }
  12417. }
  12418. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12419. if( !require.itemid[i] )
  12420. continue;
  12421. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12422. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12423. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12425. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12427. else
  12428. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12429. return 0;
  12430. }
  12431. }
  12432. return 1;
  12433. }
  12434. // type&2: consume items (after skill was used)
  12435. // type&1: consume the others (before skill was used)
  12436. int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  12437. {
  12438. struct skill_condition req;
  12439. nullpo_ret(sd);
  12440. req = skill_get_requirement(sd,skill_id,skill_lv);
  12441. if( type&1 )
  12442. {
  12443. if( skill_id == CG_TAROTCARD || sd->state.autocast )
  12444. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12445. if(req.hp || req.sp)
  12446. status_zap(&sd->bl, req.hp, req.sp);
  12447. if(req.spiritball > 0)
  12448. pc_delspiritball(sd,req.spiritball,0);
  12449. if(req.zeny > 0)
  12450. {
  12451. if( skill_id == NJ_ZENYNAGE )
  12452. req.zeny = 0; //Zeny is reduced on skill_attack.
  12453. if( sd->status.zeny < req.zeny )
  12454. req.zeny = sd->status.zeny;
  12455. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  12456. }
  12457. }
  12458. if( type&2 )
  12459. {
  12460. struct status_change *sc = &sd->sc;
  12461. int n,i;
  12462. if( !sc->count )
  12463. sc = NULL;
  12464. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12465. {
  12466. if( !req.itemid[i] )
  12467. continue;
  12468. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12469. continue; //Gemstones are checked, but not substracted from inventory.
  12470. switch( skill_id ){
  12471. case SA_SEISMICWEAPON:
  12472. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  12473. continue;
  12474. break;
  12475. case SA_FLAMELAUNCHER:
  12476. case SA_VOLCANO:
  12477. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  12478. continue;
  12479. break;
  12480. case SA_FROSTWEAPON:
  12481. case SA_DELUGE:
  12482. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  12483. continue;
  12484. break;
  12485. case SA_LIGHTNINGLOADER:
  12486. case SA_VIOLENTGALE:
  12487. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  12488. continue;
  12489. break;
  12490. }
  12491. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12492. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12493. }
  12494. }
  12495. return 1;
  12496. }
  12497. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12498. {
  12499. struct skill_condition req;
  12500. struct status_data *status;
  12501. struct status_change *sc;
  12502. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12503. uint16 idx;
  12504. memset(&req,0,sizeof(req));
  12505. if( !sd )
  12506. return req;
  12507. if( sd->skillitem == skill_id )
  12508. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12509. sc = &sd->sc;
  12510. if( !sc->count )
  12511. sc = NULL;
  12512. switch( skill_id )
  12513. { // Turn off check.
  12514. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12515. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12516. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12517. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12518. if( sc && sc->data[status_skill2sc(skill_id)] )
  12519. return req;
  12520. }
  12521. idx = skill_get_index(skill_id);
  12522. if( idx == 0 ) // invalid skill id
  12523. return req;
  12524. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12525. return req;
  12526. status = &sd->battle_status;
  12527. req.hp = skill_db[idx].hp[skill_lv-1];
  12528. hp_rate = skill_db[idx].hp_rate[skill_lv-1];
  12529. if(hp_rate > 0)
  12530. req.hp += (status->hp * hp_rate)/100;
  12531. else
  12532. req.hp += (status->max_hp * (-hp_rate))/100;
  12533. req.sp = skill_db[idx].sp[skill_lv-1];
  12534. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  12535. req.sp /= 2;
  12536. sp_rate = skill_db[idx].sp_rate[skill_lv-1];
  12537. if(sp_rate > 0)
  12538. req.sp += (status->sp * sp_rate)/100;
  12539. else
  12540. req.sp += (status->max_sp * (-sp_rate))/100;
  12541. if( sd->dsprate != 100 )
  12542. req.sp = req.sp * sd->dsprate / 100;
  12543. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  12544. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12545. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12546. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  12547. if( i < ARRAYLENGTH(sd->skillusesp) )
  12548. req.sp -= sd->skillusesp[i].val;
  12549. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12550. if( sc ) {
  12551. if( sc->data[SC__LAZINESS] )
  12552. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12553. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12554. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12555. if( sc->data[SC_RECOGNIZEDSPELL] )
  12556. req.sp += req.sp / 4;
  12557. }
  12558. req.zeny = skill_db[idx].zeny[skill_lv-1];
  12559. if( sc && sc->data[SC__UNLUCKY] )
  12560. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12561. req.spiritball = skill_db[idx].spiritball[skill_lv-1];
  12562. req.state = skill_db[idx].state;
  12563. req.mhp = skill_db[idx].mhp[skill_lv-1];
  12564. req.weapon = skill_db[idx].weapon;
  12565. req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
  12566. if (req.ammo_qty)
  12567. req.ammo = skill_db[idx].ammo;
  12568. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  12569. { //Assume this skill is using the weapon, therefore it requires arrows.
  12570. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12571. req.ammo_qty = 1;
  12572. }
  12573. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12574. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  12575. continue;
  12576. switch( skill_id ) {
  12577. case AM_CALLHOMUN:
  12578. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12579. continue;
  12580. break;
  12581. case NC_SHAPESHIFT:
  12582. if( i < 4 )
  12583. continue;
  12584. break;
  12585. case WZ_FIREPILLAR: // celest
  12586. if (skill_lv <= 5) // no gems required at level 1-5
  12587. continue;
  12588. break;
  12589. case AB_ADORAMUS:
  12590. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
  12591. continue;
  12592. break;
  12593. case WL_COMET:
  12594. if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
  12595. continue;
  12596. break;
  12597. case GN_FIRE_EXPANSION:
  12598. if( i < 5 )
  12599. continue;
  12600. break;
  12601. case SO_SUMMON_AGNI:
  12602. case SO_SUMMON_AQUA:
  12603. case SO_SUMMON_VENTUS:
  12604. case SO_SUMMON_TERA:
  12605. case SO_WATER_INSIGNIA:
  12606. case SO_FIRE_INSIGNIA:
  12607. case SO_WIND_INSIGNIA:
  12608. case SO_EARTH_INSIGNIA:
  12609. if( i < 3 )
  12610. continue;
  12611. break;
  12612. }
  12613. req.itemid[i] = skill_db[idx].itemid[i];
  12614. req.amount[i] = skill_db[idx].amount[i];
  12615. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
  12616. {
  12617. if( sd->special_state.no_gemstone )
  12618. { //Make it substract 1 gem rather than skipping the cost.
  12619. if( --req.amount[i] < 1 )
  12620. req.itemid[i] = 0;
  12621. }
  12622. if(sc && sc->data[SC_INTOABYSS])
  12623. {
  12624. if( skill_id != SA_ABRACADABRA )
  12625. req.itemid[i] = req.amount[i] = 0;
  12626. else if( --req.amount[i] < 1 )
  12627. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12628. }
  12629. }
  12630. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12631. int16 itIndex;
  12632. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  12633. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12634. req.amount[i] = 1;
  12635. }
  12636. break;
  12637. }
  12638. }
  12639. /* requirements are level-dependent */
  12640. switch( skill_id ) {
  12641. case NC_SHAPESHIFT:
  12642. case GN_FIRE_EXPANSION:
  12643. case SO_SUMMON_AGNI:
  12644. case SO_SUMMON_AQUA:
  12645. case SO_SUMMON_VENTUS:
  12646. case SO_SUMMON_TERA:
  12647. case SO_WATER_INSIGNIA:
  12648. case SO_FIRE_INSIGNIA:
  12649. case SO_WIND_INSIGNIA:
  12650. case SO_EARTH_INSIGNIA:
  12651. req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
  12652. req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
  12653. break;
  12654. }
  12655. // Check for cost reductions due to skills & SCs
  12656. switch(skill_id) {
  12657. case MC_MAMMONITE:
  12658. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12659. req.zeny -= req.zeny*10/100;
  12660. break;
  12661. case AL_HOLYLIGHT:
  12662. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12663. req.sp *= 5;
  12664. break;
  12665. case SL_SMA:
  12666. case SL_STUN:
  12667. case SL_STIN:
  12668. {
  12669. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12670. if(kaina_lv==0 || sd->status.base_level<70)
  12671. break;
  12672. if(sd->status.base_level>=90)
  12673. req.sp -= req.sp*7*kaina_lv/100;
  12674. else if(sd->status.base_level>=80)
  12675. req.sp -= req.sp*5*kaina_lv/100;
  12676. else if(sd->status.base_level>=70)
  12677. req.sp -= req.sp*3*kaina_lv/100;
  12678. }
  12679. break;
  12680. case MO_TRIPLEATTACK:
  12681. case MO_CHAINCOMBO:
  12682. case MO_COMBOFINISH:
  12683. case CH_TIGERFIST:
  12684. case CH_CHAINCRUSH:
  12685. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12686. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12687. break;
  12688. case MO_BODYRELOCATION:
  12689. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12690. req.spiritball = 0;
  12691. break;
  12692. case MO_EXTREMITYFIST:
  12693. if( sc )
  12694. {
  12695. if( sc->data[SC_BLADESTOP] )
  12696. req.spiritball--;
  12697. else if( sc->data[SC_COMBO] )
  12698. {
  12699. switch( sc->data[SC_COMBO]->val1 )
  12700. {
  12701. case MO_COMBOFINISH:
  12702. req.spiritball = 4;
  12703. break;
  12704. case CH_TIGERFIST:
  12705. req.spiritball = 3;
  12706. break;
  12707. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12708. req.spiritball = sd->spiritball?sd->spiritball:1;
  12709. break;
  12710. }
  12711. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12712. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12713. }
  12714. break;
  12715. case SR_RAMPAGEBLASTER:
  12716. req.spiritball = sd->spiritball?sd->spiritball:15;
  12717. break;
  12718. case SR_GATEOFHELL:
  12719. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12720. req.sp -= req.sp * 10 / 100;
  12721. break;
  12722. case SO_SUMMON_AGNI:
  12723. case SO_SUMMON_AQUA:
  12724. case SO_SUMMON_VENTUS:
  12725. case SO_SUMMON_TERA:
  12726. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12727. break;
  12728. case SO_PSYCHIC_WAVE:
  12729. if( sc && sc->data[SC_BLAST_OPTION] )
  12730. req.sp += req.sp * 150 / 100;
  12731. break;
  12732. }
  12733. return req;
  12734. }
  12735. /*==========================================
  12736. * Does cast-time reductions based on dex, item bonuses and config setting
  12737. *------------------------------------------*/
  12738. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  12739. int time = skill_get_cast(skill_id, skill_lv);
  12740. nullpo_ret(bl);
  12741. #ifndef RENEWAL_CAST
  12742. {
  12743. struct map_session_data *sd;
  12744. sd = BL_CAST(BL_PC, bl);
  12745. // calculate base cast time (reduced by dex)
  12746. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12747. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12748. if( scale > 0 ) // not instant cast
  12749. time = time * scale / battle_config.castrate_dex_scale;
  12750. else
  12751. return 0; // instant cast
  12752. }
  12753. // calculate cast time reduced by item/card bonuses
  12754. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12755. {
  12756. int i;
  12757. if( sd->castrate != 100 )
  12758. time = time * sd->castrate / 100;
  12759. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12760. {
  12761. if( sd->skillcast[i].id == skill_id )
  12762. {
  12763. time+= time * sd->skillcast[i].val / 100;
  12764. break;
  12765. }
  12766. }
  12767. }
  12768. }
  12769. #endif
  12770. // config cast time multiplier
  12771. if (battle_config.cast_rate != 100)
  12772. time = time * battle_config.cast_rate / 100;
  12773. // return final cast time
  12774. time = max(time, 0);
  12775. // ShowInfo("Castime castfix = %d\n",time);
  12776. return time;
  12777. }
  12778. /*==========================================
  12779. * Does cast-time reductions based on sc data.
  12780. *------------------------------------------*/
  12781. int skill_castfix_sc (struct block_list *bl, int time)
  12782. {
  12783. struct status_change *sc = status_get_sc(bl);
  12784. if( time < 0 )
  12785. return 0;
  12786. if (sc && sc->count) {
  12787. if (sc->data[SC_SLOWCAST])
  12788. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12789. if (sc->data[SC_PARALYSIS])
  12790. time += sc->data[SC_PARALYSIS]->val3;
  12791. if (sc->data[SC_SUFFRAGIUM]) {
  12792. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12793. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12794. }
  12795. if (sc->data[SC_MEMORIZE]) {
  12796. time>>=1;
  12797. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12798. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12799. }
  12800. if (sc->data[SC_POEMBRAGI])
  12801. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12802. if (sc->data[SC_IZAYOI])
  12803. time -= time * 50 / 100;
  12804. }
  12805. time = max(time, 0);
  12806. // ShowInfo("Castime castfix_sc = %d\n",time);
  12807. return time;
  12808. }
  12809. #ifdef RENEWAL_CAST
  12810. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  12811. {
  12812. struct status_change *sc = status_get_sc(bl);
  12813. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12814. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12815. if( time < 0 )
  12816. return 0;
  12817. if(bl->type == BL_MOB)
  12818. fixed = 0; //mob as no fixed time
  12819. else if( fixed == 0 ){
  12820. fixed = (int)time * 20 / 100; // fixed time
  12821. time = time * 80 / 100; // variable time
  12822. }else if( fixed < 0 ) // no fixed cast time
  12823. fixed = 0;
  12824. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12825. if( sd->bonus.varcastrate < 0 )
  12826. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12827. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  12828. time += sd->bonus.add_varcast;
  12829. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  12830. fixed += sd->bonus.add_fixcast;
  12831. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12832. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12833. fixed += sd->skillfixcast[i].val;
  12834. break;
  12835. }
  12836. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12837. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12838. time += sd->skillvarcast[i].val;
  12839. break;
  12840. }
  12841. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12842. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12843. VARCAST_REDUCTION(sd->skillcast[i].val);
  12844. break;
  12845. }
  12846. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  12847. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  12848. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  12849. break;
  12850. }
  12851. }
  12852. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12853. // All variable cast additive bonuses must come first
  12854. if (sc->data[SC_SLOWCAST])
  12855. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12856. // Variable cast reduction bonuses
  12857. if (sc->data[SC_SUFFRAGIUM]) {
  12858. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12859. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12860. }
  12861. if (sc->data[SC_MEMORIZE]) {
  12862. VARCAST_REDUCTION(50);
  12863. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12864. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12865. }
  12866. if (sc->data[SC_POEMBRAGI])
  12867. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12868. if (sc->data[SC_IZAYOI])
  12869. VARCAST_REDUCTION(50);
  12870. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12871. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12872. // Fixed cast reduction bonuses
  12873. if( sc->data[SC__LAZINESS] )
  12874. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12875. if( sc->data[SC_SECRAMENT] )
  12876. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12877. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12878. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12879. // Fixed cast non percentage bonuses
  12880. if( sc->data[SC_MANDRAGORA] )
  12881. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12882. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12883. fixed = 0;
  12884. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  12885. fixed -= 1000;
  12886. }
  12887. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12888. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12889. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12890. }
  12891. if( varcast_r < 0 ) // now compute overall factors
  12892. time = time * (1 - (float)varcast_r / 100);
  12893. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12894. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12895. // underflow checking/capping
  12896. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  12897. return (int)time;
  12898. }
  12899. #endif
  12900. /*==========================================
  12901. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12902. *------------------------------------------*/
  12903. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  12904. {
  12905. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12906. int time = skill_get_delay(skill_id, skill_lv);
  12907. struct map_session_data *sd;
  12908. struct status_change *sc = status_get_sc(bl);
  12909. nullpo_ret(bl);
  12910. sd = BL_CAST(BL_PC, bl);
  12911. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12912. return 0; //Will use picked skill's delay.
