skill.cpp 749 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  62. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  63. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  64. /**
  65. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  66. */
  67. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  68. struct skill_usave {
  69. uint16 skill_id, skill_lv;
  70. };
  71. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  72. static unsigned short skill_produce_count;
  73. AbraDatabase abra_db;
  74. ReadingSpellbookDatabase reading_spellbook_db;
  75. SkillArrowDatabase skill_arrow_db;
  76. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  77. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  78. struct s_skill_changematerial_db {
  79. t_itemid nameid;
  80. unsigned short rate;
  81. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  82. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  83. };
  84. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  85. static unsigned short skill_changematerial_count;
  86. MagicMushroomDatabase magic_mushroom_db;
  87. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  88. int firewall_unit_pos;
  89. int icewall_unit_pos;
  90. int earthstrain_unit_pos;
  91. int firerain_unit_pos;
  92. int wallofthorn_unit_pos;
  93. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  94. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  95. //Early declaration
  96. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  97. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  98. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  99. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  100. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  101. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  102. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  103. // Use this function for splash skills that can't hit icewall when cast by players
  104. static inline int splash_target(struct block_list* bl) {
  105. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  106. }
  107. uint16 SKILL_MAX_DB(void) {
  108. return skill_num;
  109. }
  110. /**
  111. * Get skill id from name
  112. * @param name
  113. * @return Skill ID of the skill, or 0 if not found.
  114. **/
  115. uint16 skill_name2id(const char* name) {
  116. if (name == nullptr)
  117. return 0;
  118. for (const auto &it : skill_db) {
  119. if (strcmpi(it.second->name, name) == 0)
  120. return it.first;
  121. }
  122. return 0;
  123. }
  124. /**
  125. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  126. * @param skill_id
  127. * @param silent If Skill is undefined, show error message!
  128. * @return Skill Index or 0 if not found/unset
  129. **/
  130. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  131. uint16 idx = skilldb_id2idx[skill_id];
  132. if (!idx && skill_id != 0 && !silent)
  133. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  134. return idx;
  135. }
  136. /**
  137. * Get Skill name
  138. * @param skill_id
  139. * @return AEGIS Skill name
  140. **/
  141. const char* skill_get_name( uint16 skill_id ) {
  142. return skill_db.find(skill_id)->name;
  143. }
  144. /**
  145. * Get Skill name
  146. * @param skill_id
  147. * @return English Skill name
  148. **/
  149. const char* skill_get_desc( uint16 skill_id ) {
  150. return skill_db.find(skill_id)->desc;
  151. }
  152. static bool skill_check(uint16 id) {
  153. if (id == 0 || skill_get_index(id) == 0)
  154. return false;
  155. return true;
  156. }
  157. #define skill_get(id, var) do {\
  158. if (!skill_check(id))\
  159. return 0;\
  160. return var;\
  161. } while(0)
  162. #define skill_get_lv(id, lv, arrvar) do {\
  163. if (!skill_check(id))\
  164. return 0;\
  165. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  166. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  167. int a__ = arrvar[lv_idx - 2];\
  168. int b__ = arrvar[lv_idx - 1];\
  169. int c__ = arrvar[lv_idx];\
  170. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  171. }\
  172. return arrvar[lv_idx];\
  173. } while(0)
  174. // Skill DB
  175. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  176. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  177. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  178. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  179. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  180. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  181. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  182. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  183. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  184. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  185. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  186. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  187. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  188. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  189. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  190. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  191. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  192. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  193. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  194. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  195. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  196. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  197. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  198. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  199. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  200. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  201. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  202. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  203. #ifdef RENEWAL_CAST
  204. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  205. #endif
  206. // Skill requirements
  207. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  208. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  209. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  210. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  211. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  212. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  213. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  214. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  215. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  216. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  217. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  218. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  219. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  220. int splash = skill_get_splash_(skill_id, skill_lv);
  221. if (splash < 0)
  222. return AREA_SIZE;
  223. return splash;
  224. }
  225. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  226. if( skill_id == 0 ){
  227. return false;
  228. }
  229. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  230. if (!skill)
  231. return false;
  232. for (const auto &nkit : nk) {
  233. if (skill->nk[nkit])
  234. return true;
  235. }
  236. return false;
  237. }
  238. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  239. if( skill_id == 0 ){
  240. return false;
  241. }
  242. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  243. if (!skill)
  244. return false;
  245. for (const auto &inf2it : inf2) {
  246. if (skill->inf2[inf2it])
  247. return true;
  248. }
  249. return false;
  250. }
  251. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  252. if( skill_id == 0 ){
  253. return false;
  254. }
  255. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  256. if (!skill)
  257. return false;
  258. for (const auto &unitit : unit) {
  259. if (skill->unit_flag[unitit])
  260. return true;
  261. }
  262. return false;
  263. }
  264. int skill_tree_get_max(uint16 skill_id, int b_class)
  265. {
  266. int i;
  267. b_class = pc_class2idx(b_class);
  268. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  269. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  270. return skill_tree[b_class][i].skill_lv;
  271. else
  272. return skill_get_max(skill_id);
  273. }
  274. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  275. int skill_attack_area(struct block_list *bl,va_list ap);
  276. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  277. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  278. int skill_greed(struct block_list *bl, va_list ap);
  279. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  280. static int skill_trap_splash(struct block_list *bl, va_list ap);
  281. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  282. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  283. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  284. static int skill_unit_effect(struct block_list *bl,va_list ap);
  285. static int skill_bind_trap(struct block_list *bl, va_list ap);
  286. e_cast_type skill_get_casttype (uint16 skill_id) {
  287. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  288. if( skill == nullptr ){
  289. return CAST_DAMAGE;
  290. }
  291. if (skill->inf&(INF_GROUND_SKILL))
  292. return CAST_GROUND;
  293. if (skill->inf&INF_SUPPORT_SKILL)
  294. return CAST_NODAMAGE;
  295. if (skill->inf&INF_SELF_SKILL) {
  296. if(skill->inf2[INF2_NOTARGETSELF])
  297. return CAST_DAMAGE; //Combo skill.
  298. return CAST_NODAMAGE;
  299. }
  300. if (skill->nk[NK_NODAMAGE])
  301. return CAST_NODAMAGE;
  302. return CAST_DAMAGE;
  303. }
  304. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  305. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  306. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  307. return 9; //Mobs have a range of 9 regardless of skill used.
  308. int32 range = skill_get_range(skill_id, skill_lv);
  309. if( range < 0 ) {
  310. if( battle_config.use_weapon_skill_range&bl->type )
  311. return status_get_range(bl);
  312. range *=-1;
  313. }
  314. if (isServer && range > 14) {
  315. range = 14; // Server-sided base range can't be above 14
  316. }
  317. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  318. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  319. if( bl->type == BL_PC ) {
  320. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  327. if( bl->type == BL_PC ) {
  328. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  331. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  332. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  333. }
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_CN_METEOR2:
  383. return SU_CN_METEOR;
  384. case SU_SV_ROOTTWIST_ATK:
  385. return SU_SV_ROOTTWIST;
  386. case SU_LUNATICCARROTBEAT2:
  387. return SU_LUNATICCARROTBEAT;
  388. case NPC_REVERBERATION_ATK:
  389. return NPC_REVERBERATION;
  390. }
  391. return skill_id;
  392. }
  393. /**
  394. * Check skill unit maxcount
  395. * @param src: Caster to check against
  396. * @param x: X location of skill
  397. * @param y: Y location of skill
  398. * @param skill_id: Skill used
  399. * @param skill_lv: Skill level used
  400. * @param type: Type of unit to check against for battle_config checks
  401. * @param display_failure: Display skill failure message
  402. * @return True on skill cast success or false on failure
  403. */
  404. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  405. if (!src)
  406. return false;
  407. struct unit_data *ud = unit_bl2ud(src);
  408. struct map_session_data *sd = map_id2sd(src->id);
  409. int maxcount = 0;
  410. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  411. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  412. if (sd && display_failure)
  413. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  414. return false;
  415. }
  416. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  417. if (sd && display_failure)
  418. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  419. return false;
  420. }
  421. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  422. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  423. if (maxcount == 0) {
  424. if (sd && display_failure)
  425. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  426. return false;
  427. }
  428. }
  429. return true;
  430. }
  431. /**
  432. * Calculates heal value of skill's effect
  433. * @param src: Unit casting heal
  434. * @param target: Target of src
  435. * @param skill_id: Skill ID used
  436. * @param skill_lv: Skill Level used
  437. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  438. * @return modified heal value
  439. */
  440. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  441. int skill, hp = 0;
  442. #ifdef RENEWAL
  443. int hp_bonus = 0;
  444. double global_bonus = 1;
  445. #endif
  446. struct map_session_data *sd = BL_CAST(BL_PC, src);
  447. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  448. struct status_change *sc, *tsc;
  449. sc = status_get_sc(src);
  450. tsc = status_get_sc(target);
  451. switch( skill_id ) {
  452. #ifndef RENEWAL
  453. case BA_APPLEIDUN:
  454. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  455. if (sd)
  456. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  457. break;
  458. #endif
  459. case PR_SANCTUARY:
  460. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  461. break;
  462. case NPC_EVILLAND:
  463. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  464. break;
  465. case AB_HIGHNESSHEAL:
  466. #ifdef RENEWAL
  467. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  468. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  469. hp_bonus += skill * 2;
  470. #else
  471. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  472. hp = (hp * (17 + 3 * skill_lv)) / 10;
  473. #endif
  474. break;
  475. case SU_FRESHSHRIMP:
  476. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  477. break;
  478. case SU_BUNCHOFSHRIMP:
  479. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  480. break;
  481. default:
  482. if (skill_lv >= battle_config.max_heal_lv)
  483. return battle_config.max_heal;
  484. #ifdef RENEWAL
  485. /**
  486. * Renewal Heal Formula
  487. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  488. */
  489. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  490. #else
  491. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  492. #endif
  493. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  494. #ifdef RENEWAL
  495. hp_bonus += skill * 2;
  496. #else
  497. hp += hp * skill * 2 / 100;
  498. #endif
  499. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  500. #ifdef RENEWAL
  501. hp_bonus += skill * 2;
  502. #else
  503. hp += hp * skill * 2 / 100;
  504. #endif
  505. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  506. hp *= 2;
  507. break;
  508. }
  509. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  510. hp >>= 1;
  511. if (sd) {
  512. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  513. #ifdef RENEWAL
  514. hp_bonus += 10;
  515. #else
  516. hp += hp * 10 / 100;
  517. #endif
  518. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  519. #ifdef RENEWAL
  520. hp_bonus += 20;
  521. #else
  522. hp += hp * 20 / 100;
  523. #endif
  524. }
  525. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  526. #ifdef RENEWAL
  527. hp_bonus += 2;
  528. #else
  529. hp += hp * skill * 2 / 100;
  530. #endif
  531. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  532. #ifdef RENEWAL
  533. hp_bonus += 3;
  534. #else
  535. hp += hp * skill * 3 / 100;
  536. #endif
  537. if (skill = pc_skillheal_bonus(sd, skill_id))
  538. #ifdef RENEWAL
  539. hp_bonus += skill;
  540. #else
  541. hp += hp * skill / 100;
  542. #endif
  543. }
  544. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  545. #ifdef RENEWAL
  546. hp_bonus += skill;
  547. #else
  548. hp += hp * skill / 100;
  549. #endif
  550. if (sc && sc->count) {
  551. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  552. #ifdef RENEWAL
  553. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  554. #else
  555. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  556. #endif
  557. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  558. #ifdef RENEWAL
  559. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  560. #else
  561. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  562. #endif
  563. }
  564. if (tsc && tsc->count) {
  565. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  566. if (tsc->data[SC_INCHEALRATE])
  567. #ifdef RENEWAL
  568. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  569. #else
  570. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  571. #endif
  572. if (tsc->data[SC_GLASTHEIM_HEAL])
  573. #ifdef RENEWAL
  574. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  575. #else
  576. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  577. #endif
  578. if (tsc->data[SC_ANCILLA])
  579. #ifdef RENEWAL
  580. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  581. #else
  582. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  583. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  584. hp += hp / 10;
  585. #endif
  586. #ifdef RENEWAL
  587. if (tsc->data[SC_ASSUMPTIO])
  588. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  589. #endif
  590. }
  591. }
  592. #ifdef RENEWAL
  593. if (hp_bonus)
  594. hp += hp * hp_bonus / 100;
  595. // MATK part of the RE heal formula [malufett]
  596. // Note: in this part matk bonuses from items or skills are not applied
  597. switch( skill_id ) {
  598. case BA_APPLEIDUN:
  599. case PR_SANCTUARY:
  600. case NPC_EVILLAND:
  601. break;
  602. default:
  603. {
  604. struct status_data *status = status_get_status_data(src);
  605. int min, max;
  606. min = status_base_matk_min(src, status, status_get_lv(src));
  607. max = status_base_matk_max(src, status, status_get_lv(src));
  608. if( status->rhw.matk > 0 ){
  609. int wMatk, variance;
  610. wMatk = status->rhw.matk;
  611. variance = wMatk * status->rhw.wlv / 10;
  612. min += wMatk - variance;
  613. max += wMatk + variance;
  614. }
  615. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  616. min = max;
  617. if( sd && sd->right_weapon.overrefine > 0 ){
  618. min++;
  619. max += sd->right_weapon.overrefine - 1;
  620. }
  621. if(max > min)
  622. hp += min+rnd()%(max-min);
  623. else
  624. hp += min;
  625. }
  626. }
  627. // Global multipliers are applied after the MATK is applied
  628. if (tsc && tsc->count) {
  629. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  630. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  631. global_bonus *= 1.1f;
  632. }
  633. }
  634. if (skill_id == AB_HIGHNESSHEAL)
  635. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  636. #endif
  637. if (heal && tsc && tsc->count) {
  638. uint8 penalty = 0;
  639. if (tsc->data[SC_CRITICALWOUND])
  640. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  641. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  642. penalty += 20;
  643. if (tsc->data[SC_NORECOVER_STATE])
  644. penalty = 100;
  645. if (penalty > 0) {
  646. #ifdef RENEWAL
  647. penalty = cap_value(penalty, 1, 100);
  648. global_bonus *= (100 - penalty) / 100.f;
  649. #else
  650. hp -= hp * penalty / 100;
  651. #endif
  652. }
  653. }
  654. #ifdef RENEWAL
  655. hp = (int)(hp * global_bonus);
  656. return (heal) ? max(1, hp) : hp;
  657. #else
  658. return hp;
  659. #endif
  660. }
  661. /**
  662. * Making Plagiarism and Reproduce check their own function
  663. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  664. * @param sd: Player who will copy the skill
  665. * @param skill_id: Target skill
  666. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  667. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  668. */
  669. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  670. uint16 skill_idx = skill_get_index(skill_id);
  671. if (!skill_idx)
  672. return 0;
  673. // Only copy skill that player doesn't have or the skill is old clone
  674. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  675. return 0;
  676. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  677. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  678. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  679. return 1;
  680. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  681. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  682. return 2;
  683. return 0;
  684. }
  685. /**
  686. * Check if the skill is ok to cast and when.
  687. * Done before skill_check_condition_castbegin, requirement
  688. * @param skill_id: Skill ID that casted
  689. * @param sd: Player who casted
  690. * @return true: Skill cannot be used, false: otherwise
  691. * @author [MouseJstr]
  692. */
  693. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  694. {
  695. nullpo_retr(1,sd);
  696. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  697. return false; // can do any damn thing they want
  698. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  699. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  700. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  701. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  702. return true;
  703. // Epoque:
  704. // This code will compare the player's attack motion value which is influenced by ASPD before
  705. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  706. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  707. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  708. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  709. {// attempted to cast a skill before the attack motion has finished
  710. return true;
  711. }
  712. if (skill_blockpc_get(sd, skill_id) != -1){
  713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  714. return true;
  715. }
  716. /**
  717. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  718. * 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
  719. */
  720. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  721. return false;
  722. uint32 skill_nocast = skill_get_nocast(skill_id);
  723. // Check skill restrictions [Celest]
  724. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  725. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  726. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  727. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  728. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  729. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  730. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  731. return true;
  732. }
  733. if( sd->sc.data[SC_ALL_RIDING] )
  734. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  735. switch (skill_id) {
  736. case AL_WARP:
  737. case RETURN_TO_ELDICASTES:
  738. case ALL_GUARDIAN_RECALL:
  739. case ECLAGE_RECALL:
  740. case ALL_PRONTERA_RECALL:
  741. if(mapdata->flag[MF_NOWARP]) {
  742. clif_skill_teleportmessage(sd,0);
  743. return true;
  744. }
  745. return false;
  746. case AL_TELEPORT:
  747. case SC_DIMENSIONDOOR:
  748. case ALL_ODINS_RECALL:
  749. case WE_CALLALLFAMILY:
  750. if(mapdata->flag[MF_NOTELEPORT]) {
  751. clif_skill_teleportmessage(sd,0);
  752. return true;
  753. }
  754. return false; // gonna be checked in 'skill_castend_nodamage_id'
  755. case WE_CALLPARTNER:
  756. case WE_CALLPARENT:
  757. case WE_CALLBABY:
  758. if (mapdata->flag[MF_NOMEMO]) {
  759. clif_skill_teleportmessage(sd,1);
  760. return true;
  761. }
  762. break;
  763. case MC_VENDING:
  764. case ALL_BUYING_STORE:
  765. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  766. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  768. return true;
  769. }
  770. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  771. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  773. return true;
  774. }
  775. if( npc_isnear(&sd->bl) ) {
  776. // uncomment to send msg_txt.
  777. //char output[150];
  778. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  779. //clif_displaymessage(sd->fd, output);
  780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  781. return true;
  782. }
  783. case MC_IDENTIFY:
  784. return false; // always allowed
  785. case WZ_ICEWALL:
  786. // noicewall flag [Valaris]
  787. if (mapdata->flag[MF_NOICEWALL]) {
  788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  789. return true;
  790. }
  791. break;
  792. case GC_DARKILLUSION:
  793. if( mapdata_flag_gvg2(mapdata) ) {
  794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  795. return true;
  796. }
  797. break;
  798. case GD_EMERGENCYCALL:
  799. case GD_ITEMEMERGENCYCALL:
  800. if (
  801. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  802. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  803. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  804. ) {
  805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  806. return true;
  807. }
  808. break;
  809. case WM_SIRCLEOFNATURE:
  810. case WM_SOUND_OF_DESTRUCTION:
  811. case WM_LULLABY_DEEPSLEEP:
  812. case WM_GLOOMYDAY:
  813. case WM_SATURDAY_NIGHT_FEVER:
  814. if( !mapdata_flag_vs(mapdata) ) {
  815. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  816. return true;
  817. }
  818. break;
  819. }
  820. return false;
  821. }
  822. /**
  823. * Check if the homunculus skill is ok to be processed
  824. * After checking from Homunculus side, also check the master condition
  825. * @param hd: Homunculus who casted
  826. * @param skill_id: Skill ID casted
  827. * @param skill_lv: Skill level casted
  828. * @return true: Skill cannot be used, false: otherwise
  829. */
  830. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  831. {
  832. struct map_session_data *sd = NULL;
  833. struct status_change *sc;
  834. int8 spiritball = 0;
  835. nullpo_retr(true, hd);
  836. spiritball = skill_get_spiritball(skill_id, skill_lv);
  837. sd = hd->master;
  838. sc = status_get_sc(&hd->bl);
  839. if (!sd)
  840. return true;
  841. if (sc && !sc->count)
  842. sc = NULL;
  843. if (util::vector_exists(hd->blockskill, skill_id))
  844. return true;
  845. switch(skill_id) {
  846. case HFLI_SBR44:
  847. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  848. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  849. return true;
  850. }
  851. break;
  852. case HVAN_EXPLOSION:
  853. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  855. return true;
  856. }
  857. break;
  858. case MH_LIGHT_OF_REGENE: // Must be cordial
  859. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  861. return true;
  862. }
  863. break;
  864. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  865. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  866. return true;
  867. break;
  868. case MH_ANGRIFFS_MODUS:
  869. if (sc && sc->data[SC_GOLDENE_FERSE])
  870. return true;
  871. break;
  872. case MH_TINDER_BREAKER: // Must be in grappling mode
  873. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  874. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  875. return true;
  876. }
  877. break;
  878. case MH_SONIC_CRAW: // Must be in fighting mode
  879. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  881. return true;
  882. }
  883. break;
  884. case MH_SILVERVEIN_RUSH:
  885. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  886. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  887. return true;
  888. }
  889. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  890. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  891. return true;
  892. }
  893. break;
  894. case MH_MIDNIGHT_FRENZY:
  895. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  897. return true;
  898. }
  899. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  900. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  901. return true;
  902. }
  903. break;
  904. case MH_CBC:
  905. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  906. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  907. return true;
  908. }
  909. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  911. return true;
  912. }
  913. break;
  914. case MH_EQC:
  915. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  917. return true;
  918. }
  919. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  921. return true;
  922. }
  923. break;
  924. }
  925. if (spiritball) {
  926. if (hd->homunculus.spiritball < spiritball) {
  927. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  928. return true;
  929. }
  930. hom_delspiritball(hd, spiritball, 1);
  931. }
  932. //Use master's criteria.
  933. return skill_isNotOk(skill_id, hd->master);
  934. }
  935. /**
  936. * Check if the mercenary skill is ok to be processed
  937. * After checking from Homunculus side, also check the master condition
  938. * @param skill_id: Skill ID that casted
  939. * @param md: Mercenary who casted
  940. * @return true: Skill cannot be used, false: otherwise
  941. */
  942. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  943. {
  944. nullpo_retr(1, md);
  945. if (util::vector_exists(md->blockskill, skill_id))
  946. return true;
  947. return skill_isNotOk(skill_id, md->master);
  948. }
  949. /**
  950. * Check if the skill can be casted near NPC or not
  951. * @param src Object who casted
  952. * @param skill_id Skill ID that casted
  953. * @param skill_lv Skill Lv
  954. * @param pos_x Position x of the target
  955. * @param pos_y Position y of the target
  956. * @return true: Skill cannot be used, false: otherwise
  957. * @author [Cydh]
  958. */
  959. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  960. if (!src)
  961. return false;
  962. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  963. return false;
  964. //if self skill
  965. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  966. pos_x = src->x;
  967. pos_y = src->y;
  968. }
  969. if (pos_x <= 0) pos_x = src->x;
  970. if (pos_y <= 0) pos_y = src->y;
  971. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  972. }
  973. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  974. {
  975. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  976. uint8 dir;
  977. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  978. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  979. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  980. }
  981. nullpo_retr(NULL, src);
  982. //Monsters sometimes deploy more units on level 10
  983. if (src->type == BL_MOB && skill_lv >= 10) {
  984. if (skill_id == WZ_WATERBALL)
  985. pos = 4; //9x9 Area
  986. }
  987. if (pos != -1) // simple single-definition layout
  988. return &skill_unit_layout[pos];
  989. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  990. if (skill_id == MG_FIREWALL)
  991. return &skill_unit_layout [firewall_unit_pos + dir];
  992. else if (skill_id == WZ_ICEWALL)
  993. return &skill_unit_layout [icewall_unit_pos + dir];
  994. else if( skill_id == WL_EARTHSTRAIN )
  995. return &skill_unit_layout [earthstrain_unit_pos + dir];
  996. else if( skill_id == RL_FIRE_RAIN )
  997. return &skill_unit_layout[firerain_unit_pos + dir];
  998. else if( skill_id == GN_WALLOFTHORN )
  999. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1000. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1001. return &skill_unit_layout[0]; // default 1x1 layout
  1002. }
  1003. /** Stores temporary values.
  1004. * Common usages:
  1005. * [0] holds number of targets in area
  1006. * [1] holds the id of the original target
  1007. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1008. */
  1009. static int skill_area_temp[8];
  1010. /*==========================================
  1011. * Add effect to skill when hit succesfully target
  1012. *------------------------------------------*/
  1013. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1014. {
  1015. struct map_session_data *sd, *dstsd;
  1016. struct mob_data *md, *dstmd;
  1017. struct status_data *sstatus, *tstatus;
  1018. struct status_change *sc, *tsc;
  1019. int skill;
  1020. int rate;
  1021. nullpo_ret(src);
  1022. nullpo_ret(bl);
  1023. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1024. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1025. return 0;
  1026. sd = BL_CAST(BL_PC, src);
  1027. md = BL_CAST(BL_MOB, src);
  1028. dstsd = BL_CAST(BL_PC, bl);
  1029. dstmd = BL_CAST(BL_MOB, bl);
  1030. sc = status_get_sc(src);
  1031. tsc = status_get_sc(bl);
  1032. sstatus = status_get_status_data(src);
  1033. tstatus = status_get_status_data(bl);
  1034. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1035. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1036. // Chance to trigger Taekwon kicks
  1037. if (sc->data[SC_READYSTORM] &&
  1038. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1039. 0, 2, 0,
  1040. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1041. ; //Stance triggered
  1042. else if (sc->data[SC_READYDOWN] &&
  1043. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1044. 0, 2, 0,
  1045. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1046. ; //Stance triggered
  1047. else if (sc->data[SC_READYTURN] &&
  1048. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1049. 0, 2, 0,
  1050. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1051. ; //Stance triggered
  1052. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1053. rate = 20;
  1054. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1055. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1056. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1057. }
  1058. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1059. 0, 2, 0,
  1060. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1061. ; //Stance triggered
  1062. }
  1063. }
  1064. if (!tsc) //skill additional effect is about adding effects to the target...
  1065. //So if the target can't be inflicted with statuses, this is pointless.
  1066. return 0;
  1067. if( sd )
  1068. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1069. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1070. #ifndef RENEWAL
  1071. && skill_id != ASC_BREAKER
  1072. #endif
  1073. ) {
  1074. // Trigger status effects
  1075. enum sc_type type;
  1076. unsigned int time;
  1077. for (const auto &it : sd->addeff) {
  1078. rate = it.rate;
  1079. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1080. rate += it.arrow_rate;
  1081. if( !rate )
  1082. continue;
  1083. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1084. // Trigger has attack type consideration.
  1085. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1086. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1087. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1088. ;
  1089. else
  1090. continue;
  1091. }
  1092. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1093. // Trigger has range consideration.
  1094. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1095. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1096. continue; //Range Failed.
  1097. }
  1098. type = it.sc;
  1099. time = it.duration;
  1100. if (it.flag&ATF_TARGET)
  1101. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1102. if (it.flag&ATF_SELF)
  1103. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1104. }
  1105. }
  1106. if( skill_id ) {
  1107. // Trigger status effects on skills
  1108. enum sc_type type;
  1109. unsigned int time;
  1110. for (const auto &it : sd->addeff_onskill) {
  1111. if (skill_id != it.skill_id || !it.rate)
  1112. continue;
  1113. type = it.sc;
  1114. time = it.duration;
  1115. if (it.target&ATF_TARGET)
  1116. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1117. if (it.target&ATF_SELF)
  1118. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1119. }
  1120. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1121. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1122. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1123. #ifdef RENEWAL
  1124. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1125. #else
  1126. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1127. #endif
  1128. clif_emotion(bl,ET_HUK);
  1129. }
  1130. }
  1131. }
  1132. if( dmg_lv < ATK_DEF ) // no damage, return;
  1133. return 0;
  1134. switch(skill_id) {
  1135. case 0:
  1136. { // Normal attacks (no skill used)
  1137. if( attack_type&BF_SKILL )
  1138. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1139. if(sd) {
  1140. // Automatic trigger of Blitz Beat
  1141. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1142. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1143. rate=(sd->status.job_level+9)/10;
  1144. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1145. }
  1146. // Automatic trigger of Warg Strike [Jobbie]
  1147. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1148. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1149. // Gank
  1150. if(dstmd && sd->status.weapon != W_BOW &&
  1151. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1152. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1153. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1154. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1155. else
  1156. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1157. }
  1158. }
  1159. if (sc) {
  1160. struct status_change_entry *sce;
  1161. // Enchant Poison gives a chance to poison attacked enemies
  1162. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1163. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1164. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1165. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1166. if((sce=sc->data[SC_EDP]))
  1167. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1168. skill_get_time2(ASC_EDP,sce->val1));
  1169. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1170. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1171. }
  1172. }
  1173. break;
  1174. case SM_BASH:
  1175. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1176. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1177. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1178. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1179. }
  1180. break;
  1181. case MER_CRASH:
  1182. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1183. break;
  1184. case AS_VENOMKNIFE:
  1185. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1186. skill_lv = pc_checkskill(sd, TF_POISON);
  1187. case TF_POISON:
  1188. case AS_SPLASHER:
  1189. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1190. && sd && skill_id==TF_POISON
  1191. )
  1192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1193. break;
  1194. case AS_SONICBLOW:
  1195. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case AS_GRIMTOOTH:
  1198. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1199. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1200. break;
  1201. case WZ_FIREPILLAR:
  1202. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1203. break;
  1204. case MG_FROSTDIVER:
  1205. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1206. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1207. break;
  1208. case WZ_FROSTNOVA:
  1209. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1210. break;
  1211. case WZ_STORMGUST:
  1212. // Storm Gust counter was dropped in renewal
  1213. #ifdef RENEWAL
  1214. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1215. #else
  1216. //On third hit, there is a 150% to freeze the target
  1217. if(tsc->sg_counter >= 3 &&
  1218. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1219. tsc->sg_counter = 0;
  1220. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1221. else if( tsc->sg_counter > 250 )
  1222. tsc->sg_counter = 0;
  1223. #endif
  1224. break;
  1225. case WZ_METEOR:
  1226. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1227. break;
  1228. case WZ_VERMILION:
  1229. #ifdef RENEWAL
  1230. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1231. #else
  1232. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1233. #endif
  1234. break;
  1235. case WZ_HEAVENDRIVE:
  1236. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1237. break;
  1238. case HT_FREEZINGTRAP:
  1239. case MA_FREEZINGTRAP:
  1240. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1241. break;
  1242. case HT_FLASHER:
  1243. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1244. break;
  1245. case HT_LANDMINE:
  1246. case MA_LANDMINE:
  1247. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1248. break;
  1249. case HT_SHOCKWAVE:
  1250. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1251. break;
  1252. case HT_SANDMAN:
  1253. case MA_SANDMAN:
  1254. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1255. break;
  1256. case TF_SPRINKLESAND:
  1257. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case TF_THROWSTONE:
  1260. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1261. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1262. break;
  1263. case NPC_DARKCROSS:
  1264. case CR_HOLYCROSS:
  1265. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1266. break;
  1267. case NPC_GRANDDARKNESS:
  1268. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1269. attack_type |= BF_WEAPON;
  1270. break;
  1271. case CR_GRANDCROSS:
  1272. //Chance to cause blind status vs demon and undead element, but not against players
  1273. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1274. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. attack_type |= BF_WEAPON;
  1276. break;
  1277. case AM_ACIDTERROR:
  1278. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1279. #ifdef RENEWAL
  1280. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1281. #else
  1282. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1283. #endif
  1284. clif_emotion(bl,ET_HUK);
  1285. break;
  1286. case AM_DEMONSTRATION:
  1287. #ifdef RENEWAL
  1288. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1289. #else
  1290. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1291. #endif
  1292. break;
  1293. case CR_SHIELDCHARGE:
  1294. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1295. break;
  1296. #ifndef RENEWAL
  1297. case PA_PRESSURE:
  1298. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1299. //Fall through
  1300. case HW_GRAVITATION:
  1301. //Pressure and Gravitation can trigger physical autospells
  1302. attack_type |= BF_NORMAL;
  1303. attack_type |= BF_WEAPON;
  1304. break;
  1305. #endif
  1306. case RG_RAID:
  1307. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1308. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. #ifdef RENEWAL
  1310. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1311. break;
  1312. case RG_BACKSTAP:
  1313. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1314. #endif
  1315. break;
  1316. case BA_FROSTJOKER:
  1317. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. break;
  1319. case DC_SCREAM:
  1320. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. break;
  1322. case BD_LULLABY:
  1323. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1324. break;
  1325. case DC_UGLYDANCE:
  1326. rate = 5+5*skill_lv;
  1327. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1328. rate += 5+skill;
  1329. #ifdef RENEWAL
  1330. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1331. #else
  1332. status_zap(bl, 0, rate);
  1333. #endif
  1334. break;
  1335. case SL_STUN:
  1336. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1337. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1338. break;
  1339. case NPC_PETRIFYATTACK:
  1340. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1341. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1342. skill_get_time2(skill_id,skill_lv));
  1343. break;
  1344. case NPC_CURSEATTACK:
  1345. case NPC_SLEEPATTACK:
  1346. case NPC_BLINDATTACK:
  1347. case NPC_POISON:
  1348. case NPC_SILENCEATTACK:
  1349. case NPC_STUNATTACK:
  1350. case NPC_BLEEDING:
  1351. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_ACIDBREATH:
  1354. case NPC_ICEBREATH:
  1355. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1356. break;
  1357. case NPC_MENTALBREAKER:
  1358. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1359. //equal to Matk*skLevel.
  1360. rate = sstatus->matk_min;
  1361. if (rate < sstatus->matk_max)
  1362. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1363. rate*=skill_lv;
  1364. status_zap(bl, 0, rate);
  1365. break;
  1366. }
  1367. // Equipment breaking monster skills [Celest]
  1368. case NPC_WEAPONBRAKER:
  1369. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1370. break;
  1371. case NPC_ARMORBRAKE:
  1372. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1373. break;
  1374. case NPC_HELMBRAKE:
  1375. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1376. break;
  1377. case NPC_SHIELDBRAKE:
  1378. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1379. break;
  1380. case CH_TIGERFIST: {
  1381. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1382. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1383. if (status_get_class_(bl) == CLASS_BOSS)
  1384. basetime /= 5;
  1385. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1386. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1387. }
  1388. break;
  1389. case LK_SPIRALPIERCE:
  1390. case ML_SPIRALPIERCE:
  1391. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1392. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1393. break;
  1394. case ST_REJECTSWORD:
  1395. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. break;
  1397. case PF_FOGWALL:
  1398. if (src != bl && !tsc->data[SC_DELUGE])
  1399. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1400. break;
  1401. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1402. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1403. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1404. break;
  1405. case ASC_METEORASSAULT:
  1406. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1407. switch(rnd()%3) {
  1408. case 0:
  1409. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1410. break;
  1411. case 1:
  1412. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1413. break;
  1414. default:
  1415. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1416. }
  1417. break;
  1418. case HW_NAPALMVULCAN:
  1419. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1420. break;
  1421. case WS_CARTTERMINATION: // Cart termination
  1422. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1423. break;
  1424. case CR_ACIDDEMONSTRATION:
  1425. case GN_FIRE_EXPANSION_ACID:
  1426. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1427. break;
  1428. case TK_DOWNKICK:
  1429. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1430. break;
  1431. case TK_JUMPKICK:
  1432. // debuff the following statuses
  1433. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1434. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1435. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1436. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1437. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1438. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1439. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1440. // New soul links confirmed to not dispell with this skill
  1441. // but thats likely a bug since soul links can't stack and
  1442. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1443. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1444. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1445. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1446. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1447. }
  1448. break;
  1449. case TK_TURNKICK:
  1450. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1451. if(attack_type&BF_MISC) //70% base stun chance...
  1452. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case GS_BULLSEYE: //0.1% coma rate.
  1455. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1456. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1457. break;
  1458. case GS_PIERCINGSHOT:
  1459. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NJ_HYOUSYOURAKU:
  1462. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case GS_FLING:
  1465. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1466. break;
  1467. case GS_DISARM:
  1468. skill_strip_equip(src, bl, skill_id, skill_lv);
  1469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1470. break;
  1471. case NPC_EVILLAND:
  1472. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case NPC_HELLJUDGEMENT:
  1475. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1476. break;
  1477. case NPC_CRITICALWOUND:
  1478. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1479. break;
  1480. case RK_DRAGONBREATH:
  1481. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1482. break;
  1483. case RK_DRAGONBREATH_WATER:
  1484. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1485. break;
  1486. case AB_ADORAMUS:
  1487. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1488. break;
  1489. case WL_COMET:
  1490. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, 20000);
  1491. break;
  1492. case NPC_COMET:
  1493. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1494. break;
  1495. case NPC_JACKFROST:
  1496. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1497. break;
  1498. case RA_WUGBITE: {
  1499. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1500. if (wug_rate < 50)
  1501. wug_rate = 50;
  1502. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1503. }
  1504. break;
  1505. case RA_SENSITIVEKEEN:
  1506. if( rnd()%100 < 8 * skill_lv )
  1507. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1508. break;
  1509. case RA_FIRINGTRAP:
  1510. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1511. break;
  1512. case RA_ICEBOUNDTRAP:
  1513. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1514. break;
  1515. case NC_PILEBUNKER:
  1516. if( rnd()%100 < 25 + 15*skill_lv ) {
  1517. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1518. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1519. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1520. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1521. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1522. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1523. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1524. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1525. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1526. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1527. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1528. }
  1529. break;
  1530. case NC_FLAMELAUNCHER:
  1531. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1532. break;
  1533. case NC_COLDSLOWER:
  1534. // Status chances are applied officially through a check
  1535. // The skill first trys to give the frozen status to targets that are hit
  1536. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1537. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1538. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1539. break;
  1540. case NC_POWERSWING:
  1541. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1542. break;
  1543. case GC_WEAPONCRUSH:
  1544. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1545. break;
  1546. case LG_PINPOINTATTACK:
  1547. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1548. switch( skill_lv ) {
  1549. case 1:
  1550. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1551. break;
  1552. case 2:
  1553. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1554. break;
  1555. case 3:
  1556. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1557. break;
  1558. case 4:
  1559. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1560. break;
  1561. case 5:
  1562. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1563. break;
  1564. }
  1565. break;
  1566. case LG_MOONSLASHER:
  1567. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1568. break;
  1569. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1570. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1571. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1572. break;
  1573. case LG_HESPERUSLIT:
  1574. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1575. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1576. break;
  1577. case SR_DRAGONCOMBO:
  1578. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1579. break;
  1580. case SR_WINDMILL:
  1581. if( dstsd )
  1582. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1583. else if( dstmd )
  1584. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1585. break;
  1586. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1587. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1588. break;
  1589. case SR_EARTHSHAKER:
  1590. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1591. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1592. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1593. break;
  1594. case SO_EARTHGRAVE:
  1595. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1596. break;
  1597. case SO_DIAMONDDUST:
  1598. rate = 5 + 5 * skill_lv;
  1599. if( sc && sc->data[SC_COOLER_OPTION] )
  1600. rate += (sd ? sd->status.job_level / 5 : 0);
  1601. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1602. break;
  1603. case SO_VARETYR_SPEAR:
  1604. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1605. break;
  1606. case SO_POISON_BUSTER:
  1607. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1608. break;
  1609. case GN_SPORE_EXPLOSION:
  1610. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1611. break;
  1612. case GN_SLINGITEM_RANGEMELEEATK:
  1613. if( sd ) {
  1614. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1615. case ITEMID_COCONUT_BOMB:
  1616. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1617. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1618. break;
  1619. case ITEMID_MELON_BOMB:
  1620. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1621. break;
  1622. case ITEMID_BANANA_BOMB:
  1623. {
  1624. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1625. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1626. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1627. break;
  1628. }
  1629. }
  1630. sd->itemid = 0;
  1631. }
  1632. break;
  1633. case GN_HELLS_PLANT_ATK:
  1634. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1635. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1636. break;
  1637. case EL_WIND_SLASH: // Non confirmed rate.
  1638. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1639. break;
  1640. case EL_STONE_HAMMER:
  1641. rate = 10 * skill_lv;
  1642. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1643. break;
  1644. case EL_ROCK_CRUSHER:
  1645. case EL_ROCK_CRUSHER_ATK:
  1646. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1647. break;
  1648. case EL_TYPOON_MIS:
  1649. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1650. break;
  1651. case KO_JYUMONJIKIRI:
  1652. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1653. break;
  1654. case SP_SOULEXPLOSION:
  1655. case KO_SETSUDAN: // Remove soul link when hit.
  1656. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1657. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1658. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1659. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1660. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1661. break;
  1662. case KO_MAKIBISHI:
  1663. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1664. break;
  1665. case MH_EQC:
  1666. {
  1667. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1668. if (hd) {
  1669. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1670. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1671. }
  1672. }
  1673. break;
  1674. case MH_STAHL_HORN:
  1675. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1676. break;
  1677. case MH_NEEDLE_OF_PARALYZE:
  1678. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1679. break;
  1680. case MH_XENO_SLASHER:
  1681. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1682. break;
  1683. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1684. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1685. break;
  1686. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1687. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1688. break;
  1689. case GN_ILLUSIONDOPING:
  1690. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1691. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1692. break;
  1693. case RL_MASS_SPIRAL:
  1694. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1695. break;
  1696. case RL_SLUGSHOT:
  1697. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1698. break;
  1699. case RL_BANISHING_BUSTER: {
  1700. uint16 i, n = skill_lv;
  1701. if (!tsc || !tsc->count)
  1702. break;
  1703. if (status_isimmune(bl))
  1704. break;
  1705. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1706. if (sd)
  1707. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1708. break;
  1709. }
  1710. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1711. if (!tsc->data[i])
  1712. continue;
  1713. switch (i) {
  1714. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1715. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1716. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1717. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1718. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1719. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1720. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1721. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1722. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1723. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1724. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1725. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1726. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1727. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1728. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1729. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1730. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1731. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1732. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1733. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1734. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1735. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1736. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1737. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1738. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1739. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1740. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1741. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1742. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1743. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1744. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1745. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1746. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1747. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1748. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1749. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1750. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1751. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1752. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1753. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1754. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1755. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1756. case SC_P_ALTER: case SC_E_CHAIN:
  1757. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1758. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1759. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1760. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1761. case SC_SPORE_EXPLOSION:
  1762. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1763. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1764. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1765. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1766. #ifdef RENEWAL
  1767. case SC_EXTREMITYFIST2:
  1768. #endif
  1769. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1770. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1771. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1772. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1773. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1774. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1775. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1776. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1777. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1778. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1779. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1780. case SC_SPRITEMABLE: case SC_BITESCAR:
  1781. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1782. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1783. case SC_DAILYSENDMAILCNT:
  1784. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1785. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1786. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1787. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1788. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  1789. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  1790. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  1791. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  1792. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  1793. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  1794. continue;
  1795. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1796. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1797. case SC_FORTUNE: case SC_SERVICE4U:
  1798. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1799. continue; //If in song area don't end it, even if config enabled
  1800. break;
  1801. case SC_ASSUMPTIO:
  1802. if( bl->type == BL_MOB )
  1803. continue;
  1804. break;
  1805. }
  1806. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1807. tsc->data[i]->val2 = 0;
  1808. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1809. n--;
  1810. }
  1811. //Remove bonus_script by Banishing Buster
  1812. if (dstsd)
  1813. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1814. }
  1815. break;
  1816. case RL_S_STORM:
  1817. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1818. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1819. break;
  1820. case RL_AM_BLAST:
  1821. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1822. break;
  1823. case SU_SCRATCH:
  1824. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1825. break;
  1826. case SU_SV_STEMSPEAR:
  1827. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1828. break;
  1829. case SU_CN_METEOR2:
  1830. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case SU_SCAROFTAROU:
  1833. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1834. break;
  1835. case SU_LUNATICCARROTBEAT2:
  1836. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1837. break;
  1838. case SJ_FULLMOONKICK:
  1839. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1840. break;
  1841. case SJ_STAREMPEROR:
  1842. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1843. break;
  1844. case SP_CURSEEXPLOSION:
  1845. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1846. break;
  1847. case SP_SHA:
  1848. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1849. break;
  1850. } //end switch skill_id
  1851. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1852. { //Pass heritage to Master for status causing effects. [Skotlex]
  1853. sd = map_id2sd(md->master_id);
  1854. src = sd?&sd->bl:src;
  1855. }
  1856. // Coma
  1857. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1858. rate = 0;
  1859. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1860. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1861. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1862. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1863. }
  1864. if (attack_type&BF_WEAPON) {
  1865. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1866. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1867. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1868. }
  1869. if (rate > 0)
  1870. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1871. }
  1872. if( attack_type&BF_WEAPON )
  1873. { // Breaking Equipment
  1874. if( sd && battle_config.equip_self_break_rate )
  1875. { // Self weapon breaking
  1876. rate = battle_config.equip_natural_break_rate;
  1877. #ifndef RENEWAL
  1878. if( sc )
  1879. {
  1880. if(sc->data[SC_OVERTHRUST])
  1881. rate += 10;
  1882. if(sc->data[SC_MAXOVERTHRUST])
  1883. rate += 10;
  1884. }
  1885. #endif
  1886. if( rate )
  1887. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1888. }
  1889. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1890. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1891. // Target weapon breaking
  1892. rate = 0;
  1893. if( sd )
  1894. rate += sd->bonus.break_weapon_rate;
  1895. if( sc && sc->data[SC_MELTDOWN] )
  1896. rate += sc->data[SC_MELTDOWN]->val2;
  1897. if( rate )
  1898. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1899. // Target armor breaking
  1900. rate = 0;
  1901. if( sd )
  1902. rate += sd->bonus.break_armor_rate;
  1903. if( sc && sc->data[SC_MELTDOWN] )
  1904. rate += sc->data[SC_MELTDOWN]->val3;
  1905. if( rate )
  1906. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1907. }
  1908. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1909. if (sd->def_set_race[tstatus->race].rate)
  1910. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1911. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1912. if (sd->mdef_set_race[tstatus->race].rate)
  1913. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1914. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1915. if (sd->norecover_state_race[tstatus->race].rate)
  1916. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1917. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1918. }
  1919. }
  1920. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1921. struct unit_data *ud = unit_bl2ud(src);
  1922. if( sc->data[SC_WILD_STORM_OPTION] )
  1923. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1924. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1925. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1926. else if( sc->data[SC_TROPIC_OPTION] )
  1927. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1928. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1929. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1930. else
  1931. skill = 0;
  1932. if ( rnd()%100 < 25 && skill ){
  1933. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1934. if (ud) {
  1935. rate = skill_delayfix(src, skill, skill_lv);
  1936. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1937. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1938. if ( battle_config.display_status_timers )
  1939. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1940. }
  1941. }
  1942. }
  1943. }
  1944. // Autospell when attacking
  1945. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1946. {
  1947. struct block_list *tbl;
  1948. struct unit_data *ud;
  1949. int autospl_skill_lv, type;
  1950. for (const auto &it : sd->autospell) {
  1951. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1952. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1953. ((it.flag)&attack_type)&BF_SKILLMASK))
  1954. continue; // one or more trigger conditions were not fulfilled
  1955. skill = (it.id > 0) ? it.id : -it.id;
  1956. sd->state.autocast = 1;
  1957. if ( skill_isNotOk(skill, sd) ) {
  1958. sd->state.autocast = 0;
  1959. continue;
  1960. }
  1961. sd->state.autocast = 0;
  1962. autospl_skill_lv = it.lv?it.lv:1;
  1963. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1964. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1965. if (rnd()%1000 >= rate)
  1966. continue;
  1967. tbl = (it.id < 0) ? src : bl;
  1968. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  1969. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1970. continue;
  1971. }
  1972. if (battle_config.autospell_check_range &&
  1973. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1974. continue;
  1975. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1976. type = CAST_GROUND;
  1977. #ifndef RENEWAL
  1978. else if (skill == AS_SONICBLOW)
  1979. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1980. #endif
  1981. sd->state.autocast = 1;
  1982. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1983. #ifndef RENEWAL
  1984. skill_toggle_magicpower(src, skill);
  1985. #endif
  1986. switch (type) {
  1987. case CAST_GROUND:
  1988. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1989. break;
  1990. case CAST_NODAMAGE:
  1991. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1992. break;
  1993. case CAST_DAMAGE:
  1994. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1995. break;
  1996. }
  1997. sd->state.autocast = 0;
  1998. //Set canact delay. [Skotlex]
  1999. ud = unit_bl2ud(src);
  2000. if (ud) {
  2001. rate = skill_delayfix(src, skill, autospl_skill_lv);
  2002. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2003. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2004. if ( battle_config.display_status_timers && sd )
  2005. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2006. }
  2007. }
  2008. }
  2009. }
  2010. //Autobonus when attacking
  2011. if( sd && !sd->autobonus.empty() )
  2012. {
  2013. for(auto &it : sd->autobonus) {
  2014. if (rnd()%1000 >= it.rate)
  2015. continue;
  2016. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2017. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2018. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2019. continue; // one or more trigger conditions were not fulfilled
  2020. pc_exeautobonus(sd, &sd->autobonus, &it);
  2021. }
  2022. }
  2023. //Polymorph
  2024. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2025. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2026. (rnd()%10000 < sd->bonus.classchange))
  2027. {
  2028. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2029. if (class_ != 0 && mobdb_checkid(class_))
  2030. mob_class_change(dstmd,class_);
  2031. }
  2032. return 0;
  2033. }
  2034. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2035. struct block_list *tbl;
  2036. if( sd == NULL || !skill_id )
  2037. return 0;
  2038. for (auto &it : sd->autospell3) {
  2039. int skill, skill_lv, type;
  2040. if (it.flag != skill_id)
  2041. continue;
  2042. if (it.lock)
  2043. continue; // autospell already being executed
  2044. skill = it.id;
  2045. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2046. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2047. sd->state.autocast = 0;
  2048. continue;
  2049. }
  2050. sd->state.autocast = 0;
  2051. if( skill >= 0 && bl == NULL )
  2052. continue; // No target
  2053. if( rnd()%1000 >= it.rate )
  2054. continue;
  2055. skill_lv = it.lv ? it.lv : 1;
  2056. if( skill < 0 ) {
  2057. tbl = &sd->bl;
  2058. skill *= -1;
  2059. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2060. }
  2061. else
  2062. tbl = bl;
  2063. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  2064. if (!skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2065. continue;
  2066. }
  2067. if (battle_config.autospell_check_range &&
  2068. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2069. continue;
  2070. sd->state.autocast = 1;
  2071. it.lock = true;
  2072. skill_consume_requirement(sd,skill,skill_lv,1);
  2073. switch( type ) {
  2074. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2075. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2076. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2077. }
  2078. it.lock = false;
  2079. sd->state.autocast = 0;
  2080. }
  2081. if( sd && !sd->autobonus3.empty() ) {
  2082. for (auto &it : sd->autobonus3) {
  2083. if (rnd()%1000 >= it.rate)
  2084. continue;
  2085. if (it.atk_type != skill_id)
  2086. continue;
  2087. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2088. }
  2089. }
  2090. return 1;
  2091. }
  2092. /* Splitted off from skill_additional_effect, which is never called when the
  2093. * attack skill kills the enemy. Place in this function counter status effects
  2094. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2095. * from cards) that will take effect on the source, not the target. [Skotlex]
  2096. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2097. * type of skills, so not every instance of skill_additional_effect needs a call
  2098. * to this one.