  12913. if (bl->type&battle_config.no_skill_delay)
  12914. return battle_config.min_skill_delay_limit;
  12915. if (time < 0)
  12916. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12917. // Delay reductions
  12918. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12919. case MO_TRIPLEATTACK:
  12920. case MO_CHAINCOMBO:
  12921. case MO_COMBOFINISH:
  12922. case CH_TIGERFIST:
  12923. case CH_CHAINCRUSH:
  12924. case SR_DRAGONCOMBO:
  12925. case SR_FALLENEMPIRE:
  12926. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12927. break;
  12928. case HP_BASILICA:
  12929. if( sc && !sc->data[SC_BASILICA] )
  12930. time = 0; // There is no Delay on Basilica creation, only on cancel
  12931. break;
  12932. default:
  12933. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12934. { // if skill delay is allowed to be reduced by dex
  12935. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12936. if (scale > 0)
  12937. time = time * scale / battle_config.castrate_dex_scale;
  12938. else //To be capped later to minimum.
  12939. time = 0;
  12940. }
  12941. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12942. { // if skill delay is allowed to be reduced by agi
  12943. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12944. if (scale > 0)
  12945. time = time * scale / battle_config.castrate_dex_scale;
  12946. else //To be capped later to minimum.
  12947. time = 0;
  12948. }
  12949. }
  12950. if ( sc && sc->data[SC_SPIRIT] ) {
  12951. switch (skill_id) {
  12952. case CR_SHIELDBOOMERANG:
  12953. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12954. time /= 2;
  12955. break;
  12956. case AS_SONICBLOW:
  12957. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12958. time /= 2;
  12959. break;
  12960. }
  12961. }
  12962. if (!(delaynodex&2))
  12963. {
  12964. if (sc && sc->count) {
  12965. if (sc->data[SC_POEMBRAGI])
  12966. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12967. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  12968. time /= 2; // After Delay of Wind element spells reduced by 50%.
  12969. }
  12970. }
  12971. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12972. time = time * sd->delayrate / 100;
  12973. if (battle_config.delay_rate != 100)
  12974. time = time * battle_config.delay_rate / 100;
  12975. //min delay
  12976. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  12977. time = max(time, battle_config.min_skill_delay_limit);
  12978. // ShowInfo("Delay delayfix = %d\n",time);
  12979. return time;
  12980. }
  12981. /*=========================================
  12982. *
  12983. *-----------------------------------------*/
  12984. struct square {
  12985. int val1[5];
  12986. int val2[5];
  12987. };
  12988. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  12989. {
  12990. nullpo_retv(tc);
  12991. if(dir == 0){
  12992. tc->val1[0]=x-2;
  12993. tc->val1[1]=x-1;
  12994. tc->val1[2]=x;
  12995. tc->val1[3]=x+1;
  12996. tc->val1[4]=x+2;
  12997. tc->val2[0]=
  12998. tc->val2[1]=
  12999. tc->val2[2]=
  13000. tc->val2[3]=
  13001. tc->val2[4]=y-1;
  13002. }
  13003. else if(dir==2){
  13004. tc->val1[0]=
  13005. tc->val1[1]=
  13006. tc->val1[2]=
  13007. tc->val1[3]=
  13008. tc->val1[4]=x+1;
  13009. tc->val2[0]=y+2;
  13010. tc->val2[1]=y+1;
  13011. tc->val2[2]=y;
  13012. tc->val2[3]=y-1;
  13013. tc->val2[4]=y-2;
  13014. }
  13015. else if(dir==4){
  13016. tc->val1[0]=x-2;
  13017. tc->val1[1]=x-1;
  13018. tc->val1[2]=x;
  13019. tc->val1[3]=x+1;
  13020. tc->val1[4]=x+2;
  13021. tc->val2[0]=
  13022. tc->val2[1]=
  13023. tc->val2[2]=
  13024. tc->val2[3]=
  13025. tc->val2[4]=y+1;
  13026. }
  13027. else if(dir==6){
  13028. tc->val1[0]=
  13029. tc->val1[1]=
  13030. tc->val1[2]=
  13031. tc->val1[3]=
  13032. tc->val1[4]=x-1;
  13033. tc->val2[0]=y+2;
  13034. tc->val2[1]=y+1;
  13035. tc->val2[2]=y;
  13036. tc->val2[3]=y-1;
  13037. tc->val2[4]=y-2;
  13038. }
  13039. else if(dir==1){
  13040. tc->val1[0]=x-1;
  13041. tc->val1[1]=x;
  13042. tc->val1[2]=x+1;
  13043. tc->val1[3]=x+2;
  13044. tc->val1[4]=x+3;
  13045. tc->val2[0]=y-4;
  13046. tc->val2[1]=y-3;
  13047. tc->val2[2]=y-1;
  13048. tc->val2[3]=y;
  13049. tc->val2[4]=y+1;
  13050. }
  13051. else if(dir==3){
  13052. tc->val1[0]=x+3;
  13053. tc->val1[1]=x+2;
  13054. tc->val1[2]=x+1;
  13055. tc->val1[3]=x;
  13056. tc->val1[4]=x-1;
  13057. tc->val2[0]=y-1;
  13058. tc->val2[1]=y;
  13059. tc->val2[2]=y+1;
  13060. tc->val2[3]=y+2;
  13061. tc->val2[4]=y+3;
  13062. }
  13063. else if(dir==5){
  13064. tc->val1[0]=x+1;
  13065. tc->val1[1]=x;
  13066. tc->val1[2]=x-1;
  13067. tc->val1[3]=x-2;
  13068. tc->val1[4]=x-3;
  13069. tc->val2[0]=y+3;
  13070. tc->val2[1]=y+2;
  13071. tc->val2[2]=y+1;
  13072. tc->val2[3]=y;
  13073. tc->val2[4]=y-1;
  13074. }
  13075. else if(dir==7){
  13076. tc->val1[0]=x-3;
  13077. tc->val1[1]=x-2;
  13078. tc->val1[2]=x-1;
  13079. tc->val1[3]=x;
  13080. tc->val1[4]=x+1;
  13081. tc->val2[1]=y;
  13082. tc->val2[0]=y+1;
  13083. tc->val2[2]=y-1;
  13084. tc->val2[3]=y-2;
  13085. tc->val2[4]=y-3;
  13086. }
  13087. }
  13088. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  13089. {
  13090. int c;
  13091. nullpo_retv(tc);
  13092. for( c = 0; c < 5; c++ ) {
  13093. switch( dir ) {
  13094. case 0: tc->val2[c]+=are; break;
  13095. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  13096. case 2: tc->val1[c]-=are; break;
  13097. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  13098. case 4: tc->val2[c]-=are; break;
  13099. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  13100. case 6: tc->val1[c]+=are; break;
  13101. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  13102. }
  13103. }
  13104. }
  13105. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  13106. {
  13107. int c,n=4;
  13108. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  13109. struct square tc;
  13110. int x=bl->x,y=bl->y;
  13111. skill_brandishspear_first(&tc,dir,x,y);
  13112. skill_brandishspear_dir(&tc,dir,4);
  13113. skill_area_temp[1] = bl->id;
  13114. if(skill_lv > 9){
  13115. for(c=1;c<4;c++){
  13116. map_foreachincell(skill_area_sub,
  13117. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13118. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13119. skill_castend_damage_id);
  13120. }
  13121. }
  13122. if(skill_lv > 6){
  13123. skill_brandishspear_dir(&tc,dir,-1);
  13124. n--;
  13125. }else{
  13126. skill_brandishspear_dir(&tc,dir,-2);
  13127. n-=2;
  13128. }
  13129. if(skill_lv > 3){
  13130. for(c=0;c<5;c++){
  13131. map_foreachincell(skill_area_sub,
  13132. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  13133. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  13134. skill_castend_damage_id);
  13135. if(skill_lv > 6 && n==3 && c==4){
  13136. skill_brandishspear_dir(&tc,dir,-1);
  13137. n--;c=-1;
  13138. }
  13139. }
  13140. }
  13141. for(c=0;c<10;c++){
  13142. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  13143. map_foreachincell(skill_area_sub,
  13144. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  13145. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  13146. skill_castend_damage_id);
  13147. }
  13148. }
  13149. /*==========================================
  13150. * Weapon Repair [Celest/DracoRPG]
  13151. *------------------------------------------*/
  13152. void skill_repairweapon (struct map_session_data *sd, int idx) {
  13153. int material;
  13154. int materials[4] = { 1002, 998, 999, 756 };
  13155. struct item *item;
  13156. struct map_session_data *target_sd;
  13157. nullpo_retv(sd);
  13158. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  13159. return;
  13160. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  13161. return;
  13162. if( idx < 0 || idx >= MAX_INVENTORY )
  13163. return; //Invalid index??
  13164. item = &target_sd->status.inventory[idx];
  13165. if( item->nameid <= 0 || item->attribute == 0 )
  13166. return; //Again invalid item....
  13167. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  13168. clif_item_repaireffect(sd,idx,1);
  13169. return;
  13170. }
  13171. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  13172. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  13173. else
  13174. material = materials [2]; // Armors consume 1 Steel
  13175. if ( pc_search_inventory(sd,material) < 0 ) {
  13176. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13177. return;
  13178. }
  13179. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  13180. item->attribute = 0;/* clear broken state */
  13181. clif_equiplist(target_sd);
  13182. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  13183. clif_item_repaireffect(sd,idx,0);
  13184. if( sd != target_sd )
  13185. clif_item_repaireffect(target_sd,idx,0);
  13186. }
  13187. /*==========================================
  13188. * Item Appraisal
  13189. *------------------------------------------*/
  13190. void skill_identify (struct map_session_data *sd, int idx)
  13191. {
  13192. int flag=1;
  13193. nullpo_retv(sd);
  13194. if(idx >= 0 && idx < MAX_INVENTORY) {
  13195. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  13196. flag=0;
  13197. sd->status.inventory[idx].identify=1;
  13198. }
  13199. }
  13200. clif_item_identified(sd,idx,flag);
  13201. }
  13202. /*==========================================
  13203. * Weapon Refine [Celest]
  13204. *------------------------------------------*/
  13205. void skill_weaponrefine (struct map_session_data *sd, int idx)
  13206. {
  13207. nullpo_retv(sd);
  13208. if (idx >= 0 && idx < MAX_INVENTORY)
  13209. {
  13210. int i = 0, ep = 0, per;
  13211. int material[5] = { 0, 1010, 1011, 984, 984 };
  13212. struct item *item;
  13213. struct item_data *ditem = sd->inventory_data[idx];
  13214. item = &sd->status.inventory[idx];
  13215. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  13216. {
  13217. if( item->refine >= sd->menuskill_val
  13218. || item->refine >= 10 // if it's no longer refineable
  13219. || ditem->flag.no_refine // if the item isn't refinable
  13220. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  13221. {
  13222. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  13223. return;
  13224. }
  13225. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  13226. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  13227. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  13228. if (per > rnd() % 100) {
  13229. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  13230. item->refine++;
  13231. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  13232. if(item->equip) {
  13233. ep = item->equip;
  13234. pc_unequipitem(sd,idx,3);
  13235. }
  13236. clif_refine(sd->fd,0,idx,item->refine);
  13237. clif_delitem(sd,idx,1,3);
  13238. clif_additem(sd,idx,1,0);
  13239. if (ep)
  13240. pc_equipitem(sd,idx,ep);
  13241. clif_misceffect(&sd->bl,3);
  13242. if(item->refine == 10 &&
  13243. item->card[0] == CARD0_FORGE &&
  13244. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13245. { // Fame point system [DracoRPG]
  13246. switch(ditem->wlv){
  13247. case 1:
  13248. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13249. break;
  13250. case 2:
  13251. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13252. break;
  13253. case 3:
  13254. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13255. break;
  13256. }
  13257. }
  13258. } else {
  13259. item->refine = 0;
  13260. if(item->equip)
  13261. pc_unequipitem(sd,idx,3);
  13262. clif_refine(sd->fd,1,idx,item->refine);
  13263. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13264. clif_misceffect(&sd->bl,2);
  13265. clif_emotion(&sd->bl, E_OMG);
  13266. }
  13267. }
  13268. }
  13269. }
  13270. /*==========================================
  13271. *
  13272. *------------------------------------------*/
  13273. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  13274. {
  13275. uint16 skill_lv;
  13276. int maxlv=1,lv;
  13277. nullpo_ret(sd);
  13278. skill_lv = sd->menuskill_val;
  13279. lv=pc_checkskill(sd,skill_id);
  13280. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13281. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  13282. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  13283. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  13284. maxlv =10; //Soul Linker bonus. [Skotlex]
  13285. else if(skill_lv==2) maxlv=1;
  13286. else if(skill_lv==3) maxlv=2;
  13287. else if(skill_lv>=4) maxlv=3;
  13288. }
  13289. else if(skill_id==MG_SOULSTRIKE){
  13290. if(skill_lv==5) maxlv=1;
  13291. else if(skill_lv==6) maxlv=2;
  13292. else if(skill_lv>=7) maxlv=3;
  13293. }
  13294. else if(skill_id==MG_FIREBALL){
  13295. if(skill_lv==8) maxlv=1;
  13296. else if(skill_lv>=9) maxlv=2;
  13297. }
  13298. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  13299. else return 0;
  13300. if(maxlv > lv)
  13301. maxlv = lv;
  13302. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  13303. skill_get_time(SA_AUTOSPELL,skill_lv));
  13304. return 0;
  13305. }
  13306. /*==========================================
  13307. * Sitting skills functions.
  13308. *------------------------------------------*/
  13309. static int skill_sit_count (struct block_list *bl, va_list ap)
  13310. {
  13311. struct map_session_data *sd;
  13312. int type =va_arg(ap,int);
  13313. sd=(struct map_session_data*)bl;
  13314. if(!pc_issit(sd))
  13315. return 0;
  13316. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13317. return 1;
  13318. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13319. return 1;
  13320. return 0;
  13321. }
  13322. static int skill_sit_in (struct block_list *bl, va_list ap)
  13323. {
  13324. struct map_session_data *sd;
  13325. int type =va_arg(ap,int);
  13326. sd=(struct map_session_data*)bl;
  13327. if(!pc_issit(sd))
  13328. return 0;
  13329. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13330. sd->state.gangsterparadise=1;
  13331. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13332. {
  13333. sd->state.rest=1;
  13334. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13335. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13336. }
  13337. return 0;
  13338. }
  13339. static int skill_sit_out (struct block_list *bl, va_list ap)
  13340. {
  13341. struct map_session_data *sd;
  13342. int type =va_arg(ap,int);
  13343. sd=(struct map_session_data*)bl;
  13344. if(sd->state.gangsterparadise && type&1)
  13345. sd->state.gangsterparadise=0;
  13346. if(sd->state.rest && type&2) {
  13347. sd->state.rest=0;
  13348. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13349. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13350. }
  13351. return 0;
  13352. }
  13353. int skill_sit (struct map_session_data *sd, int type)
  13354. {
  13355. int flag = 0;
  13356. int range = 0, lv;
  13357. nullpo_ret(sd);
  13358. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13359. flag|=1;
  13360. range = skill_get_splash(RG_GANGSTER, lv);
  13361. }
  13362. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13363. flag|=2;
  13364. range = skill_get_splash(TK_HPTIME, lv);
  13365. }
  13366. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13367. flag|=2;
  13368. range = skill_get_splash(TK_SPTIME, lv);
  13369. }
  13370. if( type ) {
  13371. clif_status_load(&sd->bl,SI_SIT,1);
  13372. } else {
  13373. clif_status_load(&sd->bl,SI_SIT,0);
  13374. }
  13375. if (!flag) return 0;
  13376. if(type) {
  13377. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13378. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13379. } else {
  13380. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13381. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13382. }
  13383. return 0;
  13384. }
  13385. /*==========================================
  13386. *
  13387. *------------------------------------------*/
  13388. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13389. {
  13390. struct block_list *src;
  13391. uint16 skill_id,skill_lv;
  13392. unsigned int tick;
  13393. nullpo_ret(bl);
  13394. nullpo_ret(src=va_arg(ap,struct block_list*));
  13395. skill_id=va_arg(ap,int);
  13396. skill_lv=va_arg(ap,int);
  13397. if(!skill_lv) return 0;
  13398. tick=va_arg(ap,unsigned int);
  13399. if (src == bl || status_isdead(bl))
  13400. return 0;
  13401. if (bl->type == BL_PC) {
  13402. struct map_session_data *sd = (struct map_session_data *)bl;
  13403. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13404. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13405. }
  13406. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13407. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13408. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13409. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13410. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  13411. return 0;
  13412. }
  13413. /*==========================================
  13414. *
  13415. *------------------------------------------*/
  13416. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  13417. {
  13418. int range = skill_get_unit_range(skill_id,skill_lv);
  13419. int x,y;
  13420. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13421. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13422. map_setcell(src->bl.m, x, y, cell, flag);
  13423. }
  13424. /*==========================================
  13425. *
  13426. *------------------------------------------*/
  13427. int skill_attack_area (struct block_list *bl, va_list ap)
  13428. {
  13429. struct block_list *src,*dsrc;
  13430. int atk_type,skill_id,skill_lv,flag,type;
  13431. unsigned int tick;
  13432. if(status_isdead(bl))
  13433. return 0;
  13434. atk_type = va_arg(ap,int);
  13435. src=va_arg(ap,struct block_list*);
  13436. dsrc=va_arg(ap,struct block_list*);
  13437. skill_id=va_arg(ap,int);
  13438. skill_lv=va_arg(ap,int);
  13439. tick=va_arg(ap,unsigned int);
  13440. flag=va_arg(ap,int);
  13441. type=va_arg(ap,int);
  13442. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13443. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13444. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13445. !status_check_skilluse(NULL, bl, skill_id, 2))
  13446. return 0;
  13447. switch (skill_id) {
  13448. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13449. case NPC_ACIDBREATH:
  13450. case NPC_DARKNESSBREATH:
  13451. case NPC_FIREBREATH:
  13452. case NPC_ICEBREATH:
  13453. case NPC_THUNDERBREATH:
  13454. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  13455. default:
  13456. //Area-splash, disable skill animation.
  13457. return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  13458. }
  13459. }
  13460. /*==========================================
  13461. *
  13462. *------------------------------------------*/
  13463. int skill_clear_group (struct block_list *bl, int flag)
  13464. {
  13465. struct unit_data *ud = unit_bl2ud(bl);
  13466. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13467. int i, count=0;
  13468. nullpo_ret(bl);
  13469. if (!ud) return 0;
  13470. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13471. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13472. {
  13473. switch (ud->skillunit[i]->skill_id) {
  13474. case SA_DELUGE:
  13475. case SA_VOLCANO:
  13476. case SA_VIOLENTGALE:
  13477. case SA_LANDPROTECTOR:
  13478. case NJ_SUITON:
  13479. case NJ_KAENSIN:
  13480. if (flag&1)
  13481. group[count++]= ud->skillunit[i];
  13482. break;
  13483. case SO_WARMER:
  13484. if( flag&8 )
  13485. group[count++]= ud->skillunit[i];
  13486. break;
  13487. case SC_BLOODYLUST:
  13488. if (flag & 32)
  13489. group[count++] = ud->skillunit[i];
  13490. break;
  13491. default:
  13492. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13493. group[count++]= ud->skillunit[i];
  13494. break;
  13495. }
  13496. }
  13497. for (i=0;i<count;i++)
  13498. skill_delunitgroup(group[i]);
  13499. return count;
  13500. }
  13501. /*==========================================
  13502. * Returns the first element field found [Skotlex]
  13503. *------------------------------------------*/
  13504. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13505. {
  13506. struct unit_data *ud = unit_bl2ud(bl);
  13507. int i;
  13508. nullpo_ret(bl);
  13509. if (!ud) return NULL;
  13510. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13511. switch (ud->skillunit[i]->skill_id) {
  13512. case SA_DELUGE:
  13513. case SA_VOLCANO:
  13514. case SA_VIOLENTGALE:
  13515. case SA_LANDPROTECTOR:
  13516. case NJ_SUITON:
  13517. case SO_WARMER:
  13518. case SC_BLOODYLUST:
  13519. return ud->skillunit[i];
  13520. }
  13521. }
  13522. return NULL;
  13523. }
  13524. // for graffiti cleaner [Valaris]
  13525. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  13526. struct skill_unit *unit=NULL;
  13527. nullpo_ret(bl);
  13528. nullpo_ret(ap);
  13529. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13530. return 0;
  13531. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13532. skill_delunit(unit);
  13533. return 0;
  13534. }
  13535. int skill_greed (struct block_list *bl, va_list ap) {
  13536. struct block_list *src;
  13537. struct map_session_data *sd=NULL;
  13538. struct flooritem_data *fitem=NULL;
  13539. nullpo_ret(bl);
  13540. nullpo_ret(src = va_arg(ap, struct block_list *));
  13541. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13542. pc_takeitem(sd, fitem);
  13543. return 0;
  13544. }
  13545. //For Ranger's Detonator [Jobbie/3CeAM]
  13546. int skill_detonator(struct block_list *bl, va_list ap)
  13547. {
  13548. struct skill_unit *unit=NULL;
  13549. struct block_list *src;
  13550. int unit_id;
  13551. nullpo_ret(bl);
  13552. nullpo_ret(ap);
  13553. src = va_arg(ap,struct block_list *);
  13554. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13555. return 0;
  13556. if( unit->group->src_id != src->id )
  13557. return 0;
  13558. unit_id = unit->group->unit_id;
  13559. switch( unit_id )
  13560. { //List of Hunter and Ranger Traps that can be detonate.
  13561. case UNT_BLASTMINE:
  13562. case UNT_SANDMAN:
  13563. case UNT_CLAYMORETRAP:
  13564. case UNT_TALKIEBOX:
  13565. case UNT_CLUSTERBOMB:
  13566. case UNT_FIRINGTRAP:
  13567. case UNT_ICEBOUNDTRAP:
  13568. if( unit_id == UNT_TALKIEBOX )
  13569. {
  13570. clif_talkiebox(bl,unit->group->valstr);
  13571. unit->group->val2 = -1;
  13572. }
  13573. else
  13574. 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);
  13575. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13576. unit->group->unit_id = UNT_USED_TRAPS;
  13577. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13578. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13579. break;
  13580. }
  13581. return 0;
  13582. }
  13583. /*==========================================
  13584. *
  13585. *------------------------------------------*/
  13586. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13587. {
  13588. uint16 skill_id;
  13589. int *alive;
  13590. struct skill_unit *unit;
  13591. skill_id = va_arg(ap,int);
  13592. alive = va_arg(ap,int *);
  13593. unit = (struct skill_unit *)bl;
  13594. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13595. return 0;
  13596. switch (skill_id) {
  13597. case SA_LANDPROTECTOR:
  13598. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13599. (*alive) = 0;
  13600. skill_delunit(unit);
  13601. return 1;
  13602. }
  13603. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
  13604. skill_delunit(unit);
  13605. return 1;
  13606. }
  13607. break;
  13608. case HW_GANBANTEIN:
  13609. case LG_EARTHDRIVE:
  13610. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13611. skill_delunit(unit);
  13612. return 1;
  13613. }
  13614. break;
  13615. case SA_VOLCANO:
  13616. case SA_DELUGE:
  13617. case SA_VIOLENTGALE:
  13618. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13619. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13620. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13621. if (unit->range <= 0)
  13622. {
  13623. (*alive) = 0;
  13624. return 1;
  13625. }
  13626. /*
  13627. switch (unit->group->skill_id)
  13628. { //These cannot override each other.
  13629. case SA_VOLCANO:
  13630. case SA_DELUGE:
  13631. case SA_VIOLENTGALE:
  13632. (*alive) = 0;
  13633. return 1;
  13634. }
  13635. */
  13636. break;
  13637. case PF_FOGWALL:
  13638. switch(unit->group->skill_id) {
  13639. case SA_VOLCANO: //Can't be placed on top of these
  13640. case SA_VIOLENTGALE:
  13641. (*alive) = 0;
  13642. return 1;
  13643. case SA_DELUGE:
  13644. case NJ_SUITON:
  13645. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13646. (*alive) = 2;
  13647. break;
  13648. }
  13649. break;
  13650. case HP_BASILICA:
  13651. if (unit->group->skill_id == HP_BASILICA)
  13652. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13653. (*alive) = 0;
  13654. return 1;
  13655. }
  13656. break;
  13657. case GN_CRAZYWEED_ATK:
  13658. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13659. case UNT_WALLOFTHORN:
  13660. case UNT_THORNS_TRAP:
  13661. case UNT_BLOODYLUST:
  13662. case UNT_CHAOSPANIC:
  13663. case UNT_MAELSTROM:
  13664. case UNT_FIREPILLAR_ACTIVE:
  13665. case UNT_LANDPROTECTOR:
  13666. case UNT_VOLCANO:
  13667. case UNT_DELUGE:
  13668. case UNT_VIOLENTGALE:
  13669. case UNT_SAFETYWALL:
  13670. case UNT_PNEUMA:
  13671. skill_delunit(unit);
  13672. return 1;
  13673. }
  13674. break;
  13675. }
  13676. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13677. (*alive) = 0;
  13678. return 1;
  13679. }
  13680. return 0;
  13681. }
  13682. /*==========================================
  13683. *
  13684. *------------------------------------------*/
  13685. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13686. {
  13687. struct mob_data* md;
  13688. struct unit_data*ud = unit_bl2ud(bl);
  13689. struct block_list *from_bl;
  13690. struct block_list *to_bl;
  13691. md = (struct mob_data*)bl;
  13692. from_bl = va_arg(ap,struct block_list *);
  13693. to_bl = va_arg(ap,struct block_list *);
  13694. if(ud && ud->target == from_bl->id)
  13695. ud->target = to_bl->id;
  13696. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13697. md->target_id = to_bl->id;
  13698. return 0;
  13699. }
  13700. /*==========================================
  13701. *
  13702. *------------------------------------------*/
  13703. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13704. {
  13705. struct block_list *src;
  13706. int tick;
  13707. struct skill_unit *unit;
  13708. struct skill_unit_group *sg;
  13709. struct block_list *ss; //skill src bl
  13710. src = va_arg(ap,struct block_list *);
  13711. unit = (struct skill_unit *)src;
  13712. tick = va_arg(ap,int);
  13713. if( !unit->alive || bl->prev == NULL )
  13714. return 0;
  13715. nullpo_ret(sg = unit->group);
  13716. nullpo_ret(ss = map_id2bl(sg->src_id));
  13717. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13718. return 0;
  13719. switch(sg->unit_id){
  13720. case UNT_SHOCKWAVE:
  13721. case UNT_SANDMAN:
  13722. case UNT_FLASHER:
  13723. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13724. break;
  13725. case UNT_GROUNDDRIFT_WIND:
  13726. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13727. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13728. break;
  13729. case UNT_GROUNDDRIFT_DARK:
  13730. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13731. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13732. break;
  13733. case UNT_GROUNDDRIFT_POISON:
  13734. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13735. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13736. break;
  13737. case UNT_GROUNDDRIFT_WATER:
  13738. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13739. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13740. break;
  13741. case UNT_GROUNDDRIFT_FIRE:
  13742. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13743. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13744. break;
  13745. case UNT_ELECTRICSHOCKER:
  13746. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13747. break;
  13748. case UNT_FIRINGTRAP:
  13749. case UNT_ICEBOUNDTRAP:
  13750. case UNT_CLUSTERBOMB:
  13751. if( ss != bl )
  13752. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13753. break;
  13754. case UNT_MAGENTATRAP:
  13755. case UNT_COBALTTRAP:
  13756. case UNT_MAIZETRAP:
  13757. case UNT_VERDURETRAP:
  13758. if( bl->type != BL_PC && !is_boss(bl) )
  13759. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13760. break;
  13761. case UNT_REVERBERATION:
  13762. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13763. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13764. break;
  13765. default:
  13766. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13767. break;
  13768. }
  13769. return 1;
  13770. }
  13771. /*==========================================
  13772. *
  13773. *------------------------------------------*/
  13774. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13775. {
  13776. struct status_change *sc;
  13777. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13778. int i;
  13779. nullpo_ret(bl);
  13780. nullpo_ret(sc= status_get_sc(bl));
  13781. if (!sc->count) return 0;
  13782. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13783. if (type != scs[i] && sc->data[scs[i]])
  13784. status_change_end(bl, scs[i], INVALID_TIMER);
  13785. return 0;
  13786. }
  13787. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13788. {
  13789. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13790. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13791. bool wall = true;
  13792. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13793. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13794. { //Check for walls.
  13795. int i;
  13796. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13797. if( i == 8 )
  13798. wall = false;
  13799. }
  13800. if( sce ) {
  13801. if( !wall ) {
  13802. if( sce->val1 < 3 ) //End cloaking.
  13803. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13804. else if( sce->val4&1 ) { //Remove wall bonus
  13805. sce->val4&=~1;
  13806. status_calc_bl(bl,SCB_SPEED);
  13807. }
  13808. } else {
  13809. if( !(sce->val4&1) ) { //Add wall speed bonus
  13810. sce->val4|=1;
  13811. status_calc_bl(bl,SCB_SPEED);
  13812. }
  13813. }
  13814. }
  13815. return wall;
  13816. }
  13817. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13818. {
  13819. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13820. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13821. bool wall = true;
  13822. if( bl->type == BL_PC ) { //Check for walls.
  13823. int i;
  13824. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13825. if( i == 8 )
  13826. wall = false;
  13827. }
  13828. if( sce ) {
  13829. if( !wall ) {
  13830. if( sce->val1 < 3 ) //End camouflage.
  13831. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13832. else if( sce->val3&1 ) { //Remove wall bonus
  13833. sce->val3&=~1;
  13834. status_calc_bl(bl,SCB_SPEED);
  13835. }
  13836. }
  13837. }
  13838. return wall;
  13839. }
  13840. /*==========================================
  13841. *
  13842. *------------------------------------------*/
  13843. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13844. {
  13845. struct skill_unit *unit;
  13846. nullpo_retr(NULL, group);
  13847. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13848. nullpo_retr(NULL, unit=&group->unit[idx]);
  13849. if(!unit->alive)
  13850. group->alive_count++;
  13851. unit->bl.id=map_get_new_object_id();
  13852. unit->bl.type=BL_SKILL;
  13853. unit->bl.m=group->map;
  13854. unit->bl.x=x;
  13855. unit->bl.y=y;
  13856. unit->group=group;
  13857. unit->alive=1;
  13858. unit->val1=val1;
  13859. unit->val2=val2;
  13860. idb_put(skillunit_db, unit->bl.id, unit);
  13861. map_addiddb(&unit->bl);
  13862. map_addblock(&unit->bl);
  13863. // perform oninit actions
  13864. switch (group->skill_id) {
  13865. case WZ_ICEWALL:
  13866. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13867. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13868. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13869. map[unit->bl.m].icewall_num++;
  13870. break;
  13871. case SA_LANDPROTECTOR:
  13872. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13873. break;
  13874. case HP_BASILICA:
  13875. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13876. break;
  13877. case SC_MAELSTROM:
  13878. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13879. break;
  13880. default:
  13881. if (group->state.song_dance&0x1) //Check for dissonance.