  2099. */
  2100. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2101. {
  2102. int rate;
  2103. struct map_session_data *sd=NULL;
  2104. struct map_session_data *dstsd=NULL;
  2105. nullpo_ret(src);
  2106. nullpo_ret(bl);
  2107. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2108. sd = BL_CAST(BL_PC, src);
  2109. dstsd = BL_CAST(BL_PC, bl);
  2110. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2111. enum sc_type type;
  2112. unsigned int time;
  2113. for (const auto &it : dstsd->addeff_atked) {
  2114. rate = it.rate;
  2115. if (attack_type&BF_LONG)
  2116. rate += it.arrow_rate;
  2117. if (!rate)
  2118. continue;
  2119. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2120. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2121. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2122. continue; //Range Failed.
  2123. }
  2124. type = it.sc;
  2125. time = it.duration;
  2126. if (it.flag&ATF_TARGET && src != bl)
  2127. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2128. if (it.flag&ATF_SELF && !status_isdead(bl))
  2129. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2130. }
  2131. }
  2132. switch(skill_id) {
  2133. case MO_EXTREMITYFIST:
  2134. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2135. break;
  2136. case GS_FULLBUSTER:
  2137. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2138. break;
  2139. case HFLI_SBR44: //[orn]
  2140. case HVAN_EXPLOSION:
  2141. if(src->type == BL_HOM){
  2142. TBL_HOM *hd = (TBL_HOM*)src;
  2143. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2144. if (hd->master)
  2145. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2146. }
  2147. break;
  2148. case CR_GRANDCROSS:
  2149. case NPC_GRANDDARKNESS:
  2150. attack_type |= BF_WEAPON;
  2151. break;
  2152. case LG_HESPERUSLIT:
  2153. {
  2154. status_change *sc = status_get_sc(src);
  2155. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2156. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2157. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2158. }
  2159. }
  2160. break;
  2161. case SP_SPA:
  2162. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2163. break;
  2164. case SP_SHA:
  2165. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2166. break;
  2167. case SP_SWHOO:
  2168. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2169. break;
  2170. }
  2171. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2172. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2173. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2174. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2175. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2176. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2177. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2178. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2179. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2180. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2181. }
  2182. if( sd && status_isdead(bl) ) {
  2183. int sp = 0, hp = 0;
  2184. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2185. sp += sd->bonus.sp_gain_value;
  2186. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2187. hp += sd->bonus.hp_gain_value;
  2188. }
  2189. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2190. sp += sd->bonus.long_sp_gain_value;
  2191. hp += sd->bonus.long_hp_gain_value;
  2192. }
  2193. if( attack_type&BF_MAGIC ) {
  2194. sp += sd->bonus.magic_sp_gain_value;
  2195. hp += sd->bonus.magic_hp_gain_value;
  2196. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2197. struct status_change *sc = NULL;
  2198. if( ( sc = status_get_sc(src) ) ) {
  2199. if(sc->data[SC_SPIRIT] &&
  2200. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2201. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2202. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2203. }
  2204. }
  2205. }
  2206. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2207. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2208. }
  2209. }
  2210. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2211. struct status_change *sc = status_get_sc(bl);
  2212. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2213. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2214. }
  2215. // Trigger counter-spells to retaliate against damage causing skills.
  2216. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2217. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2218. {
  2219. struct block_list *tbl;
  2220. struct unit_data *ud;
  2221. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2222. for (const auto &it : dstsd->autospell2) {
  2223. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2224. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2225. ((it.flag)&attack_type)&BF_SKILLMASK))
  2226. continue; // one or more trigger conditions were not fulfilled
  2227. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2228. autospl_skill_lv = it.lv ? it.lv : 1;
  2229. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2230. autospl_rate = it.rate;
  2231. //Physical range attacks only trigger autospells half of the time
  2232. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2233. autospl_rate>>=1;
  2234. dstsd->state.autocast = 1;
  2235. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2236. dstsd->state.autocast = 0;
  2237. continue;
  2238. }
  2239. dstsd->state.autocast = 0;
  2240. if (rnd()%1000 >= autospl_rate)
  2241. continue;
  2242. tbl = (it.id < 0) ? bl : src;
  2243. if ((type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND) {
  2244. if (!skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2245. continue;
  2246. }
  2247. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2248. continue;
  2249. dstsd->state.autocast = 1;
  2250. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2251. switch (type) {
  2252. case CAST_GROUND:
  2253. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2254. break;
  2255. case CAST_NODAMAGE:
  2256. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2257. break;
  2258. case CAST_DAMAGE:
  2259. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2260. break;
  2261. }
  2262. dstsd->state.autocast = 0;
  2263. //Set canact delay. [Skotlex]
  2264. ud = unit_bl2ud(bl);
  2265. if (ud) {
  2266. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2267. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2268. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2269. if ( battle_config.display_status_timers && dstsd )
  2270. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2271. }
  2272. }
  2273. }
  2274. }
  2275. //Autobonus when attacked
  2276. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2277. for (auto &it : dstsd->autobonus2) {
  2278. if (rnd()%1000 >= it.rate)
  2279. continue;
  2280. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2281. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2282. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2283. continue; // one or more trigger conditions were not fulfilled
  2284. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2285. }
  2286. }
  2287. return 0;
  2288. }
  2289. /*=========================================================================
  2290. Breaks equipment. On-non players causes the corresponding strip effect.
  2291. - rate goes from 0 to 10000 (100.00%)
  2292. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2293. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2294. --------------------------------------------------------------------------*/
  2295. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2296. {
  2297. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2298. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2299. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2300. struct status_change *sc = status_get_sc(bl);
  2301. int i;
  2302. TBL_PC *sd;
  2303. sd = BL_CAST(BL_PC, bl);
  2304. if (sc && !sc->count)
  2305. sc = NULL;
  2306. if (sd) {
  2307. if (sd->bonus.unbreakable_equip)
  2308. where &= ~sd->bonus.unbreakable_equip;
  2309. if (sd->bonus.unbreakable)
  2310. rate -= rate*sd->bonus.unbreakable/100;
  2311. if (where&EQP_WEAPON) {
  2312. switch (sd->status.weapon) {
  2313. case W_FIST: //Bare fists should not break :P
  2314. case W_1HAXE:
  2315. case W_2HAXE:
  2316. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2317. case W_2HMACE:
  2318. case W_STAFF:
  2319. case W_2HSTAFF:
  2320. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2321. case W_HUUMA:
  2322. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2323. case W_DOUBLE_DA:
  2324. case W_DOUBLE_SA:
  2325. where &= ~EQP_WEAPON;
  2326. }
  2327. }
  2328. }
  2329. if (flag&BCT_ENEMY) {
  2330. if (battle_config.equip_skill_break_rate != 100)
  2331. rate = rate*battle_config.equip_skill_break_rate/100;
  2332. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2333. if (battle_config.equip_self_break_rate != 100)
  2334. rate = rate*battle_config.equip_self_break_rate/100;
  2335. }
  2336. for (i = 0; i < 4; i++) {
  2337. if (where&where_list[i]) {
  2338. if (sc && sc->count && sc->data[scdef[i]])
  2339. where&=~where_list[i];
  2340. else if (rnd()%10000 >= rate)
  2341. where&=~where_list[i];
  2342. else if (!sd) //Cause Strip effect.
  2343. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2344. }
  2345. }
  2346. if (!where) //Nothing to break.
  2347. return 0;
  2348. if (sd) {
  2349. for (i = 0; i < EQI_MAX; i++) {
  2350. short j = sd->equip_index[i];
  2351. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2352. continue;
  2353. switch(i) {
  2354. case EQI_HEAD_TOP: //Upper Head
  2355. flag = (where&EQP_HELM);
  2356. break;
  2357. case EQI_ARMOR: //Body
  2358. flag = (where&EQP_ARMOR);
  2359. break;
  2360. case EQI_HAND_R: //Left/Right hands
  2361. case EQI_HAND_L:
  2362. flag = (
  2363. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2364. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2365. break;
  2366. case EQI_SHOES:
  2367. flag = (where&EQP_SHOES);
  2368. break;
  2369. case EQI_GARMENT:
  2370. flag = (where&EQP_GARMENT);
  2371. break;
  2372. default:
  2373. continue;
  2374. }
  2375. if (flag) {
  2376. sd->inventory.u.items_inventory[j].attribute = 1;
  2377. pc_unequipitem(sd, j, 3);
  2378. }
  2379. }
  2380. clif_equiplist(sd);
  2381. }
  2382. return where; //Return list of pieces broken.
  2383. }
  2384. /**
  2385. * Strip equipment from a target
  2386. * @param src: Source of call
  2387. * @param target: Target to strip
  2388. * @param skill_id: Skill used
  2389. * @param skill_lv: Skill level used
  2390. * @return True on successful strip or false otherwise
  2391. */
  2392. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2393. {
  2394. nullpo_retr(false, src);
  2395. nullpo_retr(false, target);
  2396. struct status_change *tsc = status_get_sc(target);
  2397. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2398. return false;
  2399. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2400. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2401. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2402. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2403. int rate, time, location, mod = 100;
  2404. switch (skill_id) { // Rate
  2405. case RG_STRIPWEAPON:
  2406. case RG_STRIPARMOR:
  2407. case RG_STRIPSHIELD:
  2408. case RG_STRIPHELM:
  2409. case GC_WEAPONCRUSH:
  2410. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2411. mod = 1000;
  2412. break;
  2413. case ST_FULLSTRIP: {
  2414. int min_rate = 50 + 20 * skill_lv;
  2415. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2416. rate = max(min_rate, rate);
  2417. mod = 1000;
  2418. break;
  2419. }
  2420. case GS_DISARM:
  2421. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2422. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2423. break;
  2424. case WL_EARTHSTRAIN: {
  2425. int job_lv = 0;
  2426. if (src->type == BL_PC)
  2427. job_lv = ((TBL_PC*)src)->status.job_level;
  2428. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2429. break;
  2430. }
  2431. case SC_STRIPACCESSARY:
  2432. rate = 12 + 2 * skill_lv;
  2433. break;
  2434. default:
  2435. return false;
  2436. }
  2437. if (rnd()%mod >= rate)
  2438. return false;
  2439. switch (skill_id) { // Duration
  2440. case SC_STRIPACCESSARY:
  2441. case GS_DISARM:
  2442. time = skill_get_time(skill_id, skill_lv);
  2443. break;
  2444. case WL_EARTHSTRAIN:
  2445. case RG_STRIPWEAPON:
  2446. case RG_STRIPARMOR:
  2447. case RG_STRIPSHIELD:
  2448. case RG_STRIPHELM:
  2449. case GC_WEAPONCRUSH:
  2450. case ST_FULLSTRIP:
  2451. if (skill_id == WL_EARTHSTRAIN)
  2452. time = skill_get_time2(skill_id, skill_lv);
  2453. else
  2454. time = skill_get_time(skill_id, skill_lv);
  2455. if (target->type == BL_PC)
  2456. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2457. else {
  2458. time += 15000;
  2459. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2460. }
  2461. break;
  2462. }
  2463. switch (skill_id) { // Location
  2464. case GC_WEAPONCRUSH:
  2465. case RG_STRIPWEAPON:
  2466. case GS_DISARM:
  2467. location = EQP_WEAPON;
  2468. break;
  2469. case RG_STRIPARMOR:
  2470. location = EQP_ARMOR;
  2471. break;
  2472. case RG_STRIPSHIELD:
  2473. location = EQP_SHIELD;
  2474. break;
  2475. case RG_STRIPHELM:
  2476. location = EQP_HELM;
  2477. break;
  2478. case ST_FULLSTRIP:
  2479. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2480. break;
  2481. case SC_STRIPACCESSARY:
  2482. location = EQP_ACC;
  2483. break;
  2484. }
  2485. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2486. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2487. location &=~ pos[i];
  2488. }
  2489. if (!location)
  2490. return false;
  2491. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2492. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2493. location &=~ pos[i];
  2494. }
  2495. return location ? true : false;
  2496. }
  2497. /**
  2498. * Used to knock back players, monsters, traps, etc
  2499. * @param src Object that give knock back
  2500. * @param target Object that receive knock back
  2501. * @param count Number of knock back cell requested
  2502. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2503. * @param flag
  2504. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2505. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2506. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2507. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2508. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2509. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2510. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2511. * @return Number of knocked back cells done
  2512. */
  2513. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2514. {
  2515. int dx = 0, dy = 0;
  2516. uint8 checkflag = 0;
  2517. struct status_change *tsc = status_get_sc(target);
  2518. enum e_unit_blown reason = UB_KNOCKABLE;
  2519. nullpo_ret(src);
  2520. nullpo_ret(target);
  2521. if (!count)
  2522. return count; // Actual knockback distance is 0.
  2523. // Create flag needed in unit_blown_immune
  2524. if(src != target)
  2525. checkflag |= 0x1; // Offensive
  2526. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2527. checkflag |= 0x2; // Knockback type
  2528. if(status_get_class_(src) == CLASS_BOSS)
  2529. checkflag |= 0x4; // Boss attack
  2530. // Get reason and check for flags
  2531. reason = unit_blown_immune(target, checkflag);
  2532. switch(reason) {
  2533. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2534. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2535. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2536. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2537. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2538. }
  2539. if (dir == -1) // <optimized>: do the computation here instead of outside
  2540. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2541. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2542. dx = -dirx[dir];
  2543. dy = -diry[dir];
  2544. }
  2545. if (tsc) {
  2546. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2547. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2548. if (tsc->data[SC_ROLLINGCUTTER])
  2549. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2550. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2551. return 0;
  2552. }
  2553. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2554. }
  2555. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2556. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2557. // In case of success returns type of reflection, otherwise 0
  2558. // 1 - Regular reflection (Maya)
  2559. // 2 - SL_KAITE reflection
  2560. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2561. {
  2562. struct status_change *sc = status_get_sc(bl);
  2563. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2564. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2565. // Item-based reflection - Bypasses Boss check
  2566. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2567. return 1;
  2568. }
  2569. // Magic Mirror reflection - Bypasses Boss check
  2570. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2571. return 1;
  2572. if( status_get_class_(src) == CLASS_BOSS )
  2573. return 0;
  2574. // status-based reflection
  2575. if( !sc || sc->count == 0 )
  2576. return 0;
  2577. // Kaite reflection - Does not bypass Boss check
  2578. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2579. #ifdef RENEWAL
  2580. && type // Does not reflect AoE
  2581. #endif
  2582. ) {
  2583. // Kaite only works against non-players if they are low-level.
  2584. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2585. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2586. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2587. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2588. return 2;
  2589. }
  2590. return 0;
  2591. }
  2592. /**
  2593. * Checks whether a skill can be used in combos or not
  2594. * @param skill_id: Target skill
  2595. * @return 0: Skill is not a combo
  2596. * 1: Skill is a normal combo
  2597. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2598. * @author Panikon
  2599. */
  2600. int skill_is_combo(uint16 skill_id) {
  2601. switch(skill_id) {
  2602. case MO_CHAINCOMBO:
  2603. case MO_COMBOFINISH:
  2604. case CH_TIGERFIST:
  2605. case CH_CHAINCRUSH:
  2606. case MO_EXTREMITYFIST:
  2607. case TK_TURNKICK:
  2608. case TK_STORMKICK:
  2609. case TK_DOWNKICK:
  2610. case TK_COUNTER:
  2611. case TK_JUMPKICK:
  2612. case HT_POWER:
  2613. case SR_DRAGONCOMBO:
  2614. return 1;
  2615. case SR_FALLENEMPIRE:
  2616. case SR_TIGERCANNON:
  2617. case SR_GATEOFHELL:
  2618. return 2;
  2619. }
  2620. return 0;
  2621. }
  2622. /*
  2623. * Combo handler, start stop combo status
  2624. */
  2625. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2626. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2627. switch (skill_id) {
  2628. case MH_MIDNIGHT_FRENZY:
  2629. case MH_EQC:
  2630. {
  2631. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2632. short idx = hom_skill_get_index(skill_id2);
  2633. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2634. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2635. if (idx == -1)
  2636. break;
  2637. sd = hd->master;
  2638. hd->homunculus.hskill[idx].flag= flag;
  2639. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2640. }
  2641. break;
  2642. case MO_COMBOFINISH:
  2643. case CH_TIGERFIST:
  2644. case CH_CHAINCRUSH:
  2645. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2646. break;
  2647. case TK_JUMPKICK:
  2648. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2649. break;
  2650. case MO_TRIPLEATTACK:
  2651. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2652. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2653. break;
  2654. case SR_FALLENEMPIRE:
  2655. if (sd){
  2656. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2657. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2658. }
  2659. break;
  2660. }
  2661. }
  2662. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2663. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2664. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2665. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2666. struct status_change_entry *sce;
  2667. TBL_PC *sd = BL_CAST(BL_PC,src);
  2668. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2669. struct status_change *sc = status_get_sc(src);
  2670. if(sc == NULL) return;
  2671. //End previous combo state after skill is invoked
  2672. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2673. switch (skill_id) {
  2674. case TK_TURNKICK:
  2675. case TK_STORMKICK:
  2676. case TK_DOWNKICK:
  2677. case TK_COUNTER:
  2678. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2679. sce->val1 = skill_id; //Update combo-skill
  2680. sce->val3 = skill_id;
  2681. if( sce->timer != INVALID_TIMER )
  2682. delete_timer(sce->timer, status_change_timer);
  2683. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2684. break;
  2685. }
  2686. unit_cancel_combo(src); // Cancel combo wait
  2687. break;
  2688. default:
  2689. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2690. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2691. }
  2692. }
  2693. //start new combo
  2694. if (sd) { //player only
  2695. switch (skill_id) {
  2696. case MO_TRIPLEATTACK:
  2697. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2698. duration = 1;
  2699. target_id = 0; // Will target current auto-target instead
  2700. }
  2701. break;
  2702. case MO_CHAINCOMBO:
  2703. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2704. duration = 1;
  2705. target_id = 0; // Will target current auto-target instead
  2706. }
  2707. break;
  2708. case MO_COMBOFINISH:
  2709. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2710. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2711. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2712. duration = 1;
  2713. target_id = 0; // Will target current auto-target instead
  2714. }
  2715. case CH_TIGERFIST:
  2716. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2717. duration = 1;
  2718. target_id = 0; // Will target current auto-target instead
  2719. }
  2720. case CH_CHAINCRUSH:
  2721. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2722. duration = 1;
  2723. target_id = 0; // Will target current auto-target instead
  2724. }
  2725. break;
  2726. case AC_DOUBLE:
  2727. if (pc_checkskill(sd, HT_POWER)) {
  2728. duration = 2000;
  2729. nodelay = 1; //Neither gives walk nor attack delay
  2730. target_id = 0; //Does not need to be used on previous target
  2731. }
  2732. break;
  2733. case SR_DRAGONCOMBO:
  2734. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2735. duration = 1;
  2736. break;
  2737. case SR_FALLENEMPIRE:
  2738. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2739. duration = 1;
  2740. break;
  2741. case SJ_PROMINENCEKICK:
  2742. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2743. duration = 1;
  2744. break;
  2745. }
  2746. }
  2747. else { //other
  2748. switch(skill_id) {
  2749. case MH_TINDER_BREAKER:
  2750. case MH_CBC:
  2751. case MH_SONIC_CRAW:
  2752. case MH_SILVERVEIN_RUSH:
  2753. if(hd->homunculus.spiritball > 0) duration = 2000;
  2754. nodelay = 1;
  2755. break;
  2756. case MH_EQC:
  2757. case MH_MIDNIGHT_FRENZY:
  2758. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2759. nodelay = 1;
  2760. break;
  2761. }
  2762. }
  2763. if (duration) { //Possible to chain
  2764. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2765. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2766. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2767. clif_combo_delay(src, duration);
  2768. }
  2769. }
  2770. /**
  2771. * Copy skill by Plagiarism or Reproduce
  2772. * @param src: The caster
  2773. * @param bl: The target
  2774. * @param skill_id: Skill that casted
  2775. * @param skill_lv: Skill level of the casted skill
  2776. */
  2777. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2778. {
  2779. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2780. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2781. return;
  2782. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2783. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2784. return;
  2785. else {
  2786. uint16 idx;
  2787. uint8 lv;
  2788. skill_id = skill_dummy2skill_id(skill_id);
  2789. //Use skill index, avoiding out-of-bound array [Cydh]
  2790. if (!(idx = skill_get_index(skill_id)))
  2791. return;
  2792. switch (skill_isCopyable(tsd,skill_id)) {
  2793. case 1: //Copied by Plagiarism
  2794. {
  2795. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2796. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2797. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2798. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2799. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2800. }
  2801. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2802. tsd->cloneskill_idx = idx;
  2803. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2804. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2805. }
  2806. break;
  2807. case 2: //Copied by Reproduce
  2808. {
  2809. struct status_change *tsc = status_get_sc(bl);
  2810. //Already did SC check
  2811. //Skill level copied depends on Reproduce skill that used
  2812. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2813. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2814. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2815. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2816. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2817. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2818. }
  2819. //Level dependent and limitation.
  2820. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2821. lv = min(lv,skill_get_max(skill_id));
  2822. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2823. lv = min(lv,skill_lv);
  2824. tsd->reproduceskill_idx = idx;
  2825. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2826. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2827. }
  2828. break;
  2829. default: return;
  2830. }
  2831. tsd->status.skill[idx].id = skill_id;
  2832. tsd->status.skill[idx].lv = lv;
  2833. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2834. clif_addskill(tsd,skill_id);
  2835. }
  2836. }
  2837. /**
  2838. * Knockback the target on skill_attack
  2839. * @param src is the master behind the attack
  2840. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2841. * @param target is the target to be attacked.
  2842. * @param blewcount
  2843. * @param skill_id
  2844. * @param skill_lv
  2845. * @param damage
  2846. * @param tick
  2847. * @param flag can hold a bunch of information:
  2848. */
  2849. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2850. int8 dir = -1; // Default direction
  2851. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2852. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2853. if (!blewcount || target == dsrc || status_isdead(target))
  2854. return;
  2855. // Skill specific direction
  2856. switch (skill_id) {
  2857. case MG_FIREWALL:
  2858. case EL_FIRE_MANTLE:
  2859. dir = unit_getdir(target); // Backwards
  2860. break;
  2861. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2862. case WZ_STORMGUST:
  2863. if(!battle_config.stormgust_knockback)
  2864. dir = rnd()%8;
  2865. break;
  2866. case MC_CARTREVOLUTION:
  2867. if (battle_config.cart_revo_knockback)
  2868. dir = 6; // Official servers push target to the West
  2869. break;
  2870. case AC_SHOWER:
  2871. case WL_CRIMSONROCK:
  2872. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2873. dir = map_calc_dir(target, src->x, src->y);
  2874. else
  2875. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2876. break;
  2877. case HT_PHANTASMIC: // issue #1378
  2878. if (status_get_hp(target) - damage <= 0) return;
  2879. break;
  2880. }
  2881. // Blown-specific handling
  2882. switch( skill_id ) {
  2883. case SR_KNUCKLEARROW:
  2884. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2885. // Boss & Immune Knockback stay in place and don't get bonus damage
  2886. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2887. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2888. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2889. dir_ka = -1;
  2890. break;
  2891. case RL_R_TRIP:
  2892. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2893. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2894. break;
  2895. default:
  2896. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2897. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2898. TBL_SKILL *su = (TBL_SKILL*)target;
  2899. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2900. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2901. }
  2902. break;
  2903. }
  2904. clif_fixpos(target);
  2905. }
  2906. /*
  2907. * =========================================================================
  2908. * Does a skill attack with the given properties.
  2909. * @param src is the master behind the attack (player/mob/pet)
  2910. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2911. * @param bl is the target to be attacked.
  2912. * @param flag can hold a bunch of information:
  2913. * flag&1
  2914. * flag&2 - Disable re-triggered by double casting
  2915. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2916. * flag&8 - SC_COMBO state used to deal bonus damage
  2917. *
  2918. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2919. * (usually holds number of targets, or just 1 for simple splash attacks)
  2920. *
  2921. * flag&0xF000 - Values from enum e_skill_display
  2922. * flag&0x3F0000 - Values from enum e_battle_check_target
  2923. *
  2924. * flag&0x1000000 - Return 0 if damage was reflected
  2925. *-------------------------------------------------------------------------*/
  2926. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2927. {
  2928. struct Damage dmg;
  2929. struct status_data *sstatus, *tstatus;
  2930. struct status_change *sc, *tsc;
  2931. struct map_session_data *sd, *tsd;
  2932. int64 damage;
  2933. bool rmdamage = false;//magic reflected
  2934. int type;
  2935. enum e_damage_type dmg_type;
  2936. bool shadow_flag = false;
  2937. bool additional_effects = true;
  2938. if(skill_id > 0 && !skill_lv)
  2939. return 0;
  2940. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2941. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2942. nullpo_ret(bl); //Target to be attacked.
  2943. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2944. return 0;
  2945. if (src != dsrc) {
  2946. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2947. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2948. return 0;
  2949. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2950. //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]
  2951. if (!status_check_skilluse(src, bl, skill_id, 2))
  2952. return 0;
  2953. }
  2954. sd = BL_CAST(BL_PC, src);
  2955. tsd = BL_CAST(BL_PC, bl);
  2956. sstatus = status_get_status_data(src);
  2957. tstatus = status_get_status_data(bl);
  2958. sc= status_get_sc(src);
  2959. tsc= status_get_sc(bl);
  2960. if (tsc && !tsc->count)
  2961. tsc = NULL; //Don't need it.
  2962. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2963. if (tsc && tsc->data[SC_TRICKDEAD])
  2964. return 0;
  2965. #ifndef RENEWAL
  2966. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2967. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2968. return 0;
  2969. #endif
  2970. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2971. //If the damage source is a unit, the damage is not delayed
  2972. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2973. dmg.amotion = 0;
  2974. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2975. // Adjusted to the new system [Skotlex]
  2976. if( src->type == BL_PET ) { // [Valaris]
  2977. struct pet_data *pd = (TBL_PET*)src;
  2978. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2979. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2980. int element = skill_get_ele(skill_id, skill_lv);
  2981. /*if (skill_id == -1) Does it ever worked?
  2982. element = sstatus->rhw.ele;*/
  2983. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2984. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2985. else
  2986. dmg.damage = pd->a_skill->damage; // Fixed damage
  2987. }
  2988. else
  2989. dmg.damage = 1*pd->a_skill->div_;
  2990. dmg.damage2 = 0;
  2991. dmg.div_= pd->a_skill->div_;
  2992. }
  2993. }
  2994. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2995. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2996. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2997. { //Magic reflection, switch caster/target
  2998. struct block_list *tbl = bl;
  2999. rmdamage = true;
  3000. bl = src;
  3001. src = tbl;
  3002. dsrc = tbl;
  3003. sd = BL_CAST(BL_PC, src);
  3004. tsd = BL_CAST(BL_PC, bl);
  3005. tsc = status_get_sc(bl);
  3006. if (tsc && !tsc->count)
  3007. tsc = NULL; //Don't need it.
  3008. /* bugreport:2564 flag&2 disables double casting trigger */
  3009. flag |= 2;
  3010. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3011. flag |= 4;
  3012. //Spirit of Wizard blocks Kaite's reflection
  3013. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3014. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3015. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3016. if (type >= 0) {
  3017. if ( tsd )
  3018. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3019. dmg.damage = dmg.damage2 = 0;
  3020. dmg.dmg_lv = ATK_MISS;
  3021. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3022. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3023. }
  3024. } else if( type != 2 ) /* Kaite bypasses */
  3025. additional_effects = false;
  3026. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3027. #if MAGIC_REFLECTION_TYPE
  3028. #ifdef RENEWAL
  3029. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3030. #else
  3031. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3032. // regardless of caster's equipment (Aegis 11.1)
  3033. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3034. #endif
  3035. short s_ele = skill_get_ele(skill_id, skill_lv);
  3036. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3037. s_ele = sstatus->rhw.ele;
  3038. else if (s_ele == ELE_ENDOWED) //Use status element
  3039. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3040. else if( s_ele == ELE_RANDOM) //Use random element
  3041. s_ele = rnd()%ELE_ALL;
  3042. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3043. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3044. struct status_data *status = status_get_status_data(bl);
  3045. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3046. per /=20; //Uses 20% SP intervals.
  3047. //SP Cost: 1% + 0.5% per every 20% SP
  3048. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3049. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3050. //Reduction: 6% + 6% every 20%
  3051. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3052. }
  3053. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3054. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3055. dmg.damage = i64max(dmg.damage, 1);
  3056. }
  3057. }
  3058. #endif
  3059. }
  3060. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3061. int sp = skill_get_sp(skill_id,skill_lv);
  3062. #ifndef RENEWAL
  3063. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3064. #endif
  3065. dmg.damage = dmg.damage2 = 0;
  3066. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3067. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3068. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3069. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3070. status_heal(bl, 0, sp, 2);
  3071. }
  3072. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3073. dmg.damage = dmg.damage2 = 0;
  3074. dmg.dmg_lv = ATK_MISS;
  3075. }
  3076. }
  3077. damage = dmg.damage + dmg.damage2;
  3078. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3079. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3080. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3081. damage = 1;
  3082. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3083. struct block_list *nbl;
  3084. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3085. if( nbl ){ // Only one target is chosen.
  3086. damage = damage / 2; // Deflect half of the damage to a target nearby
  3087. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3088. }
  3089. }
  3090. //Skill hit type
  3091. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3092. switch( skill_id ) {
  3093. case SC_TRIANGLESHOT:
  3094. if( rnd()%100 > (1 + skill_lv) )
  3095. dmg.blewcount = 0;
  3096. break;
  3097. default:
  3098. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3099. dmg.blewcount = 0; //only pushback when it hit for other
  3100. break;
  3101. }
  3102. switch( skill_id ) {
  3103. case CR_GRANDCROSS:
  3104. case NPC_GRANDDARKNESS:
  3105. if( battle_config.gx_disptype)
  3106. dsrc = src;
  3107. if( src == bl)
  3108. dmg_type = DMG_ENDURE;
  3109. else
  3110. flag|= SD_ANIMATION;
  3111. break;
  3112. case NJ_TATAMIGAESHI: //For correct knockback.
  3113. dsrc = src;
  3114. flag|= SD_ANIMATION;
  3115. break;
  3116. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3117. int level;
  3118. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3119. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3120. }
  3121. break;
  3122. case SL_STIN:
  3123. case SL_STUN:
  3124. if (skill_lv >= 7) {
  3125. struct status_change *sc_cur = status_get_sc(src);
  3126. if (sc_cur && !sc_cur->data[SC_SMA])
  3127. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3128. }
  3129. break;
  3130. }
  3131. //combo handling
  3132. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3133. //Display damage.
  3134. switch( skill_id ) {
  3135. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3136. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3137. break;
  3138. //Skills that need be passed as a normal attack for the client to display correctly.
  3139. case HVAN_EXPLOSION:
  3140. case NPC_SELFDESTRUCTION:
  3141. if(src->type == BL_PC)
  3142. dmg.blewcount = 10;
  3143. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3144. // fall through
  3145. case KN_AUTOCOUNTER:
  3146. case NPC_CRITICALSLASH:
  3147. case TF_DOUBLE:
  3148. case GS_CHAINACTION:
  3149. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3150. break;
  3151. case AS_SPLASHER:
  3152. if( flag&SD_ANIMATION ) // the surrounding targets
  3153. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3154. else // the central target doesn't display an animation
  3155. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3156. break;
  3157. case SR_EARTHSHAKER:
  3158. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3159. break;
  3160. case WL_SOULEXPANSION:
  3161. case WL_COMET:
  3162. case NPC_COMET:
  3163. case KO_MUCHANAGE:
  3164. #ifndef RENEWAL
  3165. case NJ_HUUMA:
  3166. #endif
  3167. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3168. break;
  3169. case WL_CHAINLIGHTNING_ATK:
  3170. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3171. break;
  3172. case WL_TETRAVORTEX_FIRE:
  3173. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3174. break;
  3175. case LG_SHIELDPRESS:
  3176. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3177. break;
  3178. case NPC_EARTHQUAKE:
  3179. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3180. break;
  3181. case NPC_DARKPIERCING:
  3182. case EL_FIRE_BOMB:
  3183. case EL_FIRE_BOMB_ATK:
  3184. case EL_FIRE_WAVE:
  3185. case EL_FIRE_WAVE_ATK:
  3186. case EL_FIRE_MANTLE:
  3187. case EL_CIRCLE_OF_FIRE:
  3188. case EL_FIRE_ARROW:
  3189. case EL_ICE_NEEDLE:
  3190. case EL_WATER_SCREW:
  3191. case EL_WATER_SCREW_ATK:
  3192. case EL_WIND_SLASH:
  3193. case EL_TIDAL_WEAPON:
  3194. case EL_ROCK_CRUSHER:
  3195. case EL_ROCK_CRUSHER_ATK:
  3196. case EL_HURRICANE:
  3197. case EL_HURRICANE_ATK:
  3198. case KO_BAKURETSU:
  3199. case GN_HELLS_PLANT_ATK:
  3200. case SU_SV_ROOTTWIST_ATK:
  3201. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3202. break;
  3203. case GN_FIRE_EXPANSION_ACID:
  3204. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3205. break;
  3206. case GN_SLINGITEM_RANGEMELEEATK:
  3207. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3208. break;
  3209. case EL_STONE_RAIN:
  3210. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3211. break;
  3212. case WM_SEVERE_RAINSTORM_MELEE:
  3213. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3214. break;
  3215. case HT_CLAYMORETRAP:
  3216. case HT_BLASTMINE:
  3217. case HT_FLASHER:
  3218. case HT_FREEZINGTRAP:
  3219. case RA_CLUSTERBOMB:
  3220. case RA_FIRINGTRAP:
  3221. case RA_ICEBOUNDTRAP:
  3222. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3223. if( dsrc != src ) // avoid damage display redundancy
  3224. break;
  3225. //Fall through
  3226. case HT_LANDMINE:
  3227. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3228. break;
  3229. case WZ_SIGHTBLASTER:
  3230. //Sightblaster should never call clif_skill_damage twice
  3231. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3232. break;
  3233. case RL_R_TRIP_PLUSATK:
  3234. case RL_S_STORM:
  3235. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3236. break;
  3237. case SU_LUNATICCARROTBEAT:
  3238. case SU_LUNATICCARROTBEAT2:
  3239. case SP_CURSEEXPLOSION:
  3240. case SP_SPA:
  3241. case SP_SHA:
  3242. if (dmg.div_ < 2)
  3243. type = DMG_SPLASH;
  3244. if (!(flag&SD_ANIMATION))
  3245. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3246. // Fall through
  3247. case WM_REVERBERATION:
  3248. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3249. break;
  3250. case SJ_FALLINGSTAR_ATK:
  3251. case SJ_FALLINGSTAR_ATK2:
  3252. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3253. break;
  3254. case SJ_NOVAEXPLOSING:
  3255. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3256. break;
  3257. case AB_DUPLELIGHT_MELEE:
  3258. case AB_DUPLELIGHT_MAGIC:
  3259. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3260. default:
  3261. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3262. dmg_type = DMG_SPLASH;
  3263. if (src->type == BL_SKILL) {
  3264. TBL_SKILL *su = (TBL_SKILL*)src;
  3265. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3266. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3267. break;
  3268. }
  3269. }
  3270. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3271. break;
  3272. }
  3273. map_freeblock_lock();
  3274. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3275. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3276. skill_do_copy(src,bl,skill_id,skill_lv);
  3277. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3278. { //Skills with can't walk delay also stop normal attacking for that
  3279. //duration when the attack connects. [Skotlex]
  3280. struct unit_data *ud = unit_bl2ud(src);
  3281. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3282. ud->attackabletime = tick + type;
  3283. }
  3284. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3285. // Instant damage
  3286. if( !dmg.amotion ) {
  3287. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3288. #ifndef RENEWAL
  3289. || skill_id == HW_GRAVITATION
  3290. #endif
  3291. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3292. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3293. if( !status_isdead(bl) && additional_effects )
  3294. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3295. if( damage > 0 ) //Counter status effects [Skotlex]
  3296. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3297. }
  3298. // Blow!
  3299. if (!(flag&4))
  3300. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3301. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3302. if( dmg.amotion ) {
  3303. if( shadow_flag ) {
  3304. if( !status_isdead(bl) && additional_effects )
  3305. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3306. if( dmg.flag > ATK_BLOCK )
  3307. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3308. } else
  3309. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3310. }
  3311. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3312. #ifndef RENEWAL
  3313. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3314. #endif
  3315. ) {
  3316. if (tsc->data[SC_DEVOTION]) {
  3317. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3318. struct block_list *d_bl = map_id2bl(sce->val1);
  3319. if (d_bl && (
  3320. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3321. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3322. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3323. {
  3324. if (!rmdamage) {
  3325. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3326. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3327. } else {
  3328. bool isDevotRdamage = false;
  3329. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3330. isDevotRdamage = true;
  3331. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3332. // This check is only for magical skill.
  3333. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3334. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3335. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3336. }
  3337. } else {
  3338. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3339. if (!dmg.amotion)
  3340. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3341. }
  3342. }
  3343. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3344. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3345. struct block_list *e_bl = map_id2bl(sce->val1);
  3346. if (e_bl) {
  3347. if (!rmdamage) {
  3348. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3349. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3350. } else {
  3351. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3352. status_fix_damage(bl, bl, damage, 0, 0);
  3353. }
  3354. }
  3355. }
  3356. }
  3357. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3358. if( skill_id == RG_INTIMIDATE ) {
  3359. int rate = 50 + skill_lv * 5;
  3360. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3361. if(rnd()%100 < rate)
  3362. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3363. }
  3364. }
  3365. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3366. dmg.flag |= BF_WEAPON;
  3367. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3368. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3369. {
  3370. if (battle_config.left_cardfix_to_right)
  3371. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3372. else
  3373. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3374. }
  3375. if( damage > 0 ) { // Post-damage effects
  3376. switch( skill_id ) {
  3377. case GC_VENOMPRESSURE: {
  3378. struct status_change *ssc = status_get_sc(src);
  3379. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3380. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3381. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3383. }
  3384. }
  3385. break;
  3386. }
  3387. if( sd )
  3388. skill_onskillusage(sd, bl, skill_id, tick);
  3389. }
  3390. if (!(flag&2)) {
  3391. switch (skill_id) {
  3392. case MG_COLDBOLT:
  3393. case MG_FIREBOLT:
  3394. case MG_LIGHTNINGBOLT:
  3395. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3396. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3397. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3398. break;
  3399. case SU_BITE:
  3400. case SU_SCRATCH:
  3401. case SU_SV_STEMSPEAR:
  3402. case SU_SCAROFTAROU:
  3403. case SU_PICKYPECK:
  3404. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3405. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3406. break;
  3407. }
  3408. }
  3409. map_freeblock_unlock();
  3410. if ((flag&0x1000000) && rmdamage)
  3411. return 0; //Should return 0 when damage was reflected
  3412. return damage;
  3413. }
  3414. /*==========================================
  3415. * Sub function for recursive skill call.
  3416. * Checking bl battle flag and display damage
  3417. * then call func with source,target,skill_id,skill_lv,tick,flag
  3418. *------------------------------------------*/
  3419. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3420. int skill_area_sub(struct block_list *bl, va_list ap)
  3421. {
  3422. struct block_list *src;
  3423. uint16 skill_id,skill_lv;
  3424. int flag;
  3425. t_tick tick;
  3426. SkillFunc func;
  3427. nullpo_ret(bl);
  3428. src = va_arg(ap,struct block_list *);
  3429. skill_id = va_arg(ap,int);
  3430. skill_lv = va_arg(ap,int);
  3431. tick = va_arg(ap,t_tick);
  3432. flag = va_arg(ap,int);
  3433. func = va_arg(ap,SkillFunc);
  3434. if (flag&BCT_WOS && src == bl)
  3435. return 0;
  3436. if(battle_check_target(src,bl,flag) > 0) {
  3437. // several splash skills need this initial dummy packet to display correctly
  3438. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3439. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3440. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3441. skill_area_temp[2]++;
  3442. return func(src,bl,skill_id,skill_lv,tick,flag);
  3443. }
  3444. return 0;
  3445. }
  3446. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3447. {
  3448. struct skill_unit *unit;
  3449. uint16 skill_id,g_skill_id;
  3450. unit = (struct skill_unit *)bl;
  3451. if(bl->prev == NULL || bl->type != BL_SKILL)
  3452. return 0;
  3453. if(!unit->alive)
  3454. return 0;
  3455. skill_id = va_arg(ap,int);
  3456. g_skill_id = unit->group->skill_id;
  3457. switch (skill_id) {
  3458. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3459. if(g_skill_id == SA_LANDPROTECTOR)
  3460. break;
  3461. //Fall through
  3462. case MH_STEINWAND:
  3463. case MG_SAFETYWALL:
  3464. case SC_MAELSTROM:
  3465. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3466. return 0;
  3467. break;
  3468. case AL_WARP:
  3469. case HT_SKIDTRAP:
  3470. case MA_SKIDTRAP:
  3471. case HT_LANDMINE:
  3472. case MA_LANDMINE:
  3473. case HT_ANKLESNARE:
  3474. case HT_SHOCKWAVE:
  3475. case HT_SANDMAN:
  3476. case MA_SANDMAN:
  3477. case HT_FLASHER:
  3478. case HT_FREEZINGTRAP:
  3479. case MA_FREEZINGTRAP:
  3480. case HT_BLASTMINE:
  3481. case HT_CLAYMORETRAP:
  3482. case HT_TALKIEBOX:
  3483. #ifndef RENEWAL
  3484. case HP_BASILICA:
  3485. #endif
  3486. case RA_ELECTRICSHOCKER:
  3487. case RA_CLUSTERBOMB:
  3488. case RA_MAGENTATRAP:
  3489. case RA_COBALTTRAP:
  3490. case RA_MAIZETRAP:
  3491. case RA_VERDURETRAP:
  3492. case RA_FIRINGTRAP:
  3493. case RA_ICEBOUNDTRAP:
  3494. case SC_DIMENSIONDOOR:
  3495. case SC_BLOODYLUST:
  3496. case NPC_REVERBERATION:
  3497. case GN_THORNS_TRAP:
  3498. case RL_B_TRAP:
  3499. case SC_ESCAPE:
  3500. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3501. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3502. return 0;
  3503. break;
  3504. default: //Avoid stacking with same kind of trap. [Skotlex]
  3505. if (g_skill_id != skill_id)
  3506. return 0;
  3507. break;
  3508. }
  3509. return 1;
  3510. }
  3511. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3512. {
  3513. //Non players do not check for the skill's splash-trigger area.
  3514. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3515. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3516. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3517. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3518. return 0;
  3519. }
  3520. range += layout_type;
  3521. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3522. }
  3523. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3524. {
  3525. uint16 skill_id;
  3526. if(bl->prev == NULL)
  3527. return 0;
  3528. skill_id = va_arg(ap,int);
  3529. if( status_isdead(bl) && skill_id != AL_WARP )
  3530. return 0;
  3531. #ifndef RENEWAL
  3532. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3533. return 0;
  3534. #endif
  3535. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3536. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3537. return 1;
  3538. }
  3539. /**
  3540. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3541. * @param bl Object that casted skill
  3542. * @param x Position x of the target
  3543. * @param y Position y of the target
  3544. * @param skill_id The casted skill
  3545. * @param skill_lv The skill Lv
  3546. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3547. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3548. */
  3549. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3550. {
  3551. int range = 0, type;
  3552. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3553. if (isNearNPC)
  3554. range = skill_get_splash(skill_id,skill_lv);
  3555. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3556. if (!isNearNPC || !range) {
  3557. switch (skill_id) { // to be expanded later
  3558. case WZ_ICEWALL:
  3559. range = 2;
  3560. break;
  3561. case SC_MANHOLE:
  3562. range = 0;
  3563. break;
  3564. default: {
  3565. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3566. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3567. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3568. return 0;
  3569. }
  3570. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3571. }
  3572. break;
  3573. }
  3574. }
  3575. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3576. //Check the additional range [Cydh]
  3577. if (isNearNPC && skill_npc_range > 0)
  3578. range += skill_npc_range;
  3579. if (!isNearNPC) { //Doesn't check the NPC range
  3580. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3581. if (bl->type&battle_config.skill_nofootset)
  3582. type = BL_CHAR;
  3583. else if(bl->type == BL_MOB)
  3584. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3585. else
  3586. return 0; //Don't check
  3587. } else
  3588. type = BL_NPC;
  3589. return (!isNearNPC) ?
  3590. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3591. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3592. //isNearNPC is used to check range from NPC
  3593. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3594. }
  3595. /*==========================================
  3596. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3597. * Flag:
  3598. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3599. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3600. *------------------------------------------*/
  3601. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3602. {
  3603. struct status_data *status;
  3604. struct map_session_data *sd = NULL;
  3605. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3606. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3607. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3608. nullpo_retr(0, bl);
  3609. switch( bl->type )
  3610. {
  3611. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3612. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3613. }
  3614. status = status_get_status_data(bl);
  3615. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3616. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3617. if (skill == nullptr)
  3618. return 0;
  3619. // Requirements
  3620. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3621. {
  3622. itemid[i] = skill->require.itemid[i];
  3623. amount[i] = skill->require.amount[i];
  3624. }
  3625. hp = skill->require.hp[skill_lv - 1];
  3626. sp = skill->require.sp[skill_lv - 1];
  3627. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3628. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3629. state = skill->require.state;
  3630. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3631. hp += (status->max_hp * mhp) / 100;
  3632. if( hp_rate > 0 )
  3633. hp += (status->hp * hp_rate) / 100;
  3634. else
  3635. hp += (status->max_hp * (-hp_rate)) / 100;
  3636. if( sp_rate > 0 )
  3637. sp += (status->sp * sp_rate) / 100;
  3638. else
  3639. sp += (status->max_sp * (-sp_rate)) / 100;
  3640. if( !(type&2) )
  3641. {
  3642. if( hp > 0 && status->hp <= (unsigned int)hp )
  3643. {
  3644. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3645. return 0;
  3646. }
  3647. if( sp > 0 && status->sp <= (unsigned int)sp )
  3648. {
  3649. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3650. return 0;
  3651. }
  3652. }
  3653. if( !type )
  3654. switch( state )
  3655. {
  3656. case ST_MOVE_ENABLE:
  3657. if( !unit_can_move(bl) )
  3658. {
  3659. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3660. return 0;
  3661. }
  3662. break;
  3663. }
  3664. if( !(type&1) )
  3665. return 1;
  3666. // Check item existences
  3667. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3668. {
  3669. index[i] = -1;
  3670. if( itemid[i] == 0 ) continue; // No item
  3671. index[i] = pc_search_inventory(sd, itemid[i]);
  3672. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3673. {
  3674. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3675. return 0;
  3676. }
  3677. }
  3678. // Consume items
  3679. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3680. {
  3681. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3682. }
  3683. if( type&2 )
  3684. return 1;
  3685. if( sp || hp )
  3686. status_zap(bl, hp, sp);
  3687. return 1;
  3688. }
  3689. /*==========================================
  3690. *
  3691. *------------------------------------------*/
  3692. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3693. {
  3694. switch (skill_id) {
  3695. case RL_QD_SHOT:
  3696. {
  3697. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3698. struct unit_data *ud = unit_bl2ud(src);
  3699. if (ud && ud->target == target->id)
  3700. return 1;
  3701. }
  3702. }
  3703. }
  3704. return 1;
  3705. }
  3706. /*==========================================
  3707. *
  3708. *------------------------------------------*/
  3709. static TIMER_FUNC(skill_timerskill){
  3710. struct block_list *src = map_id2bl(id),*target;
  3711. struct unit_data *ud = unit_bl2ud(src);
  3712. struct skill_timerskill *skl;
  3713. struct skill_unit *unit = NULL;
  3714. int range;
  3715. nullpo_ret(src);
  3716. nullpo_ret(ud);
  3717. skl = ud->skilltimerskill[data];
  3718. nullpo_ret(skl);
  3719. ud->skilltimerskill[data] = NULL;
  3720. do {
  3721. if(src->prev == NULL)
  3722. break; // Source not on Map
  3723. if(skl->target_id) {
  3724. target = map_id2bl(skl->target_id);
  3725. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3726. target = src; //Required since it has to warp.
  3727. if (skl->skill_id == SR_SKYNETBLOW) {
  3728. skill_area_temp[1] = 0;
  3729. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3730. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3731. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3732. break;
  3733. }
  3734. if(target == NULL)
  3735. break; // Target offline?
  3736. if(target->prev == NULL)
  3737. break; // Target not on Map
  3738. if(src->m != target->m)
  3739. break; // Different Maps
  3740. if(status_isdead(src)) {
  3741. switch(skl->skill_id) {
  3742. case WL_CHAINLIGHTNING_ATK:
  3743. case WL_TETRAVORTEX_FIRE:
  3744. case WL_TETRAVORTEX_WATER:
  3745. case WL_TETRAVORTEX_WIND:
  3746. case WL_TETRAVORTEX_GROUND:
  3747. // For SR_FLASHCOMBO
  3748. case SR_DRAGONCOMBO:
  3749. case SR_FALLENEMPIRE:
  3750. case SR_TIGERCANNON:
  3751. if (src->type != BL_PC)
  3752. continue;
  3753. break; // Exceptions
  3754. default:
  3755. continue; // Caster is Dead
  3756. }
  3757. }
  3758. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3759. break;
  3760. switch(skl->skill_id) {
  3761. case KN_AUTOCOUNTER:
  3762. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3763. break;
  3764. case RG_INTIMIDATE:
  3765. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3766. short x,y;
  3767. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3768. if (target != src && !status_isdead(target))
  3769. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3770. }
  3771. break;
  3772. case BA_FROSTJOKER:
  3773. case DC_SCREAM:
  3774. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3775. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3776. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3777. break;
  3778. case PR_LEXDIVINA:
  3779. if (src->type == BL_MOB) {
  3780. // Monsters use the default duration when casting Lex Divina
  3781. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3782. break;
  3783. }
  3784. // Fall through
  3785. case PR_STRECOVERY:
  3786. case BS_HAMMERFALL:
  3787. case MER_LEXDIVINA:
  3788. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3789. break;
  3790. case WZ_WATERBALL:
  3791. {
  3792. //Get the next waterball cell to consume
  3793. struct s_skill_unit_layout *layout;
  3794. int i;
  3795. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3796. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3797. int ux = skl->x + layout->dx[i];
  3798. int uy = skl->y + layout->dy[i];
  3799. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3800. if (unit)
  3801. break;
  3802. }
  3803. } // Fall through
  3804. case WZ_JUPITEL:
  3805. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3806. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3807. // Apply canact delay here to prevent hacks (unlimited casting)
  3808. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3809. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3810. }
  3811. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3812. skill_delunit(unit); // Consume unit for next waterball
  3813. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3814. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3815. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3816. } else {
  3817. struct status_change *sc = status_get_sc(src);
  3818. if(sc) {
  3819. if(sc->data[SC_SPIRIT] &&
  3820. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3821. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3822. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3823. }
  3824. }
  3825. break;
  3826. case WL_CHAINLIGHTNING_ATK: {
  3827. #ifndef RENEWAL
  3828. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3829. #endif
  3830. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3831. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3832. { // Remaining Chains Hit
  3833. struct block_list *nbl = NULL; // Next Target of Chain
  3834. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3835. splash_target(src), target->id); // Search for a new Target around current one...