  13882. skill_dance_overlap(unit, 1);
  13883. break;
  13884. }
  13885. clif_skill_setunit(unit);
  13886. return unit;
  13887. }
  13888. /*==========================================
  13889. *
  13890. *------------------------------------------*/
  13891. int skill_delunit (struct skill_unit* unit) {
  13892. struct skill_unit_group *group;
  13893. nullpo_ret(unit);
  13894. if( !unit->alive )
  13895. return 0;
  13896. unit->alive=0;
  13897. nullpo_ret(group=unit->group);
  13898. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13899. skill_dance_overlap(unit, 0);
  13900. // invoke onout event
  13901. if( !unit->range )
  13902. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13903. // perform ondelete actions
  13904. switch (group->skill_id) {
  13905. case HT_ANKLESNARE: {
  13906. struct block_list* target = map_id2bl(group->val2);
  13907. if( target )
  13908. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13909. }
  13910. break;
  13911. case WZ_ICEWALL:
  13912. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13913. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13914. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13915. map[unit->bl.m].icewall_num--;
  13916. break;
  13917. case SA_LANDPROTECTOR:
  13918. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13919. break;
  13920. case HP_BASILICA:
  13921. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13922. break;
  13923. case RA_ELECTRICSHOCKER: {
  13924. struct block_list* target = map_id2bl(group->val2);
  13925. if( target )
  13926. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13927. }
  13928. break;
  13929. case SC_MAELSTROM:
  13930. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13931. break;
  13932. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13933. if( group->val2 ) { // Someone Traped
  13934. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13935. if( tsc && tsc->data[SC__MANHOLE] )
  13936. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13937. }
  13938. break;
  13939. }
  13940. clif_skill_delunit(unit);
  13941. unit->group=NULL;
  13942. map_delblock(&unit->bl); // don't free yet
  13943. map_deliddb(&unit->bl);
  13944. idb_remove(skillunit_db, unit->bl.id);
  13945. if(--group->alive_count==0)
  13946. skill_delunitgroup(group);
  13947. return 0;
  13948. }
  13949. /*==========================================
  13950. *
  13951. *------------------------------------------*/
  13952. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13953. /// Returns the target skill_unit_group or NULL if not found.
  13954. struct skill_unit_group* skill_id2group(int group_id)
  13955. {
  13956. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13957. }
  13958. static int skill_unit_group_newid = MAX_SKILL_DB;
  13959. /// Returns a new group_id that isn't being used in group_db.
  13960. /// Fatal error if nothing is available.
  13961. static int skill_get_new_group_id(void)
  13962. {
  13963. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13964. return skill_unit_group_newid++;// available
  13965. {// find next id
  13966. int base_id = skill_unit_group_newid;
  13967. while( base_id != ++skill_unit_group_newid )
  13968. {
  13969. if( skill_unit_group_newid < MAX_SKILL_DB )
  13970. skill_unit_group_newid = MAX_SKILL_DB;
  13971. if( skill_id2group(skill_unit_group_newid) == NULL )
  13972. return skill_unit_group_newid++;// available
  13973. }
  13974. // full loop, nothing available
  13975. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13976. exit(1);
  13977. }
  13978. }
  13979. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  13980. {
  13981. struct unit_data* ud = unit_bl2ud( src );
  13982. struct skill_unit_group* group;
  13983. int i;
  13984. if(!(skill_id && skill_lv)) return 0;
  13985. nullpo_retr(NULL, src);
  13986. nullpo_retr(NULL, ud);
  13987. // find a free spot to store the new unit group
  13988. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13989. if(i == MAX_SKILLUNITGROUP) {
  13990. // array is full, make room by discarding oldest group
  13991. int j=0;
  13992. unsigned maxdiff=0,x,tick=gettick();
  13993. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13994. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13995. maxdiff=x;
  13996. j=i;
  13997. }
  13998. skill_delunitgroup(ud->skillunit[j]);
  13999. //Since elements must have shifted, we use the last slot.
  14000. i = MAX_SKILLUNITGROUP-1;
  14001. }
  14002. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  14003. group->src_id = src->id;
  14004. group->party_id = status_get_party_id(src);
  14005. group->guild_id = status_get_guild_id(src);
  14006. group->bg_id = bg_team_get_id(src);
  14007. group->group_id = skill_get_new_group_id();
  14008. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  14009. group->unit_count = count;
  14010. group->alive_count = 0;
  14011. group->val1 = 0;
  14012. group->val2 = 0;
  14013. group->val3 = 0;
  14014. group->skill_id = skill_id;
  14015. group->skill_lv = skill_lv;
  14016. group->unit_id = unit_id;
  14017. group->map = src->m;
  14018. group->limit = limit;
  14019. group->interval = interval;
  14020. group->tick = gettick();
  14021. group->valstr = NULL;
  14022. ud->skillunit[i] = group;
  14023. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  14024. group->tick += 1500;
  14025. idb_put(group_db, group->group_id, group);
  14026. return group;
  14027. }
  14028. /*==========================================
  14029. *
  14030. *------------------------------------------*/
  14031. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  14032. {
  14033. struct block_list* src;
  14034. struct unit_data *ud;
  14035. int i,j;
  14036. if( group == NULL )
  14037. {
  14038. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  14039. return 0;
  14040. }
  14041. src=map_id2bl(group->src_id);
  14042. ud = unit_bl2ud(src);
  14043. if(!src || !ud) {
  14044. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14045. return 0;
  14046. }
  14047. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  14048. switch( group->skill_id ) {
  14049. case BA_DISSONANCE:
  14050. case BA_POEMBRAGI:
  14051. case BA_WHISTLE:
  14052. case BA_ASSASSINCROSS:
  14053. case BA_APPLEIDUN:
  14054. case DC_UGLYDANCE:
  14055. case DC_HUMMING:
  14056. case DC_DONTFORGETME:
  14057. case DC_FORTUNEKISS:
  14058. case DC_SERVICEFORYOU:
  14059. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  14060. break;
  14061. }
  14062. }
  14063. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  14064. {
  14065. struct status_change* sc = status_get_sc(src);
  14066. if (sc && sc->data[SC_DANCING])
  14067. {
  14068. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  14069. status_change_end(src, SC_DANCING, INVALID_TIMER);
  14070. }
  14071. }
  14072. // end Gospel's status change on 'src'
  14073. // (needs to be done when the group is deleted by other means than skill deactivation)
  14074. if (group->unit_id == UNT_GOSPEL) {
  14075. struct status_change *sc = status_get_sc(src);
  14076. if(sc && sc->data[SC_GOSPEL]) {
  14077. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  14078. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  14079. }
  14080. }
  14081. switch( group->skill_id ) {
  14082. case SG_SUN_WARM:
  14083. case SG_MOON_WARM:
  14084. case SG_STAR_WARM:
  14085. {
  14086. struct status_change *sc = NULL;
  14087. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  14088. sc->data[SC_WARM]->val4 = 0;
  14089. status_change_end(src, SC_WARM, INVALID_TIMER);
  14090. }
  14091. }
  14092. break;
  14093. case NC_NEUTRALBARRIER:
  14094. {
  14095. struct status_change *sc = NULL;
  14096. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  14097. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  14098. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  14099. }
  14100. }
  14101. break;
  14102. case NC_STEALTHFIELD:
  14103. {
  14104. struct status_change *sc = NULL;
  14105. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  14106. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  14107. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  14108. }
  14109. }
  14110. break;
  14111. case LG_BANDING:
  14112. {
  14113. struct status_change *sc = NULL;
  14114. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  14115. sc->data[SC_BANDING]->val4 = 0;
  14116. status_change_end(src,SC_BANDING,INVALID_TIMER);
  14117. }
  14118. }
  14119. break;
  14120. }
  14121. if (src->type==BL_PC && group->state.ammo_consume)
  14122. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  14123. group->alive_count=0;
  14124. // remove all unit cells
  14125. if(group->unit != NULL)
  14126. for( i = 0; i < group->unit_count; i++ )
  14127. skill_delunit(&group->unit[i]);
  14128. // clear Talkie-box string
  14129. if( group->valstr != NULL ) {
  14130. aFree(group->valstr);
  14131. group->valstr = NULL;
  14132. }
  14133. idb_remove(group_db, group->group_id);
  14134. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  14135. group->unit=NULL;
  14136. group->group_id=0;
  14137. group->unit_count=0;
  14138. // locate this group, swap with the last entry and delete it
  14139. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  14140. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  14141. if( i < MAX_SKILLUNITGROUP ) {
  14142. ud->skillunit[i] = ud->skillunit[j];
  14143. ud->skillunit[j] = NULL;
  14144. ers_free(skill_unit_ers, group);
  14145. } else
  14146. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  14147. return 1;
  14148. }
  14149. /*==========================================
  14150. *
  14151. *------------------------------------------*/
  14152. int skill_clear_unitgroup (struct block_list *src)
  14153. {
  14154. struct unit_data *ud = unit_bl2ud(src);
  14155. nullpo_ret(ud);
  14156. while (ud->skillunit[0])
  14157. skill_delunitgroup(ud->skillunit[0]);
  14158. return 1;
  14159. }
  14160. /*==========================================
  14161. *
  14162. *------------------------------------------*/
  14163. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  14164. int i,j=-1,k,s,id;
  14165. struct unit_data *ud;
  14166. struct skill_unit_group_tickset *set;
  14167. nullpo_ret(bl);
  14168. if (group->interval==-1)
  14169. return NULL;
  14170. ud = unit_bl2ud(bl);
  14171. if (!ud) return NULL;
  14172. set = ud->skillunittick;
  14173. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  14174. id = s = group->skill_id;
  14175. else
  14176. id = s = group->group_id;
  14177. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  14178. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  14179. if (set[k].id == id)
  14180. return &set[k];
  14181. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  14182. j=k;
  14183. }
  14184. if (j == -1) {
  14185. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  14186. j = id % MAX_SKILLUNITGROUPTICKSET;
  14187. }
  14188. set[j].id = id;
  14189. set[j].tick = tick;
  14190. return &set[j];
  14191. }
  14192. /*==========================================
  14193. *
  14194. *------------------------------------------*/
  14195. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  14196. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  14197. struct skill_unit_group* group = unit->group;
  14198. unsigned int tick = va_arg(ap,unsigned int);
  14199. if( !unit->alive || bl->prev == NULL )
  14200. return 0;
  14201. nullpo_ret(group);
  14202. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  14203. return 0; //AoE skills are ineffective. [Skotlex]
  14204. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  14205. return 0;
  14206. skill_unit_onplace_timer(unit,bl,tick);
  14207. return 1;
  14208. }
  14209. /**
  14210. * @see DBApply
  14211. */
  14212. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  14213. {
  14214. struct skill_unit* unit = db_data2ptr(data);
  14215. struct skill_unit_group* group = unit->group;
  14216. unsigned int tick = va_arg(ap,unsigned int);
  14217. bool dissonance;
  14218. struct block_list* bl = &unit->bl;
  14219. if( !unit->alive )
  14220. return 0;
  14221. nullpo_ret(group);
  14222. // check for expiration
  14223. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14224. {// skill unit expired (inlined from skill_unit_onlimit())
  14225. switch( group->unit_id )
  14226. {
  14227. case UNT_BLASTMINE:
  14228. #ifdef RENEWAL
  14229. case UNT_CLAYMORETRAP:
  14230. #endif
  14231. case UNT_GROUNDDRIFT_WIND:
  14232. case UNT_GROUNDDRIFT_DARK:
  14233. case UNT_GROUNDDRIFT_POISON:
  14234. case UNT_GROUNDDRIFT_WATER:
  14235. case UNT_GROUNDDRIFT_FIRE:
  14236. group->unit_id = UNT_USED_TRAPS;
  14237. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14238. group->limit=DIFF_TICK(tick+1500,group->tick);
  14239. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14240. break;
  14241. case UNT_ANKLESNARE:
  14242. case UNT_ELECTRICSHOCKER:
  14243. if( group->val2 > 0 ) {
  14244. // Used Trap don't returns back to item
  14245. skill_delunit(unit);
  14246. break;
  14247. }
  14248. case UNT_SKIDTRAP:
  14249. case UNT_LANDMINE:
  14250. case UNT_SHOCKWAVE:
  14251. case UNT_SANDMAN:
  14252. case UNT_FLASHER:
  14253. case UNT_FREEZINGTRAP:
  14254. #ifndef RENEWAL
  14255. case UNT_CLAYMORETRAP:
  14256. #endif
  14257. case UNT_TALKIEBOX:
  14258. case UNT_CLUSTERBOMB:
  14259. case UNT_MAGENTATRAP:
  14260. case UNT_COBALTTRAP:
  14261. case UNT_MAIZETRAP:
  14262. case UNT_VERDURETRAP:
  14263. case UNT_FIRINGTRAP:
  14264. case UNT_ICEBOUNDTRAP:
  14265. {
  14266. struct block_list* src;
  14267. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  14268. { // revert unit back into a trap
  14269. struct item item_tmp;
  14270. memset(&item_tmp,0,sizeof(item_tmp));
  14271. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  14272. item_tmp.identify = 1;
  14273. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  14274. }
  14275. skill_delunit(unit);
  14276. }
  14277. break;
  14278. case UNT_WARP_ACTIVE:
  14279. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14280. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14281. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14282. // restart timers
  14283. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14284. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14285. // apply effect to all units standing on it
  14286. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14287. break;
  14288. case UNT_CALLFAMILY:
  14289. {
  14290. struct map_session_data *sd = NULL;
  14291. if(group->val1) {
  14292. sd = map_charid2sd(group->val1);
  14293. group->val1 = 0;
  14294. if (sd && !map[sd->bl.m].flag.nowarp)
  14295. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14296. }
  14297. if(group->val2) {
  14298. sd = map_charid2sd(group->val2);
  14299. group->val2 = 0;
  14300. if (sd && !map[sd->bl.m].flag.nowarp)
  14301. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14302. }
  14303. skill_delunit(unit);
  14304. }
  14305. break;
  14306. case UNT_REVERBERATION:
  14307. if( unit->val1 <= 0 ) { // If it was deactivated.
  14308. skill_delunit(unit);
  14309. break;
  14310. }
  14311. clif_changetraplook(bl,UNT_USED_TRAPS);
  14312. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14313. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14314. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14315. group->unit_id = UNT_USED_TRAPS;
  14316. break;
  14317. case UNT_FEINTBOMB: {
  14318. struct block_list *src = map_id2bl(group->src_id);
  14319. if( src )
  14320. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  14321. skill_delunit(unit);
  14322. break;
  14323. }
  14324. case UNT_BANDING:
  14325. {
  14326. struct block_list *src = map_id2bl(group->src_id);
  14327. struct status_change *sc;
  14328. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14329. {
  14330. skill_delunit(unit);
  14331. break;
  14332. }
  14333. // This unit isn't removed while SC_BANDING is active.
  14334. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14335. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14336. }
  14337. break;
  14338. default:
  14339. skill_delunit(unit);
  14340. }
  14341. } else {// skill unit is still active
  14342. switch( group->unit_id ) {
  14343. case UNT_ICEWALL:
  14344. // icewall loses 50 hp every second
  14345. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14346. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14347. unit->limit = DIFF_TICK(tick+700,group->tick);
  14348. break;
  14349. case UNT_BLASTMINE:
  14350. case UNT_SKIDTRAP:
  14351. case UNT_LANDMINE:
  14352. case UNT_SHOCKWAVE:
  14353. case UNT_SANDMAN:
  14354. case UNT_FLASHER:
  14355. case UNT_CLAYMORETRAP:
  14356. case UNT_FREEZINGTRAP:
  14357. case UNT_TALKIEBOX:
  14358. case UNT_ANKLESNARE:
  14359. if( unit->val1 <= 0 ) {
  14360. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14361. skill_delunit(unit);
  14362. else {
  14363. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14364. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14365. group->unit_id = UNT_USED_TRAPS;
  14366. }
  14367. }
  14368. break;
  14369. case UNT_REVERBERATION:
  14370. if( unit->val1 <= 0 ){
  14371. clif_changetraplook(bl,UNT_USED_TRAPS);
  14372. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14373. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14374. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14375. group->unit_id = UNT_USED_TRAPS;
  14376. }
  14377. break;
  14378. case UNT_WALLOFTHORN:
  14379. if( unit->val1 <= 0 ) {
  14380. group->unit_id = UNT_USED_TRAPS;
  14381. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14382. }
  14383. break;
  14384. }
  14385. }
  14386. //Don't continue if unit or even group is expired and has been deleted.