  3836. if( nbl == NULL )
  3837. skl->x++;
  3838. else
  3839. skl->x = 0;
  3840. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3841. }
  3842. }
  3843. break;
  3844. case WL_TETRAVORTEX_FIRE:
  3845. case WL_TETRAVORTEX_WATER:
  3846. case WL_TETRAVORTEX_WIND:
  3847. case WL_TETRAVORTEX_GROUND:
  3848. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3849. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3850. if (skl->type >= 3) { // Final Hit
  3851. if (!status_isdead(target)) { // Final Status Effect
  3852. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3853. applyeffects[4] = { 0, 0, 0, 0 },
  3854. i, j = 0, k = 0;
  3855. for(i = 1; i <= 8; i = i + i) {
  3856. if (skl->x&i) {
  3857. applyeffects[j] = effects[k];
  3858. j++;
  3859. }
  3860. k++;
  3861. }
  3862. if (j) {
  3863. i = applyeffects[rnd()%j];
  3864. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  3865. }
  3866. }
  3867. }
  3868. break;
  3869. case NPC_REVERBERATION_ATK:
  3870. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3871. break;
  3872. case SR_WINDMILL:
  3873. if( target->type == BL_PC ) {
  3874. struct map_session_data *tsd = NULL;
  3875. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3876. pc_setsit(tsd);
  3877. skill_sit(tsd, true);
  3878. clif_sitting(&tsd->bl);
  3879. }
  3880. }
  3881. break;
  3882. case SR_KNUCKLEARROW:
  3883. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3884. break;
  3885. case CH_PALMSTRIKE:
  3886. {
  3887. struct status_change* tsc = status_get_sc(target);
  3888. struct status_change* sc = status_get_sc(src);
  3889. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3890. ( sc && sc->option&OPTION_HIDE ) ){
  3891. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3892. break;
  3893. }
  3894. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3895. break;
  3896. }
  3897. // For SR_FLASHCOMBO
  3898. case SR_DRAGONCOMBO:
  3899. case SR_FALLENEMPIRE:
  3900. case SR_TIGERCANNON:
  3901. if( src->type == BL_PC ) {
  3902. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3903. break;
  3904. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3905. }
  3906. break;
  3907. case SU_SV_ROOTTWIST_ATK: {
  3908. struct status_change *tsc = status_get_sc(target);
  3909. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3910. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3911. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3912. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3913. }
  3914. }
  3915. break;
  3916. default:
  3917. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3918. break;
  3919. }
  3920. }
  3921. else {
  3922. if(src->m != skl->map)
  3923. break;
  3924. switch( skl->skill_id )
  3925. {
  3926. case GN_CRAZYWEED_ATK:
  3927. {
  3928. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3929. 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);
  3930. }
  3931. case WL_EARTHSTRAIN:
  3932. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3933. break;
  3934. case RL_FIRE_RAIN: {
  3935. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3936. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3937. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3938. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3939. }
  3940. break;
  3941. case NC_MAGMA_ERUPTION:
  3942. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3943. break;
  3944. }
  3945. }
  3946. } while (0);
  3947. //Free skl now that it is no longer needed.
  3948. ers_free(skill_timer_ers, skl);
  3949. return 0;
  3950. }
  3951. /*==========================================
  3952. *
  3953. *------------------------------------------*/
  3954. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3955. {
  3956. int i;
  3957. struct unit_data *ud;
  3958. nullpo_retr(1, src);
  3959. if (src->prev == NULL)
  3960. return 0;
  3961. ud = unit_bl2ud(src);
  3962. nullpo_retr(1, ud);
  3963. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3964. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3965. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3966. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3967. ud->skilltimerskill[i]->src_id = src->id;
  3968. ud->skilltimerskill[i]->target_id = target;
  3969. ud->skilltimerskill[i]->skill_id = skill_id;
  3970. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3971. ud->skilltimerskill[i]->map = src->m;
  3972. ud->skilltimerskill[i]->x = x;
  3973. ud->skilltimerskill[i]->y = y;
  3974. ud->skilltimerskill[i]->type = type;
  3975. ud->skilltimerskill[i]->flag = flag;
  3976. return 0;
  3977. }
  3978. /*==========================================
  3979. *
  3980. *------------------------------------------*/
  3981. int skill_cleartimerskill (struct block_list *src)
  3982. {
  3983. int i;
  3984. struct unit_data *ud;
  3985. nullpo_ret(src);
  3986. ud = unit_bl2ud(src);
  3987. nullpo_ret(ud);
  3988. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3989. if(ud->skilltimerskill[i]) {
  3990. switch(ud->skilltimerskill[i]->skill_id) {
  3991. case WL_TETRAVORTEX_FIRE:
  3992. case WL_TETRAVORTEX_WATER:
  3993. case WL_TETRAVORTEX_WIND:
  3994. case WL_TETRAVORTEX_GROUND:
  3995. // For SR_FLASHCOMBO
  3996. case SR_DRAGONCOMBO:
  3997. case SR_FALLENEMPIRE:
  3998. case SR_TIGERCANNON:
  3999. if (src->type != BL_PC)
  4000. break;
  4001. continue;
  4002. }
  4003. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4004. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4005. ud->skilltimerskill[i]=NULL;
  4006. }
  4007. }
  4008. return 1;
  4009. }
  4010. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4011. skill_unit *su = (skill_unit*)bl;
  4012. nullpo_ret(su);
  4013. if (bl->type != BL_SKILL)
  4014. return 0;
  4015. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4016. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4017. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4018. su->limit = DIFF_TICK(gettick(), sg->tick);
  4019. sg->unit_id = UNT_USED_TRAPS;
  4020. }
  4021. return 1;
  4022. }
  4023. /**
  4024. * Reveal hidden trap
  4025. **/
  4026. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4027. {
  4028. TBL_SKILL *su = (TBL_SKILL*)bl;
  4029. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4030. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4031. //clif_changetraplook(bl, su->group->unit_id);
  4032. su->hidden = false;
  4033. skill_getareachar_skillunit_visibilty(su, AREA);
  4034. return 1;
  4035. }
  4036. return 0;
  4037. }
  4038. /**
  4039. * Attempt to reveal trap in area
  4040. * @param src Skill caster
  4041. * @param range Affected range
  4042. * @param x
  4043. * @param y
  4044. * TODO: Remove hardcode usages for this function
  4045. **/
  4046. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4047. if (!battle_config.traps_setting)
  4048. return;
  4049. nullpo_retv(src);
  4050. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4051. }
  4052. /*========================================== [Playtester]
  4053. * Process tarot card's effects
  4054. * @param src: Source of the tarot card effect
  4055. * @param target: Target of the tartor card effect
  4056. * @param skill_id: ID of the skill used
  4057. * @param skill_lv: Level of the skill used
  4058. * @param tick: Processing tick time
  4059. * @return Card number
  4060. *------------------------------------------*/
  4061. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4062. {
  4063. int card = 0;
  4064. if (battle_config.tarotcard_equal_chance) {
  4065. //eAthena equal chances
  4066. card = rnd() % 14 + 1;
  4067. }
  4068. else {
  4069. //Official chances
  4070. int rate = rnd() % 100;
  4071. if (rate < 10) card = 1; // THE FOOL
  4072. else if (rate < 20) card = 2; // THE MAGICIAN
  4073. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4074. else if (rate < 37) card = 4; // THE CHARIOT
  4075. else if (rate < 47) card = 5; // STRENGTH
  4076. else if (rate < 62) card = 6; // THE LOVERS
  4077. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4078. else if (rate < 69) card = 8; // THE HANGED MAN
  4079. else if (rate < 74) card = 9; // DEATH
  4080. else if (rate < 82) card = 10; // TEMPERANCE
  4081. else if (rate < 83) card = 11; // THE DEVIL
  4082. else if (rate < 85) card = 12; // THE TOWER
  4083. else if (rate < 90) card = 13; // THE STAR
  4084. else card = 14; // THE SUN
  4085. }
  4086. switch (card) {
  4087. case 1: // THE FOOL - heals SP to 0
  4088. {
  4089. status_percent_damage(src, target, 0, 100, false);
  4090. break;
  4091. }
  4092. case 2: // THE MAGICIAN - matk halved
  4093. {
  4094. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4095. break;
  4096. }
  4097. case 3: // THE HIGH PRIESTESS - all buffs removed
  4098. {
  4099. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4100. break;
  4101. }
  4102. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4103. {
  4104. status_fix_damage(src, target, 1000, 0, skill_id);
  4105. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4106. if (!status_isdead(target))
  4107. {
  4108. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4109. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4110. }
  4111. break;
  4112. }
  4113. case 5: // STRENGTH - atk halved
  4114. {
  4115. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4116. break;
  4117. }
  4118. case 6: // THE LOVERS - 2000HP heal, random teleported
  4119. {
  4120. status_heal(target, 2000, 0, 0);
  4121. if (!map_flag_vs(target->m))
  4122. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4123. break;
  4124. }
  4125. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4126. {
  4127. // Recursive call
  4128. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4129. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4130. break;
  4131. }
  4132. case 8: // THE HANGED MAN - stop, freeze or stoned
  4133. {
  4134. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4135. uint8 rand_eff = rnd() % 3;
  4136. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4137. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4138. break;
  4139. }
  4140. case 9: // DEATH - curse, coma and poison
  4141. {
  4142. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4143. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4144. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4145. break;
  4146. }
  4147. case 10: // TEMPERANCE - confusion
  4148. {
  4149. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4150. break;
  4151. }
  4152. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4153. {
  4154. status_fix_damage(src, target, 6666, 0, skill_id);
  4155. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4156. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4157. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4158. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4159. break;
  4160. }
  4161. case 12: // THE TOWER - 4444 damage
  4162. {
  4163. status_fix_damage(src, target, 4444, 0, skill_id);
  4164. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4165. break;
  4166. }
  4167. case 13: // THE STAR - stun
  4168. {
  4169. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4170. break;
  4171. }
  4172. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4173. {
  4174. #ifdef RENEWAL
  4175. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4176. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4177. #endif
  4178. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4179. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4180. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4181. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4182. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4183. return 14; //To make sure a valid number is returned
  4184. }
  4185. }
  4186. return card;
  4187. }
  4188. /*==========================================
  4189. *
  4190. *
  4191. *------------------------------------------*/
  4192. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4193. {
  4194. struct map_session_data *sd = NULL;
  4195. struct status_data *tstatus;
  4196. struct status_change *sc, *tsc;
  4197. if (skill_id > 0 && !skill_lv) return 0;
  4198. nullpo_retr(1, src);
  4199. nullpo_retr(1, bl);
  4200. if (src->m != bl->m)
  4201. return 1;
  4202. if (bl->prev == NULL)
  4203. return 1;
  4204. sd = BL_CAST(BL_PC, src);
  4205. if (status_isdead(bl))
  4206. return 1;
  4207. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4208. { //GTB makes all targetted magic display miss with a single bolt.
  4209. sc_type sct = status_skill2sc(skill_id);
  4210. if(sct != SC_NONE)
  4211. status_change_end(bl, sct, INVALID_TIMER);
  4212. 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));
  4213. return 1;
  4214. }
  4215. sc = status_get_sc(src);
  4216. tsc = status_get_sc(bl);
  4217. if (sc && !sc->count)
  4218. sc = NULL; //Unneeded
  4219. if (tsc && !tsc->count)
  4220. tsc = NULL;
  4221. tstatus = status_get_status_data(bl);
  4222. map_freeblock_lock();
  4223. switch(skill_id) {
  4224. case MER_CRASH:
  4225. case SM_BASH:
  4226. case MS_BASH:
  4227. case MC_MAMMONITE:
  4228. case TF_DOUBLE:
  4229. case AC_DOUBLE:
  4230. case MA_DOUBLE:
  4231. case AS_SONICBLOW:
  4232. case KN_PIERCE:
  4233. case ML_PIERCE:
  4234. case KN_SPEARBOOMERANG:
  4235. case TF_POISON:
  4236. case TF_SPRINKLESAND:
  4237. case AC_CHARGEARROW:
  4238. case MA_CHARGEARROW:
  4239. case RG_INTIMIDATE:
  4240. case AM_ACIDTERROR:
  4241. case BA_MUSICALSTRIKE:
  4242. case DC_THROWARROW:
  4243. case BA_DISSONANCE:
  4244. case CR_HOLYCROSS:
  4245. case NPC_DARKCROSS:
  4246. case CR_SHIELDCHARGE:
  4247. case CR_SHIELDBOOMERANG:
  4248. case NPC_PIERCINGATT:
  4249. case NPC_MENTALBREAKER:
  4250. case NPC_RANGEATTACK:
  4251. case NPC_CRITICALSLASH:
  4252. case NPC_COMBOATTACK:
  4253. case NPC_GUIDEDATTACK:
  4254. case NPC_POISON:
  4255. case NPC_RANDOMATTACK:
  4256. case NPC_WATERATTACK:
  4257. case NPC_GROUNDATTACK:
  4258. case NPC_FIREATTACK:
  4259. case NPC_WINDATTACK:
  4260. case NPC_POISONATTACK:
  4261. case NPC_HOLYATTACK:
  4262. case NPC_DARKNESSATTACK:
  4263. case NPC_TELEKINESISATTACK:
  4264. case NPC_UNDEADATTACK:
  4265. case NPC_ARMORBRAKE:
  4266. case NPC_WEAPONBRAKER:
  4267. case NPC_HELMBRAKE:
  4268. case NPC_SHIELDBRAKE:
  4269. case NPC_BLINDATTACK:
  4270. case NPC_SILENCEATTACK:
  4271. case NPC_STUNATTACK:
  4272. case NPC_PETRIFYATTACK:
  4273. case NPC_CURSEATTACK:
  4274. case NPC_SLEEPATTACK:
  4275. #ifdef RENEWAL
  4276. case CR_ACIDDEMONSTRATION:
  4277. #endif
  4278. case LK_AURABLADE:
  4279. case LK_SPIRALPIERCE:
  4280. case ML_SPIRALPIERCE:
  4281. case CG_ARROWVULCAN:
  4282. case HW_MAGICCRASHER:
  4283. case ITM_TOMAHAWK:
  4284. case CH_CHAINCRUSH:
  4285. case CH_TIGERFIST:
  4286. case PA_SHIELDCHAIN: // Shield Chain
  4287. case PA_SACRIFICE:
  4288. case WS_CARTTERMINATION: // Cart Termination
  4289. case AS_VENOMKNIFE:
  4290. case HT_PHANTASMIC:
  4291. case TK_DOWNKICK:
  4292. case TK_COUNTER:
  4293. case GS_CHAINACTION:
  4294. case GS_TRIPLEACTION:
  4295. #ifndef RENEWAL
  4296. case GS_MAGICALBULLET:
  4297. #endif
  4298. case GS_TRACKING:
  4299. case GS_PIERCINGSHOT:
  4300. case GS_RAPIDSHOWER:
  4301. case GS_DUST:
  4302. case GS_DISARM: // Added disarm. [Reddozen]
  4303. case GS_FULLBUSTER:
  4304. case NJ_SYURIKEN:
  4305. case NJ_KUNAI:
  4306. case ASC_BREAKER:
  4307. case HFLI_MOON: //[orn]
  4308. case HFLI_SBR44: //[orn]
  4309. case NPC_BLEEDING:
  4310. case NPC_CRITICALWOUND:
  4311. case NPC_HELLPOWER:
  4312. case RK_SONICWAVE:
  4313. case AB_DUPLELIGHT_MELEE:
  4314. case RA_AIMEDBOLT:
  4315. case NC_BOOSTKNUCKLE:
  4316. case NC_PILEBUNKER:
  4317. case NC_AXEBOOMERANG:
  4318. case NC_POWERSWING:
  4319. case NC_MAGMA_ERUPTION:
  4320. case GC_WEAPONCRUSH:
  4321. case GC_VENOMPRESSURE:
  4322. case SC_TRIANGLESHOT:
  4323. case SC_FEINTBOMB:
  4324. case LG_BANISHINGPOINT:
  4325. case LG_SHIELDPRESS:
  4326. case LG_RAGEBURST:
  4327. case LG_HESPERUSLIT:
  4328. case SR_DRAGONCOMBO:
  4329. case SR_FALLENEMPIRE:
  4330. case SR_CRESCENTELBOW_AUTOSPELL:
  4331. case SR_GATEOFHELL:
  4332. case SR_GENTLETOUCH_QUIET:
  4333. case WM_SEVERE_RAINSTORM_MELEE:
  4334. case WM_GREAT_ECHO:
  4335. case GN_SLINGITEM_RANGEMELEEATK:
  4336. case KO_SETSUDAN:
  4337. case RL_MASS_SPIRAL:
  4338. case RL_BANISHING_BUSTER:
  4339. case RL_SLUGSHOT:
  4340. case RL_AM_BLAST:
  4341. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4342. break;
  4343. case MO_TRIPLEATTACK:
  4344. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4345. break;
  4346. case LK_HEADCRUSH:
  4347. if (status_get_class_(bl) == CLASS_BOSS) {
  4348. if (sd)
  4349. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4350. break;
  4351. }
  4352. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4353. break;
  4354. case LK_JOINTBEAT:
  4355. flag = 1 << rnd() % 6;
  4356. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4357. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4358. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4359. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4360. break;
  4361. case MO_COMBOFINISH:
  4362. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4363. { //Becomes a splash attack when Soul Linked.
  4364. map_foreachinshootrange(skill_area_sub, bl,
  4365. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4366. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4367. skill_castend_damage_id);
  4368. } else
  4369. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4370. break;
  4371. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4373. skill_area_temp[1] = 0;
  4374. map_foreachinshootrange(skill_attack_area, src,
  4375. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4376. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4377. break;
  4378. case KN_CHARGEATK:
  4379. {
  4380. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4381. unsigned int dist = distance_bl(src, bl);
  4382. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4383. // teleport to target (if not on WoE grounds)
  4384. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4385. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4386. // cause damage and knockback if the path to target was a straight one
  4387. if (path) {
  4388. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4389. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4390. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4391. // make the caster look in the direction of the target
  4392. unit_setdir(src, (dir+4)%8);
  4393. }
  4394. }
  4395. break;
  4396. case NC_FLAMELAUNCHER:
  4397. skill_area_temp[1] = bl->id;
  4398. if (battle_config.skill_eightpath_algorithm) {
  4399. //Use official AoE algorithm
  4400. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4401. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4402. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4403. } else {
  4404. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4405. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4406. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4407. }
  4408. break;
  4409. #ifndef RENEWAL
  4410. case SN_SHARPSHOOTING:
  4411. flag |= 2; // Flag for specific mob damage formula
  4412. #endif
  4413. case MA_SHARPSHOOTING:
  4414. case NJ_KAMAITACHI:
  4415. case NPC_DARKPIERCING:
  4416. case NPC_ACIDBREATH:
  4417. case NPC_DARKNESSBREATH:
  4418. case NPC_FIREBREATH:
  4419. case NPC_ICEBREATH:
  4420. case NPC_THUNDERBREATH:
  4421. skill_area_temp[1] = bl->id;
  4422. if (battle_config.skill_eightpath_algorithm) {
  4423. //Use official AoE algorithm
  4424. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4425. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4426. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4427. #ifndef RENEWAL
  4428. if (skill_id == SN_SHARPSHOOTING)
  4429. flag &= ~2; // Only targets in the splash area are affected
  4430. #endif
  4431. //These skills hit at least the target if the AoE doesn't hit
  4432. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4433. }
  4434. } else {
  4435. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4436. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4437. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4438. }
  4439. break;
  4440. case MO_INVESTIGATE:
  4441. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4442. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4443. break;
  4444. case RG_BACKSTAP:
  4445. {
  4446. if (!check_distance_bl(src, bl, 0)) {
  4447. #ifdef RENEWAL
  4448. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4449. short x, y;
  4450. if (dir > 0 && dir < 4)
  4451. x = -1;
  4452. else if (dir > 4)
  4453. x = 1;
  4454. else
  4455. x = 0;
  4456. if (dir > 2 && dir < 6)
  4457. y = -1;
  4458. else if (dir == 7 || dir < 2)
  4459. y = 1;
  4460. else
  4461. y = 0;
  4462. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4463. #else
  4464. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4465. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4466. #endif
  4467. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4468. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4469. unit_setdir(bl,dir);
  4470. #ifdef RENEWAL
  4471. clif_blown(src);
  4472. #endif
  4473. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4474. }
  4475. else if (sd)
  4476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4477. }
  4478. }
  4479. break;
  4480. case MO_FINGEROFFENSIVE:
  4481. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4482. if (battle_config.finger_offensive_type && sd) {
  4483. for (int i = 1; i < sd->spiritball_old; i++)
  4484. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4485. }
  4486. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4487. break;
  4488. case MO_CHAINCOMBO:
  4489. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4490. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4491. break;
  4492. #ifndef RENEWAL
  4493. case NJ_ISSEN:
  4494. #endif
  4495. case MO_EXTREMITYFIST:
  4496. {
  4497. struct block_list *mbl = bl; // For NJ_ISSEN
  4498. short x, y, i = 2; // Move 2 cells (From target)
  4499. short dir = map_calc_dir(src,bl->x,bl->y);
  4500. #ifdef RENEWAL
  4501. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4502. flag |= 1; // Give +100% damage increase
  4503. #endif
  4504. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4505. if (skill_id == MO_EXTREMITYFIST) {
  4506. status_set_sp(src, 0, 0);
  4507. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4508. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4509. #ifdef RENEWAL
  4510. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4511. #endif
  4512. } else {
  4513. status_set_hp(src, 1, 0);
  4514. status_change_end(src, SC_NEN, INVALID_TIMER);
  4515. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4516. }
  4517. if (skill_id == MO_EXTREMITYFIST) {
  4518. mbl = src; // For MO_EXTREMITYFIST
  4519. i = 3; // Move 3 cells (From caster)
  4520. }
  4521. if (dir > 0 && dir < 4)
  4522. x = -i;
  4523. else if (dir > 4)
  4524. x = i;
  4525. else
  4526. x = 0;
  4527. if (dir > 2 && dir < 6)
  4528. y = -i;
  4529. else if (dir == 7 || dir < 2)
  4530. y = i;
  4531. else
  4532. y = 0;
  4533. // Ashura Strike still has slide effect in GVG
  4534. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4535. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4536. clif_blown(src);
  4537. clif_spiritball(src);
  4538. }
  4539. }
  4540. break;
  4541. case HT_POWER:
  4542. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4543. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4544. break;
  4545. case SU_PICKYPECK:
  4546. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4547. case SU_BITE:
  4548. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4549. break;
  4550. case SU_SVG_SPIRIT:
  4551. skill_area_temp[1] = bl->id;
  4552. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4553. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4554. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4555. break;
  4556. //Splash attack skills.
  4557. case AS_GRIMTOOTH:
  4558. case MC_CARTREVOLUTION:
  4559. case NPC_SPLASHATTACK:
  4560. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4561. case AS_SPLASHER:
  4562. case HT_BLITZBEAT:
  4563. case AC_SHOWER:
  4564. case MA_SHOWER:
  4565. case MG_NAPALMBEAT:
  4566. case MG_FIREBALL:
  4567. case RG_RAID:
  4568. #ifdef RENEWAL
  4569. case SN_SHARPSHOOTING:
  4570. #endif
  4571. case HW_NAPALMVULCAN:
  4572. case NJ_HUUMA:
  4573. case ASC_METEORASSAULT:
  4574. case GS_SPREADATTACK:
  4575. case NPC_PULSESTRIKE:
  4576. case NPC_HELLJUDGEMENT:
  4577. case NPC_VAMPIRE_GIFT:
  4578. case NPC_MAXPAIN_ATK:
  4579. case NPC_JACKFROST:
  4580. case NPC_REVERBERATION_ATK:
  4581. case NPC_ARROWSTORM:
  4582. case NPC_IGNITIONBREAK:
  4583. case RK_IGNITIONBREAK:
  4584. case RK_HUNDREDSPEAR:
  4585. case AB_JUDEX:
  4586. case AB_ADORAMUS:
  4587. case WL_SOULEXPANSION:
  4588. case WL_CRIMSONROCK:
  4589. case WL_JACKFROST:
  4590. case RA_ARROWSTORM:
  4591. case RA_WUGDASH:
  4592. case NC_VULCANARM:
  4593. case NC_COLDSLOWER:
  4594. case NC_SELFDESTRUCTION:
  4595. case NC_AXETORNADO:
  4596. case GC_ROLLINGCUTTER:
  4597. case GC_COUNTERSLASH:
  4598. case LG_CANNONSPEAR:
  4599. case LG_OVERBRAND:
  4600. case LG_MOONSLASHER:
  4601. case LG_RAYOFGENESIS:
  4602. case LG_EARTHDRIVE:
  4603. case SR_RAMPAGEBLASTER:
  4604. case SR_SKYNETBLOW:
  4605. case SR_WINDMILL:
  4606. case SR_RIDEINLIGHTNING:
  4607. case SO_VARETYR_SPEAR:
  4608. case SO_POISON_BUSTER:
  4609. case GN_CART_TORNADO:
  4610. case GN_CARTCANNON:
  4611. case GN_SPORE_EXPLOSION:
  4612. case GN_DEMONIC_FIRE:
  4613. case GN_FIRE_EXPANSION_ACID:
  4614. case GN_HELLS_PLANT_ATK:
  4615. case KO_HAPPOKUNAI:
  4616. case KO_HUUMARANKA:
  4617. case KO_MUCHANAGE:
  4618. case KO_BAKURETSU:
  4619. case GN_ILLUSIONDOPING:
  4620. case RL_FIREDANCE:
  4621. case RL_S_STORM:
  4622. case RL_R_TRIP:
  4623. case MH_XENO_SLASHER:
  4624. case NC_ARMSCANNON:
  4625. case SU_SCRATCH:
  4626. case SU_LUNATICCARROTBEAT:
  4627. case SU_LUNATICCARROTBEAT2:
  4628. case SJ_FULLMOONKICK:
  4629. case SJ_NEWMOONKICK:
  4630. case SJ_SOLARBURST:
  4631. case SJ_PROMINENCEKICK:
  4632. case SJ_STAREMPEROR:
  4633. case SJ_FALLINGSTAR_ATK2:
  4634. case SP_CURSEEXPLOSION:
  4635. case SP_SHA:
  4636. case SP_SWHOO:
  4637. if( flag&1 ) {//Recursive invocation
  4638. int sflag = skill_area_temp[0] & 0xFFF;
  4639. int heal = 0;
  4640. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4641. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4642. break; // Under Hovering characters are immune to select trap and ground target skills.
  4643. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4644. break; // No damage should happen if the target is on Land Protector
  4645. if( flag&SD_LEVEL )
  4646. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4647. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4648. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4649. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4650. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4651. break;
  4652. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4653. switch (skill_id) {
  4654. case NPC_VAMPIRE_GIFT:
  4655. if (heal > 0) {
  4656. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4657. status_heal(src, heal, 0, 0);
  4658. }
  4659. break;
  4660. #ifdef RENEWAL
  4661. case SN_SHARPSHOOTING:
  4662. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4663. break;
  4664. #endif
  4665. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  4666. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4667. break;
  4668. }
  4669. } else {
  4670. int starget = BL_CHAR|BL_SKILL;
  4671. skill_area_temp[0] = 0;
  4672. skill_area_temp[1] = bl->id;
  4673. skill_area_temp[2] = 0;
  4674. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4675. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4676. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4677. break;
  4678. }
  4679. if (skill_id == SP_SWHOO)
  4680. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4681. switch ( skill_id ) {
  4682. case LG_EARTHDRIVE:
  4683. case GN_CARTCANNON:
  4684. case SU_SCRATCH:
  4685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4686. break;
  4687. #ifdef RENEWAL
  4688. case NJ_HUUMA:
  4689. #endif
  4690. case LG_MOONSLASHER:
  4691. case MH_XENO_SLASHER:
  4692. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4693. break;
  4694. case NPC_REVERBERATION_ATK:
  4695. case NC_ARMSCANNON:
  4696. skill_area_temp[1] = 0;
  4697. starget = splash_target(src);
  4698. break;
  4699. case WL_CRIMSONROCK:
  4700. skill_area_temp[4] = bl->x;
  4701. skill_area_temp[5] = bl->y;
  4702. break;
  4703. case SU_LUNATICCARROTBEAT:
  4704. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4705. skill_id = SU_LUNATICCARROTBEAT2;
  4706. break;
  4707. }
  4708. // if skill damage should be split among targets, count them
  4709. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4710. //special case: Venom Splasher uses a different range for searching than for splashing
  4711. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4712. skill_area_temp[0] = map_foreachinallrange(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);
  4713. // recursive invocation of skill_castend_damage_id() with flag|1
  4714. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4715. if (skill_id == RA_ARROWSTORM)
  4716. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4717. if( skill_id == AS_SPLASHER ) {
  4718. map_freeblock_unlock(); // Don't consume a second gemstone.
  4719. return 0;
  4720. }
  4721. }
  4722. break;
  4723. //Place units around target
  4724. case NJ_BAKUENRYU:
  4725. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4726. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4727. break;
  4728. case SM_MAGNUM:
  4729. case MS_MAGNUM:
  4730. if( flag&1 ) {
  4731. // For players, damage depends on distance, so add it to flag if it is > 1
  4732. // Cannot hit hidden targets
  4733. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4734. }
  4735. break;
  4736. #ifdef RENEWAL
  4737. case KN_BRANDISHSPEAR:
  4738. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4739. break;
  4740. #else
  4741. case KN_BRANDISHSPEAR:
  4742. #endif
  4743. case ML_BRANDISH:
  4744. //Coded apart for it needs the flag passed to the damage calculation.
  4745. if (skill_area_temp[1] != bl->id)
  4746. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4747. else
  4748. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4749. break;
  4750. #ifdef RENEWAL
  4751. case KN_BOWLINGBASH:
  4752. if (flag & 1) {
  4753. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  4754. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  4755. } else {
  4756. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4757. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4758. }
  4759. break;
  4760. #else
  4761. case KN_BOWLINGBASH:
  4762. #endif
  4763. case MS_BOWLINGBASH:
  4764. {
  4765. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4766. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4767. c = (skill_lv-(flag&0xFFF)+1)/2;
  4768. // Determine the Bowling Bash area depending on configuration
  4769. if (battle_config.bowling_bash_area == 0) {
  4770. // Gutter line system
  4771. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4772. if(min_x < 0) min_x = 0;
  4773. max_x = min_x + 39;
  4774. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4775. if(min_y < 0) min_y = 0;
  4776. max_y = min_y + 39;
  4777. } else if (battle_config.bowling_bash_area == 1) {
  4778. // Gutter line system without demi gutter bug
  4779. min_x = src->x - (src->x)%40;
  4780. max_x = min_x + 39;
  4781. min_y = src->y - (src->y)%40;
  4782. max_y = min_y + 39;
  4783. } else {
  4784. // Area around caster
  4785. min_x = src->x - battle_config.bowling_bash_area;
  4786. max_x = src->x + battle_config.bowling_bash_area;
  4787. min_y = src->y - battle_config.bowling_bash_area;
  4788. max_y = src->y + battle_config.bowling_bash_area;
  4789. }
  4790. // Initialization, break checks, direction
  4791. if((flag&0xFFF) > 0) {
  4792. // Ignore monsters outside area
  4793. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4794. break;
  4795. // Ignore monsters already in list
  4796. if(idb_exists(bowling_db, bl->id))
  4797. break;
  4798. // Random direction
  4799. dir = rnd()%8;
  4800. } else {
  4801. // Create an empty list of already hit targets
  4802. db_clear(bowling_db);
  4803. // Direction is walkpath
  4804. dir = (unit_getdir(src)+4)%8;
  4805. }
  4806. // Add current target to the list of already hit targets
  4807. idb_put(bowling_db, bl->id, bl);
  4808. // Keep moving target in direction square by square
  4809. tx = bl->x;
  4810. ty = bl->y;
  4811. for(i=0;i<c;i++) {
  4812. // Target coordinates (get changed even if knockback fails)
  4813. tx -= dirx[dir];
  4814. ty -= diry[dir];
  4815. // If target cell is a wall then break
  4816. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4817. break;
  4818. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4819. int count;
  4820. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4821. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4822. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4823. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4824. // Recursive call
  4825. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4826. // Self-collision
  4827. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4828. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4829. break;
  4830. }
  4831. }
  4832. // Original hit or chain hit depending on flag
  4833. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4834. }
  4835. break;
  4836. case KN_SPEARSTAB:
  4837. if(flag&1) {
  4838. if (bl->id==skill_area_temp[1])
  4839. break;
  4840. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4841. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4842. } else {
  4843. int x=bl->x,y=bl->y,i,dir;
  4844. dir = map_calc_dir(bl,src->x,src->y);
  4845. skill_area_temp[1] = bl->id;
  4846. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4847. // all the enemies between the caster and the target are hit, as well as the target
  4848. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4849. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4850. for (i=0;i<4;i++) {
  4851. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4852. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4853. x += dirx[dir];
  4854. y += diry[dir];
  4855. }
  4856. }
  4857. break;
  4858. case TK_TURNKICK:
  4859. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4860. {
  4861. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4862. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4863. map_foreachinallrange(skill_area_sub,bl,
  4864. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4865. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4866. skill_castend_nodamage_id);
  4867. }
  4868. break;
  4869. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4870. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4871. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4872. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4873. break;
  4874. case PR_TURNUNDEAD:
  4875. case ALL_RESURRECTION:
  4876. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4877. break;
  4878. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4879. break;
  4880. case AL_HOLYLIGHT:
  4881. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4882. case MG_SOULSTRIKE:
  4883. case NPC_DARKSTRIKE:
  4884. case MG_COLDBOLT:
  4885. case MG_FIREBOLT:
  4886. case MG_LIGHTNINGBOLT:
  4887. case WZ_EARTHSPIKE:
  4888. case AL_HEAL:
  4889. case NPC_DARKTHUNDER:
  4890. case PR_ASPERSIO:
  4891. case MG_FROSTDIVER:
  4892. case WZ_SIGHTBLASTER:
  4893. case WZ_SIGHTRASHER:
  4894. #ifdef RENEWAL
  4895. case PA_PRESSURE:
  4896. #endif
  4897. case NJ_KOUENKA:
  4898. case NJ_HYOUSENSOU:
  4899. case NJ_HUUJIN:
  4900. case AB_HIGHNESSHEAL:
  4901. case AB_DUPLELIGHT_MAGIC:
  4902. case WM_METALICSOUND:
  4903. case KO_KAIHOU:
  4904. case MH_ERASER_CUTTER:
  4905. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4906. break;
  4907. case NPC_MAGICALATTACK:
  4908. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4909. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4910. break;
  4911. case HVAN_CAPRICE: //[blackhole89]
  4912. {
  4913. int ran=rnd()%4;
  4914. int sid = 0;
  4915. switch(ran)
  4916. {
  4917. case 0: sid=MG_COLDBOLT; break;
  4918. case 1: sid=MG_FIREBOLT; break;
  4919. case 2: sid=MG_LIGHTNINGBOLT; break;
  4920. case 3: sid=WZ_EARTHSPIKE; break;
  4921. }
  4922. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4923. }
  4924. break;
  4925. case WZ_WATERBALL:
  4926. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4927. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4928. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4929. break;
  4930. case WZ_JUPITEL:
  4931. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4932. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4933. break;
  4934. case PR_BENEDICTIO:
  4935. //Should attack undead and demons. [Skotlex]
  4936. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4937. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4938. break;
  4939. case SJ_NOVAEXPLOSING:
  4940. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4941. // We can end Dimension here since the cooldown code is processed before this point.
  4942. if (sc && sc->data[SC_DIMENSION])
  4943. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4944. else // Dimension not active? Activate the 2 second skill block penalty.
  4945. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4946. break;
  4947. case SP_SOULEXPLOSION:
  4948. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  4949. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  4950. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  4951. if (sd)
  4952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4953. break;
  4954. }
  4955. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4956. break;
  4957. case SL_SMA:
  4958. status_change_end(src, SC_SMA, INVALID_TIMER);
  4959. case SL_STIN:
  4960. case SL_STUN:
  4961. case SP_SPA:
  4962. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4963. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4964. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4965. break;
  4966. }
  4967. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4968. break;
  4969. case NPC_DARKBREATH:
  4970. clif_emotion(src,ET_ANGER);
  4971. if (rnd() % 2 == 0)
  4972. break; // 50% chance
  4973. case SN_FALCONASSAULT:
  4974. #ifndef RENEWAL
  4975. case PA_PRESSURE:
  4976. case CR_ACIDDEMONSTRATION:
  4977. #endif
  4978. case TF_THROWSTONE:
  4979. case NPC_SMOKING:
  4980. case GS_FLING:
  4981. case NJ_ZENYNAGE:
  4982. case GN_THORNS_TRAP:
  4983. case RL_B_TRAP:
  4984. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4985. break;
  4986. #ifdef RENEWAL
  4987. case NJ_ISSEN: {
  4988. short x, y;
  4989. short dir = map_calc_dir(src, bl->x, bl->y);
  4990. // Move 2 cells (From target)
  4991. if (dir > 0 && dir < 4)
  4992. x = -2;
  4993. else if (dir > 4)
  4994. x = 2;
  4995. else
  4996. x = 0;
  4997. if (dir > 2 && dir < 6)
  4998. y = -2;
  4999. else if (dir == 7 || dir < 2)
  5000. y = 2;
  5001. else
  5002. y = 0;
  5003. // Doesn't have slide effect in GVG
  5004. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5005. clif_blown(src);
  5006. clif_spiritball(src);
  5007. }
  5008. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5009. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5010. status_change_end(src, SC_NEN, INVALID_TIMER);
  5011. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5012. }
  5013. break;
  5014. #endif
  5015. case RK_DRAGONBREATH_WATER:
  5016. case RK_DRAGONBREATH:
  5017. if( tsc && tsc->data[SC_HIDING] )
  5018. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5019. else {
  5020. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5021. }
  5022. break;
  5023. case NPC_SELFDESTRUCTION:
  5024. if( tsc && tsc->data[SC_HIDING] )
  5025. break;
  5026. case HVAN_EXPLOSION:
  5027. if (src != bl)
  5028. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5029. break;
  5030. // Celest
  5031. case PF_SOULBURN:
  5032. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5033. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5034. if (skill_lv == 5)
  5035. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5036. status_percent_damage(src, bl, 0, 100, false);
  5037. } else {
  5038. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5039. if (skill_lv == 5)
  5040. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5041. status_percent_damage(src, src, 0, 100, false);
  5042. }
  5043. break;
  5044. case NPC_BLOODDRAIN:
  5045. case NPC_ENERGYDRAIN:
  5046. {
  5047. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5048. src, src, bl, skill_id, skill_lv, tick, flag);
  5049. if (heal > 0){
  5050. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5051. status_heal(src, heal, 0, 0);
  5052. }
  5053. }
  5054. break;
  5055. case GS_BULLSEYE:
  5056. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5057. break;
  5058. case NJ_KASUMIKIRI:
  5059. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5060. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5061. break;
  5062. case NJ_KIRIKAGE:
  5063. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5064. { //You don't move on GVG grounds.
  5065. short x, y;
  5066. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5067. if (unit_movepos(src, x, y, 0, 0)) {
  5068. clif_blown(src);
  5069. }
  5070. }
  5071. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5072. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5073. break;
  5074. case RK_PHANTOMTHRUST:
  5075. case NPC_PHANTOMTHRUST:
  5076. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5078. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5079. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5080. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5081. break;
  5082. case RK_WINDCUTTER:
  5083. case RK_STORMBLAST:
  5084. if( flag&1 )
  5085. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5086. else {
  5087. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5088. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5089. }
  5090. break;
  5091. case GC_DARKILLUSION:
  5092. {
  5093. short x, y;
  5094. short dir = map_calc_dir(src,bl->x,bl->y);
  5095. if( dir > 0 && dir < 4) x = 2;
  5096. else if( dir > 4 ) x = -2;
  5097. else x = 0;
  5098. if( dir > 2 && dir < 6 ) y = 2;
  5099. else if( dir == 7 || dir < 2 ) y = -2;
  5100. else y = 0;
  5101. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5102. clif_blown(src);
  5103. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5104. if( rnd()%100 < 4 * skill_lv )
  5105. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5106. }
  5107. }
  5108. break;
  5109. case GC_CROSSRIPPERSLASHER:
  5110. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5112. else
  5113. {
  5114. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5115. }
  5116. break;
  5117. case GC_CROSSIMPACT:
  5118. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5119. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5120. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5121. } else {
  5122. if (sd)
  5123. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5124. }
  5125. break;
  5126. case GC_PHANTOMMENACE:
  5127. if (flag&1) { // Only Hits Invisible Targets
  5128. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5129. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5130. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5131. }
  5132. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5133. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5134. }
  5135. break;
  5136. case GC_DARKCROW:
  5137. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5138. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5139. break;
  5140. case WL_DRAINLIFE:
  5141. {
  5142. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5143. int rate = 70 + 5 * skill_lv;
  5144. heal = heal * (5 + 5 * skill_lv) / 100;
  5145. if( bl->type == BL_SKILL )
  5146. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5147. if( heal && rnd()%100 < rate )
  5148. {
  5149. status_heal(src, heal, 0, 0);
  5150. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5151. }
  5152. }
  5153. break;
  5154. case WL_TETRAVORTEX_FIRE:
  5155. case WL_TETRAVORTEX_WATER:
  5156. case WL_TETRAVORTEX_WIND:
  5157. case WL_TETRAVORTEX_GROUND:
  5158. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5159. break;
  5160. case WL_TETRAVORTEX:
  5161. if (sd == nullptr) { // Monster usage
  5162. uint8 i = 0;
  5163. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5164. { WL_TETRAVORTEX_WIND, 4 },
  5165. { WL_TETRAVORTEX_WATER, 2 },
  5166. { WL_TETRAVORTEX_GROUND, 8 } };
  5167. for (const auto &skill : tetra_skills) {
  5168. if (skill_lv > 5) {
  5169. skill_area_temp[0] = i;
  5170. skill_area_temp[1] = skill[1];
  5171. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5172. } else
  5173. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5174. i++;
  5175. }
  5176. } else if (sc) { // No SC? No spheres
  5177. int i, k = 0;
  5178. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5179. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5180. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5181. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5182. continue;
  5183. uint16 subskill = 0;
  5184. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5185. case WLS_FIRE:
  5186. subskill = WL_TETRAVORTEX_FIRE;
  5187. k |= 1;
  5188. break;
  5189. case WLS_WIND:
  5190. subskill = WL_TETRAVORTEX_WIND;
  5191. k |= 4;
  5192. break;
  5193. case WLS_WATER:
  5194. subskill = WL_TETRAVORTEX_WATER;
  5195. k |= 2;
  5196. break;
  5197. case WLS_STONE:
  5198. subskill = WL_TETRAVORTEX_GROUND;
  5199. k |= 8;
  5200. break;
  5201. }
  5202. if (skill_lv > 5) {
  5203. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5204. skill_area_temp[1] = k;
  5205. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5206. } else
  5207. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5208. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5209. }
  5210. }
  5211. break;
  5212. case WL_RELEASE:
  5213. if (sc == nullptr)
  5214. break;
  5215. if (sd) {
  5216. int i;
  5217. #ifndef RENEWAL
  5218. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5219. #endif
  5220. if (skill_lv == 1) { // SpellBook
  5221. if (sc->data[SC_FREEZE_SP] == nullptr)
  5222. break;
  5223. bool found_spell = false;
  5224. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5225. if (sc->data[i] != nullptr) {
  5226. found_spell = true;
  5227. break;
  5228. }
  5229. }
  5230. if (!found_spell)
  5231. break;
  5232. // Now extract the data from the preserved spell
  5233. uint16 pres_skill_id = sc->data[i]->val1;
  5234. uint16 pres_skill_lv = sc->data[i]->val2;
  5235. uint16 point = sc->data[i]->val3;
  5236. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5237. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5238. sc->data[SC_FREEZE_SP]->val2 -= point;
  5239. else // Last spell to be released
  5240. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5241. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5242. break;
  5243. // Get the requirement for the preserved skill
  5244. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5245. switch( skill_get_casttype(pres_skill_id) )
  5246. {
  5247. case CAST_GROUND:
  5248. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5249. break;
  5250. case CAST_NODAMAGE:
  5251. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5252. break;
  5253. case CAST_DAMAGE:
  5254. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5255. break;
  5256. }
  5257. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5258. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5259. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5260. if( cooldown > 0 )
  5261. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5262. } else { // Summoned Balls
  5263. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5264. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5265. continue;
  5266. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5267. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5268. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5269. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5270. }
  5271. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5272. }
  5273. }
  5274. break;
  5275. case WL_FROSTMISTY:
  5276. // Causes Freezing status through walls.
  5277. sc_start(src, bl, status_skill2sc(skill_id), 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5278. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5279. // Doesn't deal damage through non-shootable walls.
  5280. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5281. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5282. break;
  5283. case WL_HELLINFERNO:
  5284. if (flag & 1) {
  5285. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5286. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5287. } else {
  5288. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5289. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5290. }
  5291. break;
  5292. case RA_WUGSTRIKE:
  5293. if( sd && pc_isridingwug(sd) ){
  5294. short x[8]={0,-1,-1,-1,0,1,1,1};
  5295. short y[8]={1,1,0,-1,-1,-1,0,1};
  5296. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5297. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5298. clif_blown(src);
  5299. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5300. }
  5301. break;
  5302. }
  5303. case RA_WUGBITE:
  5304. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5305. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5306. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5307. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5308. break;
  5309. case RA_SENSITIVEKEEN:
  5310. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5311. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5312. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5313. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5314. }
  5315. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5316. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5317. } else {
  5318. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5319. std::shared_ptr<s_skill_unit_group> sg;
  5320. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5321. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5322. {
  5323. struct item item_tmp;
  5324. memset(&item_tmp,0,sizeof(item_tmp));
  5325. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5326. item_tmp.identify = 1;
  5327. if( item_tmp.nameid )
  5328. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5329. }
  5330. skill_delunit(su);
  5331. }
  5332. }
  5333. break;
  5334. case NC_INFRAREDSCAN:
  5335. if( flag&1 ) {
  5336. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5337. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5338. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5339. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5340. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5341. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5342. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5343. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5344. } else {
  5345. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5346. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5347. }
  5348. break;
  5349. case SC_FATALMENACE:
  5350. if( flag&1 )
  5351. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5352. else {
  5353. 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);
  5354. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5355. }
  5356. break;
  5357. case LG_PINPOINTATTACK:
  5358. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5359. clif_blown(src);
  5360. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5361. break;
  5362. case SR_KNUCKLEARROW:
  5363. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5364. dir_ka = map_calc_dir(bl, src->x, src->y);
  5365. // Has slide effect
  5366. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5367. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5368. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5369. break;
  5370. case SR_HOWLINGOFLION:
  5371. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5372. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5373. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5374. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5375. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5376. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5377. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5378. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5379. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5380. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5381. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5382. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5383. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5384. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5385. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5386. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5387. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5388. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5389. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5390. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5391. break;
  5392. case SR_EARTHSHAKER:
  5393. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5394. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5395. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5396. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5397. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5398. } else {
  5399. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5400. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5401. }
  5402. break;
  5403. case SR_TIGERCANNON:
  5404. if (flag & 1) {
  5405. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5406. } else if (sd) {
  5407. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5408. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5409. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5410. }
  5411. break;
  5412. case WM_REVERBERATION:
  5413. if (flag & 1)
  5414. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5415. else {
  5416. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5417. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5418. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5419. }
  5420. break;
  5421. case NPC_POISON_BUSTER:
  5422. if( tsc && tsc->data[SC_POISON] ) {
  5423. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5424. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5425. }
  5426. else if( sd )
  5427. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5428. break;
  5429. case KO_JYUMONJIKIRI: {
  5430. short x, y;
  5431. short dir = map_calc_dir(src,bl->x,bl->y);
  5432. if (dir > 0 && dir < 4)
  5433. x = 2;
  5434. else if (dir > 4)
  5435. x = -2;
  5436. else
  5437. x = 0;
  5438. if (dir > 2 && dir < 6)
  5439. y = 2;
  5440. else if (dir == 7 || dir < 2)
  5441. y = -2;
  5442. else
  5443. y = 0;
  5444. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5445. clif_blown(src);
  5446. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5447. }
  5448. }
  5449. break;
  5450. case EL_FIRE_BOMB:
  5451. case EL_FIRE_WAVE:
  5452. case EL_WATER_SCREW:
  5453. case EL_HURRICANE:
  5454. case EL_TYPOON_MIS:
  5455. if( flag&1 )
  5456. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5457. else {
  5458. int i = skill_get_splash(skill_id,skill_lv);
  5459. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5460. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5461. if( rnd()%100 < 30 )
  5462. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5463. else
  5464. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5465. }
  5466. break;
  5467. case EL_ROCK_CRUSHER:
  5468. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5469. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5470. if( rnd()%100 < 50 )
  5471. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5472. else
  5473. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5474. break;
  5475. case EL_STONE_RAIN:
  5476. if( flag&1 )
  5477. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5478. else {
  5479. int i = skill_get_splash(skill_id,skill_lv);
  5480. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5481. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5482. if( rnd()%100 < 30 )
  5483. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5484. else
  5485. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5486. }
  5487. break;
  5488. case EL_FIRE_ARROW:
  5489. case EL_ICE_NEEDLE:
  5490. case EL_WIND_SLASH:
  5491. case EL_STONE_HAMMER:
  5492. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5493. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5494. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5495. break;
  5496. case EL_TIDAL_WEAPON:
  5497. if( src->type == BL_ELEM ) {
  5498. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5499. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5500. sc_type type = status_skill2sc(skill_id), type2;
  5501. type2 = static_cast<sc_type>(type - 1);
  5502. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5503. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5504. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5505. elemental_clean_single_effect(ele, skill_id);
  5506. }
  5507. if( rnd()%100 < 50 )
  5508. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5509. else {
  5510. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5511. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5512. }
  5513. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5514. }
  5515. break;
  5516. //recursive homon skill
  5517. case MH_MAGMA_FLOW:
  5518. case MH_HEILIGE_STANGE:
  5519. if(flag&1){
  5520. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5521. break;//chance to not trigger atk for magma
  5522. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5523. }
  5524. else
  5525. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5526. break;
  5527. case MH_STAHL_HORN:
  5528. case MH_NEEDLE_OF_PARALYZE:
  5529. case MH_SONIC_CRAW:
  5530. case MH_MIDNIGHT_FRENZY:
  5531. case MH_SILVERVEIN_RUSH:
  5532. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5533. break;
  5534. case MH_TINDER_BREAKER:
  5535. case MH_CBC:
  5536. case MH_EQC:
  5537. {
  5538. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5539. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5540. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5541. clif_blown(src);
  5542. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5543. }
  5544. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5545. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5546. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5547. }
  5548. break;
  5549. case RL_H_MINE:
  5550. if (!(flag&1)) {
  5551. // Direct attack
  5552. if (!sd || !sd->flicker) {
  5553. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5554. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5555. break;
  5556. }
  5557. // Triggered by RL_FLICKER
  5558. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5559. // Splash damage around it!