  14387. if( !group || !unit->alive )
  14388. return 0;
  14389. dissonance = skill_dance_switch(unit, 0);
  14390. if( unit->range >= 0 && group->interval != -1 )
  14391. {
  14392. if( battle_config.skill_wall_check )
  14393. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14394. else
  14395. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14396. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14397. group->unit_id = UNT_USED_TRAPS;
  14398. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  14399. unit->range = -1; //Disable processed cell.
  14400. if (--group->val1 <= 0) { // number of live cells
  14401. //All tiles were processed, disable skill.
  14402. group->target_flag=BCT_NOONE;
  14403. group->bl_flag= BL_NUL;
  14404. }
  14405. }
  14406. }
  14407. if( dissonance ) skill_dance_switch(unit, 1);
  14408. return 0;
  14409. }
  14410. /*==========================================
  14411. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14412. *------------------------------------------*/
  14413. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  14414. map_freeblock_lock();
  14415. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14416. map_freeblock_unlock();
  14417. return 0;
  14418. }
  14419. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14420. /*==========================================
  14421. * flag :
  14422. * 1 : store that skill_unit in array
  14423. * 2 : clear that skill_unit
  14424. * 4 : call_on_left
  14425. *------------------------------------------*/
  14426. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  14427. struct skill_unit* unit = (struct skill_unit *)bl;
  14428. struct skill_unit_group* group = unit->group;
  14429. struct block_list* target = va_arg(ap,struct block_list*);
  14430. unsigned int tick = va_arg(ap,unsigned int);
  14431. int flag = va_arg(ap,int);
  14432. bool dissonance;
  14433. uint16 skill_id;
  14434. int i;
  14435. nullpo_ret(group);
  14436. if( !unit->alive || target->prev == NULL )
  14437. return 0;
  14438. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14439. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14440. dissonance = skill_dance_switch(unit, 0);
  14441. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14442. skill_id = unit->group->skill_id;
  14443. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14444. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14445. if( dissonance ) skill_dance_switch(unit, 1);
  14446. return 0;
  14447. }
  14448. //Target-type check.
  14449. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  14450. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  14451. if( flag&1 ) {
  14452. if( flag&2 ) { //Clear this skill id.
  14453. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14454. if( i < ARRAYLENGTH(skill_unit_temp) )
  14455. skill_unit_temp[i] = 0;
  14456. }
  14457. } else {
  14458. if( flag&2 ) { //Store this skill id.
  14459. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14460. if( i < ARRAYLENGTH(skill_unit_temp) )
  14461. skill_unit_temp[i] = skill_id;
  14462. else
  14463. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14464. }
  14465. }
  14466. if( flag&4 )
  14467. skill_unit_onleft(skill_id,target,tick);
  14468. }
  14469. if( dissonance ) skill_dance_switch(unit, 1);
  14470. return 0;
  14471. }
  14472. else
  14473. {
  14474. if( flag&1 )
  14475. {
  14476. int result = skill_unit_onplace(unit,target,tick);
  14477. if( flag&2 && result )
  14478. { //Clear skill ids we have stored in onout.
  14479. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14480. if( i < ARRAYLENGTH(skill_unit_temp) )
  14481. skill_unit_temp[i] = 0;
  14482. }
  14483. }
  14484. else
  14485. {
  14486. int result = skill_unit_onout(unit,target,tick);
  14487. if( flag&2 && result )
  14488. { //Store this unit id.
  14489. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14490. if( i < ARRAYLENGTH(skill_unit_temp) )
  14491. skill_unit_temp[i] = skill_id;
  14492. else
  14493. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14494. }
  14495. }
  14496. //TODO: Normally, this is dangerous since the unit and group could be freed
  14497. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14498. //cells do not get deleted within them. [Skotlex]
  14499. if( dissonance ) skill_dance_switch(unit, 1);
  14500. if( flag&4 )
  14501. skill_unit_onleft(skill_id,target,tick);
  14502. return 1;
  14503. }
  14504. }
  14505. /*==========================================
  14506. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14507. * Flag values:
  14508. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14509. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14510. * units to figure out when they have left a group.
  14511. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14512. *------------------------------------------*/
  14513. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  14514. nullpo_ret(bl);
  14515. if( bl->prev == NULL )
  14516. return 0;
  14517. if( flag&2 && !(flag&1) ) { //Onout, clear data
  14518. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14519. }
  14520. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14521. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  14522. int i;
  14523. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14524. if( skill_unit_temp[i] )
  14525. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14526. }
  14527. return 0;
  14528. }
  14529. /*==========================================
  14530. *
  14531. *------------------------------------------*/
  14532. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  14533. {
  14534. int i,j;
  14535. unsigned int tick = gettick();
  14536. int *m_flag;
  14537. struct skill_unit *unit1;
  14538. struct skill_unit *unit2;
  14539. if (group == NULL)
  14540. return 0;
  14541. if (group->unit_count<=0)
  14542. return 0;
  14543. if (group->unit==NULL)
  14544. return 0;
  14545. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14546. return 0; //Ensembles may not be moved around.
  14547. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14548. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14549. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14550. // m_flag
  14551. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14552. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14553. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14554. // 3: Both 1+2.
  14555. for(i=0;i<group->unit_count;i++){
  14556. unit1=&group->unit[i];
  14557. if (!unit1->alive || unit1->bl.m!=m)
  14558. continue;
  14559. for(j=0;j<group->unit_count;j++){
  14560. unit2=&group->unit[j];
  14561. if (!unit2->alive)
  14562. continue;
  14563. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14564. m_flag[i] |= 0x1;
  14565. }
  14566. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14567. m_flag[i] |= 0x2;
  14568. }
  14569. }
  14570. }
  14571. j = 0;
  14572. for (i=0;i<group->unit_count;i++) {
  14573. unit1=&group->unit[i];
  14574. if (!unit1->alive)
  14575. continue;
  14576. if (!(m_flag[i]&0x2)) {
  14577. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14578. skill_dance_overlap(unit1, 0);
  14579. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14580. }
  14581. //Move Cell using "smart" criteria (avoid useless moving around)
  14582. switch(m_flag[i])
  14583. {
  14584. case 0:
  14585. //Cell moves independently, safely move it.
  14586. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14587. break;
  14588. case 1:
  14589. //Cell moves unto another cell, look for a replacement cell that won't collide
  14590. //and has no cell moving into it (flag == 2)
  14591. for(;j<group->unit_count;j++)
  14592. {
  14593. if(m_flag[j]!=2 || !group->unit[j].alive)
  14594. continue;
  14595. //Move to where this cell would had moved.
  14596. unit2 = &group->unit[j];
  14597. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14598. j++; //Skip this cell as we have used it.
  14599. break;
  14600. }
  14601. break;
  14602. case 2:
  14603. case 3:
  14604. break; //Don't move the cell as a cell will end on this tile anyway.
  14605. }
  14606. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14607. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14608. skill_dance_overlap(unit1, 1);
  14609. clif_skill_setunit(unit1);
  14610. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14611. }
  14612. }
  14613. aFree(m_flag);
  14614. return 0;
  14615. }
  14616. /*==========================================
  14617. *
  14618. *------------------------------------------*/
  14619. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14620. {
  14621. int i,j;
  14622. nullpo_ret(sd);
  14623. if(nameid<=0)
  14624. return 0;
  14625. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14626. if(skill_produce_db[i].nameid == nameid ){
  14627. if((j=skill_produce_db[i].req_skill)>0 &&
  14628. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14629. continue; // must iterate again to check other skills that produce it. [malufett]
  14630. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14631. continue; // special case
  14632. break;
  14633. }
  14634. }
  14635. if( i >= MAX_SKILL_PRODUCE_DB )
  14636. return 0;
  14637. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  14638. {// cannot carry the produced stuff
  14639. return 0;
  14640. }
  14641. if(trigger>=0){
  14642. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14643. if(skill_produce_db[i].itemlv!=trigger)
  14644. return 0;
  14645. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14646. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14647. return 0;
  14648. } else { // Weapon (itemlv must be higher or equal)
  14649. if(skill_produce_db[i].itemlv>trigger)
  14650. return 0;
  14651. }
  14652. }
  14653. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14654. int id,x,y;
  14655. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14656. continue;
  14657. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14658. if(pc_search_inventory(sd,id) < 0)
  14659. return 0;
  14660. }
  14661. else {
  14662. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14663. if( sd->status.inventory[y].nameid == id )
  14664. x+=sd->status.inventory[y].amount;
  14665. if(x<qty*skill_produce_db[i].mat_amount[j])
  14666. return 0;
  14667. }
  14668. }
  14669. return i+1;
  14670. }
  14671. /*==========================================
  14672. *
  14673. *------------------------------------------*/
  14674. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14675. {
  14676. int slot[3];
  14677. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  14678. int num = -1; // exclude the recipe
  14679. struct status_data *status;
  14680. struct item_data* data;
  14681. nullpo_ret(sd);
  14682. status = status_get_status_data(&sd->bl);
  14683. if( sd->skill_id_old == skill_id )
  14684. skill_lv = sd->skill_lv_old;
  14685. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14686. return 0;
  14687. idx--;
  14688. if (qty < 1)
  14689. qty = 1;
  14690. if (!skill_id) //A skill can be specified for some override cases.
  14691. skill_id = skill_produce_db[idx].req_skill;
  14692. if( skill_id == GC_RESEARCHNEWPOISON )
  14693. skill_id = GC_CREATENEWPOISON;
  14694. slot[0]=slot1;
  14695. slot[1]=slot2;
  14696. slot[2]=slot3;
  14697. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14698. int j;
  14699. if( slot[i]<=0 )
  14700. continue;
  14701. j = pc_search_inventory(sd,slot[i]);
  14702. if(j < 0)
  14703. continue;
  14704. if(slot[i]==1000){ /* Star Crumb */
  14705. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14706. sc++;
  14707. }
  14708. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14709. static const int ele_table[4]={3,1,4,2};
  14710. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14711. ele=ele_table[slot[i]-994];
  14712. }
  14713. }
  14714. if( skill_id == RK_RUNEMASTERY ) {
  14715. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14716. data = itemdb_search(nameid);
  14717. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14718. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14719. else temp_qty = 1;
  14720. if (data->stack.inventory) {
  14721. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14722. if( sd->status.inventory[i].nameid == nameid ) {
  14723. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14724. clif_msgtable(sd->fd,0x61b);
  14725. return 0;
  14726. } else {
  14727. /**
  14728. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14729. **/
  14730. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14731. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14732. }
  14733. break;
  14734. }
  14735. }
  14736. }
  14737. qty = temp_qty;
  14738. }
  14739. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14740. int j,id,x;
  14741. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14742. continue;
  14743. num++;
  14744. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14745. do{
  14746. int y=0;
  14747. j = pc_search_inventory(sd,id);
  14748. if(j >= 0){
  14749. y = sd->status.inventory[j].amount;
  14750. if(y>x)y=x;
  14751. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14752. } else
  14753. ShowError("skill_produce_mix: material item error\n");
  14754. x-=y;
  14755. }while( j>=0 && x>0 );
  14756. }
  14757. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14758. wlv = itemdb_wlv(nameid);
  14759. if(!equip) {
  14760. switch(skill_id){
  14761. case BS_IRON:
  14762. case BS_STEEL:
  14763. case BS_ENCHANTEDSTONE:
  14764. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14765. i = pc_checkskill(sd,skill_id);
  14766. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14767. switch(nameid){
  14768. case 998: // Iron
  14769. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14770. break;
  14771. case 999: // Steel
  14772. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14773. break;
  14774. case 1000: //Star Crumb
  14775. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14776. break;
  14777. default: // Enchanted Stones
  14778. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14779. break;
  14780. }
  14781. break;
  14782. case ASC_CDP:
  14783. make_per = (2000 + 40*status->dex + 20*status->luk);
  14784. break;
  14785. case AL_HOLYWATER:
  14786. /**
  14787. * Arch Bishop
  14788. **/
  14789. case AB_ANCILLA:
  14790. make_per = 100000; //100% success
  14791. break;
  14792. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14793. case AM_TWILIGHT1:
  14794. case AM_TWILIGHT2:
  14795. case AM_TWILIGHT3:
  14796. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14797. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14798. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14799. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14800. int skill;
  14801. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14802. make_per += skill*100; //+1% bonus per level
  14803. }
  14804. switch(nameid){
  14805. case 501: // Red Potion
  14806. case 503: // Yellow Potion
  14807. case 504: // White Potion
  14808. make_per += (1+rnd()%100)*10 + 2000;
  14809. break;
  14810. case 970: // Alcohol
  14811. make_per += (1+rnd()%100)*10 + 1000;
  14812. break;
  14813. case 7135: // Bottle Grenade
  14814. case 7136: // Acid Bottle
  14815. case 7137: // Plant Bottle
  14816. case 7138: // Marine Sphere Bottle
  14817. make_per += (1+rnd()%100)*10;
  14818. break;
  14819. case 546: // Condensed Yellow Potion
  14820. make_per -= (1+rnd()%50)*10;
  14821. break;
  14822. case 547: // Condensed White Potion
  14823. case 7139: // Glistening Coat
  14824. make_per -= (1+rnd()%100)*10;
  14825. break;
  14826. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14827. case 505: // Blue Potion
  14828. case 545: // Condensed Red Potion
  14829. case 605: // Anodyne
  14830. case 606: // Aloevera
  14831. default:
  14832. break;
  14833. }
  14834. if(battle_config.pp_rate != 100)
  14835. make_per = make_per * battle_config.pp_rate / 100;
  14836. break;
  14837. case SA_CREATECON: // Elemental Converter Creation
  14838. make_per = 100000; // should be 100% success rate
  14839. break;
  14840. /**
  14841. * Rune Knight
  14842. **/
  14843. case RK_RUNEMASTERY:
  14844. {
  14845. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  14846. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  14847. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  14848. int D = 0;
  14849. switch (nameid) { //rune rank it_diff 9 craftable rune
  14850. case ITEMID_BERKANA:
  14851. D = -2000;
  14852. break; //Rank S
  14853. case ITEMID_NAUTHIZ:
  14854. case ITEMID_URUZ:
  14855. D = -1500;
  14856. break; //Rank A
  14857. case ITEMID_ISA:
  14858. case ITEMID_WYRD:
  14859. D = -1000;
  14860. break; //Rank B
  14861. case ITEMID_RAIDO:
  14862. case ITEMID_THURISAZ:
  14863. case ITEMID_HAGALAZ:
  14864. case ITEMID_OTHILA:
  14865. D = -500;
  14866. break; //Rank C
  14867. default: D = -1500;
  14868. break; //not specified =-15%
  14869. }
  14870. make_per = A + B + C + D;
  14871. break;
  14872. }
  14873. /**
  14874. * Guilotine Cross
  14875. **/
  14876. case GC_CREATENEWPOISON:
  14877. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14878. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14879. break;
  14880. case GN_CHANGEMATERIAL:
  14881. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14882. if( skill_changematerial_db[i].itemid == nameid ){
  14883. make_per = skill_changematerial_db[i].rate * 10;
  14884. break;
  14885. }
  14886. break;
  14887. case GN_S_PHARMACY:
  14888. {
  14889. int difficulty = 0;
  14890. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  14891. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  14892. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14893. switch(nameid){// difficulty factor
  14894. case 12422: case 12425:
  14895. case 12428:
  14896. difficulty += 10;
  14897. break;
  14898. case 6212: case 12426:
  14899. difficulty += 15;
  14900. break;
  14901. case 13264: case 12423:
  14902. case 12427: case 12436:
  14903. difficulty += 20;
  14904. break;
  14905. case 6210: case 6211:
  14906. case 12437:
  14907. difficulty += 30;
  14908. break;
  14909. case 12424: case 12475:
  14910. difficulty += 40;
  14911. break;
  14912. }
  14913. if( make_per >= 400 && make_per > difficulty)
  14914. qty = 10;
  14915. else if( make_per >= 300 && make_per > difficulty)
  14916. qty = 7;
  14917. else if( make_per >= 100 && make_per > difficulty)
  14918. qty = 6;
  14919. else if( make_per >= 1 && make_per > difficulty)
  14920. qty = 5;
  14921. else
  14922. qty = 4;
  14923. make_per = 10000;
  14924. }
  14925. break;
  14926. case GN_MAKEBOMB:
  14927. case GN_MIX_COOKING:
  14928. {
  14929. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14930. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  14931. qty = ~(5 + rnd()%5) + 1;
  14932. switch(nameid){// difficulty factor
  14933. case 13260:
  14934. difficulty += 5;
  14935. break;
  14936. case 13261: case 13262:
  14937. difficulty += 10;
  14938. break;
  14939. case 12429: case 12430: case 12431:
  14940. case 12432: case 12433: case 12434:
  14941. case 13263:
  14942. difficulty += 15;
  14943. break;
  14944. case 13264:
  14945. difficulty += 20;
  14946. break;
  14947. }
  14948. if( make_per >= 30 && make_per > difficulty)
  14949. qty = 10 + rnd()%2;
  14950. else if( make_per >= 10 && make_per > difficulty)
  14951. qty = 10;
  14952. else if( make_per == 10 && make_per > difficulty)
  14953. qty = 8;
  14954. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14955. ;// Food/Bomb creation fails.