  5560. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5561. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5562. flag |= 1; // Don't consume requirement
  5563. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5564. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5565. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5566. }
  5567. }
  5568. else
  5569. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5570. if (sd && sd->flicker)
  5571. flag |= 1; // Don't consume requirement
  5572. break;
  5573. case RL_QD_SHOT:
  5574. if (skill_area_temp[1] == bl->id)
  5575. break;
  5576. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5577. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5578. break;
  5579. case RL_D_TAIL:
  5580. case RL_HAMMER_OF_GOD:
  5581. if (flag&1)
  5582. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5583. else {
  5584. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5585. int i;
  5586. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5587. if (i < MAX_SKILL_CRIMSON_MARKER)
  5588. flag |= 8;
  5589. }
  5590. if (skill_id == RL_HAMMER_OF_GOD)
  5591. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5592. else
  5593. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5594. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5595. }
  5596. break;
  5597. case SU_SCAROFTAROU:
  5598. case SU_SV_STEMSPEAR:
  5599. if (skill_id == SU_SCAROFTAROU)
  5600. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5601. else {
  5602. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5603. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5604. }
  5605. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5606. break;
  5607. case 0:/* no skill - basic/normal attack */
  5608. if(sd) {
  5609. if (flag & 3){
  5610. if (bl->id != skill_area_temp[1])
  5611. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5612. } else {
  5613. skill_area_temp[1] = bl->id;
  5614. map_foreachinallrange(skill_area_sub, bl,
  5615. sd->bonus.splash_range, BL_CHAR,
  5616. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5617. skill_castend_damage_id);
  5618. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5619. }
  5620. }
  5621. break;
  5622. case SJ_FALLINGSTAR_ATK:
  5623. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5624. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5625. int8 i = 0;
  5626. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5627. if (i < MAX_STELLAR_MARKS) {
  5628. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5629. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5630. }
  5631. }
  5632. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5633. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5634. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5635. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5636. }
  5637. break;
  5638. case SJ_FLASHKICK: {
  5639. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5640. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5641. // Only players and monsters can be tagged....I think??? [Rytech]
  5642. // Lets only allow players and monsters to use this skill for safety reasons.
  5643. if ((!tsd && !tmd) || !sd && !md) {
  5644. if (sd)
  5645. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5646. break;
  5647. }
  5648. // Check if the target is already tagged by another source.
  5649. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5650. // Can't tag a player that was already tagged from another source.
  5651. if (sd)
  5652. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5653. map_freeblock_unlock();
  5654. return 1;
  5655. }
  5656. if (sd) { // Tagging the target.
  5657. int i;
  5658. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5659. if (i == MAX_STELLAR_MARKS) {
  5660. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5661. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5662. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5663. map_freeblock_unlock();
  5664. return 1;
  5665. }
  5666. }
  5667. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5668. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5669. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5670. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5671. sd->stellar_mark[i] = bl->id;
  5672. // Val4 flags if the status was applied by a player or a monster.
  5673. // This will be important for other skills that work together with this one.
  5674. // 1 = Player, 2 = Monster.
  5675. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5676. // apply the status here. We can't pass this data to skill_additional_effect.
  5677. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5678. }
  5679. } else if (md) { // Monsters can't track with this skill. Just give the status.
  5680. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  5681. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5682. }
  5683. }
  5684. break;
  5685. default:
  5686. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5687. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5688. 0, abs(skill_get_num(skill_id, skill_lv)),
  5689. skill_id, skill_lv, skill_get_hit(skill_id));
  5690. map_freeblock_unlock();
  5691. return 1;
  5692. }
  5693. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5694. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5695. map_freeblock_unlock();
  5696. if( sd && !(flag&1) )
  5697. {// ensure that the skill last-cast tick is recorded
  5698. sd->canskill_tick = gettick();
  5699. if( sd->state.arrow_atk )
  5700. {// consume arrow on last invocation to this skill.
  5701. battle_consume_ammo(sd, skill_id, skill_lv);
  5702. }
  5703. // perform skill requirement consumption
  5704. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5705. }
  5706. return 0;
  5707. }
  5708. /**
  5709. * Give a song's buff/debuff or damage to all targets around
  5710. * @param target: Target
  5711. * @param ap: Argument list
  5712. * @return 1 on success or 0 otherwise
  5713. */
  5714. static int skill_apply_songs(struct block_list* target, va_list ap)
  5715. {
  5716. int flag = va_arg(ap, int);
  5717. struct block_list* src = va_arg(ap, struct block_list*);
  5718. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5719. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5720. t_tick tick = va_arg(ap, t_tick);
  5721. if (flag & BCT_WOS && src == target)
  5722. return 0;
  5723. if (battle_check_target(src, target, flag) > 0) {
  5724. switch (skill_id) {
  5725. // Attack type songs
  5726. case BA_DISSONANCE:
  5727. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5728. return 1;
  5729. case DC_UGLYDANCE:
  5730. case BD_LULLABY:
  5731. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5732. default: // Buff/Debuff type songs
  5733. if (skill_id == CG_HERMODE && src->id != target->id)
  5734. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5735. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5736. }
  5737. }
  5738. return 0;
  5739. }
  5740. /**
  5741. * Calculate a song's bonus values
  5742. * @param src: Caster
  5743. * @param skill_id: Song skill ID
  5744. * @param skill_lv: Song skill level
  5745. * @param tick: Timer tick
  5746. * @return Number of targets or 0 otherwise
  5747. */
  5748. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5749. {
  5750. nullpo_ret(src);
  5751. if (src->type != BL_PC) {
  5752. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5753. return 0;
  5754. }
  5755. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5756. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5757. return 0;
  5758. }
  5759. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5760. int flag = BCT_PARTY;
  5761. switch (skill_id) {
  5762. case BD_ROKISWEIL:
  5763. flag = BCT_ENEMY | BCT_WOS;
  5764. break;
  5765. case BD_LULLABY:
  5766. case BD_ETERNALCHAOS:
  5767. case BA_DISSONANCE:
  5768. case DC_UGLYDANCE:
  5769. case DC_DONTFORGETME:
  5770. flag = BCT_ENEMY;
  5771. break;
  5772. case CG_HERMODE:
  5773. flag |= BCT_GUILD;
  5774. break;
  5775. }
  5776. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5777. sd->skill_id_dance = skill_id;
  5778. sd->skill_lv_dance = skill_lv;
  5779. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  5780. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5781. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5782. }
  5783. /**
  5784. * Use no-damage skill from 'src' to 'bl
  5785. * @param src Caster
  5786. * @param bl Target of the skill, bl maybe same with src for self skill
  5787. * @param skill_id
  5788. * @param skill_lv
  5789. * @param tick
  5790. * @param flag Various value, &1: Recursive effect
  5791. **/
  5792. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5793. {
  5794. struct map_session_data *sd, *dstsd;
  5795. struct mob_data *md, *dstmd;
  5796. struct homun_data *hd;
  5797. struct mercenary_data *mer;
  5798. struct status_data *sstatus, *tstatus;
  5799. struct status_change *tsc;
  5800. struct status_change_entry *tsce;
  5801. int i = 0;
  5802. enum sc_type type;
  5803. if(skill_id > 0 && !skill_lv) return 0; // celest
  5804. nullpo_retr(1, src);
  5805. nullpo_retr(1, bl);
  5806. if (src->m != bl->m)
  5807. return 1;
  5808. sd = BL_CAST(BL_PC, src);
  5809. hd = BL_CAST(BL_HOM, src);
  5810. md = BL_CAST(BL_MOB, src);
  5811. mer = BL_CAST(BL_MER, src);
  5812. dstsd = BL_CAST(BL_PC, bl);
  5813. dstmd = BL_CAST(BL_MOB, bl);
  5814. if(bl->prev == NULL)
  5815. return 1;
  5816. if(status_isdead(src))
  5817. return 1;
  5818. if( src != bl && status_isdead(bl) ) {
  5819. switch( skill_id ) { // Skills that may be cast on dead targets
  5820. case NPC_WIDESOULDRAIN:
  5821. case PR_REDEMPTIO:
  5822. case ALL_RESURRECTION:
  5823. case WM_DEADHILLHERE:
  5824. case WE_ONEFOREVER:
  5825. break;
  5826. default:
  5827. return 1;
  5828. }
  5829. }
  5830. tstatus = status_get_status_data(bl);
  5831. sstatus = status_get_status_data(src);
  5832. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5833. switch (skill_id) {
  5834. case HLIF_HEAL: //[orn]
  5835. if (bl->type != BL_HOM) {
  5836. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5837. break ;
  5838. }
  5839. case AL_HEAL:
  5840. case ALL_RESURRECTION:
  5841. case PR_ASPERSIO:
  5842. case AB_HIGHNESSHEAL:
  5843. //Apparently only player casted skills can be offensive like this.
  5844. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5845. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5846. //Offensive heal does not works on non-enemies. [Skotlex]
  5847. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5848. return 0;
  5849. }
  5850. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5851. }
  5852. break;
  5853. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5854. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5855. case MH_STEINWAND: {
  5856. struct block_list *s_src = battle_get_master(src);
  5857. short ret = 0;
  5858. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5859. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5860. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5861. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5862. if (hd)
  5863. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5864. return ret;
  5865. }
  5866. break;
  5867. default:
  5868. //Skill is actually ground placed.
  5869. if (src == bl && skill_get_unit_id(skill_id))
  5870. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5871. }
  5872. type = status_skill2sc(skill_id);
  5873. tsc = status_get_sc(bl);
  5874. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5875. if (src!=bl && type > -1 &&
  5876. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5877. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5878. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5879. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5880. map_freeblock_lock();
  5881. switch(skill_id)
  5882. {
  5883. case HLIF_HEAL: //[orn]
  5884. case AL_HEAL:
  5885. case AB_HIGHNESSHEAL:
  5886. {
  5887. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5888. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5889. heal = 0;
  5890. if( tsc && tsc->count ) {
  5891. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  5892. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5893. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5894. if (src == bl)
  5895. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5896. else {
  5897. bl = src;
  5898. dstsd = sd;
  5899. }
  5900. }
  5901. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5902. heal = 0; //Needed so that it actually displays 0 when healing.
  5903. }
  5904. if (skill_id == AL_HEAL)
  5905. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5906. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5907. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5908. heal = ~heal + 1;
  5909. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  5910. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5911. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5912. if (heal_get_jobexp <= 0)
  5913. heal_get_jobexp = 1;
  5914. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5915. }
  5916. }
  5917. break;
  5918. case PR_REDEMPTIO:
  5919. if (sd && !(flag&1)) {
  5920. if (sd->status.party_id == 0) {
  5921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5922. break;
  5923. }
  5924. skill_area_temp[0] = 0;
  5925. party_foreachsamemap(skill_area_sub,
  5926. sd,skill_get_splash(skill_id, skill_lv),
  5927. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5928. skill_castend_nodamage_id);
  5929. if (skill_area_temp[0] == 0) {
  5930. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5931. break;
  5932. }
  5933. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5934. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5935. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5936. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5937. }
  5938. status_set_hp(src, 1, 0);
  5939. status_set_sp(src, 0, 0);
  5940. break;
  5941. } else if (status_isdead(bl) && flag&1) { //Revive
  5942. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5943. skill_lv = 3; //Resurrection level 3 is used
  5944. } else //Invalid target, skip resurrection.
  5945. break;
  5946. case ALL_RESURRECTION:
  5947. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  5948. { //No reviving in WoE grounds!
  5949. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5950. break;
  5951. }
  5952. if (!status_isdead(bl))
  5953. break;
  5954. {
  5955. int per = 0, sper = 0;
  5956. if (tsc && tsc->data[SC_HELLPOWER]) {
  5957. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5958. break;
  5959. }
  5960. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  5961. break;
  5962. switch(skill_lv){
  5963. case 1: per=10; break;
  5964. case 2: per=30; break;
  5965. case 3: per=50; break;
  5966. case 4: per=80; break;
  5967. }
  5968. if(dstsd && dstsd->special_state.restart_full_recover)
  5969. per = sper = 100;
  5970. if (status_revive(bl, per, sper))
  5971. {
  5972. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5973. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5974. {
  5975. t_exp exp = 0,jexp = 0;
  5976. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5977. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5978. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  5979. if (exp < 1) exp = 1;
  5980. }
  5981. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5982. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  5983. if (jexp < 1) jexp = 1;
  5984. }
  5985. if(exp > 0 || jexp > 0)
  5986. pc_gainexp (sd, bl, exp, jexp, 0);
  5987. }
  5988. }
  5989. }
  5990. break;
  5991. case AL_DECAGI:
  5992. case MER_DECAGI:
  5993. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5994. 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)));
  5995. break;
  5996. case AL_CRUCIS:
  5997. if (flag&1)
  5998. 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));
  5999. else {
  6000. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6001. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6002. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6003. }
  6004. break;
  6005. case SP_SOULCURSE:
  6006. if (flag&1)
  6007. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6008. else {
  6009. 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);
  6010. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6011. }
  6012. break;
  6013. case PR_LEXDIVINA:
  6014. case MER_LEXDIVINA:
  6015. if (tsce)
  6016. status_change_end(bl, type, INVALID_TIMER);
  6017. else
  6018. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6019. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6020. break;
  6021. case SA_ABRACADABRA:
  6022. if (abra_db.empty()) {
  6023. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6024. break;
  6025. }
  6026. else {
  6027. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6028. do {
  6029. auto abra_spell = abra_db.random();
  6030. abra_skill_id = abra_spell->skill_id;
  6031. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6032. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6033. break;
  6034. }
  6035. } while (checked++ < checked_max);
  6036. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6037. if( sd )
  6038. {// player-casted
  6039. sd->state.abra_flag = 1;
  6040. sd->skillitem = abra_skill_id;
  6041. sd->skillitemlv = abra_skill_lv;
  6042. sd->skillitem_keep_requirement = false;
  6043. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6044. }
  6045. else
  6046. {// mob-casted
  6047. struct unit_data *ud = unit_bl2ud(src);
  6048. int inf = skill_get_inf(abra_skill_id);
  6049. if (!ud) break;
  6050. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6051. if (src->type == BL_PET)
  6052. bl = (struct block_list*)((TBL_PET*)src)->master;
  6053. if (!bl) bl = src;
  6054. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6055. } else { //Assume offensive skills
  6056. int target_id = 0;
  6057. if (ud->target)
  6058. target_id = ud->target;
  6059. else switch (src->type) {
  6060. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6061. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6062. }
  6063. if (!target_id)
  6064. break;
  6065. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6066. bl = map_id2bl(target_id);
  6067. if (!bl) bl = src;
  6068. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6069. } else
  6070. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6071. }
  6072. }
  6073. }
  6074. break;
  6075. case SA_COMA:
  6076. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6077. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6078. break;
  6079. case SA_FULLRECOVERY:
  6080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6081. if (status_isimmune(bl))
  6082. break;
  6083. status_percent_heal(bl, 100, 100);
  6084. break;
  6085. case NPC_ALLHEAL:
  6086. {
  6087. int heal;
  6088. if( status_isimmune(bl) )
  6089. break;
  6090. heal = status_percent_heal(bl, 100, 0);
  6091. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6092. if( dstmd )
  6093. { // Reset Damage Logs
  6094. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6095. dstmd->tdmg = 0;
  6096. }
  6097. }
  6098. break;
  6099. case SA_SUMMONMONSTER:
  6100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6101. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6102. break;
  6103. case SA_LEVELUP:
  6104. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6105. if (sd && pc_nextbaseexp(sd))
  6106. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6107. break;
  6108. case SA_INSTANTDEATH:
  6109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6110. status_kill(src);
  6111. break;
  6112. case SA_QUESTION:
  6113. clif_emotion(src,ET_QUESTION);
  6114. case SA_GRAVITY:
  6115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6116. break;
  6117. case SA_CLASSCHANGE:
  6118. case SA_MONOCELL:
  6119. if (dstmd)
  6120. {
  6121. int class_;
  6122. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6123. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6124. break;
  6125. }
  6126. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6128. mob_class_change(dstmd,class_);
  6129. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6130. 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 };
  6131. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6132. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6133. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6134. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6135. }
  6136. }
  6137. break;
  6138. case SA_DEATH:
  6139. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6141. break;
  6142. }
  6143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6144. status_kill(bl);
  6145. break;
  6146. case SA_REVERSEORCISH:
  6147. case ALL_REVERSEORCISH:
  6148. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6149. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6150. break;
  6151. case SA_FORTUNE:
  6152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6153. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6154. break;
  6155. case SA_TAMINGMONSTER:
  6156. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6157. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6158. pet_catch_process1(sd, dstmd->mob_id);
  6159. }
  6160. break;
  6161. case CR_PROVIDENCE:
  6162. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6163. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6165. map_freeblock_unlock();
  6166. return 1;
  6167. }
  6168. }
  6169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6170. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6171. break;
  6172. case CG_MARIONETTE:
  6173. {
  6174. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6175. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6177. map_freeblock_unlock();
  6178. return 1;
  6179. }
  6180. status_change* sc = status_get_sc(src);
  6181. if( sc && tsc )
  6182. {
  6183. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6184. {
  6185. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6186. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6188. }
  6189. else
  6190. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6191. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6192. {
  6193. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6194. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6195. }
  6196. else
  6197. {
  6198. if( sd )
  6199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6200. map_freeblock_unlock();
  6201. return 1;
  6202. }
  6203. }
  6204. }
  6205. break;
  6206. case RG_CLOSECONFINE:
  6207. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6208. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6209. break;
  6210. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6211. case SA_FROSTWEAPON:
  6212. case SA_LIGHTNINGLOADER:
  6213. case SA_SEISMICWEAPON:
  6214. if (dstsd && dstsd->status.weapon == W_FIST) {
  6215. if (sd)
  6216. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6217. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6218. break;
  6219. }
  6220. #ifdef RENEWAL
  6221. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6222. #else
  6223. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6224. 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)))) {
  6225. if (dstsd){
  6226. short index = dstsd->equip_index[EQI_HAND_R];
  6227. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6228. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6229. }
  6230. if (sd)
  6231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6232. }
  6233. #endif
  6234. break;
  6235. case PR_ASPERSIO:
  6236. if (sd && dstmd) {
  6237. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6238. break;
  6239. }
  6240. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6241. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6242. break;
  6243. case ITEM_ENCHANTARMS:
  6244. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6245. break;
  6246. case TK_SEVENWIND:
  6247. switch(skill_get_ele(skill_id,skill_lv)) {
  6248. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6249. case ELE_WIND : type = SC_WINDWEAPON; break;
  6250. case ELE_WATER : type = SC_WATERWEAPON; break;
  6251. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6252. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6253. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6254. case ELE_HOLY : type = SC_ASPERSIO; break;
  6255. }
  6256. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6257. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6258. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6259. break;
  6260. case PR_KYRIE:
  6261. case MER_KYRIE:
  6262. case SU_TUNAPARTY:
  6263. case SU_GROOMING:
  6264. case SU_CHATTERING:
  6265. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6266. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6267. break;
  6268. //Passive Magnum, should had been casted on yourself.
  6269. case SM_MAGNUM:
  6270. case MS_MAGNUM:
  6271. skill_area_temp[1] = 0;
  6272. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6273. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6274. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6275. // Initiate 20% of your damage becomes fire element.
  6276. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6277. break;
  6278. case TK_JUMPKICK:
  6279. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6280. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6281. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6282. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6283. clif_blown(src);
  6284. }
  6285. } else
  6286. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6287. break;
  6288. case PR_BENEDICTIO:
  6289. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6290. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6291. break;
  6292. case AL_INCAGI:
  6293. case AL_BLESSING:
  6294. case MER_INCAGI:
  6295. case MER_BLESSING:
  6296. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6297. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6298. break;
  6299. }
  6300. case PR_SLOWPOISON:
  6301. case PR_LEXAETERNA:
  6302. #ifndef RENEWAL
  6303. case PR_IMPOSITIO:
  6304. case PR_SUFFRAGIUM:
  6305. #endif
  6306. case LK_BERSERK:
  6307. case MS_BERSERK:
  6308. case KN_TWOHANDQUICKEN:
  6309. case KN_ONEHAND:
  6310. case MER_QUICKEN:
  6311. case CR_SPEARQUICKEN:
  6312. case CR_REFLECTSHIELD:
  6313. case MS_REFLECTSHIELD:
  6314. case AS_POISONREACT:
  6315. #ifndef RENEWAL
  6316. case MC_LOUD:
  6317. #endif
  6318. case MG_ENERGYCOAT:
  6319. case MO_EXPLOSIONSPIRITS:
  6320. case MO_STEELBODY:
  6321. case MO_BLADESTOP:
  6322. case LK_AURABLADE:
  6323. case LK_PARRYING:
  6324. case MS_PARRYING:
  6325. case LK_CONCENTRATION:
  6326. #ifdef RENEWAL
  6327. case HP_BASILICA:
  6328. #endif
  6329. case WS_CARTBOOST:
  6330. case SN_SIGHT:
  6331. case WS_MELTDOWN:
  6332. case WS_OVERTHRUSTMAX:
  6333. case ST_REJECTSWORD:
  6334. case HW_MAGICPOWER:
  6335. case PF_MEMORIZE:
  6336. case PA_SACRIFICE:
  6337. case ASC_EDP:
  6338. case PF_DOUBLECASTING:
  6339. case SG_SUN_COMFORT:
  6340. case SG_MOON_COMFORT:
  6341. case SG_STAR_COMFORT:
  6342. case GS_MADNESSCANCEL:
  6343. case GS_ADJUSTMENT:
  6344. case GS_INCREASING:
  6345. #ifdef RENEWAL
  6346. case GS_MAGICALBULLET:
  6347. #endif
  6348. case NJ_KASUMIKIRI:
  6349. case NJ_UTSUSEMI:
  6350. case NJ_NEN:
  6351. case NPC_DEFENDER:
  6352. case NPC_MAGICMIRROR:
  6353. case ST_PRESERVE:
  6354. case NPC_KEEPING:
  6355. case NPC_BARRIER:
  6356. case NPC_INVINCIBLE:
  6357. case NPC_INVINCIBLEOFF:
  6358. case MER_INVINCIBLEOFF2:
  6359. case RK_DEATHBOUND:
  6360. case AB_EXPIATIO:
  6361. case AB_DUPLELIGHT:
  6362. case AB_SECRAMENT:
  6363. case AB_OFFERTORIUM:
  6364. case NC_ACCELERATION:
  6365. case NC_HOVERING:
  6366. case NC_SHAPESHIFT:
  6367. case WL_MARSHOFABYSS:
  6368. case WL_RECOGNIZEDSPELL:
  6369. case GC_VENOMIMPRESS:
  6370. case SC_DEADLYINFECT:
  6371. case LG_EXEEDBREAK:
  6372. case LG_PRESTIGE:
  6373. case LG_INSPIRATION:
  6374. case SR_CRESCENTELBOW:
  6375. case SR_LIGHTNINGWALK:
  6376. case GN_CARTBOOST:
  6377. case GN_BLOOD_SUCKER:
  6378. case GN_HELLS_PLANT:
  6379. case KO_MEIKYOUSISUI:
  6380. case ALL_ODINS_POWER:
  6381. case ALL_FULL_THROTTLE:
  6382. case RA_UNLIMIT:
  6383. case WL_TELEKINESIS_INTENSE:
  6384. case RL_HEAT_BARREL:
  6385. case RL_P_ALTER:
  6386. case RL_E_CHAIN:
  6387. case SU_FRESHSHRIMP:
  6388. case SU_ARCLOUSEDASH:
  6389. case NPC_MAXPAIN:
  6390. case SP_SOULREAPER:
  6391. case SJ_LIGHTOFMOON:
  6392. case SJ_LIGHTOFSTAR:
  6393. case SJ_FALLINGSTAR:
  6394. case SJ_LIGHTOFSUN:
  6395. case SJ_BOOKOFDIMENSION:
  6396. case NPC_HALLUCINATIONWALK:
  6397. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6398. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6399. break;
  6400. case LG_SHIELDSPELL:
  6401. if (skill_lv == 1)
  6402. type = SC_SHIELDSPELL_HP;
  6403. else if (skill_lv == 2)
  6404. type = SC_SHIELDSPELL_SP;
  6405. else
  6406. type = SC_SHIELDSPELL_ATK;
  6407. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6408. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6409. break;
  6410. case SJ_GRAVITYCONTROL: {
  6411. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6412. if (bl->type == BL_PC)
  6413. fall_damage += dstsd->weight / 10 - tstatus->def;
  6414. else // Monster's don't have weight. Put something in its place.
  6415. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6416. fall_damage = max(1, fall_damage);
  6417. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  6418. }
  6419. break;
  6420. case NPC_HALLUCINATION:
  6421. case NPC_HELLPOWER:
  6422. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6423. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6424. break;
  6425. case KN_AUTOCOUNTER:
  6426. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6427. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6428. break;
  6429. case SO_STRIKING:
  6430. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6431. int bonus = 0;
  6432. if (dstsd) {
  6433. short index = dstsd->equip_index[EQI_HAND_R];
  6434. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6435. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6436. }
  6437. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6438. } else if (sd)
  6439. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6440. break;
  6441. case NPC_STOP:
  6442. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6443. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6444. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6445. break;
  6446. case HP_ASSUMPTIO:
  6447. if( sd && dstmd )
  6448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6449. else
  6450. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6451. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6452. break;
  6453. case MG_SIGHT:
  6454. case MER_SIGHT:
  6455. case AL_RUWACH:
  6456. case WZ_SIGHTBLASTER:
  6457. case NPC_WIDESIGHT:
  6458. case NPC_STONESKIN:
  6459. case NPC_ANTIMAGIC:
  6460. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6461. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6462. break;
  6463. case HLIF_AVOID:
  6464. case HAMI_DEFENCE:
  6465. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6466. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6467. break;
  6468. case NJ_BUNSINJYUTSU:
  6469. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6470. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6471. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6472. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6473. break;
  6474. /* Was modified to only affect targetted char. [Skotlex]
  6475. case HP_ASSUMPTIO:
  6476. if (flag&1)
  6477. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6478. else
  6479. {
  6480. map_foreachinallrange(skill_area_sub, bl,
  6481. skill_get_splash(skill_id, skill_lv), BL_PC,
  6482. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6483. skill_castend_nodamage_id);
  6484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6485. }
  6486. break;
  6487. */
  6488. case SM_ENDURE:
  6489. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6490. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6491. break;
  6492. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6493. if (sd && dstsd && dstsd->sc.count) {
  6494. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6495. dstsd->sc.data[SC_WATERWEAPON] ||
  6496. dstsd->sc.data[SC_WINDWEAPON] ||
  6497. dstsd->sc.data[SC_EARTHWEAPON] ||
  6498. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6499. dstsd->sc.data[SC_GHOSTWEAPON]
  6500. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6501. ) {
  6502. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6504. break;
  6505. }
  6506. }
  6507. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6508. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6509. break;
  6510. case LK_TENSIONRELAX:
  6511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6512. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6513. skill_get_time(skill_id,skill_lv)));
  6514. break;
  6515. case MC_CHANGECART:
  6516. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6517. break;
  6518. case MC_CARTDECORATE:
  6519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6520. if( sd ) {
  6521. clif_SelectCart(sd);
  6522. }
  6523. break;
  6524. case TK_MISSION:
  6525. if (sd) {
  6526. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6527. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6529. break;
  6530. }
  6531. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  6532. if (!id) {
  6533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6534. break;
  6535. }
  6536. sd->mission_mobid = id;
  6537. sd->mission_count = 0;
  6538. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6539. clif_mission_info(sd, id, 0);
  6540. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6541. }
  6542. break;
  6543. case AC_CONCENTRATION:
  6544. {
  6545. int splash = skill_get_splash(skill_id, skill_lv);
  6546. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6547. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6548. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6549. map_foreachinallrange( status_change_timer_sub, src,
  6550. splash, BL_CHAR, src, NULL, type, tick);
  6551. }
  6552. break;
  6553. case SM_PROVOKE:
  6554. case SM_SELFPROVOKE:
  6555. case MER_PROVOKE:
  6556. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6557. map_freeblock_unlock();
  6558. return 1;
  6559. }
  6560. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6561. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6562. {
  6563. if( sd )
  6564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6565. map_freeblock_unlock();
  6566. return 0;
  6567. }
  6568. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6569. unit_skillcastcancel(bl, 2);
  6570. if( tsc && tsc->count )
  6571. {
  6572. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6573. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6574. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6575. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6576. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6577. }
  6578. if( dstmd )
  6579. {
  6580. dstmd->state.provoke_flag = src->id;
  6581. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6582. }
  6583. break;
  6584. case ML_DEVOTION:
  6585. case CR_DEVOTION:
  6586. {
  6587. int count, lv;
  6588. if( !dstsd || (!sd && !mer) )
  6589. { // Only players can be devoted
  6590. if( sd )
  6591. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6592. break;
  6593. }
  6594. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6595. lv = -lv;
  6596. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6597. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6598. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6599. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6600. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6601. {
  6602. if( sd )
  6603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6604. map_freeblock_unlock();
  6605. return 1;
  6606. }
  6607. i = 0;
  6608. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6609. if( sd )
  6610. { // Player Devoting Player
  6611. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6612. if( i == count )
  6613. {
  6614. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6615. if( i == count )
  6616. { // No free slots, skill Fail
  6617. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6618. map_freeblock_unlock();
  6619. return 1;
  6620. }
  6621. }
  6622. sd->devotion[i] = bl->id;
  6623. }
  6624. else
  6625. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6626. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6627. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6628. clif_devotion(src, NULL);
  6629. }
  6630. break;
  6631. case SP_SOULUNITY: {
  6632. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6633. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6634. if (!dstsd || !sd) { // Only put player's souls in unity.
  6635. if (sd)
  6636. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6637. break;
  6638. }
  6639. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6640. if (sd)
  6641. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6642. map_freeblock_unlock();
  6643. return 1;
  6644. }
  6645. if (sd) { // Unite player's soul with caster's soul.
  6646. i = 0;
  6647. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6648. if (i == count) {
  6649. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6650. if(i == count) { // No more free slots? Fail the skill.
  6651. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6652. map_freeblock_unlock();
  6653. return 1;
  6654. }
  6655. }
  6656. sd->united_soul[i] = bl->id;
  6657. }
  6658. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  6659. } else if (sd)
  6660. 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);
  6661. }
  6662. break;
  6663. case MO_CALLSPIRITS:
  6664. if(sd) {
  6665. int limit = skill_lv;
  6666. if( sd->sc.data[SC_RAISINGDRAGON] )
  6667. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6669. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6670. }
  6671. break;
  6672. case CH_SOULCOLLECT:
  6673. if(sd) {
  6674. int limit = 5;
  6675. if( sd->sc.data[SC_RAISINGDRAGON] )
  6676. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6677. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6678. for (i = 0; i < limit; i++)
  6679. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6680. }
  6681. break;
  6682. case MO_KITRANSLATION:
  6683. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6684. //Require will define how many spiritballs will be transferred
  6685. struct s_skill_condition require;
  6686. require = skill_get_requirement(sd,skill_id,skill_lv);
  6687. pc_delspiritball(sd,require.spiritball,0);
  6688. for (i = 0; i < require.spiritball; i++)
  6689. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6690. } else {
  6691. if(sd)
  6692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6693. map_freeblock_unlock();
  6694. return 0;
  6695. }
  6696. break;
  6697. case TK_TURNKICK:
  6698. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6699. if (skill_area_temp[1] != bl->id) {
  6700. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6701. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6702. }
  6703. break;
  6704. case MO_ABSORBSPIRITS:
  6705. i = 0;
  6706. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6707. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6708. if (dstsd->spiritball > 0) {
  6709. i = dstsd->spiritball * 7;
  6710. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6711. }
  6712. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6713. i += dstsd->spiritcharm * 7;
  6714. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6715. }
  6716. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6717. i = 2 * dstmd->level;
  6718. mob_target(dstmd,src,0);
  6719. } else {
  6720. if (sd)
  6721. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6722. break;
  6723. }
  6724. if (i) status_heal(src, 0, i, 3);
  6725. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6726. break;
  6727. case AC_MAKINGARROW:
  6728. if(sd) {
  6729. clif_arrow_create_list(sd);
  6730. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6731. }
  6732. break;
  6733. case AM_PHARMACY:
  6734. if(sd) {
  6735. clif_skill_produce_mix_list(sd,skill_id,22);
  6736. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6737. }
  6738. break;
  6739. case SA_CREATECON:
  6740. if(sd) {
  6741. clif_elementalconverter_list(sd);
  6742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6743. }
  6744. break;
  6745. case BS_HAMMERFALL:
  6746. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6747. break;
  6748. case RG_RAID:
  6749. skill_area_temp[1] = 0;
  6750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6751. map_foreachinrange(skill_area_sub, bl,
  6752. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6753. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6754. skill_castend_damage_id);
  6755. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6756. break;
  6757. //List of self skills that give damage around caster
  6758. case ASC_METEORASSAULT:
  6759. case GS_SPREADATTACK:
  6760. case RK_WINDCUTTER:
  6761. case RK_STORMBLAST:
  6762. case NC_AXETORNADO:
  6763. case GC_COUNTERSLASH:
  6764. case SR_SKYNETBLOW:
  6765. case SR_RAMPAGEBLASTER:
  6766. case SR_HOWLINGOFLION:
  6767. case LG_CANNONSPEAR:
  6768. case LG_OVERBRAND:
  6769. case LG_RAYOFGENESIS:
  6770. case KO_HAPPOKUNAI:
  6771. case RL_FIREDANCE:
  6772. case RL_R_TRIP:
  6773. case SJ_FULLMOONKICK:
  6774. case SJ_NEWMOONKICK:
  6775. case SJ_SOLARBURST:
  6776. case SJ_STAREMPEROR:
  6777. case SJ_FALLINGSTAR_ATK:
  6778. {
  6779. struct status_change *sc = status_get_sc(src);
  6780. int starget = BL_CHAR|BL_SKILL;
  6781. if (skill_id == SR_HOWLINGOFLION)
  6782. starget = splash_target(src);
  6783. if (skill_id == SJ_NEWMOONKICK) {
  6784. if (tsce) {
  6785. status_change_end(bl, type, INVALID_TIMER);
  6786. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6787. break;
  6788. } else
  6789. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6790. }
  6791. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6792. if (sd) {
  6793. // Remove old shields if any exist.
  6794. pc_delspiritball(sd, sd->spiritball, 0);
  6795. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6796. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6797. }
  6798. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6799. }
  6800. skill_area_temp[1] = 0;
  6801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6802. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6803. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6804. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6805. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6806. }
  6807. break;
  6808. case NPC_IGNITIONBREAK:
  6809. case RK_IGNITIONBREAK:
  6810. skill_area_temp[1] = 0;
  6811. #if PACKETVER >= 20180207
  6812. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6813. #else
  6814. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6815. #endif
  6816. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6817. break;
  6818. case SR_TIGERCANNON:
  6819. case SR_WINDMILL:
  6820. case GN_CART_TORNADO:
  6821. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6822. case SR_EARTHSHAKER:
  6823. case NC_INFRAREDSCAN:
  6824. case NPC_VAMPIRE_GIFT:
  6825. case NPC_HELLJUDGEMENT:
  6826. case NPC_PULSESTRIKE:
  6827. case LG_MOONSLASHER:
  6828. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6829. break;
  6830. #ifdef RENEWAL
  6831. case KN_BRANDISHSPEAR:
  6832. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6833. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6834. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6835. skill_castend_damage_id);
  6836. break;
  6837. #else
  6838. case KN_BRANDISHSPEAR:
  6839. #endif
  6840. case ML_BRANDISH:
  6841. skill_area_temp[1] = bl->id;
  6842. if(skill_lv >= 10)
  6843. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6844. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6845. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6846. skill_castend_damage_id);
  6847. if(skill_lv >= 7)
  6848. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6849. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6850. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6851. skill_castend_damage_id);
  6852. if(skill_lv >= 4)
  6853. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6854. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6855. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6856. skill_castend_damage_id);
  6857. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6858. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6859. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6860. skill_castend_damage_id);
  6861. break;
  6862. case WZ_SIGHTRASHER:
  6863. //Passive side of the attack.
  6864. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6865. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6866. map_foreachinshootrange(skill_area_sub,src,
  6867. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6868. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6869. skill_castend_damage_id);
  6870. break;
  6871. case WZ_FROSTNOVA:
  6872. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6873. skill_area_temp[1] = 0;
  6874. map_foreachinshootrange(skill_attack_area, src,
  6875. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6876. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6877. break;
  6878. case HVAN_EXPLOSION: //[orn]
  6879. case NPC_SELFDESTRUCTION:
  6880. //Self Destruction hits everyone in range (allies+enemies)
  6881. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6882. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6883. BCT_ENEMY:BCT_ALL;
  6884. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6885. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6886. map_foreachinshootrange(skill_area_sub, bl,
  6887. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6888. src, skill_id, skill_lv, tick, flag|i,
  6889. skill_castend_damage_id);
  6890. if(map_addblock(src)) {
  6891. map_freeblock_unlock();
  6892. return 1;
  6893. }
  6894. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6895. break;
  6896. case AL_ANGELUS:
  6897. #ifdef RENEWAL
  6898. case PR_SUFFRAGIUM:
  6899. case PR_IMPOSITIO:
  6900. #endif
  6901. case PR_MAGNIFICAT:
  6902. case PR_GLORIA:
  6903. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6904. // Animations don't play when outside visible range
  6905. if (check_distance_bl(src, bl, AREA_SIZE))
  6906. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  6907. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6908. }
  6909. else if (sd)
  6910. 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);
  6911. break;
  6912. #ifdef RENEWAL
  6913. case MC_LOUD:
  6914. #endif
  6915. case SN_WINDWALK:
  6916. case CASH_BLESSING:
  6917. case CASH_INCAGI:
  6918. case CASH_ASSUMPTIO:
  6919. case WM_FRIGG_SONG:
  6920. case NV_HELPANGEL:
  6921. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6922. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6923. else if( sd )
  6924. 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);
  6925. break;
  6926. case MER_MAGNIFICAT:
  6927. if( mer != NULL )
  6928. {
  6929. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6930. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6931. 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);
  6932. else if( mer->master && !(flag&1) )
  6933. 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)));
  6934. }
  6935. break;
  6936. case BS_ADRENALINE:
  6937. case BS_ADRENALINE2:
  6938. case BS_WEAPONPERFECT:
  6939. case BS_OVERTHRUST:
  6940. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6941. int weapontype = skill_get_weapontype(skill_id);
  6942. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6943. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6944. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6945. }
  6946. } else if (sd) {
  6947. party_foreachsamemap(skill_area_sub,
  6948. sd,skill_get_splash(skill_id, skill_lv),
  6949. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6950. skill_castend_nodamage_id);
  6951. }
  6952. break;
  6953. case BS_MAXIMIZE:
  6954. case NV_TRICKDEAD:
  6955. case CR_DEFENDER:
  6956. case ML_DEFENDER:
  6957. case CR_AUTOGUARD:
  6958. case ML_AUTOGUARD:
  6959. case TK_READYSTORM:
  6960. case TK_READYDOWN:
  6961. case TK_READYTURN:
  6962. case TK_READYCOUNTER:
  6963. case TK_DODGE:
  6964. case CR_SHRINK:
  6965. case SG_FUSION:
  6966. case GS_GATLINGFEVER:
  6967. case SJ_LUNARSTANCE:
  6968. case SJ_STARSTANCE:
  6969. case SJ_UNIVERSESTANCE:
  6970. case SJ_SUNSTANCE:
  6971. case SP_SOULCOLLECT:
  6972. if( tsce )
  6973. {
  6974. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6975. map_freeblock_unlock();
  6976. return 0;
  6977. }
  6978. if( skill_id == SP_SOULCOLLECT ){
  6979. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  6980. }else{
  6981. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6982. }
  6983. break;
  6984. case SL_KAITE:
  6985. case SL_KAAHI:
  6986. case SL_KAIZEL:
  6987. case SL_KAUPE:
  6988. case SP_KAUTE:
  6989. if (sd) {
  6990. if (!dstsd || !(
  6991. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6992. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6993. dstsd->status.char_id == sd->status.char_id ||
  6994. dstsd->status.char_id == sd->status.partner_id ||
  6995. dstsd->status.char_id == sd->status.child ||
  6996. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  6997. )) {
  6998. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7000. break;
  7001. }
  7002. }
  7003. if (skill_id == SP_KAUTE) {
  7004. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7005. if (sd)
  7006. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7007. break;
  7008. }
  7009. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7010. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7011. } else
  7012. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7013. break;
  7014. case SM_AUTOBERSERK:
  7015. case MER_AUTOBERSERK:
  7016. if( tsce )
  7017. i = status_change_end(bl, type, INVALID_TIMER);
  7018. else
  7019. i = sc_start(src,bl,type,100,skill_lv,60000);
  7020. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7021. break;
  7022. case TF_HIDING:
  7023. case ST_CHASEWALK:
  7024. case KO_YAMIKUMO:
  7025. if (tsce)
  7026. {
  7027. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7028. map_freeblock_unlock();
  7029. return 0;
  7030. }
  7031. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7032. break;
  7033. case TK_RUN:
  7034. if (tsce)
  7035. {
  7036. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7037. map_freeblock_unlock();
  7038. return 0;
  7039. }
  7040. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7041. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7042. clif_walkok(sd); // So aegis has to resend the walk ok.
  7043. break;
  7044. case AS_CLOAKING:
  7045. case GC_CLOAKINGEXCEED:
  7046. case LG_FORCEOFVANGUARD:
  7047. case SC_REPRODUCE:
  7048. case SC_INVISIBILITY:
  7049. case RA_CAMOUFLAGE:
  7050. if (tsce) {
  7051. i = status_change_end(bl, type, INVALID_TIMER);
  7052. if( i )
  7053. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7054. else if( sd )
  7055. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7056. map_freeblock_unlock();
  7057. return 0;
  7058. }
  7059. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7060. if( i )
  7061. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7062. else if( sd )
  7063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7064. break;
  7065. case CG_SPECIALSINGER:
  7066. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7067. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7068. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7069. }
  7070. break;
  7071. case BD_ADAPTATION:
  7072. #ifdef RENEWAL
  7073. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7074. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7075. #else
  7076. if(tsc && tsc->data[SC_DANCING]){
  7077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7078. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7079. }
  7080. #endif
  7081. break;
  7082. case BA_FROSTJOKER:
  7083. case DC_SCREAM:
  7084. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7085. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7086. if (md) {
  7087. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7088. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7089. char temp[70];
  7090. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7091. clif_disp_overhead(&md->bl,temp);
  7092. }
  7093. break;
  7094. case BA_PANGVOICE:
  7095. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7096. break;
  7097. case DC_WINKCHARM:
  7098. if( dstsd )
  7099. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7100. else
  7101. if( dstmd )
  7102. {
  7103. if( status_get_lv(src) > status_get_lv(bl)
  7104. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7105. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7106. 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)));
  7107. else
  7108. {
  7109. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7110. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7111. }
  7112. }
  7113. break;
  7114. #ifdef RENEWAL
  7115. case BD_LULLABY:
  7116. case BD_RICHMANKIM:
  7117. case BD_ETERNALCHAOS:
  7118. case BD_DRUMBATTLEFIELD:
  7119. case BD_RINGNIBELUNGEN:
  7120. case BD_ROKISWEIL:
  7121. case BD_INTOABYSS:
  7122. case BD_SIEGFRIED:
  7123. case BA_DISSONANCE:
  7124. case BA_POEMBRAGI:
  7125. case BA_WHISTLE:
  7126. case BA_ASSASSINCROSS:
  7127. case BA_APPLEIDUN:
  7128. case DC_UGLYDANCE:
  7129. case DC_HUMMING:
  7130. case DC_DONTFORGETME:
  7131. case DC_FORTUNEKISS:
  7132. case DC_SERVICEFORYOU:
  7133. skill_castend_song(src, skill_id, skill_lv, tick);
  7134. break;
  7135. #endif
  7136. case TF_STEAL:
  7137. if(sd) {
  7138. if(pc_steal_item(sd,bl,skill_lv))
  7139. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7140. else
  7141. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7142. }
  7143. break;
  7144. case RG_STEALCOIN:
  7145. if(sd) {
  7146. if(pc_steal_coin(sd,bl))
  7147. {
  7148. dstmd->state.provoke_flag = src->id;
  7149. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7150. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7151. }
  7152. else
  7153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7154. }
  7155. break;
  7156. case MG_STONECURSE:
  7157. {
  7158. int brate = 0;
  7159. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7160. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7161. break;
  7162. }
  7163. if(status_isimmune(bl) || !tsc)
  7164. break;
  7165. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7166. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7167. if (tsc && tsc->data[type]) {
  7168. status_change_end(bl, type, INVALID_TIMER);
  7169. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7170. break;
  7171. }
  7172. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7173. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7174. skill_get_time2(skill_id,skill_lv)))
  7175. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7176. else if(sd) {
  7177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7178. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7179. if (skill_lv > 5)
  7180. { // not to consume items
  7181. map_freeblock_unlock();
  7182. return 0;
  7183. }
  7184. }
  7185. }
  7186. break;
  7187. case NV_FIRSTAID:
  7188. clif_skill_nodamage(src,bl,skill_id,5,1);
  7189. status_heal(bl,5,0,0);
  7190. break;
  7191. case AL_CURE:
  7192. if(status_isimmune(bl)) {
  7193. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7194. break;
  7195. }
  7196. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7197. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7198. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7199. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7200. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7201. break;
  7202. case TF_DETOXIFY:
  7203. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7204. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7205. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7206. break;
  7207. case PR_STRECOVERY:
  7208. if(status_isimmune(bl)) {
  7209. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7210. break;
  7211. }
  7212. if (tsc && tsc->opt1) {
  7213. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7214. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7215. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7216. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7217. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7218. }
  7219. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7220. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7221. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7222. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7223. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7224. if(dstmd)
  7225. mob_unlocktarget(dstmd,tick);
  7226. break;
  7227. // Mercenary Supportive Skills
  7228. case MER_BENEDICTION:
  7229. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7230. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7231. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7232. break;
  7233. case MER_COMPRESS:
  7234. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7235. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7236. break;
  7237. case MER_MENTALCURE:
  7238. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7240. break;
  7241. case MER_RECUPERATE:
  7242. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7243. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7244. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7246. break;
  7247. case MER_REGAIN:
  7248. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7249. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7250. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7251. break;
  7252. case MER_TENDER:
  7253. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7254. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7256. break;
  7257. case MER_SCAPEGOAT:
  7258. if( mer && mer->master )
  7259. {
  7260. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7261. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7262. }
  7263. break;
  7264. case MER_ESTIMATION:
  7265. if( !mer )
  7266. break;
  7267. sd = mer->master;
  7268. case WZ_ESTIMATION:
  7269. if( sd == NULL )
  7270. break;
  7271. if( dstsd )
  7272. { // Fail on Players
  7273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7274. break;
  7275. }
  7276. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7277. clif_skill_estimation(sd, bl);
  7278. if( skill_id == MER_ESTIMATION )
  7279. sd = NULL;
  7280. break;
  7281. case BS_REPAIRWEAPON:
  7282. if(sd && dstsd)
  7283. clif_item_repair_list(sd,dstsd,skill_lv);
  7284. break;
  7285. case MC_IDENTIFY:
  7286. if(sd) {
  7287. clif_item_identify_list(sd);
  7288. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7289. map_freeblock_unlock();
  7290. return 1;
  7291. }
  7292. else { // consume sp only if succeeded
  7293. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7294. status_zap(src,0,req.sp);
  7295. }
  7296. }
  7297. break;
  7298. // Weapon Refining [Celest]
  7299. case WS_WEAPONREFINE:
  7300. if(sd)
  7301. clif_item_refine_list(sd);
  7302. break;
  7303. case MC_VENDING:
  7304. if(sd)
  7305. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7306. if ( !pc_can_give_items(sd) )
  7307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7308. else {
  7309. sd->state.prevend = 1;
  7310. sd->state.workinprogress = WIP_DISABLE_ALL;
  7311. sd->vend_skill_lv = skill_lv;
  7312. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7313. if (i < MAX_CART)
  7314. intif_storage_save(sd, &sd->cart);
  7315. else
  7316. clif_openvendingreq(sd,2+skill_lv);
  7317. }
  7318. }
  7319. break;
  7320. case AL_TELEPORT:
  7321. case ALL_ODINS_RECALL:
  7322. if(sd)
  7323. {
  7324. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7325. clif_skill_teleportmessage(sd,0);
  7326. break;
  7327. }
  7328. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7329. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7330. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7331. break;
  7332. }
  7333. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7334. sd->hd->blockskill.clear();
  7335. sd->hd->blockskill.shrink_to_fit();
  7336. }
  7337. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7338. {
  7339. if( skill_lv == 1 )
  7340. pc_randomwarp(sd,CLR_TELEPORT);
  7341. else
  7342. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7343. break;
  7344. }
  7345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7346. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7347. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7348. else
  7349. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7350. } else
  7351. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7352. break;
  7353. case NPC_EXPULSION:
  7354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7355. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7356. break;
  7357. case AL_HOLYWATER:
  7358. if(sd) {
  7359. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7360. struct skill_unit* su;
  7361. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7362. skill_delunit(su);
  7363. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7364. }
  7365. else
  7366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7367. }
  7368. break;
  7369. case TF_PICKSTONE:
  7370. if(sd) {
  7371. unsigned char eflag;
  7372. struct item item_tmp;
  7373. struct block_list tbl;
  7374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7375. memset(&item_tmp,0,sizeof(item_tmp));
  7376. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7377. item_tmp.nameid = ITEMID_STONE;
  7378. item_tmp.identify = 1;
  7379. tbl.id = 0;
  7380. // Commented because of duplicate animation [Lemongrass]
  7381. // At the moment this displays the pickup animation a second time
  7382. // If this is required in older clients, we need to add a version check here
  7383. //clif_takeitem(&sd->bl,&tbl);
  7384. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7385. if(eflag) {
  7386. clif_additem(sd,0,0,eflag);
  7387. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7388. }
  7389. }
  7390. break;
  7391. case ASC_CDP:
  7392. if(sd) {
  7393. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7395. else
  7396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7397. }
  7398. break;
  7399. case RG_STRIPWEAPON:
  7400. case RG_STRIPSHIELD:
  7401. case RG_STRIPARMOR:
  7402. case RG_STRIPHELM:
  7403. case ST_FULLSTRIP:
  7404. case GC_WEAPONCRUSH:
  7405. case SC_STRIPACCESSARY: {
  7406. bool i;
  7407. //Special message when trying to use strip on FCP [Jobbie]
  7408. 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])
  7409. {
  7410. clif_gospel_info(sd, 0x28);
  7411. break;
  7412. }
  7413. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7414. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7415. //Nothing stripped.