  14956. else if( make_per >= 30 && make_per < difficulty)
  14957. qty = 5;
  14958. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  14959. qty = ~qty + 1;
  14960. make_per = 0;
  14961. }else
  14962. make_per = 10000;
  14963. qty = (skill_lv > 1 ? qty : 1);
  14964. }
  14965. break;
  14966. default:
  14967. if (sd->menuskill_id == AM_PHARMACY &&
  14968. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14969. { //Assume Cooking Dish
  14970. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14971. make_per = 10000; //100% Success
  14972. else
  14973. make_per = 1200 * (sd->menuskill_val - 10)
  14974. + 20 * (sd->status.base_level + 1)
  14975. + 20 * (status->dex + 1)
  14976. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14977. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14978. - 10 * (100 - status->luk + 1)
  14979. - 500 * (num - 1)
  14980. - 100 * (rnd()%4 + 1);
  14981. break;
  14982. }
  14983. make_per = 5000;
  14984. break;
  14985. }
  14986. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14987. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14988. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14989. 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
  14990. 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
  14991. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14992. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14993. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14994. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14995. if(battle_config.wp_rate != 100)
  14996. make_per = make_per * battle_config.wp_rate / 100;
  14997. }
  14998. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14999. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  15000. if(make_per < 1) make_per = 1;
  15001. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  15002. struct item tmp_item;
  15003. memset(&tmp_item,0,sizeof(tmp_item));
  15004. tmp_item.nameid=nameid;
  15005. tmp_item.amount=1;
  15006. tmp_item.identify=1;
  15007. if(equip){
  15008. tmp_item.card[0]=CARD0_FORGE;
  15009. tmp_item.card[1]=((sc*5)<<8)+ele;
  15010. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15011. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15012. } else {
  15013. //Flag is only used on the end, so it can be used here. [Skotlex]
  15014. switch (skill_id) {
  15015. case BS_DAGGER:
  15016. case BS_SWORD:
  15017. case BS_TWOHANDSWORD:
  15018. case BS_AXE:
  15019. case BS_MACE:
  15020. case BS_KNUCKLE:
  15021. case BS_SPEAR:
  15022. flag = battle_config.produce_item_name_input&0x1;
  15023. break;
  15024. case AM_PHARMACY:
  15025. case AM_TWILIGHT1:
  15026. case AM_TWILIGHT2:
  15027. case AM_TWILIGHT3:
  15028. flag = battle_config.produce_item_name_input&0x2;
  15029. break;
  15030. case AL_HOLYWATER:
  15031. /**
  15032. * Arch Bishop
  15033. **/
  15034. case AB_ANCILLA:
  15035. flag = battle_config.produce_item_name_input&0x8;
  15036. break;
  15037. case ASC_CDP:
  15038. flag = battle_config.produce_item_name_input&0x10;
  15039. break;
  15040. default:
  15041. flag = battle_config.produce_item_name_input&0x80;
  15042. break;
  15043. }
  15044. if (flag) {
  15045. tmp_item.card[0]=CARD0_CREATE;
  15046. tmp_item.card[1]=0;
  15047. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15048. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15049. }
  15050. }
  15051. // if(log_config.produce > 0)
  15052. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  15053. //TODO update PICKLOG
  15054. if(equip){
  15055. clif_produceeffect(sd,0,nameid);
  15056. clif_misceffect(&sd->bl,3);
  15057. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  15058. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  15059. } else {
  15060. int fame = 0;
  15061. tmp_item.amount = 0;
  15062. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  15063. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  15064. tmp_item.amount = qty;
  15065. break;
  15066. }
  15067. if (rnd()%10000 < make_per || qty == 1) { //Success
  15068. tmp_item.amount++;
  15069. if(nameid < 545 || nameid > 547)
  15070. continue;
  15071. if( skill_id != AM_PHARMACY &&
  15072. skill_id != AM_TWILIGHT1 &&
  15073. skill_id != AM_TWILIGHT2 &&
  15074. skill_id != AM_TWILIGHT3 )
  15075. continue;
  15076. //Add fame as needed.
  15077. switch(++sd->potion_success_counter) {
  15078. case 3:
  15079. fame+=1; // Success to prepare 3 Condensed Potions in a row
  15080. break;
  15081. case 5:
  15082. fame+=3; // Success to prepare 5 Condensed Potions in a row
  15083. break;
  15084. case 7:
  15085. fame+=10; // Success to prepare 7 Condensed Potions in a row
  15086. break;
  15087. case 10:
  15088. fame+=50; // Success to prepare 10 Condensed Potions in a row
  15089. sd->potion_success_counter = 0;
  15090. break;
  15091. }
  15092. } else //Failure
  15093. sd->potion_success_counter = 0;
  15094. }
  15095. if (fame)
  15096. pc_addfame(sd,fame);
  15097. //Visual effects and the like.
  15098. switch (skill_id) {
  15099. case AM_PHARMACY:
  15100. case AM_TWILIGHT1:
  15101. case AM_TWILIGHT2:
  15102. case AM_TWILIGHT3:
  15103. case ASC_CDP:
  15104. clif_produceeffect(sd,2,nameid);
  15105. clif_misceffect(&sd->bl,5);
  15106. break;
  15107. case BS_IRON:
  15108. case BS_STEEL:
  15109. case BS_ENCHANTEDSTONE:
  15110. clif_produceeffect(sd,0,nameid);
  15111. clif_misceffect(&sd->bl,3);
  15112. break;
  15113. case RK_RUNEMASTERY:
  15114. case GC_CREATENEWPOISON:
  15115. clif_produceeffect(sd,2,nameid);
  15116. clif_misceffect(&sd->bl,5);
  15117. break;
  15118. default: //Those that don't require a skill?
  15119. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  15120. { //Cooking items.
  15121. clif_specialeffect(&sd->bl, 608, AREA);
  15122. if( sd->cook_mastery < 1999 )
  15123. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  15124. }
  15125. break;
  15126. }
  15127. }
  15128. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  15129. int j, k = 0;
  15130. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15131. if( skill_changematerial_db[i].itemid == nameid ){
  15132. for(j=0; j<5; j++){
  15133. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  15134. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  15135. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15136. clif_additem(sd,0,0,flag);
  15137. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15138. }
  15139. k++;
  15140. }
  15141. }
  15142. break;
  15143. }
  15144. if( k ){
  15145. clif_msg_skill(sd,skill_id,0x627);
  15146. return 1;
  15147. }
  15148. } else if (tmp_item.amount) { //Success
  15149. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15150. clif_additem(sd,0,0,flag);
  15151. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15152. }
  15153. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  15154. clif_msg_skill(sd,skill_id,0x627);
  15155. return 1;
  15156. }
  15157. }
  15158. //Failure
  15159. // if(log_config.produce)
  15160. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  15161. //TODO update PICKLOG
  15162. if(equip){
  15163. clif_produceeffect(sd,1,nameid);
  15164. clif_misceffect(&sd->bl,2);
  15165. } else {
  15166. switch (skill_id) {
  15167. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  15168. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  15169. case AM_PHARMACY:
  15170. case AM_TWILIGHT1:
  15171. case AM_TWILIGHT2:
  15172. case AM_TWILIGHT3:
  15173. clif_produceeffect(sd,3,nameid);
  15174. clif_misceffect(&sd->bl,6);
  15175. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  15176. break;
  15177. case BS_IRON:
  15178. case BS_STEEL:
  15179. case BS_ENCHANTEDSTONE:
  15180. clif_produceeffect(sd,1,nameid);
  15181. clif_misceffect(&sd->bl,2);
  15182. break;
  15183. case RK_RUNEMASTERY:
  15184. case GC_CREATENEWPOISON:
  15185. clif_produceeffect(sd,3,nameid);
  15186. clif_misceffect(&sd->bl,6);
  15187. break;
  15188. case GN_MIX_COOKING: {
  15189. struct item tmp_item;
  15190. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  15191. int rate = rnd()%500;
  15192. memset(&tmp_item,0,sizeof(tmp_item));
  15193. if( rate < 50) i = 4;
  15194. else if( rate < 100) i = 2+rnd()%1;
  15195. else if( rate < 250 ) i = 1;
  15196. else if( rate < 500 ) i = 0;
  15197. tmp_item.nameid = compensation[i];
  15198. tmp_item.amount = qty;
  15199. tmp_item.identify = 1;
  15200. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  15201. clif_additem(sd,0,0,flag);
  15202. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15203. }
  15204. clif_msg_skill(sd,skill_id,0x628);
  15205. }
  15206. break;
  15207. case GN_MAKEBOMB:
  15208. case GN_S_PHARMACY:
  15209. case GN_CHANGEMATERIAL:
  15210. clif_msg_skill(sd,skill_id,0x628);
  15211. break;
  15212. default:
  15213. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15214. { //Cooking items.
  15215. clif_specialeffect(&sd->bl, 609, AREA);
  15216. if( sd->cook_mastery > 0 )
  15217. 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 ));
  15218. }
  15219. }
  15220. }
  15221. return 0;
  15222. }
  15223. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15224. {
  15225. int i,j,flag,index=-1;
  15226. struct item tmp_item;
  15227. nullpo_ret(sd);
  15228. if(nameid <= 0)
  15229. return 1;
  15230. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15231. if(nameid == skill_arrow_db[i].nameid) {
  15232. index = i;
  15233. break;
  15234. }
  15235. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15236. return 1;
  15237. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15238. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15239. memset(&tmp_item,0,sizeof(tmp_item));
  15240. tmp_item.identify = 1;
  15241. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15242. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15243. if(battle_config.produce_item_name_input&0x4) {
  15244. tmp_item.card[0]=CARD0_CREATE;
  15245. tmp_item.card[1]=0;
  15246. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15247. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15248. }
  15249. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  15250. continue;
  15251. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15252. clif_additem(sd,0,0,flag);
  15253. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15254. }
  15255. }
  15256. return 0;
  15257. }
  15258. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  15259. sc_type type;
  15260. int chance, i;
  15261. nullpo_ret(sd);
  15262. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  15263. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15264. return 0;
  15265. }
  15266. switch( nameid )
  15267. { // t_lv used to take duration from skill_get_time2
  15268. case PO_PARALYSE: type = SC_PARALYSE; break;
  15269. case PO_PYREXIA: type = SC_PYREXIA; break;
  15270. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  15271. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  15272. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  15273. case PO_TOXIN: type = SC_TOXIN; break;
  15274. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  15275. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  15276. default:
  15277. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15278. return 0;
  15279. }
  15280. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  15281. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  15282. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  15283. return 0;
  15284. }
  15285. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  15286. {
  15287. struct status_change *sc = status_get_sc(bl);
  15288. // non-offensive and non-magic skills do not affect the status
  15289. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  15290. return;
  15291. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  15292. if (sc->data[SC_MAGICPOWER]->val4) {
  15293. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15294. } else {
  15295. sc->data[SC_MAGICPOWER]->val4 = 1;
  15296. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15297. #ifndef RENEWAL
  15298. if(bl->type == BL_PC){// update current display.
  15299. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  15300. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  15301. }
  15302. #endif
  15303. }
  15304. }
  15305. }
  15306. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15307. int x, y, i, class_, skill;
  15308. struct mob_data *md;
  15309. nullpo_ret(sd);
  15310. skill = sd->menuskill_val;
  15311. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15312. {
  15313. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15314. return 0;
  15315. }
  15316. // Spawn Position
  15317. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15318. x = sd->sc.comet_x;
  15319. y = sd->sc.comet_y;
  15320. sd->sc.comet_x = sd->sc.comet_y = 0;
  15321. sd->menuskill_val = 0;
  15322. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15323. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15324. if( md ) {
  15325. md->master_id = sd->bl.id;
  15326. md->special_state.ai = AI_FLORA;
  15327. if( md->deletetimer != INVALID_TIMER )
  15328. delete_timer(md->deletetimer, mob_timer_delete);
  15329. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15330. mob_spawn(md);
  15331. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15332. }
  15333. return 0;
  15334. }
  15335. // Warlock Spellbooks. [LimitLine/3CeAM]
  15336. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15337. int i, max_preserve, skill_id, point;
  15338. struct status_change *sc;
  15339. nullpo_ret(sd);
  15340. sc = status_get_sc(&sd->bl);
  15341. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15342. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15343. if( i > SC_MAXSPELLBOOK )
  15344. {
  15345. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15346. return 0;
  15347. }
  15348. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15349. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15350. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
  15351. { // User don't know the skill
  15352. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15353. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15354. return 0;
  15355. }
  15356. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15357. point = skill_spellbook_db[i].point;
  15358. if( sc && sc->data[SC_READING_SB] ){
  15359. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15360. {
  15361. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15362. return 0;
  15363. }
  15364. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15365. if( !sc->data[i] ){
  15366. sc->data[SC_READING_SB]->val2 += point; // increase points
  15367. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15368. break;
  15369. }
  15370. }
  15371. }else{
  15372. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15373. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15374. }
  15375. return 1;
  15376. }
  15377. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  15378. int id, lv, prob, aslvl = 0;
  15379. nullpo_ret(sd);
  15380. if (sd->sc.data[SC_STOP]) {
  15381. aslvl = sd->sc.data[SC_STOP]->val1;
  15382. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15383. }
  15384. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15385. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15386. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15387. return 0;
  15388. }
  15389. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15390. lv = min(lv,sd->status.skill[skill_id].lv);
  15391. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15392. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15393. return 0;
  15394. }
  15395. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  15396. int i;
  15397. nullpo_ret(sd);
  15398. nullpo_ret(item_list);
  15399. if( n <= 0 )
  15400. return 1;
  15401. for( i = 0; i < n; i++ ) {
  15402. int nameid, add_amount, del_amount, idx, product, flag;
  15403. struct item tmp_item;
  15404. idx = item_list[i*2+0]-2;
  15405. del_amount = item_list[i*2+1];
  15406. if( skill_lv == 2 )
  15407. del_amount -= (del_amount % 10);
  15408. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15409. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15410. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15411. return 1;
  15412. }
  15413. switch( nameid ) {
  15414. // Level 1
  15415. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15416. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15417. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15418. case 997: product = 993; break; // Great Nature -> Green Live.
  15419. // Level 2
  15420. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15421. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15422. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15423. case 993: product = 997; break; // Green Live -> Great Nature.
  15424. default:
  15425. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15426. return 1;
  15427. }
  15428. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15429. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15430. return 1;
  15431. }
  15432. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15433. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15434. return 1;
  15435. }
  15436. memset(&tmp_item,0,sizeof(tmp_item));
  15437. tmp_item.nameid = product;
  15438. tmp_item.amount = add_amount;
  15439. tmp_item.identify = 1;
  15440. if( tmp_item.amount ) {
  15441. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15442. clif_additem(sd,0,0,flag);
  15443. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15444. }
  15445. }
  15446. }
  15447. return 0;
  15448. }
  15449. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15450. int i, j, k, c, p = 0, nameid, amount;
  15451. nullpo_ret(sd);
  15452. nullpo_ret(item_list);
  15453. // Search for objects that can be created.