  7416. if( sd && !i )
  7417. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7418. break;
  7419. }
  7420. case AM_BERSERKPITCHER:
  7421. case AM_POTIONPITCHER:
  7422. {
  7423. int j,hp = 0,sp = 0;
  7424. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7425. map_freeblock_unlock();
  7426. return 1;
  7427. }
  7428. if( sd ) {
  7429. int x,bonus=100;
  7430. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7431. x = skill_lv%11 - 1;
  7432. j = pc_search_inventory(sd, require.itemid[x]);
  7433. if (j < 0 || require.itemid[x] <= 0) {
  7434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7435. map_freeblock_unlock();
  7436. return 1;
  7437. }
  7438. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7440. map_freeblock_unlock();
  7441. return 1;
  7442. }
  7443. if( skill_id == AM_BERSERKPITCHER ) {
  7444. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7446. map_freeblock_unlock();
  7447. return 1;
  7448. }
  7449. }
  7450. potion_flag = 1;
  7451. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7452. potion_target = bl->id;
  7453. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7454. potion_flag = potion_target = 0;
  7455. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7456. bonus += sd->status.base_level;
  7457. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7458. hp = tstatus->max_hp * potion_per_hp / 100;
  7459. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7460. if( dstsd ) {
  7461. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7462. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7463. }
  7464. } else {
  7465. if( potion_hp > 0 ) {
  7466. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7467. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7468. if( dstsd )
  7469. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7470. }
  7471. if( potion_sp > 0 ) {
  7472. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7473. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7474. if( dstsd )
  7475. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7476. }
  7477. }
  7478. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7479. hp += hp * bonus / 100;
  7480. sp += sp * bonus / 100;
  7481. }
  7482. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7483. hp += hp * j / 100;
  7484. sp += sp * j / 100;
  7485. }
  7486. } else {
  7487. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7488. switch (skill_lv) {
  7489. case 1: hp = 45; break;
  7490. case 2: hp = 105; break;
  7491. case 3: hp = 175; break;
  7492. default: hp = 325; break;
  7493. }
  7494. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7495. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7496. if( dstsd )
  7497. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7498. }
  7499. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7500. hp += hp * j / 100;
  7501. sp += sp * j / 100;
  7502. }
  7503. if (tsc && tsc->count) {
  7504. uint8 penalty = 0;
  7505. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7506. hp += hp / 10;
  7507. sp += sp / 10;
  7508. }
  7509. if (tsc->data[SC_CRITICALWOUND])
  7510. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7511. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7512. penalty += 20;
  7513. if (tsc->data[SC_NORECOVER_STATE])
  7514. penalty = 100;
  7515. if (penalty > 0) {
  7516. hp -= hp * penalty / 100;
  7517. sp -= sp * penalty / 100;
  7518. }
  7519. }
  7520. #ifdef RENEWAL
  7521. if (bl->type == BL_HOM)
  7522. hp *= 3; // Heal effectiveness is 3x for Homunculus
  7523. #endif
  7524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7525. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7526. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7527. if( sp > 0 )
  7528. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7529. if (tsc) {
  7530. #ifdef RENEWAL
  7531. if (tsc->data[SC_EXTREMITYFIST2])
  7532. sp = 0;
  7533. #endif
  7534. if (tsc->data[SC_NORECOVER_STATE]) {
  7535. hp = 0;
  7536. sp = 0;
  7537. }
  7538. }
  7539. status_heal(bl,hp,sp,0);
  7540. }
  7541. break;
  7542. case AM_CP_WEAPON:
  7543. case AM_CP_SHIELD:
  7544. case AM_CP_ARMOR:
  7545. case AM_CP_HELM:
  7546. {
  7547. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7548. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7550. map_freeblock_unlock(); // Don't consume item requirements
  7551. return 0;
  7552. }
  7553. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7554. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7555. }
  7556. break;
  7557. case AM_TWILIGHT1:
  7558. if (sd) {
  7559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7560. //Prepare 200 White Potions.
  7561. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7563. }
  7564. break;
  7565. case AM_TWILIGHT2:
  7566. if (sd) {
  7567. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7568. //Prepare 200 Slim White Potions.
  7569. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7571. }
  7572. break;
  7573. case AM_TWILIGHT3:
  7574. if (sd) {
  7575. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7576. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7577. if( ebottle >= 0 )
  7578. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7579. //check if you can produce all three, if not, then fail:
  7580. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7581. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7582. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7583. || ebottle < 200 //200 empty bottle are required at total.
  7584. ) {
  7585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7586. break;
  7587. }
  7588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7589. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7590. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7591. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7592. }
  7593. break;
  7594. case SA_DISPELL:
  7595. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7596. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7597. break; // Outside PvP it should only affect party members and no skill fail message
  7598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7599. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7600. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7601. || rnd()%100 >= 50+10*skill_lv)
  7602. {
  7603. if (sd)
  7604. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7605. break;
  7606. }
  7607. if(status_isimmune(bl))
  7608. break;
  7609. //Remove bonus_script by Dispell
  7610. if (dstsd)
  7611. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7612. if(!tsc || !tsc->count)
  7613. break;
  7614. for(i=0;i<SC_MAX;i++) {
  7615. if (!tsc->data[i])
  7616. continue;
  7617. switch (i) {
  7618. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7619. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7620. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7621. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7622. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7623. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7624. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7625. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7626. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7627. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7628. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7629. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7630. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7631. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7632. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7633. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7634. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7635. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7636. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7637. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7638. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7639. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7640. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7641. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7642. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7643. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7644. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7645. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7646. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7647. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7648. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7649. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7650. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7651. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7652. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7653. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7654. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7655. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7656. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7657. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7658. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7659. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7660. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7661. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7662. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7663. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7664. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7665. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7666. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7667. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7668. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7669. case SC_SPORE_EXPLOSION:
  7670. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7671. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7672. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7673. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7674. #ifdef RENEWAL
  7675. case SC_EXTREMITYFIST2:
  7676. #endif
  7677. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7678. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7679. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7680. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7681. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7682. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7683. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7684. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7685. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7686. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7687. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7688. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7689. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7690. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7691. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7692. case SC_MADOGEAR:
  7693. // Clans
  7694. case SC_CLAN_INFO:
  7695. case SC_SWORDCLAN:
  7696. case SC_ARCWANDCLAN:
  7697. case SC_GOLDENMACECLAN:
  7698. case SC_CROSSBOWCLAN:
  7699. case SC_JUMPINGCLAN:
  7700. case SC_DAILYSENDMAILCNT:
  7701. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7702. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7703. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7704. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  7705. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  7706. case SC_EMERGENCY_MOVE: case SC_HOMUN_TIME:
  7707. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  7708. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  7709. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  7710. continue;
  7711. case SC_WHISTLE:
  7712. case SC_ASSNCROS:
  7713. case SC_POEMBRAGI:
  7714. case SC_APPLEIDUN:
  7715. case SC_HUMMING:
  7716. case SC_DONTFORGETME:
  7717. case SC_FORTUNE:
  7718. case SC_SERVICE4U:
  7719. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7720. continue; //If in song area don't end it, even if config enabled
  7721. break;
  7722. case SC_ASSUMPTIO:
  7723. if( bl->type == BL_MOB )
  7724. continue;
  7725. break;
  7726. }
  7727. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7728. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7729. }
  7730. break;
  7731. }
  7732. //Affect all targets on splash area.
  7733. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7734. src, skill_id, skill_lv, tick, flag|1,
  7735. skill_castend_damage_id);
  7736. break;
  7737. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7738. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7739. #ifdef RENEWAL
  7740. |BLOWN_DONT_SEND_PACKET
  7741. #endif
  7742. ));
  7743. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7744. #ifdef RENEWAL
  7745. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7746. #else
  7747. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  7748. #endif
  7749. break;
  7750. case TK_HIGHJUMP:
  7751. {
  7752. int x,y, dir = unit_getdir(src);
  7753. struct map_data *mapdata = &map[src->m];
  7754. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7755. if( mapdata->flag[MF_NOTELEPORT] &&
  7756. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7757. ) {
  7758. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7759. break;
  7760. } else if(dir%2) {
  7761. //Diagonal
  7762. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7763. y = src->y + diry[dir]*(skill_lv*4)/3;
  7764. } else {
  7765. x = src->x + dirx[dir]*skill_lv*2;
  7766. y = src->y + diry[dir]*skill_lv*2;
  7767. }
  7768. int x1 = x + dirx[dir];
  7769. int y1 = y + diry[dir];
  7770. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7771. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7772. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7773. unit_movepos(src, x, y, 1, 0))
  7774. clif_blown(src);
  7775. }
  7776. break;
  7777. case SA_CASTCANCEL:
  7778. case SO_SPELLFIST:
  7779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7780. unit_skillcastcancel(src,1);
  7781. if(sd) {
  7782. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7783. if( skill_id == SO_SPELLFIST ){
  7784. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  7785. sd->skill_id_old = sd->skill_lv_old = 0;
  7786. break;
  7787. }
  7788. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7789. if(sp < 0) sp = 0;
  7790. status_zap(src, 0, sp);
  7791. }
  7792. break;
  7793. case SA_SPELLBREAKER:
  7794. {
  7795. int sp;
  7796. if(tsc && tsc->data[SC_MAGICROD]) {
  7797. sp = skill_get_sp(skill_id,skill_lv);
  7798. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7799. if(sp < 1) sp = 1;
  7800. status_heal(bl,0,sp,2);
  7801. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7802. } else {
  7803. struct unit_data *ud = unit_bl2ud(bl);
  7804. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7805. if (!ud || ud->skilltimer == INVALID_TIMER)
  7806. break; //Nothing to cancel.
  7807. bl_skill_id = ud->skill_id;
  7808. bl_skill_lv = ud->skill_lv;
  7809. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7810. if (rnd()%100 < 90)
  7811. {
  7812. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7813. break;
  7814. }
  7815. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7816. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7818. unit_skillcastcancel(bl,0);
  7819. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7820. status_zap(bl, hp, sp);
  7821. if (hp && skill_lv >= 5)
  7822. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7823. else
  7824. hp = 0;
  7825. if (sp) //Recover some of the SP used
  7826. sp = sp*(25*(skill_lv-1))/100;
  7827. if(hp || sp)
  7828. status_heal(src, hp, sp, 2);
  7829. }
  7830. }
  7831. break;
  7832. case SA_MAGICROD:
  7833. #ifdef RENEWAL
  7834. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7835. #endif
  7836. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7837. break;
  7838. case SA_AUTOSPELL:
  7839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7840. if (sd) {
  7841. sd->state.workinprogress = WIP_DISABLE_ALL;
  7842. clif_autospell(sd,skill_lv);
  7843. } else {
  7844. int maxlv=1,spellid=0;
  7845. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7846. if(skill_lv >= 10) {
  7847. spellid = MG_FROSTDIVER;
  7848. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7849. // maxlv = 10;
  7850. // else
  7851. maxlv = skill_lv - 9;
  7852. }
  7853. else if(skill_lv >=8) {
  7854. spellid = MG_FIREBALL;
  7855. maxlv = skill_lv - 7;
  7856. }
  7857. else if(skill_lv >=5) {
  7858. spellid = MG_SOULSTRIKE;
  7859. maxlv = skill_lv - 4;
  7860. }
  7861. else if(skill_lv >=2) {
  7862. int i_rnd = rnd()%3;
  7863. spellid = spellarray[i_rnd];
  7864. maxlv = skill_lv - 1;
  7865. }
  7866. else if(skill_lv > 0) {
  7867. spellid = MG_NAPALMBEAT;
  7868. maxlv = 3;
  7869. }
  7870. if(spellid > 0)
  7871. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7872. skill_get_time(SA_AUTOSPELL,skill_lv));
  7873. }
  7874. break;
  7875. case BS_GREED:
  7876. if(sd){
  7877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7878. map_foreachinallrange(skill_greed,bl,
  7879. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7880. }
  7881. break;
  7882. case SA_ELEMENTWATER:
  7883. case SA_ELEMENTFIRE:
  7884. case SA_ELEMENTGROUND:
  7885. case SA_ELEMENTWIND:
  7886. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  7887. break;
  7888. case NPC_ATTRICHANGE:
  7889. case NPC_CHANGEWATER:
  7890. case NPC_CHANGEGROUND:
  7891. case NPC_CHANGEFIRE:
  7892. case NPC_CHANGEWIND:
  7893. case NPC_CHANGEPOISON:
  7894. case NPC_CHANGEHOLY:
  7895. case NPC_CHANGEDARKNESS:
  7896. case NPC_CHANGETELEKINESIS:
  7897. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7898. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7899. skill_get_time(skill_id, skill_lv)));
  7900. break;
  7901. case NPC_CHANGEUNDEAD:
  7902. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7903. //TO-DO This is ugly, fix it
  7904. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7905. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7906. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7907. skill_get_time(skill_id, skill_lv)));
  7908. break;
  7909. case NPC_PROVOCATION:
  7910. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7911. if (md) mob_unlocktarget(md, tick);
  7912. break;
  7913. case NPC_REBIRTH:
  7914. if( md && md->state.rebirth )
  7915. break; // only works once
  7916. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7917. break;
  7918. case NPC_DARKBLESSING:
  7919. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7920. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7921. break;
  7922. case NPC_LICK:
  7923. status_zap(bl, 0, 100);
  7924. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7925. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7926. break;
  7927. case NPC_SUICIDE:
  7928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7929. status_kill(src); //When suiciding, neither exp nor drops is given.
  7930. break;
  7931. case NPC_SUMMONSLAVE:
  7932. case NPC_SUMMONMONSTER:
  7933. case NPC_DEATHSUMMON:
  7934. if(md && md->skill_idx >= 0)
  7935. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  7936. break;
  7937. case NPC_CALLSLAVE:
  7938. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7939. break;
  7940. case NPC_RANDOMMOVE:
  7941. if (md) {
  7942. md->next_walktime = tick - 1;
  7943. mob_randomwalk(md,tick);
  7944. }
  7945. break;
  7946. case NPC_SPEEDUP:
  7947. {
  7948. // or does it increase casting rate? just a guess xD
  7949. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7950. if (i_type > SC_ASPDPOTION3)
  7951. i_type = SC_ASPDPOTION3;
  7952. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7953. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7954. }
  7955. break;
  7956. case NPC_REVENGE:
  7957. // not really needed... but adding here anyway ^^
  7958. if (md && md->master_id > 0) {
  7959. struct block_list *mbl, *tbl;
  7960. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7961. (tbl = battle_gettargeted(mbl)) == NULL)
  7962. break;
  7963. md->state.provoke_flag = tbl->id;
  7964. mob_target(md, tbl, sstatus->rhw.range);
  7965. }
  7966. break;
  7967. case NPC_RUN:
  7968. if (md) {
  7969. block_list* tbl = map_id2bl(md->target_id);
  7970. if (tbl) {
  7971. mob_unlocktarget(md, tick);
  7972. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  7973. }
  7974. }
  7975. break;
  7976. case NPC_TRANSFORMATION:
  7977. case NPC_METAMORPHOSIS:
  7978. if(md && md->skill_idx >= 0) {
  7979. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  7980. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7981. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  7982. if (class_) mob_class_change(md, class_);
  7983. }
  7984. break;
  7985. case NPC_EMOTION_ON:
  7986. case NPC_EMOTION:
  7987. //val[0] is the emotion to use.
  7988. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7989. //val[1] 'sets' the mode
  7990. //val[2] adds to the current mode
  7991. //val[3] removes from the current mode
  7992. //val[4] if set, asks to delete the previous mode change.
  7993. if(md && md->skill_idx >= 0 && tsc)
  7994. {
  7995. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  7996. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  7997. status_change_end(bl, type, INVALID_TIMER);
  7998. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7999. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8000. mob_unlocktarget(md,tick);
  8001. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8002. sc_start4(src,src, type, 100, skill_lv,
  8003. md->db->skill[md->skill_idx]->val[1],
  8004. md->db->skill[md->skill_idx]->val[2],
  8005. md->db->skill[md->skill_idx]->val[3],
  8006. skill_get_time(skill_id, skill_lv));
  8007. //Reset aggressive state depending on resulting mode
  8008. if (!battle_config.npc_emotion_behavior)
  8009. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8010. }
  8011. break;
  8012. case NPC_POWERUP:
  8013. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8014. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8015. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8016. break;
  8017. case NPC_AGIUP:
  8018. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8019. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8020. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8021. break;
  8022. case NPC_INVISIBLE:
  8023. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8024. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8025. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8026. break;
  8027. case NPC_SIEGEMODE:
  8028. // not sure what it does
  8029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8030. break;
  8031. case WE_MALE: {
  8032. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8033. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8034. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8035. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8036. }
  8037. }
  8038. break;
  8039. case WE_FEMALE: {
  8040. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8041. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8042. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8043. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8044. }
  8045. }
  8046. break;
  8047. // parent-baby skills
  8048. case WE_BABY:
  8049. if(sd){
  8050. struct map_session_data *f_sd = pc_get_father(sd);
  8051. struct map_session_data *m_sd = pc_get_mother(sd);
  8052. if( (!f_sd && !m_sd) // if neither was found
  8053. || (sd->status.party_id != 0 && //not in same party
  8054. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8055. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8056. ))
  8057. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8058. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8059. ) {
  8060. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8061. map_freeblock_unlock();
  8062. return 0;
  8063. }
  8064. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8065. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8066. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8067. }
  8068. break;
  8069. case WE_CALLALLFAMILY:
  8070. if (sd) {
  8071. struct map_session_data *p_sd = pc_get_partner(sd);
  8072. struct map_session_data *c_sd = pc_get_child(sd);
  8073. if (!p_sd && !c_sd) { // Fail if no family members are found
  8074. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8075. map_freeblock_unlock();
  8076. return 1;
  8077. }
  8078. // Partner must be on the same map and in same party
  8079. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8080. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8081. // Child must be on the same map and in same party as the parent casting
  8082. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8083. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8084. }
  8085. break;
  8086. case WE_ONEFOREVER:
  8087. if (sd) {
  8088. struct map_session_data *p_sd = pc_get_partner(sd);
  8089. struct map_session_data *c_sd = pc_get_child(sd);
  8090. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8091. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8092. map_freeblock_unlock();
  8093. return 1;
  8094. }
  8095. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8096. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8097. break;
  8098. }
  8099. if (status_isdead(bl)) {
  8100. int per = 30, sper = 0;
  8101. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8102. break;
  8103. if (tsc && tsc->data[SC_HELLPOWER])
  8104. break;
  8105. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8106. break;
  8107. if (dstsd->special_state.restart_full_recover)
  8108. per = sper = 100;
  8109. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8110. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8111. }
  8112. }
  8113. break;
  8114. case WE_CHEERUP:
  8115. if (sd) {
  8116. struct map_session_data *f_sd = pc_get_father(sd);
  8117. struct map_session_data *m_sd = pc_get_mother(sd);
  8118. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8119. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8120. map_freeblock_unlock();
  8121. return 1;
  8122. }
  8123. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8124. if (dstsd == f_sd || dstsd == m_sd)
  8125. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8126. } else
  8127. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8128. }
  8129. break;
  8130. case PF_HPCONVERSION:
  8131. {
  8132. int hp, sp;
  8133. hp = sstatus->max_hp/10;
  8134. sp = hp * 10 * skill_lv / 100;
  8135. if (!status_charge(src,hp,0)) {
  8136. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8137. break;
  8138. }
  8139. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8140. status_heal(bl,0,sp,2);
  8141. }
  8142. break;
  8143. case MA_REMOVETRAP:
  8144. case HT_REMOVETRAP:
  8145. {
  8146. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8147. std::shared_ptr<s_skill_unit_group> sg;
  8148. std::shared_ptr<s_skill_db> skill_group;
  8149. // Mercenaries can remove any trap
  8150. // Players can only remove their own traps or traps on Vs maps.
  8151. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8152. {
  8153. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8154. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8155. { // prevent picking up expired traps
  8156. if( battle_config.skill_removetrap_type )
  8157. { // get back all items used to deploy the trap
  8158. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8159. {
  8160. if( skill_group->require.itemid[i] > 0 )
  8161. {
  8162. int flag2;
  8163. struct item item_tmp;
  8164. memset(&item_tmp,0,sizeof(item_tmp));
  8165. item_tmp.nameid = skill_group->require.itemid[i];
  8166. item_tmp.identify = 1;
  8167. item_tmp.amount = skill_group->require.amount[i];
  8168. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8169. clif_additem(sd,0,0,flag2);
  8170. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8171. }
  8172. }
  8173. }
  8174. }
  8175. else
  8176. { // get back 1 trap
  8177. struct item item_tmp;
  8178. memset(&item_tmp,0,sizeof(item_tmp));
  8179. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8180. item_tmp.identify = 1;
  8181. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8182. {
  8183. clif_additem(sd,0,0,flag);
  8184. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8185. }
  8186. }
  8187. }
  8188. skill_delunit(su);
  8189. }else if(sd)
  8190. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8191. }
  8192. break;
  8193. case HT_SPRINGTRAP:
  8194. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8195. {
  8196. struct skill_unit *su=NULL;
  8197. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8198. switch(su->group->unit_id){
  8199. case UNT_ANKLESNARE: // ankle snare
  8200. if (su->group->val2 != 0)
  8201. // if it is already trapping something don't spring it,
  8202. // remove trap should be used instead
  8203. break;
  8204. // otherwise fallthrough to below
  8205. case UNT_BLASTMINE:
  8206. case UNT_SKIDTRAP:
  8207. case UNT_LANDMINE:
  8208. case UNT_SHOCKWAVE:
  8209. case UNT_SANDMAN:
  8210. case UNT_FLASHER:
  8211. case UNT_FREEZINGTRAP:
  8212. case UNT_CLAYMORETRAP:
  8213. case UNT_TALKIEBOX:
  8214. su->group->unit_id = UNT_USED_TRAPS;
  8215. clif_changetraplook(bl, UNT_USED_TRAPS);
  8216. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8217. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8218. }
  8219. }
  8220. }
  8221. break;
  8222. case BD_ENCORE:
  8223. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8224. if(sd)
  8225. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8226. break;
  8227. case AS_SPLASHER:
  8228. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8229. // Renewal dropped the 3/4 hp requirement
  8230. #ifndef RENEWAL
  8231. || tstatus-> hp > tstatus->max_hp*3/4
  8232. #endif
  8233. ) {
  8234. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8235. map_freeblock_unlock();
  8236. return 1;
  8237. }
  8238. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8239. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8240. #ifndef RENEWAL
  8241. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8242. #endif
  8243. break;
  8244. case PF_MINDBREAKER:
  8245. {
  8246. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8247. map_freeblock_unlock();
  8248. return 1;
  8249. }
  8250. if (tsce)
  8251. { //HelloKitty2 (?) explained that this silently fails when target is
  8252. //already inflicted. [Skotlex]
  8253. map_freeblock_unlock();
  8254. return 1;
  8255. }
  8256. //Has a 55% + skill_lv*5% success chance.
  8257. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8258. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8259. {
  8260. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8261. map_freeblock_unlock();
  8262. return 0;
  8263. }
  8264. unit_skillcastcancel(bl,0);
  8265. if(tsc && tsc->count){
  8266. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8267. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8268. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8269. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8270. }
  8271. if (dstmd)
  8272. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8273. }
  8274. break;
  8275. case PF_SOULCHANGE:
  8276. {
  8277. unsigned int sp1 = 0, sp2 = 0;
  8278. if (dstmd) {
  8279. if (dstmd->state.soul_change_flag) {
  8280. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8281. break;
  8282. }
  8283. dstmd->state.soul_change_flag = 1;
  8284. sp2 = sstatus->max_sp * 3 /100;
  8285. status_heal(src, 0, sp2, 2);
  8286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8287. break;
  8288. }
  8289. sp1 = sstatus->sp;
  8290. sp2 = tstatus->sp;
  8291. #ifdef RENEWAL
  8292. sp1 = sp1 / 2;
  8293. sp2 = sp2 / 2;
  8294. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8295. sp1 = tstatus->sp;
  8296. #endif
  8297. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8298. sp1 = tstatus->sp;
  8299. status_set_sp(src, sp2, 3);
  8300. status_set_sp(bl, sp1, 3);
  8301. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8302. }
  8303. break;
  8304. // Slim Pitcher
  8305. case CR_SLIMPITCHER:
  8306. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8307. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8308. break;
  8309. if (potion_hp || potion_sp) {
  8310. int hp = potion_hp, sp = potion_sp;
  8311. hp = hp * (100 + (tstatus->vit<<1))/100;
  8312. sp = sp * (100 + (tstatus->int_<<1))/100;
  8313. if (dstsd) {
  8314. if (hp)
  8315. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8316. if (sp)
  8317. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8318. }
  8319. if (tsc && tsc->count) {
  8320. uint8 penalty = 0;
  8321. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8322. hp += hp / 10;
  8323. sp += sp / 10;
  8324. }
  8325. if (tsc->data[SC_CRITICALWOUND])
  8326. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8327. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8328. penalty += 20;
  8329. if (tsc->data[SC_NORECOVER_STATE])
  8330. penalty = 100;
  8331. if (penalty > 0) {
  8332. hp -= hp * penalty / 100;
  8333. sp -= sp * penalty / 100;
  8334. }
  8335. }
  8336. if(hp > 0)
  8337. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8338. if(sp > 0)
  8339. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8340. status_heal(bl,hp,sp,0);
  8341. }
  8342. break;
  8343. // Full Chemical Protection
  8344. case CR_FULLPROTECTION:
  8345. {
  8346. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8347. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8348. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8349. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8350. continue;
  8351. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8352. s++;
  8353. }
  8354. if( sd && !s ){
  8355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8356. map_freeblock_unlock(); // Don't consume item requirements
  8357. return 0;
  8358. }
  8359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8360. }
  8361. break;
  8362. case RG_CLEANER: //AppleGirl
  8363. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8364. break;
  8365. #ifndef RENEWAL
  8366. case CG_LONGINGFREEDOM:
  8367. {
  8368. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8369. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8370. {
  8371. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8372. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8373. }
  8374. }
  8375. break;
  8376. #endif
  8377. case CG_TAROTCARD:
  8378. {
  8379. int card = -1;
  8380. if (tsc && tsc->data[SC_TAROTCARD]) {
  8381. //Target currently has the SUN tarot card effect and is immune to any other effect
  8382. map_freeblock_unlock();
  8383. return 0;
  8384. }
  8385. if( rnd() % 100 > skill_lv * 8 ||
  8386. #ifndef RENEWAL
  8387. (tsc && tsc->data[SC_BASILICA]) ||
  8388. #endif
  8389. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8390. if( sd )
  8391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8392. map_freeblock_unlock();
  8393. return 0;
  8394. }
  8395. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8396. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8397. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8398. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8399. }
  8400. break;
  8401. case SL_ALCHEMIST:
  8402. case SL_ASSASIN:
  8403. case SL_BARDDANCER:
  8404. case SL_BLACKSMITH:
  8405. case SL_CRUSADER:
  8406. case SL_HUNTER:
  8407. case SL_KNIGHT:
  8408. case SL_MONK:
  8409. case SL_PRIEST:
  8410. case SL_ROGUE:
  8411. case SL_SAGE:
  8412. case SL_SOULLINKER:
  8413. case SL_STAR:
  8414. case SL_SUPERNOVICE:
  8415. case SL_WIZARD:
  8416. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8417. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8418. break;
  8419. }
  8420. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8421. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8423. break;
  8424. }
  8425. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8426. { //Erase death count 1% of the casts
  8427. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8428. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8429. //SC_SPIRIT invokes status_calc_pc for us.
  8430. }
  8431. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8432. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8433. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8434. break;
  8435. case SL_HIGH:
  8436. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8437. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8438. break;
  8439. }
  8440. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8442. break;
  8443. }
  8444. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8445. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8446. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8447. break;
  8448. case SP_SOULGOLEM:
  8449. case SP_SOULSHADOW:
  8450. case SP_SOULFALCON:
  8451. case SP_SOULFAIRY:
  8452. if (sd && !dstsd) { // Only player's can be soul linked.
  8453. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8454. break;
  8455. }
  8456. if (tsc) {
  8457. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8458. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8459. break;
  8460. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8461. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8462. break;
  8463. }
  8464. }
  8465. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8466. break;
  8467. case SP_SOULREVOLVE:
  8468. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8469. if (sd)
  8470. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8471. break;
  8472. }
  8473. status_heal(bl, 0, 50*skill_lv, 2);
  8474. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8475. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8476. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8477. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8478. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8479. break;
  8480. case SL_SWOO:
  8481. if (tsce) {
  8482. if(sd)
  8483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8484. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8485. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8486. break;
  8487. }
  8488. case SL_SKA: // [marquis007]
  8489. case SL_SKE:
  8490. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8491. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8492. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8493. break;
  8494. }
  8495. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8496. if (skill_id == SL_SKE)
  8497. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8498. break;
  8499. // New guild skills [Celest]
  8500. case GD_BATTLEORDER:
  8501. case GD_REGENERATION:
  8502. case GD_RESTORE:
  8503. case GD_EMERGENCY_MOVE:
  8504. if(flag&1) {
  8505. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8506. if( skill_id == GD_RESTORE )
  8507. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8508. else
  8509. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8510. }
  8511. } else if (status_get_guild_id(src)) {
  8512. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8513. map_foreachinallrange(skill_area_sub, src,
  8514. skill_get_splash(skill_id, skill_lv), BL_PC,
  8515. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8516. skill_castend_nodamage_id);
  8517. if (sd)
  8518. #ifdef RENEWAL
  8519. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8520. #else
  8521. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8522. #endif
  8523. }
  8524. break;
  8525. case GD_EMERGENCYCALL:
  8526. case GD_ITEMEMERGENCYCALL:
  8527. {
  8528. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8529. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8530. uint8 j = 0, calls = 0, called = 0;
  8531. struct guild *g;
  8532. // i don't know if it actually summons in a circle, but oh well. ;P
  8533. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8534. if (!g)
  8535. break;
  8536. if (skill_id == GD_ITEMEMERGENCYCALL)
  8537. switch (skill_lv) {
  8538. case 1: calls = 7; break;
  8539. case 2: calls = 12; break;
  8540. case 3: calls = 20; break;
  8541. default: calls = 0; break;
  8542. }
  8543. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8544. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8545. if (j > 8)
  8546. j = 0;
  8547. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8548. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8549. continue;
  8550. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8551. continue;
  8552. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8553. dx[j] = dy[j] = 0;
  8554. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8555. called++;
  8556. }
  8557. }
  8558. if (sd)
  8559. #ifdef RENEWAL
  8560. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8561. #else
  8562. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8563. #endif
  8564. }
  8565. break;
  8566. case GD_CHARGESHOUT_FLAG:
  8567. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  8568. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  8569. if (md) {
  8570. sd->guild->chargeshout_flag_id = md->bl.id;
  8571. md->master_id = src->id;
  8572. if (md->deletetimer != INVALID_TIMER)
  8573. delete_timer(md->deletetimer, mob_timer_delete);
  8574. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  8575. mob_spawn(md);
  8576. }
  8577. }
  8578. break;
  8579. case GD_CHARGESHOUT_BEATING:
  8580. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  8581. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  8582. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  8583. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8584. else
  8585. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8586. } else
  8587. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8588. break;
  8589. case SG_FEEL:
  8590. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8591. if (sd) {
  8592. if(!sd->feel_map[skill_lv-1].index)
  8593. clif_feel_req(sd->fd,sd, skill_lv);
  8594. else
  8595. clif_feel_info(sd, skill_lv-1, 1);
  8596. }
  8597. break;
  8598. case SG_HATE:
  8599. if (sd) {
  8600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8601. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8603. }
  8604. break;
  8605. case SJ_DOCUMENT:
  8606. if (sd) {
  8607. switch (skill_lv) {
  8608. case 1:
  8609. pc_resetfeel(sd);
  8610. break;
  8611. case 2:
  8612. pc_resethate(sd);
  8613. break;
  8614. case 3:
  8615. pc_resetfeel(sd);
  8616. pc_resethate(sd);
  8617. break;
  8618. }
  8619. }
  8620. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8621. break;
  8622. case GS_GLITTERING:
  8623. if(sd) {
  8624. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8625. if(rnd()%100 < (20+10*skill_lv))
  8626. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8627. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8628. pc_delspiritball(sd,1,0);
  8629. }
  8630. break;
  8631. case GS_CRACKER:
  8632. /* per official standards, this skill works on players and mobs. */
  8633. if (sd && (dstsd || dstmd))
  8634. {
  8635. i =65 -5*distance_bl(src,bl); //Base rate
  8636. if (i < 30) i = 30;
  8637. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8638. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8639. }
  8640. break;
  8641. case AM_CALLHOMUN: //[orn]
  8642. if (sd && !hom_call(sd))
  8643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8644. #ifdef RENEWAL
  8645. else if (sd && hom_is_active(sd->hd))
  8646. skill_area_temp[0] = 1; // Already passed pre-cast checks
  8647. #endif
  8648. break;
  8649. case AM_REST:
  8650. if (sd) {
  8651. if (hom_vaporize(sd,HOM_ST_REST))
  8652. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8653. else
  8654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8655. }
  8656. break;
  8657. case HAMI_CASTLE: //[orn]
  8658. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8659. int x = src->x, y = src->y;
  8660. if (hd)
  8661. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8662. // Move source
  8663. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8664. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8665. clif_blown(src);
  8666. // Move target
  8667. if (unit_movepos(bl,x,y,0,0)) {
  8668. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8669. clif_blown(bl);
  8670. }
  8671. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8672. }
  8673. }
  8674. else if (hd && hd->master) // Failed
  8675. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8676. else if (sd)
  8677. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8678. break;
  8679. case HVAN_CHAOTIC: //[orn]
  8680. {
  8681. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8682. int r = rnd()%100;
  8683. i = (skill_lv-1)%5;
  8684. if(r<per[i][0]) //Self
  8685. bl = src;
  8686. else if(r<per[i][1]) //Master
  8687. bl = battle_get_master(src);
  8688. else //Enemy
  8689. bl = map_id2bl(battle_gettarget(src));
  8690. if (!bl) bl = src;
  8691. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8692. //Eh? why double skill packet?
  8693. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8694. clif_skill_nodamage(src,bl,skill_id,i,1);
  8695. status_heal(bl, i, 0, 0);
  8696. }
  8697. break;
  8698. //Homun single-target support skills [orn]
  8699. case HAMI_BLOODLUST:
  8700. case HFLI_FLEET:
  8701. case HFLI_SPEED:
  8702. case HLIF_CHANGE:
  8703. case MH_ANGRIFFS_MODUS:
  8704. case MH_GOLDENE_FERSE:
  8705. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8706. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8707. if (hd)
  8708. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8709. break;
  8710. case NPC_DRAGONFEAR:
  8711. if (flag&1) {
  8712. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8713. int j;
  8714. j = i = rnd()%ARRAYLENGTH(sc);
  8715. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8716. i++;
  8717. if ( i == ARRAYLENGTH(sc) )
  8718. i = 0;
  8719. if (i == j)
  8720. break;
  8721. }
  8722. break;
  8723. }
  8724. case NPC_WIDEBLEEDING:
  8725. case NPC_WIDECONFUSE:
  8726. case NPC_WIDECURSE:
  8727. case NPC_WIDEFREEZE:
  8728. case NPC_WIDESLEEP:
  8729. case NPC_WIDESILENCE:
  8730. case NPC_WIDESTONE:
  8731. case NPC_WIDESTUN:
  8732. case NPC_SLOWCAST:
  8733. case NPC_WIDEHELLDIGNITY:
  8734. case NPC_WIDEHEALTHFEAR:
  8735. case NPC_WIDEBODYBURNNING:
  8736. case NPC_WIDEFROSTMISTY:
  8737. case NPC_WIDECOLD:
  8738. case NPC_WIDE_DEEP_SLEEP:
  8739. case NPC_WIDESIREN:
  8740. if (flag&1){
  8741. switch ( type ) {
  8742. case SC_BURNING:
  8743. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8744. break;
  8745. case SC_VOICEOFSIREN:
  8746. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8747. break;
  8748. default:
  8749. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8750. }
  8751. }
  8752. else {
  8753. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8755. map_foreachinallrange(skill_area_sub, bl,
  8756. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8757. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8758. skill_castend_nodamage_id);
  8759. }
  8760. break;
  8761. case NPC_WIDESOULDRAIN:
  8762. if (flag&1)
  8763. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8764. else {
  8765. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8767. map_foreachinallrange(skill_area_sub, bl,
  8768. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8769. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8770. skill_castend_nodamage_id);
  8771. }
  8772. break;
  8773. case ALL_PARTYFLEE:
  8774. if( sd && !(flag&1) ) {
  8775. if( !sd->status.party_id ) {
  8776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8777. break;
  8778. }
  8779. 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);
  8780. } else
  8781. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8782. break;
  8783. case NPC_TALK:
  8784. case ALL_WEWISH:
  8785. case ALL_CATCRY:
  8786. case ALL_DREAM_SUMMERNIGHT:
  8787. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8788. break;
  8789. case ALL_BUYING_STORE:
  8790. if( sd )
  8791. {// players only, skill allows 5 buying slots
  8792. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8793. }
  8794. break;
  8795. case RK_ENCHANTBLADE:
  8796. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8797. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8798. break;
  8799. case RK_DRAGONHOWLING:
  8800. if( flag&1)
  8801. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8802. else
  8803. {
  8804. skill_area_temp[2] = 0;
  8805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8806. map_foreachinallrange(skill_area_sub, src,
  8807. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8808. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8809. skill_castend_nodamage_id);
  8810. }
  8811. break;
  8812. case LG_EARTHDRIVE: {
  8813. int dummy = 1;
  8814. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8815. i = skill_get_splash(skill_id,skill_lv);
  8816. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8817. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8818. }
  8819. break;
  8820. case RK_LUXANIMA:
  8821. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8822. case RK_GIANTGROWTH:
  8823. case RK_STONEHARDSKIN:
  8824. case RK_VITALITYACTIVATION:
  8825. case RK_ABUNDANCE:
  8826. case RK_CRUSHSTRIKE:
  8827. case RK_REFRESH:
  8828. case RK_MILLENNIUMSHIELD:
  8829. if (sd) {
  8830. uint8 rune_level = 1; // RK_GIANTGROWTH
  8831. if (skill_id == RK_VITALITYACTIVATION)
  8832. rune_level = 2;
  8833. else if (skill_id == RK_STONEHARDSKIN)
  8834. rune_level = 4;
  8835. else if (skill_id == RK_ABUNDANCE)
  8836. rune_level = 6;
  8837. else if (skill_id == RK_CRUSHSTRIKE)
  8838. rune_level = 7;
  8839. else if (skill_id == RK_REFRESH)
  8840. rune_level = 8;
  8841. else if (skill_id == RK_MILLENNIUMSHIELD)
  8842. rune_level = 9;
  8843. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8844. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8845. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8846. else if (skill_id == RK_STONEHARDSKIN)
  8847. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8848. } else
  8849. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8850. }
  8851. break;
  8852. case RK_FIGHTINGSPIRIT: {
  8853. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8854. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8855. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8856. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8857. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8858. break;
  8859. }
  8860. case GC_ROLLINGCUTTER:
  8861. {
  8862. short count = 1;
  8863. skill_area_temp[2] = 0;
  8864. 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);
  8865. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8866. { // Every time the skill is casted the status change is reseted adding a counter.
  8867. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8868. if( count > 10 )
  8869. count = 10; // Max coounter
  8870. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8871. }
  8872. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8873. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8874. }
  8875. break;
  8876. case GC_WEAPONBLOCKING:
  8877. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8878. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8879. else
  8880. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8882. break;
  8883. case GC_CREATENEWPOISON:
  8884. if( sd )
  8885. {
  8886. clif_skill_produce_mix_list(sd,skill_id,25);
  8887. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8888. }
  8889. break;
  8890. case GC_POISONINGWEAPON:
  8891. if( sd ) {
  8892. clif_poison_list(sd,skill_lv);
  8893. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8894. }
  8895. break;
  8896. case GC_ANTIDOTE:
  8897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8898. if( tsc )
  8899. {
  8900. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8901. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8902. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8903. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8904. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8905. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8906. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8907. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8908. }
  8909. break;
  8910. case GC_PHANTOMMENACE:
  8911. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8913. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8914. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8915. break;
  8916. case GC_HALLUCINATIONWALK:
  8917. {
  8918. int heal = status_get_max_hp(bl) / 10;
  8919. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8920. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8921. break;
  8922. }
  8923. if( !status_charge(bl,heal,0) )
  8924. {
  8925. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8926. break;
  8927. }
  8928. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8929. }
  8930. break;
  8931. case AB_ANCILLA:
  8932. if( sd ) {
  8933. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8934. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8935. }
  8936. break;
  8937. case AB_CLEMENTIA:
  8938. case AB_CANTO:
  8939. {
  8940. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8941. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8942. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8943. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8944. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8945. else if( sd )
  8946. 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);
  8947. }
  8948. break;
  8949. case AB_PRAEFATIO:
  8950. case AB_RENOVATIO:
  8951. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8952. if (skill_id == AB_PRAEFATIO)
  8953. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8954. else
  8955. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8956. } else if( sd )
  8957. 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);
  8958. break;
  8959. case AB_CHEAL:
  8960. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8961. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8962. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8963. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8964. if( partycount > 1 )
  8965. i += (i / 100) * (partycount * 10) / 4;
  8966. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8967. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8968. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8969. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8970. i = ~i + 1;
  8971. status_heal(bl, i, 0, 0);
  8972. }
  8973. } else if( sd )
  8974. 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);
  8975. break;
  8976. case AB_ORATIO:
  8977. if( flag&1 )
  8978. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8979. else {
  8980. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8981. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8982. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8983. }
  8984. break;
  8985. case AB_LAUDAAGNUS:
  8986. if( flag&1 || !sd || !sd->status.party_id ) {
  8987. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8988. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8989. // Success Chance: (60 + 10 * Skill Level) %
  8990. if( rnd()%100 > 60+10*skill_lv ) break;
  8991. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8992. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8993. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8994. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8995. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8996. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8997. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8998. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8999. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9000. } else if( sd )
  9001. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9002. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9003. break;
  9004. case AB_LAUDARAMUS:
  9005. if( flag&1 || !sd || !sd->status.party_id ) {
  9006. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9007. // Success Chance: (60 + 10 * Skill Level) %
  9008. if( rnd()%100 > 60+10*skill_lv ) break;
  9009. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9010. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9011. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9012. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9013. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9014. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9015. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9016. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9017. } else if( sd )
  9018. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9019. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9020. break;
  9021. case AB_CLEARANCE:
  9022. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9023. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9024. break;
  9025. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9026. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9027. if (sd)
  9028. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9029. break;
  9030. }
  9031. if(status_isimmune(bl))
  9032. break;
  9033. //Remove bonus_script by Clearance
  9034. if (dstsd)
  9035. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9036. if(!tsc || !tsc->count)
  9037. break;
  9038. for( i = 0; i < SC_MAX; i++ ) {
  9039. if (!tsc->data[i])
  9040. continue;
  9041. switch (i) {
  9042. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9043. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9044. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9045. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9046. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9047. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9048. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9049. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9050. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9051. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9052. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9053. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9054. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9055. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9056. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9057. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9058. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9059. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9060. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9061. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9062. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9063. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9064. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9065. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9066. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9067. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9068. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9069. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9070. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9071. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9072. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9073. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9074. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9075. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9076. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9077. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9078. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9079. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9080. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9081. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9082. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9083. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9084. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9085. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9086. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9087. case SC_P_ALTER: case SC_E_CHAIN:
  9088. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9089. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9090. case SC_NOVAEXPLOSING:
  9091. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9092. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9093. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9094. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9095. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9096. case SC_SPORE_EXPLOSION:
  9097. #ifdef RENEWAL
  9098. case SC_EXTREMITYFIST2:
  9099. #endif
  9100. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9101. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9102. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9103. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9104. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9105. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9106. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9107. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9108. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9109. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9110. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9111. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9112. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9113. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9114. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9115. case SC_DAILYSENDMAILCNT:
  9116. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9117. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9118. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9119. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9120. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  9121. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  9122. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  9123. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  9124. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  9125. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  9126. continue;
  9127. case SC_ASSUMPTIO:
  9128. if( bl->type == BL_MOB )
  9129. continue;
  9130. break;
  9131. }
  9132. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9133. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9134. }
  9135. break;
  9136. }
  9137. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9138. break;
  9139. case AB_SILENTIUM:
  9140. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9141. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9142. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9144. break;
  9145. case WL_STASIS:
  9146. if (flag&1)
  9147. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9148. else {
  9149. struct map_data *mapdata = map_getmapdata(src->m);
  9150. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9151. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9152. }
  9153. break;
  9154. case WL_CHAINLIGHTNING:
  9155. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9156. break;
  9157. case WL_WHITEIMPRISON:
  9158. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9159. {
  9160. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9161. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9162. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9163. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9164. if( sd )
  9165. skill_blockpc_start(sd,skill_id,4000);
  9166. if( !(tsc && tsc->data[type]) ){
  9167. 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));
  9168. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9169. if( !i )
  9170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9171. }
  9172. }else
  9173. if( sd )
  9174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9175. break;
  9176. case NPC_JACKFROST:
  9177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9178. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9179. break;
  9180. case WL_SIENNAEXECRATE:
  9181. if( status_isimmune(bl) || !tsc )
  9182. break;
  9183. if( flag&1 ) {
  9184. if( bl->id == skill_area_temp[1] )
  9185. break; // Already work on this target
  9186. if( tsc && tsc->data[type] )
  9187. status_change_end(bl,type,INVALID_TIMER);
  9188. else
  9189. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9190. } else {
  9191. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9192. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9193. if( rnd()%100 < rate ) { // Success on First Target
  9194. if( !tsc->data[type] )
  9195. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9196. else {
  9197. rate = 1;
  9198. status_change_end(bl,type,INVALID_TIMER);
  9199. }
  9200. if( rate ) {
  9201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9202. skill_area_temp[1] = bl->id;
  9203. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9204. }
  9205. // Doesn't send failure packet if it fails on defense.