  15454. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15455. if( skill_produce_db[i].itemlv == 26 ) {
  15456. p = 0;
  15457. do {
  15458. c = 0;
  15459. // Verification of overlap between the objects required and the list submitted.
  15460. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15461. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15462. for( k = 0; k < n; k++ ) {
  15463. int idx = item_list[k*2+0]-2;
  15464. nameid = sd->status.inventory[idx].nameid;
  15465. amount = item_list[k*2+1];
  15466. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15467. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15468. return 0;
  15469. }
  15470. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  15471. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15472. c++; // match
  15473. }
  15474. }
  15475. else
  15476. break; // No more items required
  15477. }
  15478. p++;
  15479. } while(n == j && c == n);
  15480. p--;
  15481. if ( p > 0 ) {
  15482. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15483. return 1;
  15484. }
  15485. }
  15486. }
  15487. if( p == 0)
  15488. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15489. return 0;
  15490. }
  15491. /**
  15492. * for Royal Guard's LG_TRAMPLE
  15493. **/
  15494. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15495. struct skill_unit *su = (struct skill_unit *)bl;
  15496. struct skill_unit_group *sg;
  15497. unsigned int tick;
  15498. nullpo_ret(su);
  15499. tick = va_arg(ap, unsigned int);
  15500. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15501. switch( sg->unit_id ) {
  15502. case UNT_LANDMINE:
  15503. case UNT_CLAYMORETRAP:
  15504. case UNT_BLASTMINE:
  15505. case UNT_SHOCKWAVE:
  15506. case UNT_SANDMAN:
  15507. case UNT_FLASHER:
  15508. case UNT_FREEZINGTRAP:
  15509. case UNT_CLUSTERBOMB:
  15510. case UNT_FIRINGTRAP:
  15511. case UNT_ICEBOUNDTRAP:
  15512. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15513. break;
  15514. }
  15515. // Traps aren't recovered.
  15516. skill_delunit(su);
  15517. }
  15518. return 0;
  15519. }
  15520. /*==========================================
  15521. *
  15522. *------------------------------------------*/
  15523. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  15524. struct map_session_data *sd = map_id2sd(id);
  15525. struct skill_cd * cd = NULL;
  15526. if (data <= 0 || data >= MAX_SKILL)
  15527. return 0;
  15528. if (!sd) return 0;
  15529. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15530. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15531. int i,cursor;
  15532. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15533. cd->duration[cursor] = 0;
  15534. cd->skidx[cursor] = 0;
  15535. cd->nameid[cursor] = 0;
  15536. // compact the cool down list
  15537. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15538. if( cd->duration[i] == 0 )
  15539. continue;
  15540. if( cursor != i ) {
  15541. cd->duration[cursor] = cd->duration[i];
  15542. cd->skidx[cursor] = cd->skidx[i];
  15543. cd->nameid[cursor] = cd->nameid[i];
  15544. }
  15545. cursor++;
  15546. }
  15547. if( cursor == 0 )
  15548. idb_remove(skillcd_db,sd->status.char_id);
  15549. else
  15550. cd->cursor = cursor;
  15551. }
  15552. sd->blockskill[data] = 0;
  15553. return 1;
  15554. }
  15555. /**
  15556. * flags a singular skill as being blocked from persistent usage.
  15557. * @param sd the player the skill delay affects
  15558. * @param skill_id the skill which should be delayed
  15559. * @param tick the length of time the delay should last
  15560. * @param load whether this assignment is being loaded upon player login
  15561. * @return 0 if successful, -1 otherwise
  15562. */
  15563. int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
  15564. {
  15565. int oskill_id = skill_id;
  15566. struct skill_cd* cd = NULL;
  15567. uint16 idx = skill_get_index(skill_id);
  15568. nullpo_retr (-1, sd);
  15569. if (idx == 0)
  15570. return -1;
  15571. if (tick < 1) {
  15572. sd->blockskill[idx] = 0;
  15573. return -1;
  15574. }
  15575. if( battle_config.display_status_timers )
  15576. clif_skill_cooldown(sd, idx, tick);
  15577. if( !load ) {// not being loaded initially so ensure the skill delay is recorded
  15578. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
  15579. CREATE( cd, struct skill_cd, 1 );
  15580. idb_put( skillcd_db, sd->status.char_id, cd );
  15581. }
  15582. // record the skill duration in the database map
  15583. cd->duration[cd->cursor] = tick;
  15584. cd->skidx[cd->cursor] = idx;
  15585. cd->nameid[cd->cursor] = oskill_id;
  15586. cd->cursor++;
  15587. }
  15588. sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
  15589. return 0;
  15590. }
  15591. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15592. {
  15593. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15594. if (data <= 0 || data >= MAX_SKILL)
  15595. return 0;
  15596. if (hd) hd->blockskill[data] = 0;
  15597. return 1;
  15598. }
  15599. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  15600. {
  15601. uint16 idx = skill_get_index(skill_id);
  15602. nullpo_retr (-1, hd);
  15603. if (idx == 0)
  15604. return -1;
  15605. if (tick < 1) {
  15606. hd->blockskill[idx] = 0;
  15607. return -1;
  15608. }
  15609. hd->blockskill[idx] = 1;
  15610. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  15611. }
  15612. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15613. {
  15614. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15615. if( data <= 0 || data >= MAX_SKILL )
  15616. return 0;
  15617. if( md ) md->blockskill[data] = 0;
  15618. return 1;
  15619. }
  15620. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  15621. {
  15622. uint16 idx = skill_get_index(skill_id);
  15623. nullpo_retr (-1, md);
  15624. if (idx == 0)
  15625. return -1;
  15626. if( tick < 1 )
  15627. {
  15628. md->blockskill[idx] = 0;
  15629. return -1;
  15630. }
  15631. md->blockskill[idx] = 1;
  15632. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  15633. }
  15634. /**
  15635. * Adds a new skill unit entry for this player to recast after map load
  15636. **/
  15637. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  15638. struct skill_usave * sus = NULL;
  15639. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15640. idb_remove(skillusave_db,sd->status.char_id);
  15641. }
  15642. CREATE( sus, struct skill_usave, 1 );
  15643. idb_put( skillusave_db, sd->status.char_id, sus );
  15644. sus->skill_id = skill_id;
  15645. sus->skill_lv = skill_lv;
  15646. return;
  15647. }
  15648. void skill_usave_trigger(struct map_session_data *sd) {
  15649. struct skill_usave * sus = NULL;
  15650. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15651. return;
  15652. }
  15653. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15654. idb_remove(skillusave_db,sd->status.char_id);
  15655. return;
  15656. }
  15657. /*
  15658. *
  15659. */
  15660. int skill_split_str (char *str, char **val, int num) {
  15661. int i;
  15662. for( i = 0; i < num && str; i++ ) {
  15663. val[i] = str;
  15664. str = strchr(str,',');
  15665. if( str )
  15666. *str++=0;
  15667. }
  15668. return i;
  15669. }
  15670. /*
  15671. *
  15672. */
  15673. int skill_split_atoi (char *str, int *val) {
  15674. int i, j, diff, step = 1;
  15675. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15676. if (!str) break;
  15677. val[i] = atoi(str);
  15678. str = strchr(str,':');
  15679. if (str)
  15680. *str++=0;
  15681. }
  15682. if(i==0) //No data found.
  15683. return 0;
  15684. if(i==1) { //Single value, have the whole range have the same value.
  15685. for (; i < MAX_SKILL_LEVEL; i++)
  15686. val[i] = val[i-1];
  15687. return i;
  15688. }
  15689. //Check for linear change with increasing steps until we reach half of the data acquired.
  15690. for (step = 1; step <= i/2; step++) {
  15691. diff = val[i-1] - val[i-step-1];
  15692. for(j = i-1; j >= step; j--)
  15693. if ((val[j]-val[j-step]) != diff)
  15694. break;
  15695. if (j>=step) //No match, try next step.
  15696. continue;
  15697. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  15698. val[i] = val[i-step]+diff;
  15699. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15700. { val[i] = 1; diff = 0; step = 1; }
  15701. }
  15702. return i;
  15703. }
  15704. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15705. for (;i<MAX_SKILL_LEVEL; i++)
  15706. val[i] = val[i-1];
  15707. return i;
  15708. }
  15709. /*
  15710. *
  15711. */
  15712. void skill_init_unit_layout (void) {
  15713. int i,j,size,pos = 0;
  15714. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15715. // standard square layouts go first
  15716. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15717. size = i*2+1;
  15718. skill_unit_layout[i].count = size*size;
  15719. for (j=0; j<size*size; j++) {
  15720. skill_unit_layout[i].dx[j] = (j%size-i);
  15721. skill_unit_layout[i].dy[j] = (j/size-i);
  15722. }
  15723. }
  15724. // afterwards add special ones
  15725. pos = i;
  15726. for (i=0;i<MAX_SKILL_DB;i++) {
  15727. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15728. continue;
  15729. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15730. int skill = i;
  15731. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15732. skill -= EL_SKILLRANGEMIN;
  15733. skill += EL_SKILLBASE;
  15734. }
  15735. if( skill == EL_FIRE_MANTLE ) {
  15736. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15737. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15738. skill_unit_layout[pos].count = 8;
  15739. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15740. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15741. }
  15742. } else {
  15743. switch (i) {
  15744. case MG_FIREWALL:
  15745. case WZ_ICEWALL:
  15746. case WL_EARTHSTRAIN://Warlock
  15747. // these will be handled later
  15748. break;
  15749. case PR_SANCTUARY:
  15750. case NPC_EVILLAND: {
  15751. static const int dx[] = {
  15752. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15753. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15754. static const int dy[]={
  15755. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15756. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15757. skill_unit_layout[pos].count = 21;
  15758. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15759. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15760. }
  15761. break;
  15762. case PR_MAGNUS: {
  15763. static const int dx[] = {
  15764. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15765. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15766. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15767. static const int dy[] = {
  15768. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15769. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15770. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15771. skill_unit_layout[pos].count = 33;
  15772. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15773. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15774. }
  15775. break;
  15776. case MH_POISON_MIST:
  15777. case AS_VENOMDUST: {
  15778. static const int dx[] = {-1, 0, 0, 0, 1};
  15779. static const int dy[] = { 0,-1, 0, 1, 0};
  15780. skill_unit_layout[pos].count = 5;
  15781. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15782. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15783. }
  15784. break;
  15785. case CR_GRANDCROSS:
  15786. case NPC_GRANDDARKNESS: {
  15787. static const int dx[] = {
  15788. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15789. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15790. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15791. static const int dy[] = {
  15792. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15793. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15794. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15795. skill_unit_layout[pos].count = 29;
  15796. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15797. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15798. }
  15799. break;
  15800. case PF_FOGWALL: {
  15801. static const int dx[] = {
  15802. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15803. static const int dy[] = {
  15804. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15805. skill_unit_layout[pos].count = 15;
  15806. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15807. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15808. }
  15809. break;
  15810. case PA_GOSPEL: {
  15811. static const int dx[] = {
  15812. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15813. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15814. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15815. -1, 0, 1};
  15816. static const int dy[] = {
  15817. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15818. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15819. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15820. 3, 3, 3};
  15821. skill_unit_layout[pos].count = 33;
  15822. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15823. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15824. }
  15825. break;
  15826. case NJ_KAENSIN: {
  15827. 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};
  15828. 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};
  15829. skill_unit_layout[pos].count = 24;
  15830. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15831. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15832. }
  15833. break;
  15834. case NJ_TATAMIGAESHI: {
  15835. //Level 1 (count 4, cross of 3x3)
  15836. static const int dx1[] = {-1, 1, 0, 0};
  15837. static const int dy1[] = { 0, 0,-1, 1};
  15838. //Level 2-3 (count 8, cross of 5x5)
  15839. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15840. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15841. //Level 4-5 (count 12, cross of 7x7
  15842. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15843. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15844. //lv1
  15845. j = 0;
  15846. skill_unit_layout[pos].count = 4;
  15847. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15848. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15849. skill_db[i].unit_layout_type[j] = pos;
  15850. //lv2/3
  15851. j++;
  15852. pos++;
  15853. skill_unit_layout[pos].count = 8;
  15854. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15855. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15856. skill_db[i].unit_layout_type[j] = pos;
  15857. skill_db[i].unit_layout_type[++j] = pos;
  15858. //lv4/5
  15859. j++;
  15860. pos++;
  15861. skill_unit_layout[pos].count = 12;
  15862. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15863. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15864. skill_db[i].unit_layout_type[j] = pos;
  15865. skill_db[i].unit_layout_type[++j] = pos;
  15866. //Fill in the rest using lv 5.
  15867. for (;j<MAX_SKILL_LEVEL;j++)
  15868. skill_db[i].unit_layout_type[j] = pos;
  15869. //Skip, this way the check below will fail and continue to the next skill.
  15870. pos++;
  15871. }
  15872. break;
  15873. case GN_WALLOFTHORN: {
  15874. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15875. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15876. skill_unit_layout[pos].count = 16;
  15877. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15878. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15879. }
  15880. break;
  15881. default:
  15882. ShowError("unknown unit layout at skill %d\n",i);
  15883. break;
  15884. }
  15885. }
  15886. if (!skill_unit_layout[pos].count)
  15887. continue;
  15888. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15889. skill_db[i].unit_layout_type[j] = pos;
  15890. pos++;
  15891. }
  15892. // firewall and icewall have 8 layouts (direction-dependent)
  15893. firewall_unit_pos = pos;
  15894. for (i=0;i<8;i++) {
  15895. if (i&1) {
  15896. skill_unit_layout[pos].count = 5;
  15897. if (i&0x2) {
  15898. int dx[] = {-1,-1, 0, 0, 1};
  15899. int dy[] = { 1, 0, 0,-1,-1};
  15900. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15901. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15902. } else {
  15903. int dx[] = { 1, 1 ,0, 0,-1};
  15904. int dy[] = { 1, 0, 0,-1,-1};
  15905. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15906. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15907. }
  15908. } else {
  15909. skill_unit_layout[pos].count = 3;
  15910. if (i%4==0) {
  15911. int dx[] = {-1, 0, 1};
  15912. int dy[] = { 0, 0, 0};
  15913. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15914. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15915. } else {
  15916. int dx[] = { 0, 0, 0};
  15917. int dy[] = {-1, 0, 1};
  15918. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15919. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15920. }
  15921. }
  15922. pos++;
  15923. }
  15924. icewall_unit_pos = pos;
  15925. for (i=0;i<8;i++) {
  15926. skill_unit_layout[pos].count = 5;
  15927. if (i&1) {
  15928. if (i&0x2) {
  15929. int dx[] = {-2,-1, 0, 1, 2};
  15930. int dy[] = { 2, 1, 0,-1,-2};
  15931. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15932. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15933. } else {
  15934. int dx[] = { 2, 1 ,0,-1,-2};
  15935. int dy[] = { 2, 1, 0,-1,-2};
  15936. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15937. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15938. }
  15939. } else {
  15940. if (i%4==0) {
  15941. int dx[] = {-2,-1, 0, 1, 2};
  15942. int dy[] = { 0, 0, 0, 0, 0};
  15943. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15944. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15945. } else {
  15946. int dx[] = { 0, 0, 0, 0, 0};
  15947. int dy[] = {-2,-1, 0, 1, 2};
  15948. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15949. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15950. }
  15951. }
  15952. pos++;
  15953. }
  15954. earthstrain_unit_pos = pos;
  15955. for( i = 0; i < 8; i++ )
  15956. { // For each Direction
  15957. skill_unit_layout[pos].count = 15;
  15958. switch( i )
  15959. {
  15960. case 0: case 1: case 3: case 4: case 5: case 7:
  15961. {
  15962. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15963. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15964. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15965. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15966. }
  15967. break;
  15968. case 2:
  15969. case 6:
  15970. {
  15971. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15972. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15973. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15974. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15975. }
  15976. break;
  15977. }
  15978. pos++;
  15979. }
  15980. }
  15981. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  15982. int inf = 0;
  15983. struct status_change *sc = status_get_sc(bl);
  15984. if( !sc || !bl || !skill_id )
  15985. return 0; // Can do it
  15986. switch(type){
  15987. case SC_STASIS:
  15988. inf = skill_get_inf2(skill_id);
  15989. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15990. return 1; // Can't do it.