  9206. }
  9207. else if( sd ) // Failure on Rate
  9208. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9209. }
  9210. break;
  9211. case WL_SUMMONFB:
  9212. case WL_SUMMONBL:
  9213. case WL_SUMMONWB:
  9214. case WL_SUMMONSTONE:
  9215. {
  9216. status_change *sc = status_get_sc(src);
  9217. if (sc == nullptr)
  9218. break;
  9219. e_wl_spheres element;
  9220. switch (skill_id) { // Set val2. The SC element for this ball
  9221. case WL_SUMMONFB:
  9222. element = WLS_FIRE;
  9223. break;
  9224. case WL_SUMMONBL:
  9225. element = WLS_WIND;
  9226. break;
  9227. case WL_SUMMONWB:
  9228. element = WLS_WATER;
  9229. break;
  9230. case WL_SUMMONSTONE:
  9231. element = WLS_STONE;
  9232. break;
  9233. }
  9234. if (skill_lv == 1) {
  9235. sc_type sphere = SC_NONE;
  9236. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9237. if (sc->data[i] == nullptr) {
  9238. sphere = static_cast<sc_type>(i); // Take the free SC
  9239. break;
  9240. }
  9241. }
  9242. if (sphere == SC_NONE) {
  9243. if (sd) // No free slots to put SC
  9244. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9245. break;
  9246. }
  9247. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9248. } else {
  9249. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9250. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9251. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9252. }
  9253. }
  9254. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9255. }
  9256. break;
  9257. case WL_READING_SB_READING:
  9258. if (sd) {
  9259. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9260. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9261. break;
  9262. }
  9263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9264. skill_spellbook(sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9265. }
  9266. break;
  9267. case RA_FEARBREEZE:
  9268. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9269. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9270. break;
  9271. case RA_WUGMASTERY:
  9272. if( sd ) {
  9273. if( !pc_iswug(sd) )
  9274. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9275. else
  9276. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9278. }
  9279. break;
  9280. case RA_WUGRIDER:
  9281. if( sd ) {
  9282. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9283. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9284. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9285. } else if( pc_isridingwug(sd) ) {
  9286. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9287. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9288. }
  9289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9290. }
  9291. break;
  9292. case RA_WUGDASH:
  9293. if( tsce ) {
  9294. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9295. map_freeblock_unlock();
  9296. return 0;
  9297. }
  9298. if( sd && pc_isridingwug(sd) ) {
  9299. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9300. clif_walkok(sd);
  9301. }
  9302. break;
  9303. case RA_SENSITIVEKEEN:
  9304. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9305. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9306. 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);
  9307. break;
  9308. case NC_F_SIDESLIDE:
  9309. case NC_B_SIDESLIDE:
  9310. {
  9311. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9312. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9313. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9314. }
  9315. break;
  9316. case NC_SELFDESTRUCTION:
  9317. if( sd ) {
  9318. if( pc_ismadogear(sd) )
  9319. pc_setmadogear(sd, false);
  9320. skill_area_temp[1] = 0;
  9321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9322. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9323. status_set_sp(src, 0, 0);
  9324. skill_clear_unitgroup(src);
  9325. }
  9326. break;
  9327. case NC_EMERGENCYCOOL:
  9328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9329. if (sd) {
  9330. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9331. int16 limit[] = { -45, -75, -105 };
  9332. i = 0;
  9333. for (const auto &reqItem : req.eqItem) {
  9334. if (pc_search_inventory(sd, reqItem) != -1)
  9335. break;
  9336. i++;
  9337. }
  9338. pc_overheat(sd, limit[min(i, 2)]);
  9339. }
  9340. break;
  9341. case NC_ANALYZE:
  9342. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9343. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9344. break;
  9345. case NC_MAGNETICFIELD:
  9346. if (flag & 1) {
  9347. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9348. } else {
  9349. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9350. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9351. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  9352. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9353. }
  9354. break;
  9355. case NC_REPAIR:
  9356. if( sd ) {
  9357. int heal, hp = 0;
  9358. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9359. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9360. break;
  9361. }
  9362. switch(skill_lv) {
  9363. case 1: hp = 4; break;
  9364. case 2: hp = 7; break;
  9365. case 3: hp = 13; break;
  9366. case 4: hp = 17; break;
  9367. case 5: default: hp = 23; break;
  9368. }
  9369. heal = dstsd->status.max_hp * hp / 100;
  9370. status_heal(bl,heal,0,2);
  9371. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9372. }
  9373. break;
  9374. case NC_DISJOINT:
  9375. {
  9376. if( bl->type != BL_MOB ) break;
  9377. md = map_id2md(bl->id);
  9378. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9379. status_kill(bl);
  9380. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9381. }
  9382. break;
  9383. case SC_AUTOSHADOWSPELL:
  9384. if( sd ) {
  9385. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9386. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9387. {
  9388. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9389. clif_autoshadowspell_list(sd);
  9390. clif_skill_nodamage(src,bl,skill_id,1,1);
  9391. }
  9392. else
  9393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9394. }
  9395. break;
  9396. case SC_SHADOWFORM:
  9397. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9398. 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))) )
  9399. dstsd->shadowform_id = src->id;
  9400. }
  9401. else if( sd )
  9402. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9403. break;
  9404. case SC_BODYPAINT:
  9405. if( flag&1 ) {
  9406. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9407. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9408. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9409. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9410. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9411. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9412. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9413. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9414. }
  9415. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9416. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9417. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9418. } else {
  9419. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9420. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9421. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9422. }
  9423. break;
  9424. case SC_ENERVATION:
  9425. case SC_GROOMY:
  9426. case SC_LAZINESS:
  9427. case SC_UNLUCKY:
  9428. case SC_WEAKNESS:
  9429. if( !(tsc && tsc->data[type]) ) {
  9430. int rate;
  9431. if (status_get_class_(bl) == CLASS_BOSS)
  9432. break;
  9433. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9434. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9435. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9436. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9437. } else if( sd )
  9438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9439. break;
  9440. case SC_IGNORANCE:
  9441. if( !(tsc && tsc->data[type]) ) {
  9442. int rate;
  9443. if (status_get_class_(bl) == CLASS_BOSS)
  9444. break;
  9445. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9446. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9447. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9448. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9449. int sp = 100 * skill_lv;
  9450. if( dstmd )
  9451. sp = dstmd->level;
  9452. if( !dstmd )
  9453. status_zap(bl, 0, sp);
  9454. status_heal(src, 0, sp / 2, 3);
  9455. } else if( sd )
  9456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9457. } else if( sd )
  9458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9459. break;
  9460. case LG_TRAMPLE:
  9461. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9462. if (rnd()%100 < (25 + 25 * skill_lv))
  9463. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9464. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9465. break;
  9466. case LG_REFLECTDAMAGE:
  9467. if( tsc && tsc->data[type] )
  9468. status_change_end(bl,type,INVALID_TIMER);
  9469. else
  9470. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9472. break;
  9473. case LG_PIETY:
  9474. if( flag&1 )
  9475. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9476. else {
  9477. skill_area_temp[2] = 0;
  9478. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9480. }
  9481. break;
  9482. case SR_CURSEDCIRCLE:
  9483. if( flag&1 ) {
  9484. if( status_get_class_(bl) == CLASS_BOSS )
  9485. break;
  9486. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9487. if( bl->type == BL_MOB )
  9488. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9489. clif_bladestop(src, bl->id, 1);
  9490. map_freeblock_unlock();
  9491. return 1;
  9492. }
  9493. } else {
  9494. int count = 0;
  9495. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9496. 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
  9497. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9498. if( sd ) pc_delspiritball(sd, count, 0);
  9499. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9500. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9501. }
  9502. break;
  9503. case SR_RAISINGDRAGON:
  9504. if( sd ) {
  9505. short max = 5 + skill_lv;
  9506. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9507. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9508. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9509. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9510. }
  9511. break;
  9512. case SR_ASSIMILATEPOWER:
  9513. if (flag&1) {
  9514. i = 0;
  9515. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9516. if (dstsd->spiritball > 0) {
  9517. i = dstsd->spiritball;
  9518. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9519. }
  9520. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9521. i += dstsd->spiritcharm;
  9522. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9523. }
  9524. }
  9525. if (i)
  9526. status_percent_heal(src, 0, i);
  9527. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9528. } else {
  9529. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9530. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9531. }
  9532. break;
  9533. case SR_POWERVELOCITY:
  9534. if( !dstsd )
  9535. break;
  9536. if( sd && dstsd->spiritball <= 5 ) {
  9537. for(i = 0; i <= 5; i++) {
  9538. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9539. pc_delspiritball(sd, sd->spiritball, 0);
  9540. }
  9541. }
  9542. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9543. break;
  9544. case SR_GENTLETOUCH_CURE:
  9545. {
  9546. unsigned int heal;
  9547. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9548. heal = 0;
  9549. else {
  9550. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9551. status_heal(bl, heal, 0, 0);
  9552. }
  9553. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9554. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9555. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9556. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9557. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9558. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9559. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9560. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9561. }
  9562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9563. }
  9564. break;
  9565. case SR_GENTLETOUCH_ENERGYGAIN:
  9566. case SR_GENTLETOUCH_CHANGE:
  9567. case SR_GENTLETOUCH_REVITALIZE:
  9568. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9569. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9570. break;
  9571. case SR_FLASHCOMBO: {
  9572. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  9573. const int delay[] = { 0, 750, 1250 };
  9574. if (sd) // Disable attacking/acting/moving for skill's duration.
  9575. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  9576. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9577. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9578. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9579. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9580. }
  9581. break;
  9582. case WA_SWING_DANCE:
  9583. case WA_MOONLIT_SERENADE:
  9584. case WA_SYMPHONY_OF_LOVER:
  9585. case MI_RUSH_WINDMILL:
  9586. case MI_ECHOSONG:
  9587. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9589. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9590. } else if( sd ) {
  9591. 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);
  9592. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9594. }
  9595. break;
  9596. case MI_HARMONIZE:
  9597. if( src != bl )
  9598. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9599. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9600. break;
  9601. case WM_DEADHILLHERE:
  9602. if( bl->type == BL_PC ) {
  9603. if( !status_isdead(bl) )
  9604. break;
  9605. int heal = tstatus->sp;
  9606. if( heal <= 0 )
  9607. heal = 1;
  9608. tstatus->hp = heal;
  9609. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9610. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9611. pc_revive((TBL_PC*)bl,heal,0);
  9612. clif_resurrection(bl,1);
  9613. }
  9614. break;
  9615. case WM_VOICEOFSIREN:
  9616. if (flag&1)
  9617. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9618. else {
  9619. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9620. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9621. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9622. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9624. }
  9625. break;
  9626. case WM_GLOOMYDAY:
  9627. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9628. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9629. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9630. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9631. { // !TODO: Which skills aren't boosted anymore?
  9632. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9633. break;
  9634. }
  9635. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9636. break;
  9637. case WM_SATURDAY_NIGHT_FEVER:
  9638. if( flag&1 ) {
  9639. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9640. } else if (sd) {
  9641. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9642. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9644. }
  9645. }
  9646. break;
  9647. case WM_SIRCLEOFNATURE:
  9648. case WM_SONG_OF_MANA:
  9649. case WM_DANCE_WITH_WUG:
  9650. case WM_LERADS_DEW:
  9651. case WM_UNLIMITED_HUMMING_VOICE:
  9652. if( flag&1 ) { // These affect to to all party members near the caster.
  9653. struct status_change *sc = status_get_sc(src);
  9654. if( sc && sc->data[type] ) {
  9655. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9656. }
  9657. } else if( sd ) {
  9658. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9659. 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);
  9660. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9661. }
  9662. break;
  9663. case WM_MELODYOFSINK:
  9664. if( flag&1 ) {
  9665. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9666. } else { // These affect to all targets around the caster.
  9667. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9668. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9669. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9670. }
  9671. }
  9672. break;
  9673. case WM_BEYOND_OF_WARCRY:
  9674. if( flag&1 ) {
  9675. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9676. } else { // These affect to all targets around the caster.
  9677. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9678. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9680. }
  9681. }
  9682. break;
  9683. case WM_SOUND_OF_DESTRUCTION:
  9684. if (flag&1) {
  9685. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  9686. } else {
  9687. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9688. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9689. }
  9690. break;
  9691. case WM_RANDOMIZESPELL:
  9692. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9693. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9694. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9695. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9696. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9697. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9698. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9699. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9700. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9701. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9702. }
  9703. break;
  9704. case RETURN_TO_ELDICASTES:
  9705. case ALL_GUARDIAN_RECALL:
  9706. case ECLAGE_RECALL:
  9707. case ALL_PRONTERA_RECALL:
  9708. if( sd )
  9709. {
  9710. short x=0, y=0; // Destiny position.
  9711. unsigned short mapindex=0;
  9712. switch(skill_id){
  9713. default:
  9714. case RETURN_TO_ELDICASTES:
  9715. x = 198;
  9716. y = 187;
  9717. mapindex = mapindex_name2id(MAP_DICASTES);
  9718. break;
  9719. case ALL_GUARDIAN_RECALL:
  9720. x = 44;
  9721. y = 151;
  9722. mapindex = mapindex_name2id(MAP_MORA);
  9723. break;
  9724. case ECLAGE_RECALL:
  9725. x = 47;
  9726. y = 31;
  9727. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9728. break;
  9729. case ALL_PRONTERA_RECALL:
  9730. if(skill_lv == 1) {
  9731. x = 115;
  9732. y = 72;
  9733. }
  9734. else if(skill_lv == 2) {
  9735. x = 159;
  9736. y = 192;
  9737. }
  9738. mapindex = mapindex_name2id(MAP_PRONTERA);
  9739. break;
  9740. }
  9741. if(!mapindex)
  9742. { //Given map not found?
  9743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9744. map_freeblock_unlock();
  9745. return 0;
  9746. }
  9747. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9748. }
  9749. break;
  9750. case ECL_SNOWFLIP:
  9751. case ECL_PEONYMAMY:
  9752. case ECL_SADAGUI:
  9753. case ECL_SEQUOIADUST:
  9754. switch(skill_id){
  9755. case ECL_SNOWFLIP:
  9756. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9757. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9758. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9759. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9760. break;
  9761. case ECL_PEONYMAMY:
  9762. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9763. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9764. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9765. break;
  9766. case ECL_SADAGUI:
  9767. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9768. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9769. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9770. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9771. break;
  9772. case ECL_SEQUOIADUST:
  9773. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9774. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9775. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9776. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9777. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9778. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9779. break;
  9780. }
  9781. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9783. break;
  9784. case GM_SANDMAN:
  9785. if( tsc ) {
  9786. if( tsc->opt1 == OPT1_SLEEP )
  9787. tsc->opt1 = 0;
  9788. else
  9789. tsc->opt1 = OPT1_SLEEP;
  9790. clif_changeoption(bl);
  9791. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9792. }
  9793. break;
  9794. case SO_ARRULLO:
  9795. {
  9796. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9797. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9798. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9799. }
  9800. break;
  9801. case WM_LULLABY_DEEPSLEEP:
  9802. if (flag&1) {
  9803. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9804. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9805. sc_start(src, bl, type, rate, skill_lv, duration);
  9806. } else {
  9807. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9808. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9809. }
  9810. break;
  9811. case SO_SUMMON_AGNI:
  9812. case SO_SUMMON_AQUA:
  9813. case SO_SUMMON_VENTUS:
  9814. case SO_SUMMON_TERA:
  9815. if( sd ) {
  9816. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9817. // Remove previous elemental first.
  9818. if( sd->ed )
  9819. elemental_delete(sd->ed);
  9820. // Summoning the new one.
  9821. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9823. break;
  9824. }
  9825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9826. }
  9827. break;
  9828. case SO_EL_CONTROL:
  9829. if( sd ) {
  9830. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9831. if( !sd->ed ) break;
  9832. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9833. elemental_delete(sd->ed);
  9834. break;
  9835. }
  9836. switch( skill_lv ) {// Select mode bassed on skill level used.
  9837. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9838. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9839. }
  9840. if( !elemental_change_mode(sd->ed,mode) ) {
  9841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9842. break;
  9843. }
  9844. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9845. }
  9846. break;
  9847. case SO_EL_ACTION:
  9848. if( sd ) {
  9849. int duration = 3000;
  9850. if( !sd->ed )
  9851. break;
  9852. switch(sd->ed->db->class_) {
  9853. case 2115:case 2124:
  9854. case 2118:case 2121:
  9855. duration = 6000;
  9856. break;
  9857. case 2116:case 2119:
  9858. case 2122:case 2125:
  9859. duration = 9000;
  9860. break;
  9861. }
  9862. sd->skill_id_old = skill_id;
  9863. elemental_action(sd->ed, bl, tick);
  9864. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9865. skill_blockpc_start(sd, skill_id, duration);
  9866. }
  9867. break;
  9868. case SO_EL_CURE:
  9869. if( sd ) {
  9870. struct elemental_data *ed = sd->ed;
  9871. int s_hp, s_sp;
  9872. if( !ed )
  9873. break;
  9874. s_hp = sd->battle_status.hp * 10 / 100;
  9875. s_sp = sd->battle_status.sp * 10 / 100;
  9876. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9878. break;
  9879. }
  9880. status_heal(&ed->bl,s_hp,s_sp,3);
  9881. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9882. }
  9883. break;
  9884. case GN_CHANGEMATERIAL:
  9885. case SO_EL_ANALYSIS:
  9886. if( sd ) {
  9887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9888. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9889. }
  9890. break;
  9891. case GN_MANDRAGORA:
  9892. if( flag&1 ) {
  9893. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9894. if (rate < 10)
  9895. rate = 10;
  9896. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9897. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9898. if (rnd()%100 < rate) {
  9899. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9900. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9901. }
  9902. } else {
  9903. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9904. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9905. }
  9906. break;
  9907. case GN_SLINGITEM:
  9908. if( sd ) {
  9909. i = sd->equip_index[EQI_AMMO];
  9910. if( i < 0 )
  9911. break; // No ammo.
  9912. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  9913. if( ammo_id == 0 )
  9914. break;
  9915. sd->itemid = ammo_id;
  9916. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  9917. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9918. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9919. 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);
  9920. else
  9921. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9922. } else //Otherwise, it fails, shows animation and removes items.
  9923. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9924. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  9925. switch (ammo_id) {
  9926. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9927. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  9928. status_percent_heal(bl, 1, 0);
  9929. break;
  9930. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9931. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  9932. status_percent_heal(bl, 2, 0);
  9933. break;
  9934. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9935. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  9936. status_percent_heal(bl, 5, 0);
  9937. break;
  9938. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9939. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  9940. status_percent_heal(bl, 0, 2);
  9941. break;
  9942. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9943. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  9944. status_percent_heal(bl, 0, 4);
  9945. break;
  9946. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9947. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  9948. status_percent_heal(bl, 0, 8);
  9949. break;
  9950. default:
  9951. if (dstsd)
  9952. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9953. break;
  9954. }
  9955. }
  9956. }
  9957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9959. break;
  9960. case GN_MIX_COOKING:
  9961. case GN_MAKEBOMB:
  9962. case GN_S_PHARMACY:
  9963. if( sd ) {
  9964. int qty = 1;
  9965. sd->skill_id_old = skill_id;
  9966. sd->skill_lv_old = skill_lv;
  9967. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9968. qty = 10;
  9969. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9970. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9971. }
  9972. break;
  9973. case EL_CIRCLE_OF_FIRE:
  9974. case EL_PYROTECHNIC:
  9975. case EL_HEATER:
  9976. case EL_TROPIC:
  9977. case EL_AQUAPLAY:
  9978. case EL_COOLER:
  9979. case EL_CHILLY_AIR:
  9980. case EL_GUST:
  9981. case EL_BLAST:
  9982. case EL_WILD_STORM:
  9983. case EL_PETROLOGY:
  9984. case EL_CURSED_SOIL:
  9985. case EL_UPHEAVAL:
  9986. case EL_FIRE_CLOAK:
  9987. case EL_WATER_DROP:
  9988. case EL_WIND_CURTAIN:
  9989. case EL_SOLID_SKIN:
  9990. case EL_STONE_SHIELD:
  9991. case EL_WIND_STEP: {
  9992. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9993. if( ele ) {
  9994. sc_type type2 = (sc_type)(type-1);
  9995. struct status_change *sc = status_get_sc(&ele->bl);
  9996. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9997. elemental_clean_single_effect(ele, skill_id);
  9998. } else {
  9999. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10000. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10001. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10002. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10003. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10004. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10005. }
  10006. }
  10007. }
  10008. break;
  10009. case EL_FIRE_MANTLE:
  10010. case EL_WATER_BARRIER:
  10011. case EL_ZEPHYR:
  10012. case EL_POWER_OF_GAIA:
  10013. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10014. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10015. break;
  10016. case EL_WATER_SCREEN: {
  10017. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10018. if( ele ) {
  10019. struct status_change *sc = status_get_sc(&ele->bl);
  10020. sc_type type2 = (sc_type)(type-1);
  10021. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10022. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10023. elemental_clean_single_effect(ele, skill_id);
  10024. } else {
  10025. // This not heals at the end.
  10026. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10027. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10028. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10029. }
  10030. }
  10031. }
  10032. break;
  10033. case KO_KAHU_ENTEN:
  10034. case KO_HYOUHU_HUBUKI:
  10035. case KO_KAZEHU_SEIRAN:
  10036. case KO_DOHU_KOUKAI:
  10037. if (sd) {
  10038. int ele_type = skill_get_ele(skill_id,skill_lv);
  10039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10040. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10041. }
  10042. break;
  10043. case KO_ZANZOU:
  10044. if(sd){
  10045. struct mob_data *md2;
  10046. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10047. if( md2 )
  10048. {
  10049. md2->master_id = src->id;
  10050. md2->special_state.ai = AI_ZANZOU;
  10051. if( md2->deletetimer != INVALID_TIMER )
  10052. delete_timer(md2->deletetimer, mob_timer_delete);
  10053. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10054. mob_spawn( md2 );
  10055. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10056. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10057. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10058. }
  10059. }
  10060. break;
  10061. case KO_KYOUGAKU:
  10062. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10063. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10064. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10065. }else if( sd )
  10066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10067. break;
  10068. case KO_JYUSATSU:
  10069. if( dstsd && tsc && !tsc->data[type] &&
  10070. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10071. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10072. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10073. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10074. if( status_get_lv(bl) <= status_get_lv(src) )
  10075. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10076. }else if( sd )
  10077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10078. break;
  10079. case KO_GENWAKU:
  10080. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10081. int x = src->x, y = src->y;
  10082. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10084. break;
  10085. }
  10086. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10087. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10088. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10089. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10090. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10091. clif_blown(src);
  10092. if (!unit_blown_immune(bl, 0x1)) {
  10093. unit_movepos(bl,x,y,0,0);
  10094. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10095. clif_sitting(bl); //Avoid sitting sync problem
  10096. clif_blown(bl);
  10097. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10098. }
  10099. }
  10100. }
  10101. break;
  10102. case OB_AKAITSUKI:
  10103. case OB_OBOROGENSOU:
  10104. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10105. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10106. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10107. break;
  10108. }
  10109. case KO_IZAYOI:
  10110. case OB_ZANGETSU:
  10111. case KG_KYOMU:
  10112. case KG_KAGEMUSYA:
  10113. case SP_SOULDIVISION:
  10114. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10115. if (bl->type != BL_PC) {
  10116. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10117. break;
  10118. }
  10119. }
  10120. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10121. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10122. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10123. break;
  10124. case KG_KAGEHUMI:
  10125. if( flag&1 ){
  10126. if (bl->type != BL_PC)
  10127. break;
  10128. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10129. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10130. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10131. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10132. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10133. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10134. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10135. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10136. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10137. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10138. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10139. }
  10140. }else{
  10141. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10142. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10144. }
  10145. break;
  10146. case MH_SILENT_BREEZE:
  10147. {
  10148. int heal = 5 * status_get_lv(&hd->bl) +
  10149. #ifdef RENEWAL
  10150. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10151. #else
  10152. status_base_matk_min(&hd->battle_status);
  10153. #endif
  10154. //Silences the homunculus and target
  10155. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10156. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10157. //Recover the target's HP
  10158. status_heal(bl,heal,0,3);
  10159. //Removes these SC from target
  10160. if (tsc) {
  10161. const enum sc_type scs[] = {
  10162. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10163. };
  10164. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10165. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10166. }
  10167. if (hd)
  10168. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10169. }
  10170. break;
  10171. case MH_OVERED_BOOST:
  10172. if (hd && battle_get_master(src)) {
  10173. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10174. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10175. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10176. }
  10177. break;
  10178. case MH_GRANITIC_ARMOR:
  10179. case MH_PYROCLASTIC:
  10180. if(hd) {
  10181. struct block_list *s_bl = battle_get_master(src);
  10182. 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
  10183. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10184. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10185. }
  10186. break;
  10187. case MH_LIGHT_OF_REGENE: //self
  10188. if(hd) {
  10189. struct block_list *s_bl = battle_get_master(src);
  10190. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10191. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10192. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10193. }
  10194. break;
  10195. case MH_STYLE_CHANGE:
  10196. if(hd){
  10197. struct status_change_entry *sce;
  10198. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10199. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10200. else sce->val1 = MH_MD_FIGHTING;
  10201. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10202. // char output[128];
  10203. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10204. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10205. //}
  10206. }
  10207. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10208. }
  10209. break;
  10210. case MH_PAIN_KILLER:
  10211. bl = battle_get_master(src);
  10212. if (bl != nullptr)
  10213. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10214. if (hd)
  10215. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10216. break;
  10217. case MH_MAGMA_FLOW:
  10218. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10219. if (hd)
  10220. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10221. break;
  10222. case MH_SUMMON_LEGION: {
  10223. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10224. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10225. struct mob_data *sum_md;
  10226. int i_slave,c=0;
  10227. int maxcount = qty[skill_lv-1];
  10228. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  10229. if(c >= maxcount) {
  10230. map_freeblock_unlock();
  10231. return 0; //max qty already spawned
  10232. }
  10233. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10234. 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);
  10235. if (sum_md) {
  10236. sum_md->master_id = src->id;
  10237. sum_md->special_state.ai = AI_LEGION;
  10238. if (sum_md->deletetimer != INVALID_TIMER)
  10239. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10240. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10241. mob_spawn(sum_md); //Now it is ready for spawning.
  10242. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10243. }
  10244. }
  10245. if (hd)
  10246. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10247. }
  10248. break;
  10249. case RL_RICHS_COIN:
  10250. if (sd) {
  10251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10252. for (i = 0; i < 10; i++)
  10253. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10254. }
  10255. break;
  10256. case RL_C_MARKER:
  10257. if (sd) {
  10258. // If marked by someone else remove it
  10259. if (tsce && tsce->val2 != src->id)
  10260. status_change_end(bl, type, INVALID_TIMER);
  10261. // Check if marked before
  10262. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10263. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10264. // Find empty slot
  10265. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10266. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10268. break;
  10269. }
  10270. }
  10271. sd->c_marker[i] = bl->id;
  10272. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10274. }
  10275. // If mob casts this, at least SC_C_MARKER as debuff
  10276. else {
  10277. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10278. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10279. }
  10280. break;
  10281. case RL_QD_SHOT:
  10282. if (sd) {
  10283. skill_area_temp[1] = bl->id;
  10284. // Check surrounding
  10285. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10286. if (skill_area_temp[0])
  10287. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10288. // Main target always receives damage
  10289. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10290. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10291. } else {
  10292. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10293. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10294. }
  10295. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10296. skill_area_temp[0] = 0;
  10297. skill_area_temp[1] = 0;
  10298. break;
  10299. case RL_FLICKER:
  10300. if (sd) {
  10301. sd->flicker = true;
  10302. skill_area_temp[1] = 0;
  10303. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10304. // Detonate RL_B_TRAP
  10305. if (pc_checkskill(sd, RL_B_TRAP))
  10306. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10307. // Detonate RL_H_MINE
  10308. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10309. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  10310. sd->flicker = false;
  10311. }
  10312. break;
  10313. case SO_ELEMENTAL_SHIELD:
  10314. if (!sd || sd->status.party_id == 0 || flag&1) {
  10315. if (sd && sd->status.party_id == 0) {
  10316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10317. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10318. elemental_delete(sd->ed);
  10319. }
  10320. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10321. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10322. }
  10323. else {
  10324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10325. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10326. elemental_delete(sd->ed);
  10327. 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);
  10328. }
  10329. break;
  10330. case SU_HIDE:
  10331. if (tsce) {
  10332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10333. status_change_end(bl, type, INVALID_TIMER);
  10334. map_freeblock_unlock();
  10335. return 0;
  10336. }
  10337. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10338. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10339. break;
  10340. case SU_STOOP:
  10341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10342. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10343. break;
  10344. case SU_SV_ROOTTWIST:
  10345. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10346. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10347. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10348. break;
  10349. }
  10350. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10351. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10352. else {
  10353. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10354. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10355. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10356. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10357. }
  10358. break;
  10359. case SU_TUNABELLY:
  10360. {
  10361. unsigned int heal = 0;
  10362. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10363. heal = 0;
  10364. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10365. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10366. status_heal(bl, heal, 0, 1|2|4);
  10367. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10368. }
  10369. break;
  10370. case SU_BUNCHOFSHRIMP:
  10371. case SU_HISS:
  10372. case SU_PURRING:
  10373. case SU_MEOWMEOW:
  10374. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10375. int duration = skill_get_time(skill_id, skill_lv);
  10376. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10377. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10378. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10379. } else if (sd) {
  10380. 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);
  10381. }
  10382. break;
  10383. case SU_SHRIMPARTY:
  10384. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10385. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10386. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10387. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10388. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10389. }
  10390. } else if (sd)
  10391. 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);
  10392. break;
  10393. case SU_POWEROFFLOCK:
  10394. if (flag&1) {
  10395. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10396. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10397. } else {
  10398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10399. if (battle_config.skill_wall_check)
  10400. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10401. else
  10402. 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);
  10403. }
  10404. break;
  10405. case ALL_EQSWITCH:
  10406. if( sd ){
  10407. clif_equipswitch_reply( sd, false );
  10408. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10409. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10410. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10411. }
  10412. }
  10413. }
  10414. break;
  10415. case AB_VITUPERATUM:
  10416. if (flag&1)
  10417. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10418. else {
  10419. 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);
  10420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10421. }
  10422. break;
  10423. case AB_CONVENIO:
  10424. if (sd) {
  10425. party_data *p = party_search(sd->status.party_id);
  10426. int i = 0, count = 0;
  10427. // Only usable in party
  10428. if (p == nullptr) {
  10429. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10430. break;
  10431. }
  10432. // Only usable as party leader.
  10433. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10434. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10435. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10436. break;
  10437. }
  10438. // Do the teleport part
  10439. for (i = 0; i < MAX_PARTY; ++i) {
  10440. map_session_data *pl_sd = p->data[i].sd;
  10441. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10442. sd->bl.m != pl_sd->bl.m)
  10443. continue;
  10444. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10445. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10446. count++;
  10447. }
  10448. }
  10449. if (!count)
  10450. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10451. }
  10452. break;
  10453. default:
  10454. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10455. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10456. map_freeblock_unlock();
  10457. return 1;
  10458. }
  10459. if (skill_id != SR_CURSEDCIRCLE) {
  10460. struct status_change *sc = status_get_sc(src);
  10461. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10462. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10463. }
  10464. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10465. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10466. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10467. }
  10468. if( sd && !(flag&1) )
  10469. {// ensure that the skill last-cast tick is recorded
  10470. sd->canskill_tick = gettick();
  10471. if( sd->state.arrow_atk )
  10472. {// consume arrow on last invocation to this skill.
  10473. battle_consume_ammo(sd, skill_id, skill_lv);
  10474. }
  10475. skill_onskillusage(sd, bl, skill_id, tick);
  10476. // perform skill requirement consumption
  10477. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10478. }
  10479. map_freeblock_unlock();
  10480. return 0;
  10481. }
  10482. /**
  10483. * Checking that causing skill failed
  10484. * @param src Caster
  10485. * @param target Target
  10486. * @param skill_id
  10487. * @param skill_lv
  10488. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10489. **/
  10490. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10491. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10492. int inf = skill->inf;
  10493. struct status_change *tsc = status_get_sc(target);
  10494. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10495. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10496. switch (skill_id) {
  10497. case AL_HEAL:
  10498. case AL_INCAGI:
  10499. case AL_DECAGI:
  10500. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10501. case AB_RENOVATIO:
  10502. case AB_HIGHNESSHEAL:
  10503. if (tsc && tsc->option&OPTION_MADOGEAR)
  10504. return USESKILL_FAIL_TOTARGET;
  10505. break;
  10506. case RG_BACKSTAP:
  10507. {
  10508. #ifndef RENEWAL
  10509. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10510. if (map_check_dir(dir, t_dir))
  10511. return USESKILL_FAIL_MAX;
  10512. #endif
  10513. if (check_distance_bl(src, target, 0))
  10514. return USESKILL_FAIL_MAX;
  10515. }
  10516. break;
  10517. case PR_TURNUNDEAD:
  10518. {
  10519. struct status_data *tstatus = status_get_status_data(target);
  10520. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10521. return USESKILL_FAIL_MAX;
  10522. }
  10523. break;
  10524. case PR_LEXDIVINA:
  10525. case MER_LEXDIVINA:
  10526. {
  10527. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10528. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10529. return USESKILL_FAIL_LEVEL;
  10530. else
  10531. return -1; //Works on silenced allies
  10532. }
  10533. break;
  10534. case RA_WUGSTRIKE:
  10535. // Check if path can be reached
  10536. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10537. return USESKILL_FAIL_MAX;
  10538. break;
  10539. case MG_NAPALMBEAT:
  10540. case MG_FIREBALL:
  10541. case HT_BLITZBEAT:
  10542. case AS_GRIMTOOTH:
  10543. case MO_COMBOFINISH:
  10544. case NC_VULCANARM:
  10545. case SR_TIGERCANNON:
  10546. // These can damage traps, but can't target traps directly
  10547. if (target->type == BL_SKILL) {
  10548. TBL_SKILL *su = (TBL_SKILL*)target;
  10549. if (!su || !su->group)
  10550. return USESKILL_FAIL_MAX;
  10551. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10552. return USESKILL_FAIL_MAX;
  10553. }
  10554. break;
  10555. }
  10556. if (inf&INF_ATTACK_SKILL ||
  10557. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10558. ) // Casted through combo.
  10559. inf = BCT_ENEMY; //Offensive skill.
  10560. else if (skill->inf2[INF2_NOTARGETENEMY])
  10561. inf = BCT_NOENEMY;
  10562. else
  10563. inf = 0;
  10564. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10565. inf |=
  10566. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10567. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10568. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10569. inf &= ~BCT_NEUTRAL;
  10570. }
  10571. switch (skill_id) {
  10572. // Cannot be casted to Emperium
  10573. case WZ_ESTIMATION:
  10574. case SL_SKE:
  10575. case SL_SKA:
  10576. case RK_PHANTOMTHRUST:
  10577. case NPC_PHANTOMTHRUST:
  10578. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10579. return USESKILL_FAIL_MAX;
  10580. break;
  10581. }
  10582. if (inf && battle_check_target(src, target, inf) <= 0) {
  10583. switch(skill_id) {
  10584. case RK_PHANTOMTHRUST:
  10585. case NPC_PHANTOMTHRUST:
  10586. case AB_CLEARANCE:
  10587. return USESKILL_FAIL_TOTARGET;
  10588. default:
  10589. return USESKILL_FAIL_LEVEL;
  10590. }
  10591. }
  10592. // Fogwall makes all offensive-type targetted skills fail at 75%
  10593. // Jump Kick can still fail even though you can jump to friendly targets.
  10594. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10595. return USESKILL_FAIL_LEVEL;
  10596. return -1;
  10597. }
  10598. TIMER_FUNC( skill_keep_using ){
  10599. struct map_session_data* sd = map_id2sd( id );
  10600. if( sd && sd->skill_keep_using.skill_id ){
  10601. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10602. }
  10603. return 0;
  10604. }
  10605. /**
  10606. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10607. * @param tid
  10608. * @param tick
  10609. * @param data
  10610. **/
  10611. TIMER_FUNC(skill_castend_id){
  10612. struct block_list *target, *src;
  10613. struct map_session_data *sd;
  10614. struct mob_data *md;
  10615. struct unit_data *ud;
  10616. struct status_change *sc = NULL;
  10617. int flag = 0;
  10618. src = map_id2bl(id);
  10619. if( src == NULL )
  10620. {
  10621. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10622. return 0;// not found
  10623. }
  10624. ud = unit_bl2ud(src);
  10625. if( ud == NULL )
  10626. {
  10627. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10628. return 0;// ???
  10629. }
  10630. sd = BL_CAST(BL_PC, src);
  10631. md = BL_CAST(BL_MOB, src);
  10632. if( src->prev == NULL ) {
  10633. ud->skilltimer = INVALID_TIMER;
  10634. return 0;
  10635. }
  10636. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10637. if( ud->skilltimer != tid ) {
  10638. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10639. ud->skilltimer = INVALID_TIMER;
  10640. return 0;
  10641. }
  10642. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10643. {// restore original walk speed
  10644. ud->skilltimer = INVALID_TIMER;
  10645. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10646. } else
  10647. ud->skilltimer = INVALID_TIMER;
  10648. }
  10649. if (ud->skilltarget == id)
  10650. target = src;
  10651. else
  10652. target = map_id2bl(ud->skilltarget);
  10653. // Use a do so that you can break out of it when the skill fails.
  10654. do {
  10655. bool fail = false;
  10656. int8 res = USESKILL_FAIL_LEVEL;
  10657. if (!target || target->prev == NULL)
  10658. break;
  10659. if (src->m != target->m || status_isdead(src))
  10660. break;
  10661. //These should become skill_castend_pos
  10662. switch (ud->skill_id) {
  10663. case WE_CALLPARTNER:
  10664. if (sd)
  10665. clif_callpartner(sd);
  10666. case WE_CALLPARENT:
  10667. if (sd) {
  10668. struct map_session_data *f_sd = pc_get_father(sd);
  10669. struct map_session_data *m_sd = pc_get_mother(sd);
  10670. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10671. fail = true;
  10672. break;
  10673. }
  10674. }
  10675. case WE_CALLBABY:
  10676. if (sd) {
  10677. struct map_session_data *c_sd = pc_get_child(sd);
  10678. if (c_sd && c_sd->state.autotrade) {
  10679. fail = true;
  10680. break;
  10681. }
  10682. }
  10683. case AM_RESURRECTHOMUN:
  10684. case PF_SPIDERWEB:
  10685. {
  10686. //Find a random spot to place the skill. [Skotlex]
  10687. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10688. ud->skillx = target->x + splash;
  10689. ud->skilly = target->y + splash;
  10690. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10691. ud->skillx = target->x;
  10692. ud->skilly = target->y;
  10693. }
  10694. ud->skilltimer = tid;
  10695. return skill_castend_pos(tid,tick,id,data);
  10696. }
  10697. case GN_WALLOFTHORN:
  10698. case SC_ESCAPE:
  10699. case WL_FROSTMISTY:
  10700. case SU_CN_POWDERING:
  10701. ud->skillx = target->x;
  10702. ud->skilly = target->y;
  10703. ud->skilltimer = tid;
  10704. return skill_castend_pos(tid,tick,id,data);
  10705. }
  10706. // Failing
  10707. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10708. if (sd && res != USESKILL_FAIL_MAX)
  10709. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10710. break;
  10711. }
  10712. //Avoid doing double checks for instant-cast skills.
  10713. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10714. break;
  10715. if(md) {
  10716. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10717. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10718. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10719. }
  10720. if (src != target && battle_config.skill_add_range &&
  10721. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10722. {
  10723. if (sd) {
  10724. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10725. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10726. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10727. }
  10728. break;
  10729. }
  10730. #ifdef OFFICIAL_WALKPATH
  10731. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10732. {
  10733. if (sd) {
  10734. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10735. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10736. }
  10737. break;
  10738. }
  10739. #endif
  10740. if( sd )
  10741. {
  10742. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10743. break;
  10744. else {
  10745. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10746. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10747. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10748. break; // Show a skill fail message (Damage type consumes requirements)
  10749. }
  10750. }
  10751. }
  10752. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10753. break;
  10754. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10755. ud->state.running = 0;
  10756. status_change_end(src, SC_RUN, INVALID_TIMER);
  10757. flag = 1;
  10758. }
  10759. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10760. unit_stop_walking(src,1);
  10761. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10762. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10763. if (sd) { //Cooldown application
  10764. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10765. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10766. }
  10767. if( battle_config.display_status_timers && sd )
  10768. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10769. if( sd )
  10770. {
  10771. switch( ud->skill_id )
  10772. {
  10773. case GS_DESPERADO:
  10774. case RL_FIREDANCE:
  10775. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10776. break;
  10777. case KN_BRANDISHSPEAR:
  10778. case CR_GRANDCROSS: {
  10779. sc_type type;
  10780. if (ud->skill_id == KN_BRANDISHSPEAR)
  10781. type = SC_STRIPWEAPON;
  10782. else
  10783. type = SC_STRIPSHIELD;
  10784. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10785. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10786. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10787. break;
  10788. }
  10789. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10790. break;
  10791. }
  10792. }
  10793. }
  10794. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10795. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10796. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10797. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10798. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10799. map_freeblock_lock();
  10800. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10801. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10802. else
  10803. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10804. if( sd && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  10805. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10806. }
  10807. sc = status_get_sc(src);
  10808. if(sc && sc->count) {
  10809. if (ud->skill_id != RA_CAMOUFLAGE)
  10810. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10811. if(sc->data[SC_SPIRIT] &&
  10812. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10813. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10814. ud->skill_id != WZ_WATERBALL)
  10815. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10816. #ifndef RENEWAL
  10817. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10818. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10819. #endif
  10820. }
  10821. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10822. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10823. if (ud->skilltimer == INVALID_TIMER) {
  10824. if(md) md->skill_idx = -1;
  10825. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10826. ud->skill_lv = ud->skilltarget = 0;
  10827. }
  10828. map_freeblock_unlock();
  10829. return 1;
  10830. } while(0);
  10831. //Skill failed.
  10832. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10833. { //When Asura fails... (except when it fails from Wall of Fog)
  10834. //Consume SP/spheres
  10835. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10836. status_set_sp(src, 0, 0);
  10837. sc = &sd->sc;
  10838. if (sc->count)
  10839. { //End states
  10840. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10841. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10842. #ifdef RENEWAL
  10843. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10844. #endif
  10845. }
  10846. if( target && target->m == src->m ) { //Move character to target anyway.
  10847. short x, y;
  10848. short dir = map_calc_dir(src,target->x,target->y);
  10849. //Move 3 cells (From Caster)
  10850. if( dir > 0 && dir < 4 )
  10851. x = -3;
  10852. else if( dir > 4 )
  10853. x = 3;
  10854. else
  10855. x = 0;
  10856. if( dir > 2 && dir < 6 )
  10857. y = -3;
  10858. else if( dir == 7 || dir < 2 )
  10859. y = 3;
  10860. else
  10861. y = 0;
  10862. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10863. clif_blown(src);
  10864. clif_spiritball(src);
  10865. }
  10866. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10867. }
  10868. }
  10869. ud->skill_id = ud->skilltarget = 0;
  10870. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10871. ud->canact_tick = tick;
  10872. //You can't place a skill failed packet here because it would be
  10873. //sent in ALL cases, even cases where skill_check_condition fails
  10874. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10875. if (sd) {
  10876. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10877. if (sd->skill_keep_using.skill_id > 0) {
  10878. sd->skill_keep_using.skill_id = 0;
  10879. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  10880. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  10881. sd->skill_keep_using.tid = INVALID_TIMER;
  10882. }
  10883. }
  10884. } else if (md)
  10885. md->skill_idx = -1;
  10886. return 0;
  10887. }
  10888. /*==========================================
  10889. *
  10890. *------------------------------------------*/
  10891. TIMER_FUNC(skill_castend_pos){
  10892. struct block_list* src = map_id2bl(id);
  10893. struct map_session_data *sd;
  10894. struct unit_data *ud = unit_bl2ud(src);
  10895. struct mob_data *md;
  10896. nullpo_ret(ud);
  10897. sd = BL_CAST(BL_PC , src);
  10898. md = BL_CAST(BL_MOB, src);
  10899. if( src->prev == NULL ) {
  10900. ud->skilltimer = INVALID_TIMER;
  10901. return 0;
  10902. }
  10903. if( ud->skilltimer != tid )
  10904. {
  10905. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10906. ud->skilltimer = INVALID_TIMER;
  10907. return 0;
  10908. }
  10909. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10910. {// restore original walk speed
  10911. ud->skilltimer = INVALID_TIMER;
  10912. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10913. } else
  10914. ud->skilltimer = INVALID_TIMER;
  10915. do {
  10916. if( status_isdead(src) )
  10917. break;
  10918. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  10919. break;
  10920. if(tid != INVALID_TIMER)
  10921. { //Avoid double checks on instant cast skills. [Skotlex]
  10922. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10923. break;
  10924. if (battle_config.skill_add_range &&
  10925. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10926. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10927. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10928. break;
  10929. }
  10930. }
  10931. if( sd )
  10932. {
  10933. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10934. break;
  10935. else
  10936. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10937. }
  10938. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10939. break;
  10940. if(md) {
  10941. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10942. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10943. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10944. }
  10945. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10946. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10947. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10948. if (ud->walktimer != INVALID_TIMER)
  10949. unit_stop_walking(src,1);
  10950. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10951. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10952. if (sd) { //Cooldown application
  10953. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10954. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10955. }
  10956. if( battle_config.display_status_timers && sd )
  10957. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10958. // if( sd )
  10959. // {
  10960. // switch( ud->skill_id )
  10961. // {
  10962. // case ????:
  10963. // sd->canequip_tick = tick + ????;
  10964. // break;
  10965. // }
  10966. // }
  10967. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10968. map_freeblock_lock();
  10969. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10970. if (ud->skill_id != RA_CAMOUFLAGE)
  10971. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10972. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10973. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10974. if (ud->skilltimer == INVALID_TIMER) {
  10975. if (md) md->skill_idx = -1;
  10976. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10977. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10978. }
  10979. map_freeblock_unlock();
  10980. return 1;
  10981. } while(0);
  10982. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10983. ud->canact_tick = tick;
  10984. ud->skill_id = ud->skill_lv = 0;
  10985. if(sd)
  10986. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10987. else if(md)
  10988. md->skill_idx = -1;
  10989. return 0;
  10990. }
  10991. /* skill count without self */
  10992. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10993. struct block_list* src = va_arg(ap, struct block_list*);
  10994. if( src->id != bl->id ) {
  10995. return 1;
  10996. }
  10997. return 0;
  10998. }
  10999. /*==========================================
  11000. *
  11001. *------------------------------------------*/
  11002. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11003. {
  11004. struct map_session_data* sd;
  11005. struct status_change* sc;
  11006. struct status_change_entry *sce;
  11007. std::shared_ptr<s_skill_unit_group> sg;
  11008. enum sc_type type;
  11009. int i;
  11010. //if(skill_lv <= 0) return 0;
  11011. if(skill_id > 0 && !skill_lv) return 0; // celest
  11012. nullpo_ret(src);
  11013. if(status_isdead(src))
  11014. return 0;
  11015. sd = BL_CAST(BL_PC, src);
  11016. sc = status_get_sc(src);
  11017. type = status_skill2sc(skill_id);
  11018. sce = (sc && type != -1)?sc->data[type]:NULL;
  11019. switch (skill_id) { //Skill effect.
  11020. case WZ_METEOR:
  11021. case WZ_ICEWALL:
  11022. case MO_BODYRELOCATION:
  11023. case CR_CULTIVATION:
  11024. case HW_GANBANTEIN:
  11025. case LG_EARTHDRIVE:
  11026. case SC_ESCAPE:
  11027. case SU_CN_METEOR:
  11028. break; //Effect is displayed on respective switch case.
  11029. default:
  11030. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11031. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11032. else
  11033. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11034. }
  11035. switch(skill_id)
  11036. {
  11037. case PR_BENEDICTIO:
  11038. skill_area_temp[1] = src->id;
  11039. i = skill_get_splash(skill_id, skill_lv);
  11040. map_foreachinallarea(skill_area_sub,
  11041. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11042. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11043. skill_castend_nodamage_id);
  11044. map_foreachinallarea(skill_area_sub,
  11045. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11046. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11047. skill_castend_damage_id);
  11048. break;
  11049. case BS_HAMMERFALL:
  11050. i = skill_get_splash(skill_id, skill_lv);
  11051. map_foreachinallarea(skill_area_sub,
  11052. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11053. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11054. skill_castend_nodamage_id);
  11055. break;
  11056. case HT_DETECTING:
  11057. i = skill_get_splash(skill_id, skill_lv);
  11058. map_foreachinallarea( status_change_timer_sub,
  11059. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11060. src,NULL,SC_SIGHT,tick);
  11061. skill_reveal_trap_inarea(src, i, x, y);
  11062. break;
  11063. case SR_RIDEINLIGHTNING:
  11064. i = skill_get_splash(skill_id, skill_lv);
  11065. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11066. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11067. break;
  11068. case NPC_LEX_AETERNA:
  11069. i = skill_get_splash(skill_id, skill_lv);
  11070. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11071. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11072. break;
  11073. case SA_VOLCANO:
  11074. case SA_DELUGE:
  11075. case SA_VIOLENTGALE:
  11076. { //Does not consumes if the skill is already active. [Skotlex]
  11077. std::shared_ptr<s_skill_unit_group> sg2;
  11078. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11079. {
  11080. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11081. {
  11082. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11083. return 0; // not to consume items
  11084. }
  11085. else
  11086. sg2->limit = 0; //Disable it.