  15991. switch( skill_id ) {
  15992. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15993. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15994. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15995. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15996. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15997. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15998. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15999. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  16000. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  16001. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  16002. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  16003. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  16004. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  16005. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  16006. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  16007. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  16008. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  16009. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  16010. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  16011. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  16012. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  16013. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  16014. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  16015. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  16016. // Skills that need to be confirmed.
  16017. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  16018. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  16019. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  16020. case SO_ARRULLO:
  16021. return 1; // Can't do it.
  16022. }
  16023. break;
  16024. case SC_KAGEHUMI:
  16025. switch(skill_id){
  16026. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  16027. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  16028. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  16029. return 1; // needs more info
  16030. }
  16031. break;
  16032. }
  16033. return 0;
  16034. }
  16035. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  16036. int type = 0;
  16037. switch( skill_id ) {
  16038. case SO_SUMMON_AGNI: type = 2114; break;
  16039. case SO_SUMMON_AQUA: type = 2117; break;
  16040. case SO_SUMMON_VENTUS: type = 2120; break;
  16041. case SO_SUMMON_TERA: type = 2123; break;
  16042. }
  16043. type += skill_lv - 1;
  16044. return type;
  16045. }
  16046. /**
  16047. * reload stored skill cooldowns when a player logs in.
  16048. * @param sd the affected player structure
  16049. */
  16050. void skill_cooldown_load(struct map_session_data * sd)
  16051. {
  16052. int i;
  16053. struct skill_cd* cd = NULL;
  16054. // always check to make sure the session properly exists
  16055. nullpo_retv(sd);
  16056. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
  16057. return;
  16058. }
  16059. // process each individual cooldown associated with the character
  16060. for( i = 0; i < cd->cursor; i++ ) {
  16061. // block the skill from usage but ensure it is not recorded (load = true)
  16062. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  16063. }
  16064. }
  16065. /*==========================================
  16066. * sub-function of DB reading.
  16067. * skill_db.txt
  16068. *------------------------------------------*/
  16069. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  16070. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  16071. uint16 skill_id = atoi(split[0]);
  16072. uint16 idx;
  16073. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  16074. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  16075. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  16076. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  16077. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  16078. return false;
  16079. }
  16080. idx = skill_get_index(skill_id);
  16081. if( !idx ) // invalid skill id
  16082. return false;
  16083. skill_split_atoi(split[1],skill_db[idx].range);
  16084. skill_db[idx].hit = atoi(split[2]);
  16085. skill_db[idx].inf = atoi(split[3]);
  16086. skill_split_atoi(split[4],skill_db[idx].element);
  16087. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  16088. skill_split_atoi(split[6],skill_db[idx].splash);
  16089. skill_db[idx].max = atoi(split[7]);
  16090. skill_split_atoi(split[8],skill_db[idx].num);
  16091. if( strcmpi(split[9],"yes") == 0 )
  16092. skill_db[idx].castcancel = 1;
  16093. else
  16094. skill_db[idx].castcancel = 0;
  16095. skill_db[idx].cast_def_rate = atoi(split[10]);
  16096. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  16097. skill_split_atoi(split[12],skill_db[idx].maxcount);
  16098. if( strcmpi(split[13],"weapon") == 0 )
  16099. skill_db[idx].skill_type = BF_WEAPON;
  16100. else if( strcmpi(split[13],"magic") == 0 )
  16101. skill_db[idx].skill_type = BF_MAGIC;
  16102. else if( strcmpi(split[13],"misc") == 0 )
  16103. skill_db[idx].skill_type = BF_MISC;
  16104. else
  16105. skill_db[idx].skill_type = 0;
  16106. skill_split_atoi(split[14],skill_db[idx].blewcount);
  16107. safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
  16108. safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
  16109. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  16110. return true;
  16111. }
  16112. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  16113. {// skill_id,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
  16114. char* p;
  16115. int j;
  16116. uint16 skill_id = atoi(split[0]);
  16117. uint16 idx = skill_get_index(skill_id);
  16118. if( !idx ) // invalid skill id
  16119. return false;
  16120. skill_split_atoi(split[1],skill_db[idx].hp);
  16121. skill_split_atoi(split[2],skill_db[idx].mhp);
  16122. skill_split_atoi(split[3],skill_db[idx].sp);
  16123. skill_split_atoi(split[4],skill_db[idx].hp_rate);
  16124. skill_split_atoi(split[5],skill_db[idx].sp_rate);
  16125. skill_split_atoi(split[6],skill_db[idx].zeny);
  16126. //Wich weapon type are required, see doc/item_db for types
  16127. p = split[7];
  16128. for( j = 0; j < 32; j++ ) {
  16129. int l = atoi(p);
  16130. if( l == 99 ) { // Any weapon
  16131. skill_db[idx].weapon = 0;
  16132. break;
  16133. } else
  16134. skill_db[idx].weapon |= 1<<l;
  16135. p = strchr(p,':');
  16136. if(!p)
  16137. break;
  16138. p++;
  16139. }
  16140. //FIXME: document this
  16141. p = split[8];
  16142. for( j = 0; j < 32; j++ ) {
  16143. int l = atoi(p);
  16144. if( l == 99 ) { // Any ammo type
  16145. skill_db[idx].ammo = 0xFFFFFFFF;
  16146. break;
  16147. } else if( l ) // 0 stands for no requirement
  16148. skill_db[idx].ammo |= 1<<l;
  16149. p = strchr(p,':');
  16150. if( !p )
  16151. break;
  16152. p++;
  16153. }
  16154. skill_split_atoi(split[9],skill_db[idx].ammo_qty);
  16155. if( strcmpi(split[10],"hiding") == 0 ) skill_db[idx].state = ST_HIDING;
  16156. else if( strcmpi(split[10],"cloaking") == 0 ) skill_db[idx].state = ST_CLOAKING;
  16157. else if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].state = ST_HIDDEN;
  16158. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].state = ST_RIDING;
  16159. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].state = ST_FALCON;
  16160. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].state = ST_CART;
  16161. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].state = ST_SHIELD;
  16162. else if( strcmpi(split[10],"sight") == 0 ) skill_db[idx].state = ST_SIGHT;
  16163. else if( strcmpi(split[10],"explosionspirits") == 0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
  16164. else if( strcmpi(split[10],"cartboost") == 0 ) skill_db[idx].state = ST_CARTBOOST;
  16165. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
  16166. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].state = ST_MOVE_ENABLE;
  16167. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].state = ST_WATER;
  16168. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].state = ST_RIDINGDRAGON;
  16169. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].state = ST_WUG;
  16170. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].state = ST_RIDINGWUG;
  16171. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].state = ST_MADO;
  16172. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
  16173. else if( strcmpi(split[10],"poisonweapon") == 0 ) skill_db[idx].state = ST_POISONINGWEAPON;
  16174. else if( strcmpi(split[10],"rollingcutter") == 0 ) skill_db[idx].state = ST_ROLLINGCUTTER;
  16175. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].state = ST_PECO;
  16176. /**
  16177. * Unknown or no state
  16178. **/
  16179. else skill_db[idx].state = ST_NONE;
  16180. skill_split_atoi(split[11],skill_db[idx].spiritball);
  16181. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  16182. skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
  16183. skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
  16184. }
  16185. return true;
  16186. }
  16187. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16188. {// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16189. uint16 skill_id = atoi(split[0]);
  16190. uint16 idx = skill_get_index(skill_id);
  16191. if( !idx ) // invalid skill id
  16192. return false;
  16193. skill_split_atoi(split[1],skill_db[idx].cast);
  16194. skill_split_atoi(split[2],skill_db[idx].delay);
  16195. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  16196. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  16197. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  16198. skill_split_atoi(split[6],skill_db[idx].cooldown);
  16199. #ifdef RENEWAL_CAST
  16200. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  16201. #endif
  16202. return true;
  16203. }
  16204. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16205. {// Skill id,Cast,Delay (optional)
  16206. uint16 skill_id = atoi(split[0]);
  16207. uint16 idx = skill_get_index(skill_id);
  16208. if( !idx ) // invalid skill id
  16209. return false;
  16210. skill_split_atoi(split[1],skill_db[idx].castnodex);
  16211. if( split[2] ) // optional column
  16212. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  16213. return true;
  16214. }
  16215. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16216. {// skill_id,Flag
  16217. uint16 skill_id = atoi(split[0]);
  16218. uint16 idx = skill_get_index(skill_id);
  16219. if( !idx ) // invalid skill id
  16220. return false;
  16221. skill_db[idx].nocast |= atoi(split[1]);
  16222. return true;
  16223. }
  16224. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  16225. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  16226. uint16 skill_id = atoi(split[0]);
  16227. uint16 idx = skill_get_index(skill_id);
  16228. if( !idx ) // invalid skill id
  16229. return false;
  16230. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  16231. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  16232. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  16233. skill_split_atoi(split[4],skill_db[idx].unit_range);
  16234. skill_db[idx].unit_interval = atoi(split[5]);
  16235. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16236. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  16237. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  16238. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  16239. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  16240. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  16241. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  16242. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  16243. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  16244. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  16245. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  16246. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  16247. skill_db[idx].unit_target = BCT_NOENEMY;
  16248. //By default, target just characters.
  16249. skill_db[idx].unit_target |= BL_CHAR;
  16250. if (skill_db[idx].unit_flag&UF_NOPC)
  16251. skill_db[idx].unit_target &= ~BL_PC;
  16252. if (skill_db[idx].unit_flag&UF_NOMOB)
  16253. skill_db[idx].unit_target &= ~BL_MOB;
  16254. if (skill_db[idx].unit_flag&UF_SKILL)
  16255. skill_db[idx].unit_target |= BL_SKILL;
  16256. return true;
  16257. }
  16258. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  16259. {// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  16260. int x,y;
  16261. int i = atoi(split[0]);
  16262. if( !i )
  16263. return false;
  16264. skill_produce_db[current].nameid = i;
  16265. skill_produce_db[current].itemlv = atoi(split[1]);
  16266. skill_produce_db[current].req_skill = atoi(split[2]);
  16267. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  16268. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  16269. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  16270. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  16271. }
  16272. return true;
  16273. }
  16274. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16275. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16276. int x,y;
  16277. int i = atoi(split[0]);
  16278. if( !i )
  16279. return false;
  16280. skill_arrow_db[current].nameid = i;
  16281. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  16282. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16283. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16284. }
  16285. return true;
  16286. }
  16287. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16288. {// skill_id,PreservePoints
  16289. uint16 skill_id = atoi(split[0]);
  16290. int points = atoi(split[1]);
  16291. int nameid = atoi(split[2]);
  16292. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16293. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  16294. if ( !skill_get_inf(skill_id) )
  16295. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16296. if( points < 1 )
  16297. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16298. else {
  16299. skill_spellbook_db[current].skill_id = skill_id;
  16300. skill_spellbook_db[current].point = points;
  16301. skill_spellbook_db[current].nameid = nameid;
  16302. return true;
  16303. }
  16304. return false;
  16305. }
  16306. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16307. {// SkillID,Rate
  16308. uint16 skill_id = atoi(split[0]);
  16309. short j = atoi(split[1]);
  16310. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  16311. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  16312. return false;
  16313. }
  16314. if ( !skill_get_inf(skill_id) ) {
  16315. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16316. return false;
  16317. }
  16318. if( j < 1 ) {
  16319. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16320. return false;
  16321. }
  16322. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16323. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16324. }
  16325. skill_improvise_db[current].skill_id = skill_id;
  16326. skill_improvise_db[current].per = j; // Still need confirm it.
  16327. return true;
  16328. }
  16329. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16330. {// SkillID
  16331. uint16 skill_id = atoi(split[0]);
  16332. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16333. {
  16334. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  16335. return false;
  16336. }
  16337. if ( !skill_get_inf(skill_id) )
  16338. {
  16339. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16340. return false;
  16341. }
  16342. skill_magicmushroom_db[current].skill_id = skill_id;
  16343. return true;
  16344. }
  16345. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16346. uint16 skill_id = atoi(split[0]);
  16347. uint16 idx = skill_get_index(skill_id);
  16348. if( !idx )
  16349. return false;
  16350. skill_reproduce_db[idx] = true;
  16351. return true;
  16352. }
  16353. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16354. {// skill_id,DummyName,RequiredHocusPocusLevel,Rate
  16355. uint16 skill_id = atoi(split[0]);
  16356. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  16357. {
  16358. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  16359. return false;
  16360. }
  16361. if ( !skill_get_inf(skill_id) )
  16362. {
  16363. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  16364. return false;
  16365. }
  16366. skill_abra_db[current].skill_id = skill_id;
  16367. skill_abra_db[current].req_lv = atoi(split[2]);
  16368. skill_abra_db[current].per = atoi(split[3]);
  16369. return true;
  16370. }
  16371. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16372. {// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  16373. uint16 skill_id = atoi(split[0]);
  16374. short j = atoi(split[1]);
  16375. int x,y;
  16376. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16377. if( skill_produce_db[x].nameid == skill_id )
  16378. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16379. break;
  16380. }
  16381. if( x >= MAX_SKILL_PRODUCE_DB ){
  16382. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  16383. return false;
  16384. }
  16385. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16386. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16387. }
  16388. skill_changematerial_db[current].itemid = skill_id;
  16389. skill_changematerial_db[current].rate = j;
  16390. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  16391. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16392. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16393. }
  16394. return true;
  16395. }
  16396. /*===============================
  16397. * DB reading.
  16398. * skill_db.txt
  16399. * skill_require_db.txt
  16400. * skill_cast_db.txt
  16401. * skill_castnodex_db.txt
  16402. * skill_nocast_db.txt
  16403. * skill_unit_db.txt
  16404. * produce_db.txt
  16405. * create_arrow_db.txt
  16406. * abra_db.txt
  16407. *------------------------------*/
  16408. static void skill_readdb(void)
  16409. {
  16410. // init skill db structures
  16411. db_clear(skilldb_name2id);
  16412. memset(skill_db,0,sizeof(skill_db));
  16413. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16414. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16415. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16416. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16417. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16418. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16419. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16420. // load skill databases
  16421. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16422. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16423. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16424. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16425. #ifdef RENEWAL_CAST
  16426. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16427. #else
  16428. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16429. #endif
  16430. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16431. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16432. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16433. skill_init_unit_layout();
  16434. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16435. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16436. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16437. //Warlock
  16438. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16439. //Guillotine Cross
  16440. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16441. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16442. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16443. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16444. }
  16445. void skill_reload (void) {
  16446. struct s_mapiterator *iter;
  16447. struct map_session_data *sd;
  16448. skill_readdb();
  16449. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  16450. iter = mapit_getallusers();
  16451. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  16452. clif_skillinfoblock(sd);
  16453. mapit_free(iter);
  16454. }
  16455. /*==========================================
  16456. *
  16457. *------------------------------------------*/
  16458. int do_init_skill (void)
  16459. {
  16460. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16461. skill_readdb();
  16462. group_db = idb_alloc(DB_OPT_BASE);
  16463. skillunit_db = idb_alloc(DB_OPT_BASE);
  16464. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16465. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16466. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16467. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16468. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16469. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16470. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16471. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16472. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16473. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16474. return 0;
  16475. }
  16476. int do_final_skill(void)
  16477. {
  16478. db_destroy(skilldb_name2id);
  16479. db_destroy(group_db);
  16480. db_destroy(skillunit_db);
  16481. db_destroy(skillcd_db);
  16482. db_destroy(skillusave_db);
  16483. ers_destroy(skill_unit_ers);
  16484. ers_destroy(skill_timer_ers);
  16485. return 0;
  16486. }