  11087. }
  11088. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11089. break;
  11090. }
  11091. // Skill Unit Setting
  11092. case MG_SAFETYWALL: {
  11093. int dummy = 1;
  11094. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11095. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11096. return 0; // Don't consume gems if cast on Land Protector
  11097. }
  11098. }
  11099. case MG_FIREWALL:
  11100. case MG_THUNDERSTORM:
  11101. case AL_PNEUMA:
  11102. case WZ_FIREPILLAR:
  11103. case WZ_QUAGMIRE:
  11104. case WZ_VERMILION:
  11105. case WZ_STORMGUST:
  11106. case WZ_HEAVENDRIVE:
  11107. case PR_SANCTUARY:
  11108. case PR_MAGNUS:
  11109. case CR_GRANDCROSS:
  11110. case NPC_GRANDDARKNESS:
  11111. case HT_SKIDTRAP:
  11112. case MA_SKIDTRAP:
  11113. case HT_LANDMINE:
  11114. case MA_LANDMINE:
  11115. case HT_ANKLESNARE:
  11116. case HT_SHOCKWAVE:
  11117. case HT_SANDMAN:
  11118. case MA_SANDMAN:
  11119. case HT_FLASHER:
  11120. case HT_FREEZINGTRAP:
  11121. case MA_FREEZINGTRAP:
  11122. case HT_BLASTMINE:
  11123. case HT_CLAYMORETRAP:
  11124. case AS_VENOMDUST:
  11125. case AM_DEMONSTRATION:
  11126. case PF_FOGWALL:
  11127. case PF_SPIDERWEB:
  11128. case HT_TALKIEBOX:
  11129. case WE_CALLPARTNER:
  11130. case WE_CALLPARENT:
  11131. case WE_CALLBABY:
  11132. case SA_LANDPROTECTOR:
  11133. #ifndef RENEWAL
  11134. case BD_LULLABY:
  11135. case BD_RICHMANKIM:
  11136. case BD_ETERNALCHAOS:
  11137. case BD_DRUMBATTLEFIELD:
  11138. case BD_RINGNIBELUNGEN:
  11139. case BD_ROKISWEIL:
  11140. case BD_INTOABYSS:
  11141. case BD_SIEGFRIED:
  11142. case BA_DISSONANCE:
  11143. case BA_POEMBRAGI:
  11144. case BA_WHISTLE:
  11145. case BA_ASSASSINCROSS:
  11146. case BA_APPLEIDUN:
  11147. case DC_UGLYDANCE:
  11148. case DC_HUMMING:
  11149. case DC_DONTFORGETME:
  11150. case DC_FORTUNEKISS:
  11151. case DC_SERVICEFORYOU:
  11152. #endif
  11153. case CG_MOONLIT:
  11154. case GS_DESPERADO:
  11155. case NJ_KAENSIN:
  11156. case NJ_BAKUENRYU:
  11157. case NJ_SUITON:
  11158. case NJ_HYOUSYOURAKU:
  11159. case NJ_RAIGEKISAI:
  11160. case NJ_KAMAITACHI:
  11161. #ifdef RENEWAL
  11162. case HW_GRAVITATION:
  11163. #endif
  11164. case NPC_EVILLAND:
  11165. case NPC_VENOMFOG:
  11166. case NPC_COMET:
  11167. case NPC_ICEMINE:
  11168. case NPC_FLAMECROSS:
  11169. case NPC_HELLBURNING:
  11170. case NPC_REVERBERATION:
  11171. case WL_COMET:
  11172. case RA_ELECTRICSHOCKER:
  11173. case RA_CLUSTERBOMB:
  11174. case RA_MAGENTATRAP:
  11175. case RA_COBALTTRAP:
  11176. case RA_MAIZETRAP:
  11177. case RA_VERDURETRAP:
  11178. case RA_FIRINGTRAP:
  11179. case RA_ICEBOUNDTRAP:
  11180. case SC_MANHOLE:
  11181. case SC_DIMENSIONDOOR:
  11182. case SC_CHAOSPANIC:
  11183. case SC_MAELSTROM:
  11184. case SC_BLOODYLUST:
  11185. case WM_POEMOFNETHERWORLD:
  11186. case SO_PSYCHIC_WAVE:
  11187. case SO_VACUUM_EXTREME:
  11188. case GN_THORNS_TRAP:
  11189. case SO_EARTHGRAVE:
  11190. case SO_DIAMONDDUST:
  11191. case SO_FIRE_INSIGNIA:
  11192. case SO_WATER_INSIGNIA:
  11193. case SO_WIND_INSIGNIA:
  11194. case SO_EARTH_INSIGNIA:
  11195. case KO_ZENKAI:
  11196. case MH_LAVA_SLIDE:
  11197. case MH_VOLCANIC_ASH:
  11198. case MH_POISON_MIST:
  11199. case MH_STEINWAND:
  11200. case MH_XENO_SLASHER:
  11201. case LG_KINGS_GRACE:
  11202. case SJ_BOOKOFCREATINGSTAR:
  11203. case RL_B_TRAP:
  11204. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11205. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11206. case GN_WALLOFTHORN:
  11207. case GN_DEMONIC_FIRE:
  11208. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11209. break;
  11210. case WZ_ICEWALL:
  11211. flag|=1;
  11212. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11213. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11214. break;
  11215. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11216. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11217. flag|=1;
  11218. break;
  11219. case NPC_EARTHQUAKE:
  11220. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11221. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11222. break;
  11223. #ifndef RENEWAL
  11224. case HP_BASILICA:
  11225. if( sc->data[SC_BASILICA] ) {
  11226. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11227. return 0;
  11228. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11229. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11230. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11231. return 0;
  11232. }
  11233. skill_clear_unitgroup(src);
  11234. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11235. flag|=1;
  11236. }
  11237. break;
  11238. #endif
  11239. case CG_HERMODE:
  11240. #ifdef RENEWAL
  11241. skill_castend_song(src, skill_id, skill_lv, tick);
  11242. #else
  11243. skill_clear_unitgroup(src);
  11244. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11245. sc_start4(src,src,SC_DANCING,100,
  11246. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11247. flag|=1;
  11248. #endif
  11249. break;
  11250. case RG_CLEANER: // [Valaris]
  11251. i = skill_get_splash(skill_id, skill_lv);
  11252. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11253. break;
  11254. case SO_WARMER:
  11255. case SO_CLOUD_KILL:
  11256. case NPC_CLOUD_KILL:
  11257. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11258. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11259. break;
  11260. case SU_CN_POWDERING:
  11261. case SU_NYANGGRASS:
  11262. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11263. if (skill_id == SU_CN_POWDERING)
  11264. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11265. else
  11266. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11267. }
  11268. flag |= 1;
  11269. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11270. break;
  11271. case SU_CN_METEOR:
  11272. if (sd) {
  11273. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11274. skill_id = SU_CN_METEOR2;
  11275. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11276. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11277. }
  11278. // Fall through
  11279. case WZ_METEOR: {
  11280. int area = skill_get_splash(skill_id, skill_lv);
  11281. short tmpx = 0, tmpy = 0;
  11282. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11283. // Creates a random Cell in the Splash Area
  11284. tmpx = x - area + rnd()%(area * 2 + 1);
  11285. tmpy = y - area + rnd()%(area * 2 + 1);
  11286. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11287. }
  11288. }
  11289. break;
  11290. case AL_WARP:
  11291. if(sd)
  11292. {
  11293. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11294. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11295. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11296. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11297. );
  11298. }
  11299. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11300. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11301. return 0; // not to consume item.
  11302. case MO_BODYRELOCATION:
  11303. if (unit_movepos(src, x, y, 2, 1)) {
  11304. #if PACKETVER >= 20111005
  11305. clif_snap(src, src->x, src->y);
  11306. #else
  11307. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11308. #endif
  11309. if (sd)
  11310. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11311. }
  11312. break;
  11313. case NJ_SHADOWJUMP:
  11314. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  11315. clif_blown(src);
  11316. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11317. break;
  11318. case AM_SPHEREMINE:
  11319. case AM_CANNIBALIZE:
  11320. {
  11321. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11322. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11323. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11324. struct mob_data *md;
  11325. // Correct info, don't change any of this! [celest]
  11326. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11327. if (md) {
  11328. md->master_id = src->id;
  11329. md->special_state.ai = ai;
  11330. if( md->deletetimer != INVALID_TIMER )
  11331. delete_timer(md->deletetimer, mob_timer_delete);
  11332. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11333. mob_spawn (md); //Now it is ready for spawning.
  11334. }
  11335. }
  11336. break;
  11337. // Slim Pitcher [Celest]
  11338. case CR_SLIMPITCHER:
  11339. if (sd) {
  11340. int i_lv = 0, j = 0;
  11341. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11342. i_lv = skill_lv%11 - 1;
  11343. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11344. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11345. {
  11346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11347. return 1;
  11348. }
  11349. potion_flag = 1;
  11350. potion_hp = 0;
  11351. potion_sp = 0;
  11352. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11353. potion_flag = 0;
  11354. //Apply skill bonuses
  11355. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11356. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11357. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11358. + pc_skillheal_bonus(sd, skill_id);
  11359. potion_hp = potion_hp * (100+i_lv)/100;
  11360. potion_sp = potion_sp * (100+i_lv)/100;
  11361. if(potion_hp > 0 || potion_sp > 0) {
  11362. i_lv = skill_get_splash(skill_id, skill_lv);
  11363. map_foreachinallarea(skill_area_sub,
  11364. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11365. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11366. skill_castend_nodamage_id);
  11367. }
  11368. } else {
  11369. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11370. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11371. potion_flag = 1;
  11372. potion_hp = 0;
  11373. potion_sp = 0;
  11374. run_script(item->script,0,src->id,0);
  11375. potion_flag = 0;
  11376. potion_hp = potion_hp * (100+id)/100;
  11377. potion_sp = potion_sp * (100+id)/100;
  11378. if(potion_hp > 0 || potion_sp > 0) {
  11379. id = skill_get_splash(skill_id, skill_lv);
  11380. map_foreachinallarea(skill_area_sub,
  11381. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11382. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11383. skill_castend_nodamage_id);
  11384. }
  11385. }
  11386. break;
  11387. case HW_GANBANTEIN:
  11388. if (rnd()%100 < 80) {
  11389. int dummy = 1;
  11390. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11391. i = skill_get_splash(skill_id, skill_lv);
  11392. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11393. } else {
  11394. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11395. return 1;
  11396. }
  11397. break;
  11398. #ifndef RENEWAL
  11399. case HW_GRAVITATION:
  11400. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11401. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11402. flag|=1;
  11403. break;
  11404. #endif
  11405. // Plant Cultivation [Celest]
  11406. case CR_CULTIVATION:
  11407. if (sd) {
  11408. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11409. {
  11410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11411. return 1;
  11412. }
  11413. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11414. if (rnd()%100 < 50) {
  11415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11416. } else {
  11417. TBL_MOB* md = NULL;
  11418. int t, mob_id;
  11419. if (skill_lv == 1)
  11420. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11421. else {
  11422. int rand_val = rnd() % 100;
  11423. if (rand_val < 30)
  11424. mob_id = MOBID_GREEN_PLANT;
  11425. else if (rand_val < 55)
  11426. mob_id = MOBID_RED_PLANT;
  11427. else if (rand_val < 80)
  11428. mob_id = MOBID_YELLOW_PLANT;
  11429. else if (rand_val < 90)
  11430. mob_id = MOBID_WHITE_PLANT;
  11431. else if (rand_val < 98)
  11432. mob_id = MOBID_BLUE_PLANT;
  11433. else
  11434. mob_id = MOBID_SHINING_PLANT;
  11435. }
  11436. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11437. if (!md)
  11438. break;
  11439. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11440. {
  11441. if( md->deletetimer != INVALID_TIMER )
  11442. delete_timer(md->deletetimer, mob_timer_delete);
  11443. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11444. }
  11445. mob_spawn(md);
  11446. }
  11447. }
  11448. break;
  11449. case SG_SUN_WARM:
  11450. case SG_MOON_WARM:
  11451. case SG_STAR_WARM:
  11452. skill_clear_unitgroup(src);
  11453. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11454. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11455. flag|=1;
  11456. break;
  11457. case PA_GOSPEL:
  11458. if (sce && sce->val4 == BCT_SELF)
  11459. {
  11460. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11461. return 0;
  11462. }
  11463. else
  11464. {
  11465. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11466. if (!sg) break;
  11467. if (sce)
  11468. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11469. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11470. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11471. }
  11472. break;
  11473. case NJ_TATAMIGAESHI:
  11474. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11475. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11476. break;
  11477. case AM_RESURRECTHOMUN: //[orn]
  11478. if (sd)
  11479. {
  11480. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11481. {
  11482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11483. break;
  11484. }
  11485. }
  11486. break;
  11487. case AC_SHOWER:
  11488. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11489. case MA_SHOWER:
  11490. case NC_COLDSLOWER:
  11491. case RK_DRAGONBREATH:
  11492. case RK_DRAGONBREATH_WATER:
  11493. case WL_FROSTMISTY:
  11494. case RL_HAMMER_OF_GOD:
  11495. // Cast center might be relevant later (e.g. for knockback direction)
  11496. skill_area_temp[4] = x;
  11497. skill_area_temp[5] = y;
  11498. i = skill_get_splash(skill_id,skill_lv);
  11499. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11500. break;
  11501. case SO_ARRULLO:
  11502. i = skill_get_splash(skill_id,skill_lv);
  11503. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11504. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11505. break;
  11506. case GC_POISONSMOKE:
  11507. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11508. if( sd )
  11509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11510. return 0;
  11511. }
  11512. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11513. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11514. break;
  11515. case AB_EPICLESIS:
  11516. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11517. i = skill_get_splash(skill_id, skill_lv);
  11518. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11519. }
  11520. break;
  11521. case WL_EARTHSTRAIN:
  11522. {
  11523. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11524. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11525. for( w = 1; w <= wave; w++ )
  11526. {
  11527. switch( dir ){
  11528. case 0: case 1: case 7: sy = y + w; break;
  11529. case 3: case 4: case 5: sy = y - w; break;
  11530. case 2: sx = x - w; break;
  11531. case 6: sx = x + w; break;
  11532. }
  11533. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11534. }
  11535. }
  11536. break;
  11537. case RA_DETONATOR:
  11538. i = skill_get_splash(skill_id, skill_lv);
  11539. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11540. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11541. break;
  11542. case NC_NEUTRALBARRIER:
  11543. case NC_STEALTHFIELD:
  11544. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11545. skill_clear_unitgroup(src);
  11546. return 0;
  11547. }
  11548. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11549. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11550. 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));
  11551. }
  11552. break;
  11553. case NC_SILVERSNIPER:
  11554. {
  11555. struct mob_data *md;
  11556. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11557. if( md ) {
  11558. md->master_id = src->id;
  11559. md->special_state.ai = AI_FAW;
  11560. if( md->deletetimer != INVALID_TIMER )
  11561. delete_timer(md->deletetimer, mob_timer_delete);
  11562. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11563. mob_spawn(md);
  11564. }
  11565. }
  11566. break;
  11567. case NC_MAGICDECOY:
  11568. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11569. break;
  11570. case SC_FEINTBOMB: {
  11571. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11572. if( group == nullptr || group->unit == nullptr ) {
  11573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11574. return 1;
  11575. }
  11576. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11577. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11578. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11579. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11580. }
  11581. break;
  11582. case SC_ESCAPE:
  11583. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11584. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11585. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11586. flag |= 1;
  11587. break;
  11588. case LG_BANDING:
  11589. if( sc && sc->data[SC_BANDING] )
  11590. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11591. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11592. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11593. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11594. break;
  11595. case WM_DOMINION_IMPULSE:
  11596. i = skill_get_splash(skill_id, skill_lv);
  11597. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11598. break;
  11599. case WM_GREAT_ECHO:
  11600. i = skill_get_splash(skill_id,skill_lv);
  11601. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11602. break;
  11603. case WM_SEVERE_RAINSTORM:
  11604. flag |= 1;
  11605. if (sd)
  11606. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11607. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11608. break;
  11609. case GN_CRAZYWEED: {
  11610. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11611. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11612. int x1 = x - area + rnd()%(area * 2 + 1);
  11613. int y1 = y - area + rnd()%(area * 2 + 1);
  11614. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11615. }
  11616. }
  11617. break;
  11618. case GN_FIRE_EXPANSION: {
  11619. struct unit_data *ud = unit_bl2ud(src);
  11620. if( !ud ) break;
  11621. for (const auto itsu : ud->skillunits) {
  11622. skill_unit *su = itsu->unit;
  11623. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  11624. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11625. switch (skill_lv) {
  11626. case 1: {
  11627. // TODO:
  11628. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11629. skill_delunit(su);
  11630. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11631. flag |= 1;
  11632. }
  11633. break;
  11634. case 2:
  11635. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11636. if (su != NULL)
  11637. skill_delunit(su);
  11638. break;
  11639. case 3:
  11640. skill_delunit(su);
  11641. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11642. flag |= 1;
  11643. break;
  11644. case 4:
  11645. skill_delunit(su);
  11646. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11647. flag |= 1;
  11648. break;
  11649. case 5: {
  11650. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11651. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11652. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11653. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11654. if (su != NULL)
  11655. skill_delunit(su);
  11656. }
  11657. break;
  11658. }
  11659. }
  11660. }
  11661. }
  11662. break;
  11663. case SO_FIREWALK:
  11664. case SO_ELECTRICWALK:
  11665. case NPC_FIREWALK:
  11666. case NPC_ELECTRICWALK:
  11667. if( sc && sc->data[type] )
  11668. status_change_end(src,type,INVALID_TIMER);
  11669. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11670. break;
  11671. case KO_MAKIBISHI:
  11672. for( i = 0; i < (skill_lv+2); i++ ) {
  11673. x = src->x - 1 + rnd()%3;
  11674. y = src->y - 1 + rnd()%3;
  11675. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11676. }
  11677. break;
  11678. case KO_MUCHANAGE: {
  11679. struct status_data *sstatus;
  11680. int rate = 0;
  11681. sstatus = status_get_status_data(src);
  11682. i = skill_get_splash(skill_id,skill_lv);
  11683. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11684. if( rate < 0 )
  11685. rate = 0;
  11686. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11687. if( rnd()%100 < rate )
  11688. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11689. }
  11690. break;
  11691. case RL_FALLEN_ANGEL:
  11692. if (unit_movepos(src,x,y,1,1)) {
  11693. clif_snap(src, src->x, src->y);
  11694. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11695. } else {
  11696. if (sd)
  11697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11698. }
  11699. break;
  11700. case RL_FIRE_RAIN: {
  11701. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11702. int sx = x = src->x, sy = y = src->y;
  11703. for (w = 0; w <= wave; w++) {
  11704. switch (dir) {
  11705. case DIR_NORTH:
  11706. case DIR_NORTHWEST:
  11707. case DIR_NORTHEAST:
  11708. sy = y + w;
  11709. break;
  11710. case DIR_WEST:
  11711. sx = x - w;
  11712. break;
  11713. case DIR_SOUTHWEST:
  11714. case DIR_SOUTH:
  11715. case DIR_SOUTHEAST:
  11716. sy = y - w;
  11717. break;
  11718. case DIR_EAST:
  11719. sx = x + w;
  11720. break;
  11721. }
  11722. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11723. }
  11724. }
  11725. break;
  11726. case NC_MAGMA_ERUPTION:
  11727. // 1st, AoE 'slam' damage
  11728. i = skill_get_splash(skill_id, skill_lv);
  11729. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11730. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11731. // 2nd, AoE 'eruption' unit
  11732. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11733. break;
  11734. case SU_LOPE:
  11735. {
  11736. uint8 dir = map_calc_dir(src, x, y);
  11737. // Fails on noteleport maps, except for GvG and BG maps
  11738. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11739. x = src->x;
  11740. y = src->y;
  11741. }
  11742. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11743. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11744. clif_blown(src);
  11745. }
  11746. break;
  11747. default:
  11748. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11749. return 1;
  11750. }
  11751. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11752. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11753. if( sd )
  11754. {// ensure that the skill last-cast tick is recorded
  11755. sd->canskill_tick = gettick();
  11756. if( sd->state.arrow_atk && !(flag&1) )
  11757. {// consume arrow if this is a ground skill
  11758. battle_consume_ammo(sd, skill_id, skill_lv);
  11759. }
  11760. skill_onskillusage(sd, NULL, skill_id, tick);
  11761. // perform skill requirement consumption
  11762. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11763. }
  11764. return 0;
  11765. }
  11766. /*==========================================
  11767. *
  11768. *------------------------------------------*/
  11769. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11770. {
  11771. nullpo_ret(sd);
  11772. //Simplify skill_failed code.
  11773. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11774. if(skill_id != sd->menuskill_id)
  11775. return 0;
  11776. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11777. skill_failed(sd);
  11778. return 0;
  11779. }
  11780. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11781. skill_failed(sd);
  11782. return 0;
  11783. }
  11784. pc_stop_attack(sd);
  11785. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11786. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11787. if(strcmp(mapname,"cancel")==0) {
  11788. skill_failed(sd);
  11789. return 0;
  11790. }
  11791. switch(skill_id)
  11792. {
  11793. case AL_TELEPORT:
  11794. case ALL_ODINS_RECALL:
  11795. //The storage window is closed automatically by the client when there's
  11796. //any kind of map change, so we need to restore it automatically
  11797. //bugreport:8027
  11798. if(strcmp(mapname,"Random") == 0)
  11799. pc_randomwarp(sd,CLR_TELEPORT);
  11800. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11801. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11802. clif_refresh_storagewindow(sd);
  11803. break;
  11804. case AL_WARP:
  11805. {
  11806. const struct point *p[4];
  11807. std::shared_ptr<s_skill_unit_group> group;
  11808. int i, lv, wx, wy;
  11809. int maxcount=0;
  11810. int x,y;
  11811. unsigned short mapindex;
  11812. mapindex = mapindex_name2id((char*)mapname);
  11813. if(!mapindex) { //Given map not found?
  11814. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11815. skill_failed(sd);
  11816. return 0;
  11817. }
  11818. p[0] = &sd->status.save_point;
  11819. p[1] = &sd->status.memo_point[0];
  11820. p[2] = &sd->status.memo_point[1];
  11821. p[3] = &sd->status.memo_point[2];
  11822. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11823. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  11824. if (maxcount == 0) {
  11825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11826. skill_failed(sd);
  11827. return 0;
  11828. }
  11829. }
  11830. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11831. wx = sd->menuskill_val>>16;
  11832. wy = sd->menuskill_val&0xffff;
  11833. if( lv <= 0 ) return 0;
  11834. if( lv > 4 ) lv = 4; // crash prevention
  11835. // check if the chosen map exists in the memo list
  11836. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11837. if( i < lv ) {
  11838. x=p[i]->x;
  11839. y=p[i]->y;
  11840. } else {
  11841. skill_failed(sd);
  11842. return 0;
  11843. }
  11844. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11845. { // This checks versus skill_id/skill_lv...
  11846. skill_failed(sd);
  11847. return 0;
  11848. }
  11849. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11850. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11851. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  11852. skill_failed(sd);
  11853. return 0;
  11854. }
  11855. group->val1 = (group->val1<<16)|(short)0;
  11856. // record the destination coordinates
  11857. group->val2 = (x<<16)|y;
  11858. group->val3 = mapindex;
  11859. }
  11860. break;
  11861. }
  11862. sd->menuskill_id = sd->menuskill_val = 0;
  11863. return 0;
  11864. #undef skill_failed
  11865. }
  11866. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11867. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11868. {
  11869. struct skill_unit* target = (struct skill_unit*)bl;
  11870. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11871. int flag = va_arg(ap, int);
  11872. if (src == target)
  11873. return 0;
  11874. if (!target->group || !(target->group->state.song_dance&0x1))
  11875. return 0;
  11876. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11877. return 0;
  11878. if (flag) //Set dissonance
  11879. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11880. else //Remove dissonance
  11881. target->val2 &= ~(1 << UF_ENSEMBLE);
  11882. skill_getareachar_skillunit_visibilty(target, AREA);
  11883. return 1;
  11884. }
  11885. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11886. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11887. //When 1, this unit has been positioned, so start the cancel effect.
  11888. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11889. {
  11890. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11891. return 0;
  11892. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  11893. return 0; //Nothing to remove, this unit is not overlapped.
  11894. if (unit->val1 != unit->group->skill_id)
  11895. { //Reset state
  11896. unit->val1 = unit->group->skill_id;
  11897. unit->val2 &= ~(1 << UF_ENSEMBLE);
  11898. }
  11899. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11900. }
  11901. /**
  11902. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11903. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11904. * @param flag 0 Convert
  11905. * @param flag 1 Revert
  11906. * @return true success
  11907. * @TODO: This should be completely removed later and rewritten
  11908. * The entire execution of the overlapping songs instances is dirty and hacked together
  11909. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11910. */
  11911. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11912. {
  11913. static int prevflag = 1; // by default the backup is empty
  11914. static s_skill_unit_group backup;
  11915. std::shared_ptr<s_skill_unit_group> group;
  11916. if( unit == nullptr || (group = unit->group) == nullptr )
  11917. return false;
  11918. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  11919. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  11920. return false;
  11921. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11922. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11923. flag ? "read an empty backup" : "write to a full backup",
  11924. group->skill_id, group->skill_lv, group->src_id);
  11925. return false;
  11926. }
  11927. prevflag = flag;
  11928. if (!flag) { //Transform
  11929. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  11930. // backup
  11931. backup.skill_id = group->skill_id;
  11932. backup.skill_lv = group->skill_lv;
  11933. backup.unit_id = group->unit_id;
  11934. backup.target_flag = group->target_flag;
  11935. backup.bl_flag = group->bl_flag;
  11936. backup.interval = group->interval;
  11937. // replace
  11938. group->skill_id = skill_id;
  11939. group->skill_lv = 1;
  11940. group->unit_id = skill_get_unit_id(skill_id);
  11941. group->target_flag = skill_get_unit_target(skill_id);
  11942. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11943. group->interval = skill_get_unit_interval(skill_id);
  11944. } else { //Restore
  11945. group->skill_id = backup.skill_id;
  11946. group->skill_lv = backup.skill_lv;
  11947. group->unit_id = backup.unit_id;
  11948. group->target_flag = backup.target_flag;
  11949. group->bl_flag = backup.bl_flag;
  11950. group->interval = backup.interval;
  11951. }
  11952. return true;
  11953. }
  11954. /**
  11955. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11956. * @param src Object that triggers the skill
  11957. * @param skill_id Skill ID
  11958. * @param skill_lv Skill level of used skill
  11959. * @param x Position x
  11960. * @param y Position y
  11961. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11962. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11963. * @return s_skill_unit_group
  11964. */
  11965. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11966. {
  11967. std::shared_ptr<s_skill_unit_group> group;
  11968. int i, val1 = 0, val2 = 0, val3 = 0;
  11969. t_tick limit;
  11970. int link_group_id = 0;
  11971. int target, interval, range;
  11972. t_itemid req_item = 0;
  11973. struct s_skill_unit_layout *layout;
  11974. struct map_session_data *sd;
  11975. struct status_data *status;
  11976. struct status_change *sc;
  11977. int active_flag = 1;
  11978. int subunt = 0;
  11979. bool hidden = false;
  11980. struct map_data *mapdata;
  11981. nullpo_retr(nullptr, src);
  11982. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11983. mapdata = map_getmapdata(src->m);
  11984. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  11985. range = skill_get_unit_range(skill_id,skill_lv);
  11986. interval = skill->unit_interval;
  11987. target = skill_get_unit_target(skill_id);
  11988. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11989. sd = BL_CAST(BL_PC, src);
  11990. status = status_get_status_data(src);
  11991. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11992. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11993. switch( skill_id ) {
  11994. case MH_STEINWAND:
  11995. val2 = 4 + skill_lv;
  11996. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11997. break;
  11998. case MG_SAFETYWALL:
  11999. val2 = skill_lv + 1;
  12000. #ifdef RENEWAL
  12001. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12002. #endif
  12003. break;
  12004. case MG_FIREWALL:
  12005. if(sc && sc->data[SC_VIOLENTGALE])
  12006. limit = limit*3/2;
  12007. val2 = 4+skill_lv;
  12008. break;
  12009. case AL_WARP:
  12010. val1=skill_lv+6;
  12011. if(!(flag&1))
  12012. limit=2000;
  12013. else // previous implementation (not used anymore)
  12014. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12015. if( src->type != BL_SKILL ) return nullptr;
  12016. group = ((TBL_SKILL*)src)->group;
  12017. src = map_id2bl(group->src_id);
  12018. if( !src ) return nullptr;
  12019. val2 = group->val2; //Copy the (x,y) position you warp to
  12020. val3 = group->val3; //as well as the mapindex to warp to.
  12021. }
  12022. break;
  12023. #ifndef RENEWAL
  12024. case HP_BASILICA:
  12025. val1 = src->id; // Store caster id.
  12026. break;
  12027. #endif
  12028. case PR_SANCTUARY:
  12029. case NPC_EVILLAND:
  12030. val1=skill_lv+3;
  12031. break;
  12032. case WZ_METEOR:
  12033. case SU_CN_METEOR:
  12034. case SU_CN_METEOR2:
  12035. limit = flag;
  12036. flag = 0; // Flag should not influence anything else for these skills
  12037. break;
  12038. case WZ_FIREPILLAR:
  12039. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12040. return nullptr;
  12041. if((flag&1)!=0)
  12042. limit=1000;
  12043. val1=skill_lv+2;
  12044. break;
  12045. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12046. case AM_DEMONSTRATION:
  12047. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12048. target = BCT_ALL;
  12049. break;
  12050. case HT_SKIDTRAP:
  12051. case MA_SKIDTRAP:
  12052. //Save position of caster
  12053. val1 = ((src->x)<<16)|(src->y);
  12054. case HT_ANKLESNARE:
  12055. case HT_SHOCKWAVE:
  12056. case HT_SANDMAN:
  12057. case MA_SANDMAN:
  12058. case HT_CLAYMORETRAP:
  12059. case HT_LANDMINE:
  12060. case MA_LANDMINE:
  12061. case HT_FLASHER:
  12062. case HT_FREEZINGTRAP:
  12063. case MA_FREEZINGTRAP:
  12064. case HT_BLASTMINE:
  12065. case RA_ELECTRICSHOCKER:
  12066. case RA_CLUSTERBOMB:
  12067. case RA_MAGENTATRAP:
  12068. case RA_COBALTTRAP:
  12069. case RA_MAIZETRAP:
  12070. case RA_VERDURETRAP:
  12071. case RA_FIRINGTRAP:
  12072. case RA_ICEBOUNDTRAP:
  12073. case RL_B_TRAP:
  12074. case SC_ESCAPE:
  12075. {
  12076. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12077. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12078. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12079. req_item = req.itemid[i];
  12080. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12081. break;
  12082. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12083. target = BCT_ALL;
  12084. }
  12085. break;
  12086. case SA_LANDPROTECTOR:
  12087. case SA_VOLCANO:
  12088. case SA_DELUGE:
  12089. case SA_VIOLENTGALE:
  12090. case SC_CHAOSPANIC:
  12091. {
  12092. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  12093. if (old_sg != nullptr)
  12094. { //HelloKitty confirmed that these are interchangeable,
  12095. //so you can change element and not consume gemstones.
  12096. if ((
  12097. old_sg->skill_id == SA_VOLCANO ||
  12098. old_sg->skill_id == SA_DELUGE ||
  12099. old_sg->skill_id == SA_VIOLENTGALE
  12100. ) && old_sg->limit > 0)
  12101. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12102. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12103. if (limit < 0) //This can happen...
  12104. limit = skill_get_time(skill_id,skill_lv);
  12105. }
  12106. skill_clear_group(src,1);
  12107. }
  12108. break;
  12109. }
  12110. case BA_WHISTLE:
  12111. val1 = skill_lv + status->agi / 10; // Flee increase
  12112. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12113. if (sd) {
  12114. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12115. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12116. }
  12117. break;
  12118. case DC_HUMMING:
  12119. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12120. if (sd)
  12121. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12122. break;
  12123. case BA_POEMBRAGI:
  12124. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12125. //For some reason at level 10 the base delay reduction is 50%.
  12126. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12127. if (sd) {
  12128. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12129. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12130. }
  12131. break;
  12132. case DC_DONTFORGETME:
  12133. #ifdef RENEWAL
  12134. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12135. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12136. #else
  12137. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12138. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12139. #endif
  12140. if (sd) {
  12141. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12142. #ifdef RENEWAL
  12143. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12144. #else
  12145. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12146. #endif
  12147. }
  12148. val1 *= 10; //Because 10 is actually 1% aspd
  12149. break;
  12150. case DC_SERVICEFORYOU:
  12151. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12152. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12153. if (sd) {
  12154. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12155. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12156. }
  12157. break;
  12158. case BA_ASSASSINCROSS:
  12159. if (sd)
  12160. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12161. val1 += 5 + skill_lv + (status->agi / 20);
  12162. val1 *= 10; // ASPD works with 1000 as 100%
  12163. break;
  12164. case DC_FORTUNEKISS:
  12165. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12166. val1 *= 10; //Because every 10 crit is an actual cri point.
  12167. if (sd)
  12168. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12169. break;
  12170. case BD_DRUMBATTLEFIELD:
  12171. val1 = (skill_lv+1)*25; //Atk increase
  12172. val2 = (skill_lv+1)*2; //Def increase
  12173. break;
  12174. case BD_RINGNIBELUNGEN:
  12175. val1 = (skill_lv+2)*25; //Atk increase
  12176. break;
  12177. case BD_RICHMANKIM:
  12178. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12179. break;
  12180. case BD_SIEGFRIED:
  12181. val1 = 55 + skill_lv*5; //Elemental Resistance
  12182. val2 = skill_lv*10; //Status ailment resistance
  12183. break;
  12184. case WE_CALLPARTNER:
  12185. if (sd) val1 = sd->status.partner_id;
  12186. break;
  12187. case WE_CALLPARENT:
  12188. if (sd) {
  12189. val1 = sd->status.father;
  12190. val2 = sd->status.mother;
  12191. }
  12192. break;
  12193. case WE_CALLBABY:
  12194. if (sd) val1 = sd->status.child;
  12195. break;
  12196. case NJ_KAENSIN:
  12197. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12198. val2 = (skill_lv+1)/2 + 4;
  12199. break;
  12200. case NJ_SUITON:
  12201. skill_clear_group(src, 1);
  12202. break;
  12203. case GS_GROUNDDRIFT:
  12204. {
  12205. // Ground Drift Element is decided when it's placed.
  12206. int ele = skill_get_ele(skill_id, skill_lv);
  12207. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12208. if (ele == ELE_RANDOM)
  12209. val1 = element[rnd()%5]; // Use random from available unit visual?
  12210. else if (ele == ELE_ENDOWED)
  12211. val1 = status_get_attack_sc_element(src,sc);
  12212. else if (ele == ELE_WEAPON) {
  12213. val1 = status->rhw.ele;
  12214. if (sc && sc->data[SC_ENCHANTARMS])
  12215. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12216. }
  12217. switch (val1) {
  12218. case ELE_FIRE:
  12219. subunt++;
  12220. case ELE_WATER:
  12221. subunt++;
  12222. case ELE_POISON:
  12223. subunt++;
  12224. case ELE_DARK:
  12225. subunt++;
  12226. case ELE_WIND:
  12227. break;
  12228. default:
  12229. subunt = rnd()%5;
  12230. break;
  12231. }
  12232. break;
  12233. }
  12234. case GC_POISONSMOKE:
  12235. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12236. return nullptr;
  12237. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12238. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12239. limit = skill_get_time(skill_id, skill_lv);
  12240. break;
  12241. case NPC_COMET:
  12242. case WL_COMET:
  12243. if (sc) {
  12244. sc->comet_x = x;
  12245. sc->comet_y = y;
  12246. }
  12247. break;
  12248. case GD_LEADERSHIP:
  12249. case GD_GLORYWOUNDS:
  12250. case GD_SOULCOLD:
  12251. case GD_HAWKEYES:
  12252. limit = 1000000;//it doesn't matter
  12253. break;
  12254. case LG_BANDING:
  12255. limit = -1;
  12256. break;
  12257. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12258. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12259. target = BCT_ALL;
  12260. case WM_SEVERE_RAINSTORM:
  12261. case SO_WATER_INSIGNIA:
  12262. case SO_FIRE_INSIGNIA:
  12263. case SO_WIND_INSIGNIA:
  12264. case SO_EARTH_INSIGNIA:
  12265. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12266. return nullptr;
  12267. break;
  12268. case SO_CLOUD_KILL:
  12269. case NPC_CLOUD_KILL:
  12270. skill_clear_group(src, 4);
  12271. break;
  12272. case SO_WARMER:
  12273. skill_clear_group(src, 8);
  12274. break;
  12275. case SO_FIREWALK:
  12276. case SO_ELECTRICWALK:
  12277. limit = skill_get_time2(skill_id, skill_lv);
  12278. break;
  12279. case GN_WALLOFTHORN:
  12280. // Turns to Firewall
  12281. if( flag&1 )
  12282. limit = 3000;
  12283. val3 = (x<<16)|y;
  12284. break;
  12285. case GN_DEMONIC_FIRE:
  12286. if (flag) { // Fire Expansion level 1
  12287. limit = flag + 10000;
  12288. flag = 0;
  12289. }
  12290. break;
  12291. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12292. case GN_FIRE_EXPANSION_TEAR_GAS:
  12293. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12294. break;
  12295. case KO_ZENKAI:
  12296. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12297. val1 = sd->spiritcharm;
  12298. val2 = sd->spiritcharm_type;
  12299. limit = 6000 * val1;
  12300. subunt = sd->spiritcharm_type - 1;
  12301. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12302. }
  12303. break;
  12304. #ifndef RENEWAL
  12305. case HW_GRAVITATION:
  12306. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12307. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12308. break;
  12309. #endif
  12310. case SO_VACUUM_EXTREME:
  12311. // Coordinates
  12312. val1 = x;
  12313. val2 = y;
  12314. val3 = 0; // Suck target at n seconds.
  12315. break;
  12316. case MH_POISON_MIST:
  12317. case MH_LAVA_SLIDE:
  12318. skill_clear_group(src, 1);
  12319. break;
  12320. case MH_VOLCANIC_ASH:
  12321. if (!map_flag_vs(src->m))
  12322. target = BCT_ENEMY;
  12323. break;
  12324. }
  12325. // Init skill unit group
  12326. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  12327. if (group == nullptr)
  12328. return nullptr;
  12329. group->val1 = val1;
  12330. group->val2 = val2;
  12331. group->val3 = val3;
  12332. group->link_group_id = link_group_id;
  12333. group->target_flag = target;
  12334. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12335. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12336. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12337. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12338. group->item_id = req_item;
  12339. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12340. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12341. active_flag = 0;
  12342. // Put message for Talkie Box & Graffiti
  12343. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12344. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12345. if (sd)
  12346. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12347. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12348. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12349. }
  12350. // Dance skill
  12351. if (group->state.song_dance) {
  12352. if(sd) {
  12353. sd->skill_id_dance = skill_id;
  12354. sd->skill_lv_dance = skill_lv;
  12355. }
  12356. if (
  12357. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12358. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12359. )
  12360. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12361. }
  12362. // Set skill unit
  12363. limit = group->limit;
  12364. for( i = 0; i < layout->count; i++ ) {
  12365. struct skill_unit *unit;
  12366. int ux = x + layout->dx[i];
  12367. int uy = y + layout->dy[i];
  12368. int unit_val1 = skill_lv;
  12369. int unit_val2 = 0;
  12370. int alive = 1;
  12371. // are the coordinates out of range?
  12372. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12373. continue;
  12374. }
  12375. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12376. continue; // don't place skill units on walls (except for songs/dances/encores)
  12377. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12378. continue; // no path between cell and caster
  12379. switch( skill_id ) {
  12380. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12381. case HT_LANDMINE:
  12382. case MA_LANDMINE:
  12383. case HT_ANKLESNARE:
  12384. case HT_SHOCKWAVE:
  12385. case HT_SANDMAN:
  12386. case MA_SANDMAN:
  12387. case HT_FLASHER:
  12388. case HT_FREEZINGTRAP:
  12389. case MA_FREEZINGTRAP:
  12390. case HT_SKIDTRAP:
  12391. case MA_SKIDTRAP:
  12392. case HT_CLAYMORETRAP:
  12393. case HT_BLASTMINE:
  12394. case SC_ESCAPE:
  12395. unit_val1 = 3500;
  12396. break;
  12397. case MG_FIREWALL:
  12398. case NJ_KAENSIN:
  12399. unit_val2 = group->val2;
  12400. break;
  12401. case WZ_ICEWALL:
  12402. unit_val1 = 200 + 200*skill_lv;
  12403. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12404. break;
  12405. case WZ_WATERBALL:
  12406. //Check if there are cells that can be turned into waterball units
  12407. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12408. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12409. break; //Turn water, deluge or suiton into waterball cell
  12410. continue;
  12411. case GS_DESPERADO:
  12412. unit_val1 = abs(layout->dx[i]);
  12413. unit_val2 = abs(layout->dy[i]);
  12414. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12415. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12416. if (unit_val1) unit_val1--;
  12417. unit_val1 = 36 -12*unit_val1;
  12418. } else //Diagonal edges
  12419. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12420. if (unit_val1 < 1) unit_val1 = 1;
  12421. unit_val2 = 0;
  12422. break;
  12423. case NPC_REVERBERATION:
  12424. unit_val1 = 1 + skill_lv;
  12425. break;
  12426. case WM_POEMOFNETHERWORLD:
  12427. unit_val1 = 1 + skill_lv;
  12428. break;
  12429. case GN_WALLOFTHORN:
  12430. if (flag&1) // Turned become Firewall
  12431. break;
  12432. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12433. unit_val2 = 20; // Max hits
  12434. break;
  12435. case RL_B_TRAP:
  12436. unit_val1 = 3500;
  12437. unit_val2 = 0;
  12438. break;
  12439. default:
  12440. if (group->state.song_dance&0x1)
  12441. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12442. break;
  12443. }
  12444. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12445. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12446. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12447. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12448. // Check active cell to failing or remove current unit
  12449. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12450. if( !alive )
  12451. continue;
  12452. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12453. unit->limit = limit;
  12454. unit->range = range;
  12455. if (skill_id == PF_FOGWALL && alive == 2)
  12456. { //Double duration of cells on top of Deluge/Suiton
  12457. unit->limit *= 2;
  12458. group->limit = unit->limit;
  12459. }
  12460. // Execute on all targets standing on this cell
  12461. if (range == 0 && active_flag)
  12462. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12463. }
  12464. if (!group->alive_count)
  12465. { //No cells? Something that was blocked completely by Land Protector?
  12466. skill_delunitgroup(group);
  12467. return nullptr;
  12468. }
  12469. //success, unit created.
  12470. switch( skill_id ) {
  12471. case NJ_TATAMIGAESHI: //Store number of tiles.
  12472. group->val1 = group->alive_count;
  12473. break;
  12474. }
  12475. return group;
  12476. }
  12477. /*==========================================
  12478. *
  12479. *------------------------------------------*/
  12480. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12481. {
  12482. skill_unit_onplace(unit, bl, tick);
  12483. }
  12484. /**
  12485. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12486. * while skill unit initialized or moved (such by knock back).
  12487. * As a follow of skill_unit_effect flag &1
  12488. * @param unit
  12489. * @param bl Target
  12490. * @param tick
  12491. */
  12492. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12493. {
  12494. struct block_list *ss; // Actual source that cast the skill unit
  12495. struct status_change *sc;
  12496. struct status_change_entry *sce;
  12497. struct status_data *tstatus;
  12498. enum sc_type type;
  12499. uint16 skill_id;
  12500. nullpo_ret(unit);
  12501. nullpo_ret(bl);
  12502. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12503. return 0;
  12504. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12505. if (sg == nullptr)
  12506. return 0;
  12507. nullpo_ret(ss = map_id2bl(sg->src_id));
  12508. tstatus = status_get_status_data(bl);
  12509. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  12510. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12511. return 0; //AoE skills are ineffective. [Skotlex]
  12512. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12513. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12514. return 0; //Songs don't work in Basilica
  12515. sc = status_get_sc(bl);
  12516. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12517. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12518. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12519. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12520. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12521. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12522. type = status_skill2sc(sg->skill_id);
  12523. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12524. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12525. switch (sg->unit_id) {
  12526. case UNT_SPIDERWEB:
  12527. if (sc) {
  12528. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12529. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12530. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12531. const struct TimerData* td;
  12532. struct map_data *mapdata = map_getmapdata(bl->m);
  12533. if (mapdata_flag_vs(mapdata))
  12534. sec /= 2;
  12535. if (sc->data[type]) {
  12536. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12537. //Already triple affected, immune
  12538. sg->limit = DIFF_TICK(tick, sg->tick);
  12539. break;
  12540. }
  12541. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12542. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12543. sec *= (sc->data[type]->val1 + 1);
  12544. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12545. sec *= (sc->data[type]->val1 + 1);
  12546. //Add group id to status change
  12547. if (sc->data[type]->val2 == 0)
  12548. sc->data[type]->val2 = sg->group_id;
  12549. else if (sc->data[type]->val3 == 0)
  12550. sc->data[type]->val3 = sg->group_id;
  12551. else if (sc->data[type]->val4 == 0)
  12552. sc->data[type]->val4 = sg->group_id;
  12553. //Overwrite status change with new duration
  12554. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12555. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12556. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12557. }
  12558. else {
  12559. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12560. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12561. if (td)
  12562. sec = DIFF_TICK(td->tick, tick);
  12563. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12564. clif_fixpos(bl);
  12565. }
  12566. else
  12567. sec = 3000; //Couldn't trap it?
  12568. }
  12569. sg->val2 = bl->id;
  12570. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12571. }
  12572. break;
  12573. case UNT_SAFETYWALL:
  12574. if (!sce)
  12575. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12576. break;
  12577. case UNT_BLOODYLUST:
  12578. if (sg->src_id == bl->id)
  12579. break; //Does not affect the caster.
  12580. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12581. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12582. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12583. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12584. break;
  12585. case UNT_PNEUMA:
  12586. if (!sce)
  12587. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12588. break;
  12589. case UNT_CHAOSPANIC:
  12590. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12591. break;
  12592. case UNT_WARP_WAITING: {
  12593. int working = sg->val1&0xffff;
  12594. if(bl->type==BL_PC && !working){
  12595. struct map_session_data *sd = (struct map_session_data *)bl;
  12596. if((!sd->chatID || battle_config.chat_warpportal)
  12597. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12598. {
  12599. int x = sg->val2>>16;
  12600. int y = sg->val2&0xffff;
  12601. int count = sg->val1>>16;
  12602. unsigned short m = sg->val3;
  12603. if( --count <= 0 )
  12604. skill_delunitgroup(sg);
  12605. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12606. working = 1;/* we break it because officials break it, lovely stuff. */
  12607. sg->val1 = (count<<16)|working;
  12608. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12609. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12610. }
  12611. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12612. int16 m = map_mapindex2mapid(sg->val3);
  12613. if (m < 0) break; //Map not available on this map-server.
  12614. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12615. }
  12616. }
  12617. break;
  12618. case UNT_QUAGMIRE:
  12619. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12620. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12621. break;
  12622. case UNT_VOLCANO:
  12623. case UNT_DELUGE:
  12624. case UNT_VIOLENTGALE:
  12625. case UNT_FIRE_INSIGNIA:
  12626. case UNT_WATER_INSIGNIA:
  12627. case UNT_WIND_INSIGNIA:
  12628. case UNT_EARTH_INSIGNIA:
  12629. if(!sce)
  12630. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12631. break;
  12632. case UNT_WATER_BARRIER:
  12633. case UNT_ZEPHYR:
  12634. case UNT_POWER_OF_GAIA:
  12635. if (bl->id == ss->id)
  12636. break; // Doesn't affect the Elemental
  12637. if (!sce)
  12638. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12639. break;
  12640. case UNT_SUITON:
  12641. if(!sce)
  12642. sc_start4(ss, bl,type,100,sg->skill_lv,
  12643. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12644. 0,0,sg->limit);
  12645. break;
  12646. case UNT_HERMODE:
  12647. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12648. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12649. case UNT_RICHMANKIM:
  12650. case UNT_ETERNALCHAOS:
  12651. case UNT_DRUMBATTLEFIELD:
  12652. case UNT_RINGNIBELUNGEN:
  12653. case UNT_ROKISWEIL:
  12654. case UNT_INTOABYSS:
  12655. case UNT_SIEGFRIED:
  12656. //Needed to check when a dancer/bard leaves their ensemble area.
  12657. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12658. return skill_id;
  12659. if (!sce)
  12660. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12661. break;
  12662. case UNT_WHISTLE:
  12663. case UNT_ASSASSINCROSS:
  12664. case UNT_POEMBRAGI:
  12665. case UNT_APPLEIDUN:
  12666. case UNT_HUMMING:
  12667. case UNT_DONTFORGETME:
  12668. case UNT_FORTUNEKISS:
  12669. case UNT_SERVICEFORYOU:
  12670. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12671. return 0;
  12672. if (!sc) return 0;
  12673. if (!sce)
  12674. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12675. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12676. sce->val4 = 0; //remove the mark that we stepped out
  12677. delete_timer(sce->timer, status_change_timer);
  12678. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12679. }
  12680. break;
  12681. case UNT_FOGWALL:
  12682. if (!sce)
  12683. {
  12684. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12685. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12686. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12687. }
  12688. break;
  12689. #ifndef RENEWAL
  12690. case UNT_GRAVITATION:
  12691. if (!sce)
  12692. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12693. break;
  12694. case UNT_BASILICA:
  12695. {
  12696. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12697. if (i > 0) {
  12698. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12699. break;
  12700. }
  12701. if (!sce && i <= 0)
  12702. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12703. }
  12704. break;
  12705. #endif
  12706. case UNT_MOONLIT:
  12707. //Knockback out of area if affected char isn't in Moonlit effect
  12708. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12709. break;
  12710. if (ss == bl) //Also needed to prevent infinite loop crash.
  12711. break;
  12712. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12713. break;
  12714. case UNT_REVERBERATION:
  12715. if (sg->src_id == bl->id)
  12716. break; //Does not affect the caster.
  12717. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12718. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12719. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12720. sg->unit_id = UNT_USED_TRAPS;
  12721. break;
  12722. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12723. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12724. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12725. break;
  12726. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12727. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12728. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12729. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12730. break;
  12731. case UNT_VOLCANIC_ASH:
  12732. if (!sce)
  12733. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12734. break;
  12735. case UNT_KINGS_GRACE:
  12736. if (!sce) {
  12737. int state = 0;
  12738. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12739. state |= BCT_GUILD;
  12740. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12741. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12742. }
  12743. break;
  12744. case UNT_STEALTHFIELD:
  12745. if( bl->id == sg->src_id )
  12746. break; // Doesn't work on self (video shows that)
  12747. if (!sce)
  12748. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12749. break;
  12750. case UNT_NEUTRALBARRIER:
  12751. if (!sce)
  12752. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12753. break;
  12754. case UNT_WARMER:
  12755. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12756. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12757. break;
  12758. case UNT_CATNIPPOWDER:
  12759. if (sg->src_id == bl->id)
  12760. break; // Does not affect the caster or Boss.
  12761. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12762. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12763. break;
  12764. case UNT_NYANGGRASS:
  12765. if (!sce)
  12766. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12767. break;
  12768. case UNT_CREATINGSTAR:
  12769. if (!sce)
  12770. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12771. break;
  12772. case UNT_GD_LEADERSHIP:
  12773. case UNT_GD_GLORYWOUNDS:
  12774. case UNT_GD_SOULCOLD:
  12775. case UNT_GD_HAWKEYES:
  12776. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12777. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12778. break;
  12779. }
  12780. return skill_id;
  12781. }
  12782. /**
  12783. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12784. * @param unit Skill unit
  12785. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12786. * @param tick
  12787. */
  12788. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12789. {
  12790. struct block_list *ss;
  12791. TBL_PC* tsd;
  12792. struct status_data *tstatus;
  12793. struct status_change *sc, *tsc;
  12794. struct skill_unit_group_tickset *ts;
  12795. enum sc_type type;
  12796. uint16 skill_id;
  12797. t_tick diff = 0;
  12798. nullpo_ret(unit);
  12799. nullpo_ret(bl);
  12800. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12801. return 0;
  12802. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12803. if (sg == nullptr)
  12804. return 0;
  12805. nullpo_ret(ss = map_id2bl(sg->src_id));
  12806. tsd = BL_CAST(BL_PC, bl);
  12807. tsc = status_get_sc(bl);
  12808. sc = status_get_sc(ss);
  12809. tstatus = status_get_status_data(bl);
  12810. type = status_skill2sc(sg->skill_id);
  12811. skill_id = sg->skill_id;
  12812. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12813. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12814. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12815. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12816. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12817. if (sg->interval == -1) {
  12818. switch (sg->unit_id) {
  12819. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12820. case UNT_FIREPILLAR_ACTIVE:
  12821. case UNT_ELECTRICSHOCKER:
  12822. case UNT_MANHOLE:
  12823. return 0;
  12824. default:
  12825. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12826. return 0;
  12827. }
  12828. }
  12829. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12830. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12831. diff = DIFF_TICK(tick,ts->tick);
  12832. if (diff < 0)
  12833. return 0;
  12834. ts->tick = tick+sg->interval;
  12835. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12836. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12837. }
  12838. // Wall of Thorn damaged by Fire element unit [Cydh]
  12839. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12840. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12841. struct skill_unit *su = (struct skill_unit *)bl;
  12842. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12843. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12844. su->group->limit = sg->limit = 0;
  12845. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12846. return skill_id;
  12847. }
  12848. }
  12849. switch (sg->unit_id) {
  12850. // Units that deals simple attack
  12851. case UNT_GRAVITATION:
  12852. case UNT_EARTHSTRAIN:
  12853. case UNT_FIREWALK:
  12854. case UNT_ELECTRICWALK:
  12855. case UNT_PSYCHIC_WAVE:
  12856. case UNT_LAVA_SLIDE:
  12857. case UNT_MAKIBISHI:
  12858. case UNT_VENOMFOG:
  12859. case UNT_ICEMINE:
  12860. case UNT_FLAMECROSS:
  12861. case UNT_HELLBURNING:
  12862. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12863. break;
  12864. case UNT_DUMMYSKILL:
  12865. switch (sg->skill_id) {
  12866. case SG_SUN_WARM: //SG skills [Komurka]
  12867. case SG_MOON_WARM:
  12868. case SG_STAR_WARM: {
  12869. int count = 0;
  12870. const int x = bl->x, y = bl->y;
  12871. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12872. do {
  12873. if( bl->type == BL_PC )
  12874. status_zap(bl, 0, 15); // sp damage to players
  12875. else // mobs
  12876. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12877. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12878. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12879. } else { //should end when out of sp.
  12880. sg->limit = DIFF_TICK(tick,sg->tick);
  12881. break;
  12882. }
  12883. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12884. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12885. }
  12886. break;
  12887. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12888. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12889. if (tsc)
  12890. tsc->sg_counter++; //SG hit counter.
  12891. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12892. tsc->sg_counter=0; //Attack absorbed.
  12893. break;
  12894. #endif
  12895. case GS_DESPERADO:
  12896. if (rnd()%100 < unit->val1)
  12897. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12898. break;
  12899. case NPC_COMET:
  12900. case WL_COMET:
  12901. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12902. break; // Nothing should happen if the target is on Land Protector
  12903. // Fall through
  12904. default:
  12905. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12906. }
  12907. break;
  12908. case UNT_FIREWALL:
  12909. case UNT_KAEN: {
  12910. int count = 0;
  12911. const int x = bl->x, y = bl->y;
  12912. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12913. break;
  12914. //Take into account these hit more times than the timer interval can handle.
  12915. do
  12916. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12917. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12918. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12919. if (unit->val2 <= 0)
  12920. skill_delunit(unit);
  12921. }
  12922. break;
  12923. case UNT_SANCTUARY:
  12924. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12925. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12926. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12927. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12928. } else {
  12929. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12930. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12931. #ifdef RENEWAL
  12932. if (md && md->mob_id == MOBID_EMPERIUM)
  12933. break;
  12934. #endif
  12935. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12936. break;
  12937. if( tstatus->hp >= tstatus->max_hp )
  12938. break;
  12939. if( status_isimmune(bl) )
  12940. heal = 0;
  12941. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12942. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12943. heal = ~heal + 1;
  12944. status_heal(bl, heal, 0, 0);
  12945. }
  12946. break;
  12947. case UNT_EVILLAND:
  12948. //Will heal demon and undead element monsters, but not players.
  12949. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12950. { //Damage enemies
  12951. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12952. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12953. } else {
  12954. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12955. if (tstatus->hp >= tstatus->max_hp)
  12956. break;
  12957. if (status_isimmune(bl))
  12958. heal = 0;
  12959. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12960. status_heal(bl, heal, 0, 0);
  12961. }
  12962. break;
  12963. case UNT_MAGNUS:
  12964. #ifndef RENEWAL
  12965. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12966. break;
  12967. #endif
  12968. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12969. break;
  12970. case UNT_FIREPILLAR_WAITING:
  12971. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12972. skill_delunit(unit);
  12973. break;
  12974. case UNT_SKIDTRAP: {
  12975. //Knockback away from position of user during placement [Playtester]
  12976. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12977. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12978. sg->unit_id = UNT_USED_TRAPS;
  12979. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12980. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12981. //Target will be stopped for 3 seconds
  12982. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12983. }
  12984. break;
  12985. case UNT_ANKLESNARE:
  12986. case UNT_MANHOLE:
  12987. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12988. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12989. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12990. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12991. if( td )
  12992. sec = DIFF_TICK(td->tick, tick);
  12993. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12994. || !unit_blown_immune(bl,0x1) )
  12995. {
  12996. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12997. clif_fixpos(bl);
  12998. }
  12999. sg->val2 = bl->id;
  13000. } else
  13001. sec = 3000; //Couldn't trap it?
  13002. if (sg->unit_id == UNT_ANKLESNARE) {
  13003. clif_skillunit_update(&unit->bl);
  13004. /**
  13005. * If you're snared from a trap that was invisible this makes the trap be
  13006. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13007. * bugreport:3961
  13008. **/
  13009. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13010. }
  13011. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13012. sg->interval = -1;
  13013. unit->range = 0;
  13014. }
  13015. break;
  13016. case UNT_EARTHQUAKE:
  13017. sg->val1++; // Hit count
  13018. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  13019. break;
  13020. case UNT_ELECTRICSHOCKER:
  13021. if( bl->id != ss->id ) {
  13022. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  13023. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13024. clif_fixpos(bl);
  13025. }
  13026. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13027. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13028. }
  13029. break;
  13030. case UNT_VENOMDUST:
  13031. if(tsc && !tsc->data[type])
  13032. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  13033. break;
  13034. case UNT_LANDMINE:
  13035. //Land Mine only hits single target
  13036. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13037. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13038. sg->limit = 1500;
  13039. break;
  13040. case UNT_MAGENTATRAP:
  13041. case UNT_COBALTTRAP:
  13042. case UNT_MAIZETRAP:
  13043. case UNT_VERDURETRAP:
  13044. if( bl->type == BL_PC )// it won't work on players
  13045. break;
  13046. case UNT_FIRINGTRAP:
  13047. case UNT_ICEBOUNDTRAP:
  13048. case UNT_CLUSTERBOMB:
  13049. if( bl->id == ss->id )// it won't trigger on caster
  13050. break;
  13051. case UNT_BLASTMINE:
  13052. case UNT_SHOCKWAVE:
  13053. case UNT_SANDMAN:
  13054. case UNT_FLASHER:
  13055. case UNT_FREEZINGTRAP:
  13056. case UNT_FIREPILLAR_ACTIVE:
  13057. case UNT_CLAYMORETRAP:
  13058. {
  13059. int bl_flag = sg->bl_flag;
  13060. if (tsc && tsc->data[SC__MANHOLE])
  13061. break;
  13062. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13063. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13064. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13065. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13066. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13067. sg->limit = DIFF_TICK(tick, sg->tick) +
  13068. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13069. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13070. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13071. }
  13072. break;
  13073. case UNT_TALKIEBOX:
  13074. if (sg->src_id == bl->id)
  13075. break;
  13076. if (sg->val2 == 0) {
  13077. clif_talkiebox(&unit->bl, sg->valstr);
  13078. sg->unit_id = UNT_USED_TRAPS;
  13079. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13080. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13081. sg->val2 = -1;
  13082. }
  13083. break;
  13084. case UNT_LULLABY:
  13085. if (ss->id == bl->id)
  13086. break;
  13087. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13088. break;
  13089. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13090. if (ss->id != bl->id)
  13091. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13092. break;
  13093. case UNT_DISSONANCE:
  13094. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13095. break;
  13096. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13097. int heal;
  13098. #ifdef RENEWAL
  13099. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13100. if (md && md->mob_id == MOBID_EMPERIUM)
  13101. break;
  13102. #endif
  13103. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13104. break; // affects self only when soullinked
  13105. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13106. if (tsc->data[SC_AKAITSUKI] && heal)
  13107. heal = ~heal + 1;
  13108. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13109. status_heal(bl, heal, 0, 0);
  13110. }
  13111. break;
  13112. case UNT_TATAMIGAESHI:
  13113. case UNT_DEMONSTRATION:
  13114. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13115. break;
  13116. case UNT_GOSPEL:
  13117. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13118. break;
  13119. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13120. { // Support Effect only on party, not guild
  13121. int heal;
  13122. int i = rnd() % 13; // Positive buff count
  13123. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13124. switch (i)
  13125. {
  13126. case 0: // Heal 1000~9999 HP
  13127. heal = rnd() % 9000 + 1000;
  13128. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13129. status_heal(bl, heal, 0, 0);
  13130. break;
  13131. case 1: // End all negative status
  13132. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13133. if (tsd) clif_gospel_info(tsd, 0x15);
  13134. break;
  13135. case 2: // Immunity to all status
  13136. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13137. if (tsd) clif_gospel_info(tsd, 0x16);
  13138. break;
  13139. case 3: // MaxHP +100%
  13140. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13141. if (tsd) clif_gospel_info(tsd, 0x17);
  13142. break;
  13143. case 4: // MaxSP +100%
  13144. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13145. if (tsd) clif_gospel_info(tsd, 0x18);
  13146. break;
  13147. case 5: // All stats +20
  13148. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13149. if (tsd) clif_gospel_info(tsd, 0x19);
  13150. break;
  13151. case 6: // Level 10 Blessing
  13152. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13153. break;
  13154. case 7: // Level 10 Increase AGI
  13155. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13156. break;
  13157. case 8: // Enchant weapon with Holy element
  13158. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13159. if (tsd) clif_gospel_info(tsd, 0x1c);
  13160. break;
  13161. case 9: // Enchant armor with Holy element
  13162. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13163. if (tsd) clif_gospel_info(tsd, 0x1d);
  13164. break;
  13165. case 10: // DEF +25%
  13166. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13167. if (tsd) clif_gospel_info(tsd, 0x1e);
  13168. break;
  13169. case 11: // ATK +100%
  13170. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13171. if (tsd) clif_gospel_info(tsd, 0x1f);
  13172. break;
  13173. case 12: // HIT/Flee +50
  13174. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13175. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13176. if (tsd) clif_gospel_info(tsd, 0x20);
  13177. break;
  13178. }
  13179. }
  13180. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13181. { // Offensive Effect
  13182. int i = rnd() % 10; // Negative buff count
  13183. switch (i)
  13184. {
  13185. case 0: // Deal 3000~7999 damage reduced by DEF
  13186. case 1: // Deal 1500~5499 damage unreducable
  13187. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13188. break;
  13189. case 2: // Curse
  13190. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13191. break;
  13192. case 3: // Blind
  13193. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13194. break;
  13195. case 4: // Poison
  13196. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13197. break;
  13198. case 5: // Level 10 Provoke
  13199. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13200. break;
  13201. case 6: // DEF -100%
  13202. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13203. break;
  13204. case 7: // ATK -100%
  13205. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13206. break;
  13207. case 8: // Flee -100%
  13208. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13209. break;
  13210. case 9: // Speed/ASPD -25%
  13211. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13212. break;
  13213. }
  13214. }
  13215. break;
  13216. #ifndef RENEWAL
  13217. case UNT_BASILICA:
  13218. {
  13219. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13220. if (i > 0) {
  13221. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13222. break;
  13223. }
  13224. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13225. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13226. }
  13227. break;
  13228. #endif
  13229. case UNT_GROUNDDRIFT_WIND:
  13230. case UNT_GROUNDDRIFT_DARK:
  13231. case UNT_GROUNDDRIFT_POISON:
  13232. case UNT_GROUNDDRIFT_WATER:
  13233. case UNT_GROUNDDRIFT_FIRE:
  13234. map_foreachinrange(skill_trap_splash,&unit->bl,
  13235. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13236. &unit->bl,tick);
  13237. sg->unit_id = UNT_USED_TRAPS;
  13238. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13239. sg->limit=DIFF_TICK(tick,sg->tick);
  13240. break;
  13241. case UNT_POISONSMOKE:
  13242. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13243. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13244. break;
  13245. case UNT_EPICLESIS:
  13246. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13247. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13248. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13249. int hp, sp;
  13250. switch( sg->skill_lv ) {
  13251. case 1: case 2: hp = 3; sp = 2; break;
  13252. case 3: case 4: hp = 4; sp = 3; break;
  13253. case 5: default: hp = 5; sp = 4; break;
  13254. }
  13255. hp = tstatus->max_hp * hp / 100;
  13256. sp = tstatus->max_sp * sp / 100;
  13257. if (tstatus->hp < tstatus->max_hp)
  13258. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13259. if (tstatus->sp < tstatus->max_sp)
  13260. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13261. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13262. hp = ~hp + 1;
  13263. status_heal(bl, hp, sp, 3);
  13264. }
  13265. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13266. // Doesn't remove Invisibility or Chase Walk.
  13267. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13268. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13269. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13270. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13271. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13272. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13273. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13274. }
  13275. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13276. }
  13277. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13278. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13279. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13280. break;
  13281. case UNT_DIMENSIONDOOR:
  13282. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13283. pc_randomwarp(tsd,CLR_TELEPORT);
  13284. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13285. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13286. break;
  13287. case UNT_REVERBERATION:
  13288. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13289. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13290. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13291. sg->unit_id = UNT_USED_TRAPS;
  13292. break;
  13293. case UNT_SEVERE_RAINSTORM:
  13294. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13295. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  13296. break;
  13297. case UNT_NETHERWORLD:
  13298. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13299. if (!(tsc && tsc->data[type])) {
  13300. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13301. sg->limit = DIFF_TICK(tick,sg->tick);
  13302. sg->unit_id = UNT_USED_TRAPS;
  13303. }
  13304. }
  13305. break;
  13306. case UNT_THORNS_TRAP:
  13307. if( tsc ) {
  13308. if( !sg->val2 ) {
  13309. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13310. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13311. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13312. if( td )
  13313. sec = DIFF_TICK(td->tick, tick);
  13314. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13315. clif_fixpos(bl);
  13316. sg->val2 = bl->id;
  13317. } else
  13318. sec = 3000; // Couldn't trap it?
  13319. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13320. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13321. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13322. }
  13323. break;
  13324. case UNT_WALLOFTHORN:
  13325. if (unit->val2-- <= 0) // Max hit reached
  13326. break;
  13327. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  13328. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13329. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13330. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  13331. break;
  13332. case UNT_DEMONIC_FIRE:
  13333. switch( sg->val2 ) {
  13334. case 1:
  13335. default:
  13336. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  13337. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13338. break;
  13339. }
  13340. break;
  13341. case UNT_ZEPHYR:
  13342. if (ss == bl)
  13343. break; // Doesn't affect the Elemental
  13344. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13345. break;
  13346. case UNT_CLOUD_KILL:
  13347. if (tsc && !tsc->data[type])
  13348. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13349. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13350. break;
  13351. case UNT_VACUUM_EXTREME:
  13352. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13353. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13354. return 0;
  13355. // Apply effect and suck targets one-by-one each n seconds
  13356. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13357. break;
  13358. case UNT_BANDING:
  13359. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13360. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13361. break;
  13362. case UNT_FIRE_MANTLE:
  13363. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13364. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13365. break;
  13366. case UNT_ZENKAI_WATER:
  13367. case UNT_ZENKAI_LAND:
  13368. case UNT_ZENKAI_FIRE:
  13369. case UNT_ZENKAI_WIND:
  13370. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13371. switch( sg->unit_id ) {
  13372. case UNT_ZENKAI_WATER:
  13373. switch (rnd()%2 + 1) {
  13374. case 1:
  13375. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13376. break;
  13377. case 2:
  13378. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13379. break;
  13380. }
  13381. break;
  13382. case UNT_ZENKAI_LAND:
  13383. switch (rnd()%2 + 1) {
  13384. case 1:
  13385. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13386. break;
  13387. case 2:
  13388. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13389. break;
  13390. }
  13391. break;
  13392. case UNT_ZENKAI_FIRE:
  13393. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13394. break;
  13395. case UNT_ZENKAI_WIND:
  13396. switch (rnd()%3 + 1) {
  13397. case 1:
  13398. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13399. break;
  13400. case 2:
  13401. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13402. break;
  13403. case 3:
  13404. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13405. break;
  13406. }
  13407. break;
  13408. }
  13409. } else
  13410. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13411. break;
  13412. case UNT_POISON_MIST:
  13413. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13414. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13415. break;
  13416. case UNT_CHAOSPANIC:
  13417. if (tsc && tsc->data[type])
  13418. break;
  13419. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13420. break;
  13421. case UNT_B_TRAP:
  13422. if (tsc && tsc->data[type])
  13423. break;
  13424. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13425. unit->val2++; // Mark as ever been used
  13426. break;
  13427. case UNT_FIRE_RAIN:
  13428. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13429. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13430. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13431. break;
  13432. case UNT_MAGMA_ERUPTION:
  13433. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13434. break;
  13435. }
  13436. if (bl->type == BL_MOB && ss != bl)
  13437. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13438. return skill_id;
  13439. }
  13440. /**
  13441. * Triggered when a char steps out of a skill unit
  13442. * @param src Skill unit from char moved out
  13443. * @param bl Char
  13444. * @param tick
  13445. */
  13446. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13447. {
  13448. struct status_change *sc;
  13449. struct status_change_entry *sce;
  13450. enum sc_type type;
  13451. nullpo_ret(src);
  13452. nullpo_ret(bl);
  13453. std::shared_ptr<s_skill_unit_group> sg = src->group;
  13454. if (sg == nullptr)
  13455. return 0;
  13456. sc = status_get_sc(bl);
  13457. type = status_skill2sc(sg->skill_id);
  13458. sce = (sc && type != -1)?sc->data[type]:NULL;
  13459. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13460. return 0;
  13461. switch(sg->unit_id){
  13462. case UNT_SAFETYWALL:
  13463. case UNT_PNEUMA:
  13464. case UNT_EPICLESIS://Arch Bishop
  13465. if (sce)
  13466. status_change_end(bl, type, INVALID_TIMER);
  13467. break;
  13468. #ifndef RENEWAL
  13469. case UNT_BASILICA:
  13470. if (sce && sce->val4 != bl->id)
  13471. status_change_end(bl, type, INVALID_TIMER);
  13472. break;
  13473. #endif
  13474. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13475. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13476. status_change_end(bl, type, INVALID_TIMER);
  13477. break;
  13478. case UNT_DISSONANCE:
  13479. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13480. {
  13481. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13482. if(skill_get_inf2(i, INF2_ISSONG)) {
  13483. type = status_skill2sc(i);
  13484. sce = (sc && type != -1)?sc->data[type]:NULL;
  13485. if(sce)
  13486. return i;
  13487. }
  13488. }
  13489. }
  13490. case UNT_WHISTLE:
  13491. case UNT_ASSASSINCROSS:
  13492. case UNT_POEMBRAGI:
  13493. case UNT_APPLEIDUN:
  13494. case UNT_HUMMING:
  13495. case UNT_DONTFORGETME:
  13496. case UNT_FORTUNEKISS:
  13497. case UNT_SERVICEFORYOU:
  13498. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13499. return -1;
  13500. }
  13501. return sg->skill_id;
  13502. }
  13503. /**
  13504. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13505. * @param skill_id Skill ID
  13506. * @param bl A char
  13507. * @param tick
  13508. */
  13509. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13510. {
  13511. struct status_change *sc;
  13512. struct status_change_entry *sce;
  13513. enum sc_type type;
  13514. sc = status_get_sc(bl);
  13515. if (sc && !sc->count)
  13516. sc = NULL;
  13517. type = status_skill2sc(skill_id);
  13518. sce = (sc && type != -1)?sc->data[type]:NULL;
  13519. switch (skill_id)
  13520. {
  13521. case WZ_QUAGMIRE:
  13522. if (bl->type==BL_MOB)
  13523. break;
  13524. if (sce)
  13525. status_change_end(bl, type, INVALID_TIMER);
  13526. break;
  13527. case BD_LULLABY:
  13528. case BD_RICHMANKIM:
  13529. case BD_ETERNALCHAOS:
  13530. case BD_DRUMBATTLEFIELD:
  13531. case BD_RINGNIBELUNGEN:
  13532. case BD_ROKISWEIL:
  13533. case BD_INTOABYSS:
  13534. case BD_SIEGFRIED:
  13535. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13536. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13537. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13538. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13539. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13540. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13541. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13542. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13543. }
  13544. case MH_STEINWAND:
  13545. case MG_SAFETYWALL:
  13546. case AL_PNEUMA:
  13547. case SA_VOLCANO:
  13548. case SA_DELUGE:
  13549. case SA_VIOLENTGALE:
  13550. case CG_HERMODE:
  13551. #ifndef RENEWAL
  13552. case HW_GRAVITATION:
  13553. case HP_BASILICA:
  13554. #endif
  13555. case NJ_SUITON:
  13556. case SC_MAELSTROM:
  13557. case EL_WATER_BARRIER:
  13558. case EL_ZEPHYR:
  13559. case EL_POWER_OF_GAIA:
  13560. case SO_WARMER:
  13561. case SO_FIRE_INSIGNIA:
  13562. case SO_WATER_INSIGNIA:
  13563. case SO_WIND_INSIGNIA:
  13564. case SO_EARTH_INSIGNIA:
  13565. case SJ_BOOKOFCREATINGSTAR:
  13566. case SC_BLOODYLUST:
  13567. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13568. case GN_FIRE_EXPANSION_TEAR_GAS:
  13569. case LG_KINGS_GRACE:
  13570. case NC_STEALTHFIELD:
  13571. case NC_NEUTRALBARRIER:
  13572. case SU_NYANGGRASS:
  13573. if (sce)
  13574. status_change_end(bl, type, INVALID_TIMER);
  13575. break;
  13576. case BA_DISSONANCE:
  13577. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13578. {
  13579. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13580. if(skill_get_inf2(i, INF2_ISSONG)){
  13581. type = status_skill2sc(i);
  13582. sce = (sc && type != -1)?sc->data[type]:NULL;
  13583. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13584. delete_timer(sce->timer, status_change_timer);
  13585. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13586. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13587. }
  13588. }
  13589. }
  13590. }
  13591. break;
  13592. case BA_POEMBRAGI:
  13593. case BA_WHISTLE:
  13594. case BA_ASSASSINCROSS:
  13595. case BA_APPLEIDUN:
  13596. case DC_HUMMING:
  13597. case DC_DONTFORGETME:
  13598. case DC_FORTUNEKISS:
  13599. case DC_SERVICEFORYOU:
  13600. if (sce)
  13601. {
  13602. delete_timer(sce->timer, status_change_timer);
  13603. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13604. //not possible on our current implementation.
  13605. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13606. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13607. }
  13608. break;
  13609. case PF_FOGWALL:
  13610. if (sce)
  13611. {
  13612. status_change_end(bl, type, INVALID_TIMER);
  13613. if ((sce=sc->data[SC_BLIND]))
  13614. {
  13615. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13616. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13617. else {
  13618. delete_timer(sce->timer, status_change_timer);
  13619. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13620. }
  13621. }
  13622. }
  13623. break;
  13624. case GD_LEADERSHIP:
  13625. case GD_GLORYWOUNDS:
  13626. case GD_SOULCOLD:
  13627. case GD_HAWKEYES:
  13628. if( !(sce && sce->val4) )
  13629. status_change_end(bl, type, INVALID_TIMER);
  13630. break;
  13631. }
  13632. return skill_id;
  13633. }
  13634. /*==========================================
  13635. * Invoked when a unit cell has been placed/removed/deleted.
  13636. * flag values:
  13637. * flag&1: Invoke onplace function (otherwise invoke onout)
  13638. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13639. * flag&8: Recursive
  13640. *------------------------------------------*/
  13641. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13642. {
  13643. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13644. t_tick tick = va_arg(ap,t_tick);
  13645. unsigned int flag = va_arg(ap,unsigned int);
  13646. uint16 skill_id;
  13647. bool dissonance = false;
  13648. bool isTarget = false;
  13649. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13650. return 0;
  13651. std::shared_ptr<s_skill_unit_group> group = unit->group;
  13652. if (group == nullptr)
  13653. return 0;
  13654. if( !(flag&8) ) {
  13655. dissonance = skill_dance_switch(unit, 0);
  13656. //Target-type check.
  13657. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13658. }
  13659. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13660. skill_id = group->skill_id;
  13661. if( isTarget ){
  13662. if( flag&1 )
  13663. skill_unit_onplace(unit,bl,tick);
  13664. else {
  13665. if( skill_unit_onout(unit,bl,tick) == -1 )
  13666. return 0; // Don't let a Bard/Dancer update their own song timer
  13667. }
  13668. if( flag&4 )
  13669. skill_unit_onleft(skill_id, bl, tick);
  13670. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13671. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13672. if( dissonance ) {
  13673. skill_dance_switch(unit, 1);
  13674. //we placed a dissonance, let's update
  13675. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13676. }
  13677. return 0;
  13678. }
  13679. /**
  13680. * Check skill unit while receiving damage
  13681. * @param unit Skill unit
  13682. * @param damage Received damage
  13683. * @return Damage
  13684. */
  13685. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13686. {
  13687. nullpo_ret(unit);
  13688. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13689. if (sg == nullptr)
  13690. return 0;
  13691. switch( sg->unit_id ) {
  13692. case UNT_BLASTMINE:
  13693. case UNT_SKIDTRAP:
  13694. case UNT_LANDMINE:
  13695. case UNT_SHOCKWAVE:
  13696. case UNT_SANDMAN:
  13697. case UNT_FLASHER:
  13698. case UNT_CLAYMORETRAP:
  13699. case UNT_FREEZINGTRAP:
  13700. case UNT_ANKLESNARE:
  13701. case UNT_ICEWALL:
  13702. case UNT_WALLOFTHORN:
  13703. case UNT_REVERBERATION:
  13704. case UNT_NETHERWORLD:
  13705. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13706. break;
  13707. default:
  13708. damage = 0;
  13709. break;
  13710. }
  13711. return damage;
  13712. }
  13713. /**
  13714. * Check char condition around the skill caster
  13715. * @param bl Char around area
  13716. * @param *c Counter for 'valid' condition found
  13717. * @param *p_sd Stores 'rid' of char found
  13718. * @param skill_id Skill ID
  13719. * @param skill_lv Level of used skill
  13720. */
  13721. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13722. {
  13723. int *c, skill_id;
  13724. struct block_list *src;
  13725. struct map_session_data *sd;
  13726. struct map_session_data *tsd;
  13727. int *p_sd; //Contains the list of characters found.
  13728. nullpo_ret(bl);
  13729. nullpo_ret(tsd=(struct map_session_data*)bl);
  13730. nullpo_ret(src=va_arg(ap,struct block_list *));
  13731. nullpo_ret(sd=(struct map_session_data*)src);
  13732. c=va_arg(ap,int *);
  13733. p_sd = va_arg(ap, int *);
  13734. skill_id = va_arg(ap,int);
  13735. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13736. if (skill_id == PR_BENEDICTIO) {
  13737. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13738. return 0;
  13739. }
  13740. else if (is_chorus) {
  13741. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  13742. return 0;
  13743. }
  13744. else if (*c >= 1) // Check for one companion for all other cases.
  13745. return 0;
  13746. if (bl == src)
  13747. return 0;
  13748. if(pc_isdead(tsd))
  13749. return 0;
  13750. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13751. return 0;
  13752. if( is_chorus ) {
  13753. if( tsd->status.party_id && sd->status.party_id &&
  13754. tsd->status.party_id == sd->status.party_id &&
  13755. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13756. p_sd[(*c)++] = tsd->bl.id;
  13757. return 1;
  13758. } else {
  13759. switch(skill_id) {
  13760. case PR_BENEDICTIO: {
  13761. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13762. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13763. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13764. && sd->status.sp >= 10)
  13765. p_sd[(*c)++]=tsd->bl.id;
  13766. return 1;
  13767. }
  13768. case AB_ADORAMUS:
  13769. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13770. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13771. p_sd[(*c)++] = tsd->bl.id;
  13772. return 1;
  13773. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13774. {
  13775. uint16 skill_lv;
  13776. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13777. return 0;
  13778. if (sd->status.sex != tsd->status.sex &&
  13779. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13780. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13781. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13782. sd->status.party_id && tsd->status.party_id &&
  13783. sd->status.party_id == tsd->status.party_id &&
  13784. !tsd->sc.data[SC_DANCING])
  13785. {
  13786. p_sd[(*c)++]=tsd->bl.id;
  13787. return skill_lv;
  13788. }
  13789. }
  13790. break;
  13791. }
  13792. }
  13793. return 0;
  13794. }
  13795. /**
  13796. * Checks and stores partners for ensemble skills [Skotlex]
  13797. * Max partners is 2.
  13798. * @param sd Caster
  13799. * @param skill_id
  13800. * @param skill_lv
  13801. * @param range Area range to check
  13802. * @param cast_flag Special handle
  13803. */
  13804. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13805. {
  13806. static int c=0;
  13807. static int p_sd[MAX_PARTY];
  13808. int i;
  13809. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13810. if (!sd)
  13811. return 0;
  13812. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13813. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13814. if (cast_flag) { //Execute the skill on the partners.
  13815. struct map_session_data* tsd;
  13816. switch (skill_id) {
  13817. case PR_BENEDICTIO:
  13818. case WM_GREAT_ECHO:
  13819. for (i = 0; i < c; i++) {
  13820. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13821. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13822. }
  13823. return c;
  13824. case AB_ADORAMUS:
  13825. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13826. i = 2 * (*skill_lv);
  13827. status_charge(&tsd->bl, 0, i);
  13828. }
  13829. break;
  13830. default:
  13831. if( is_chorus )
  13832. break;//Chorus skills are not to be parsed as ensembles
  13833. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13834. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13835. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13836. 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);
  13837. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13838. tsd->skill_id_dance = skill_id;
  13839. tsd->skill_lv_dance = *skill_lv;
  13840. #ifdef RENEWAL
  13841. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13842. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13843. #endif
  13844. }
  13845. }
  13846. return c;
  13847. }
  13848. }
  13849. //Else: new search for partners.
  13850. c = 0;
  13851. memset (p_sd, 0, sizeof(p_sd));
  13852. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13853. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  13854. *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.
  13855. return c;
  13856. }
  13857. /**
  13858. * Sub function to count how many spawned mob is around.
  13859. * Some skills check with matched AI.
  13860. * @param rid Source ID
  13861. * @param mob_class Monster ID
  13862. * @param skill_id Used skill
  13863. * @param *c Counter for found monster
  13864. */
  13865. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13866. {
  13867. int *c,src_id,mob_class,skill;
  13868. uint16 ai;
  13869. struct mob_data *md;
  13870. md=(struct mob_data*)bl;
  13871. src_id=va_arg(ap,int);
  13872. mob_class=va_arg(ap,int);
  13873. skill=va_arg(ap,int);
  13874. c=va_arg(ap,int *);
  13875. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13876. if( md->master_id != src_id || md->special_state.ai != ai)
  13877. return 0; //Non alchemist summoned mobs have nothing to do here.
  13878. if(md->mob_id==mob_class)
  13879. (*c)++;
  13880. return 1;
  13881. }
  13882. /**
  13883. * Determines if a given skill should be made to consume ammo
  13884. * when used by the player. [Skotlex]
  13885. * @param sd Player
  13886. * @param skill_id Skill ID
  13887. * @return True if skill is need ammo; False otherwise.
  13888. */
  13889. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13890. {
  13891. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13892. return (
  13893. battle_config.arrow_decrement == 2 &&
  13894. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13895. skill_id != HT_PHANTASMIC &&
  13896. skill->skill_type == BF_WEAPON &&
  13897. !skill->nk[NK_NODAMAGE] &&
  13898. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13899. );
  13900. }
  13901. /**
  13902. * Check SC required to cast a skill
  13903. * @param sc
  13904. * @param skill_id
  13905. * @return True if condition is met, False otherwise
  13906. **/
  13907. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  13908. if (require == nullptr || require->status.empty())
  13909. return true;
  13910. nullpo_ret(sd);
  13911. status_change *sc = &sd->sc;
  13912. if (sc == nullptr) {
  13913. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13914. return false;
  13915. }
  13916. // May have multiple requirements
  13917. for (const auto &reqStatus : require->status) {
  13918. if (reqStatus == SC_NONE)
  13919. continue;
  13920. useskill_fail_cause cause;
  13921. switch (reqStatus) {
  13922. // Official fail message
  13923. case SC_PUSH_CART:
  13924. cause = USESKILL_FAIL_CART;
  13925. break;
  13926. case SC_POISONINGWEAPON:
  13927. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  13928. break;
  13929. case SC_WEAPONBLOCK_ON:
  13930. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  13931. break;
  13932. default:
  13933. cause = USESKILL_FAIL_LEVEL;
  13934. break;
  13935. }
  13936. if (!sc->data[reqStatus]) {
  13937. clif_skill_fail(sd, skill_id, cause, 0);
  13938. return false;
  13939. }
  13940. }
  13941. return true;
  13942. }
  13943. /**
  13944. * Check skill condition when cast begin
  13945. * For ammo, only check if the skill need ammo
  13946. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13947. * @param sd Player who uses skill
  13948. * @param skill_id ID of used skill
  13949. * @param skill_lv Level of used skill
  13950. * @return true: All condition passed, false: Failed
  13951. */
  13952. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13953. {
  13954. struct status_data *status;
  13955. struct status_change *sc;
  13956. struct s_skill_condition require;
  13957. int i;
  13958. nullpo_retr(false,sd);
  13959. if (sd->chatID)
  13960. return false;
  13961. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13962. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13963. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13964. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13965. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  13966. return true;
  13967. }
  13968. switch( sd->menuskill_id ) {
  13969. case AM_PHARMACY:
  13970. switch( skill_id ) {
  13971. case AM_PHARMACY:
  13972. case AC_MAKINGARROW:
  13973. case BS_REPAIRWEAPON:
  13974. case AM_TWILIGHT1:
  13975. case AM_TWILIGHT2:
  13976. case AM_TWILIGHT3:
  13977. return false;
  13978. }
  13979. break;
  13980. case GN_MIX_COOKING:
  13981. case GN_MAKEBOMB:
  13982. case GN_S_PHARMACY:
  13983. case GN_CHANGEMATERIAL:
  13984. if( sd->menuskill_id != skill_id )
  13985. return false;
  13986. break;
  13987. }
  13988. status = &sd->battle_status;
  13989. sc = &sd->sc;
  13990. if( !sc->count )
  13991. sc = NULL;
  13992. if( sd->skillitem == skill_id )
  13993. {
  13994. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13995. sd->state.abra_flag = 0;
  13996. else
  13997. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13998. if( (i = sd->itemindex) == -1 ||
  13999. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14000. sd->inventory_data[i] == NULL ||
  14001. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  14002. sd->inventory.u.items_inventory[i].amount < 1
  14003. )
  14004. { //Something went wrong, item exploit?
  14005. sd->itemid = 0;
  14006. sd->itemindex = -1;
  14007. return false;
  14008. }
  14009. //Consume
  14010. sd->itemid = 0;
  14011. sd->itemindex = -1;
  14012. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  14013. ; //Do not consume item.
  14014. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14015. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14016. }
  14017. if(!sd->skillitem_keep_requirement)
  14018. return true;
  14019. }
  14020. if( pc_is90overweight(sd) ) {
  14021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14022. return false;
  14023. }
  14024. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14025. return false;
  14026. //Checks if disabling skill - in which case no SP requirements are necessary
  14027. if( sc && skill_disable_check(sc,skill_id))
  14028. return true;
  14029. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14030. // Check the skills that can be used while mounted on a warg
  14031. if( pc_isridingwug(sd) ) {
  14032. if(!inf2[INF2_ALLOWONWARG])
  14033. return false; // in official there is no message.
  14034. }
  14035. if( pc_ismadogear(sd) ) {
  14036. // Skills that are unusable when Mado is equipped. [Jobbie]
  14037. if(!inf2[INF2_ALLOWONMADO]){
  14038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14039. return false;
  14040. }
  14041. }
  14042. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14043. // return false;
  14044. require = skill_get_requirement(sd,skill_id,skill_lv);
  14045. //Can only update state when weapon/arrow info is checked.
  14046. sd->state.arrow_atk = require.ammo?1:0;
  14047. // perform skill-group checks
  14048. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14049. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14050. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14051. return false;
  14052. }
  14053. }
  14054. else if(inf2[INF2_ISENSEMBLE]) {
  14055. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14057. return false;
  14058. }
  14059. }
  14060. // perform skill-specific checks (and actions)
  14061. switch( skill_id ) {
  14062. case RG_GRAFFITI:
  14063. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14065. return false;
  14066. }
  14067. break;
  14068. case SO_SPELLFIST:
  14069. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14071. return false;
  14072. }
  14073. case SA_CASTCANCEL:
  14074. if(sd->ud.skilltimer == INVALID_TIMER) {
  14075. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14076. return false;
  14077. }
  14078. break;
  14079. case AS_CLOAKING:
  14080. {
  14081. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14082. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14083. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14084. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14085. int di;
  14086. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14087. if( di == 8 ) {
  14088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14089. return false;
  14090. }
  14091. }
  14092. break;
  14093. }
  14094. case AL_WARP:
  14095. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14096. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14097. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14098. return false;
  14099. }
  14100. break;
  14101. case AL_HOLYWATER:
  14102. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14104. return false;
  14105. }
  14106. break;
  14107. case MO_CALLSPIRITS:
  14108. if(sc && sc->data[SC_RAISINGDRAGON])
  14109. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14110. if(sd->spiritball >= skill_lv) {
  14111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14112. return false;
  14113. }
  14114. break;
  14115. case MO_FINGEROFFENSIVE:
  14116. case GS_FLING:
  14117. case SR_RIDEINLIGHTNING:
  14118. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14119. sd->spiritball_old = require.spiritball = sd->spiritball;
  14120. else
  14121. sd->spiritball_old = require.spiritball;
  14122. break;
  14123. case MO_CHAINCOMBO:
  14124. if(!sc)
  14125. return false;
  14126. if(sc->data[SC_BLADESTOP])
  14127. break;
  14128. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14129. break;
  14130. return false;
  14131. case MO_COMBOFINISH:
  14132. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14133. return false;
  14134. break;
  14135. case CH_TIGERFIST:
  14136. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14137. return false;
  14138. break;
  14139. case CH_CHAINCRUSH:
  14140. if(!(sc && sc->data[SC_COMBO]))
  14141. return false;
  14142. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14143. return false;
  14144. break;
  14145. case SJ_SOLARBURST:
  14146. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14147. return 0;
  14148. break;
  14149. case MO_EXTREMITYFIST:
  14150. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14151. // return false;
  14152. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14153. break;
  14154. if( sc && sc->data[SC_COMBO] ) {
  14155. switch(sc->data[SC_COMBO]->val1) {
  14156. case MO_COMBOFINISH:
  14157. case CH_TIGERFIST:
  14158. case CH_CHAINCRUSH:
  14159. break;
  14160. default:
  14161. return false;
  14162. }
  14163. }
  14164. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14165. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14166. return false;
  14167. }
  14168. #ifdef RENEWAL
  14169. sd->spiritball_old = sd->spiritball;
  14170. #endif
  14171. break;
  14172. case TK_MISSION:
  14173. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14175. return false;
  14176. }
  14177. break;
  14178. case ASC_EDP:
  14179. #ifdef RENEWAL
  14180. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14181. #else
  14182. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14183. #endif
  14184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14185. return false;
  14186. }
  14187. break;
  14188. case TK_READYCOUNTER:
  14189. case TK_READYDOWN:
  14190. case TK_READYSTORM:
  14191. case TK_READYTURN:
  14192. case TK_JUMPKICK:
  14193. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14195. return false;
  14196. }
  14197. break;
  14198. case TK_TURNKICK:
  14199. case TK_STORMKICK:
  14200. case TK_DOWNKICK:
  14201. case TK_COUNTER:
  14202. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14203. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14204. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14205. return false; //Combo needs to be ready
  14206. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14207. //Do not repeat a kick.
  14208. if (sc->data[SC_COMBO]->val3 != skill_id)
  14209. break;
  14210. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14211. return false;
  14212. }
  14213. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14214. unit_cancel_combo(&sd->bl);
  14215. return false;
  14216. }
  14217. break; //Combo ready.
  14218. #ifndef RENEWAL
  14219. case BD_ADAPTATION:
  14220. {
  14221. int time;
  14222. if(!(sc && sc->data[SC_DANCING])) {
  14223. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14224. return false;
  14225. }
  14226. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14227. if (skill_get_time(
  14228. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14229. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14230. - time < skill_get_time2(skill_id,skill_lv))
  14231. {
  14232. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14233. return false;
  14234. }
  14235. }
  14236. break;
  14237. #endif
  14238. case PR_BENEDICTIO:
  14239. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14241. return false;
  14242. }
  14243. break;
  14244. case SL_SMA:
  14245. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14246. return false;
  14247. break;
  14248. case HT_POWER:
  14249. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14250. return false;
  14251. break;
  14252. #ifndef RENEWAL
  14253. case CG_HERMODE:
  14254. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14256. return false;
  14257. }
  14258. break;
  14259. #endif
  14260. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14261. {
  14262. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14263. int size = range*2+1;
  14264. for (s=0;s<size*size;s++) {
  14265. int x = sd->bl.x+(s%size-range);
  14266. int y = sd->bl.y+(s/size-range);
  14267. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14269. return false;
  14270. }
  14271. }
  14272. }
  14273. break;
  14274. case PR_REDEMPTIO:
  14275. {
  14276. t_exp exp = pc_nextbaseexp(sd);
  14277. uint32 exp_needp = battle_config.exp_cost_redemptio;
  14278. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  14279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14280. return false;
  14281. }
  14282. break;
  14283. }
  14284. #ifndef RENEWAL
  14285. case HP_BASILICA:
  14286. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14287. if( sd ) {
  14288. // When castbegin, needs 7x7 clear area
  14289. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14290. int size = range*2+1;
  14291. for( s=0;s<size*size;s++ ) {
  14292. int x = sd->bl.x+(s%size-range);
  14293. int y = sd->bl.y+(s/size-range);
  14294. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14295. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14296. return false;
  14297. }
  14298. }
  14299. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  14300. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14301. return false;
  14302. }
  14303. }
  14304. }
  14305. break;
  14306. #endif
  14307. case AM_TWILIGHT2:
  14308. case AM_TWILIGHT3:
  14309. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14310. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14311. return false;
  14312. }
  14313. break;
  14314. case SG_SUN_WARM:
  14315. case SG_MOON_WARM:
  14316. case SG_STAR_WARM:
  14317. if (sc && sc->data[SC_MIRACLE])
  14318. break;
  14319. i = skill_id-SG_SUN_WARM;
  14320. if (sd->bl.m == sd->feel_map[i].m)
  14321. break;
  14322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14323. return false;
  14324. break;
  14325. case SG_SUN_COMFORT:
  14326. case SG_MOON_COMFORT:
  14327. case SG_STAR_COMFORT:
  14328. if (sc && sc->data[SC_MIRACLE])
  14329. break;
  14330. i = skill_id-SG_SUN_COMFORT;
  14331. if (sd->bl.m == sd->feel_map[i].m &&
  14332. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14333. break;
  14334. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14335. return false;
  14336. case SG_FUSION:
  14337. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14338. break;
  14339. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14340. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14341. if( require.sp > 0 ) {
  14342. if (status->sp < (unsigned int)require.sp)
  14343. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14344. else
  14345. status_zap(&sd->bl, 0, require.sp);
  14346. }
  14347. return false;
  14348. case GD_BATTLEORDER:
  14349. case GD_REGENERATION:
  14350. case GD_RESTORE:
  14351. case GD_CHARGESHOUT_FLAG:
  14352. case GD_CHARGESHOUT_BEATING:
  14353. case GD_EMERGENCY_MOVE:
  14354. if (!map_flag_gvg2(sd->bl.m)) {
  14355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14356. return false;
  14357. }
  14358. case GD_EMERGENCYCALL:
  14359. case GD_ITEMEMERGENCYCALL:
  14360. // other checks were already done in skill_isNotOk()
  14361. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  14362. return false;
  14363. break;
  14364. case GS_GLITTERING:
  14365. case RL_RICHS_COIN:
  14366. if(sd->spiritball >= 10) {
  14367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14368. return false;
  14369. }
  14370. break;
  14371. case NJ_ISSEN:
  14372. #ifdef RENEWAL
  14373. if (status->hp < (status->hp/100)) {
  14374. #else
  14375. if (status->hp < 2) {
  14376. #endif
  14377. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14378. return false;
  14379. }
  14380. case NJ_BUNSINJYUTSU:
  14381. if (!(sc && sc->data[SC_NEN])) {
  14382. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14383. return false;
  14384. }
  14385. break;
  14386. case NJ_ZENYNAGE:
  14387. case KO_MUCHANAGE:
  14388. if(sd->status.zeny < require.zeny) {
  14389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14390. return false;
  14391. }
  14392. break;
  14393. case PF_HPCONVERSION:
  14394. if (status->sp == status->max_sp)
  14395. return false; //Unusable when at full SP.
  14396. break;
  14397. case SP_KAUTE: // Fail if below 30% MaxHP.
  14398. if (status->hp < 30 * status->max_hp / 100) {
  14399. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14400. return false;
  14401. }
  14402. break;
  14403. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14404. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14405. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14406. return false;
  14407. }
  14408. break;
  14409. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14410. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14412. return false;
  14413. }
  14414. break;
  14415. case AB_ANCILLA: {
  14416. int count = 0;
  14417. for( i = 0; i < MAX_INVENTORY; i++ )
  14418. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14419. count += sd->inventory.u.items_inventory[i].amount;
  14420. if( count >= 3 ) {
  14421. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14422. return false;
  14423. }
  14424. }
  14425. break;
  14426. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  14427. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14428. && sd->special_state.no_gemstone == 0
  14429. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14431. return false;
  14432. }
  14433. break;
  14434. case WL_SUMMONFB:
  14435. case WL_SUMMONBL:
  14436. case WL_SUMMONWB:
  14437. case WL_SUMMONSTONE:
  14438. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  14439. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  14440. if (i == SC_SPHERE_5 + 1) { // No more free slots
  14441. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  14442. return false;
  14443. }
  14444. }
  14445. break;
  14446. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14447. case WL_RELEASE: {
  14448. int active_spheres = 0, req_spheres = 0;
  14449. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  14450. if (sc && sc->data[i])
  14451. active_spheres++;
  14452. }
  14453. // Cast requirement
  14454. if (skill_id == WL_TETRAVORTEX)
  14455. req_spheres = 4;
  14456. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  14457. req_spheres = 1;
  14458. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  14459. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  14460. return false;
  14461. }
  14462. }
  14463. break;
  14464. case GC_HALLUCINATIONWALK:
  14465. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14467. return false;
  14468. }
  14469. break;
  14470. case NPC_HALLUCINATIONWALK:
  14471. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  14472. return false;
  14473. }
  14474. break;
  14475. case RA_WUGMASTERY:
  14476. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14478. return false;
  14479. }
  14480. break;
  14481. case RA_WUGSTRIKE:
  14482. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14484. return false;
  14485. }
  14486. break;
  14487. case RA_WUGRIDER:
  14488. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14489. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14490. return false;
  14491. }
  14492. break;
  14493. case RA_WUGDASH:
  14494. if(!pc_isridingwug(sd)) {
  14495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14496. return false;
  14497. }
  14498. else {
  14499. int16 sx = sd->bl.x;
  14500. int16 sy = sd->bl.y;
  14501. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14502. switch (dir) {
  14503. case 0: case 8: sy++; break;
  14504. case 1: sx--; sy++; break;
  14505. case 2: sx--; break;
  14506. case 3: sx--; sy--; break;
  14507. case 4: sy--; break;
  14508. case 5: sx++; sy--; break;
  14509. case 6: sx++; break;
  14510. case 7: sx++; sy++; break;
  14511. }
  14512. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14513. return false;
  14514. }
  14515. }
  14516. break;
  14517. case LG_RAYOFGENESIS:
  14518. case LG_BANDING:
  14519. if( sc && sc->data[SC_INSPIRATION] )
  14520. return true; // Don't check for partner.
  14521. break;
  14522. case LG_PRESTIGE:
  14523. if( sc && sc->data[SC_INSPIRATION] )
  14524. return true; // Don't check for partner.
  14525. if( sc && sc->data[SC_BANDING] ) {
  14526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14527. return false;
  14528. }
  14529. break;
  14530. case LG_RAGEBURST:
  14531. if( sd->spiritball == 0 ) {
  14532. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14533. return false;
  14534. }
  14535. sd->spiritball_old = require.spiritball = sd->spiritball;
  14536. break;
  14537. case SR_FALLENEMPIRE:
  14538. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14539. return false;
  14540. break;
  14541. case SR_CRESCENTELBOW:
  14542. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14543. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14544. return false;
  14545. }
  14546. break;
  14547. case SR_CURSEDCIRCLE:
  14548. if (map_flag_gvg2(sd->bl.m)) {
  14549. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14550. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14551. char output[128];
  14552. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14553. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14554. return false;
  14555. }
  14556. }
  14557. if( sd->spiritball > 0 )
  14558. sd->spiritball_old = require.spiritball = sd->spiritball;
  14559. else {
  14560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14561. return false;
  14562. }
  14563. break;
  14564. case SR_GATEOFHELL:
  14565. if( sd->spiritball > 0 )
  14566. sd->spiritball_old = require.spiritball;
  14567. break;
  14568. case SC_MANHOLE:
  14569. case SC_DIMENSIONDOOR:
  14570. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14572. return false;
  14573. }
  14574. break;
  14575. case SC_FEINTBOMB:
  14576. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14578. return false;
  14579. }
  14580. break;
  14581. case WM_GREAT_ECHO: {
  14582. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14583. if (count > 0)
  14584. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14585. }
  14586. break;
  14587. case SO_FIREWALK:
  14588. case SO_ELECTRICWALK:
  14589. case NPC_FIREWALK:
  14590. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14591. if( sc && sc->data[SC_PROPERTYWALK] &&
  14592. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14593. if( sd )
  14594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14595. return false;
  14596. }
  14597. break;
  14598. case SO_EL_CONTROL:
  14599. if( !sd->status.ele_id || !sd->ed ) {
  14600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14601. return false;
  14602. }
  14603. break;
  14604. case KO_JYUMONJIKIRI:
  14605. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  14606. return true;
  14607. else {
  14608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14609. return false;
  14610. }
  14611. break;
  14612. case KO_KAHU_ENTEN:
  14613. case KO_HYOUHU_HUBUKI:
  14614. case KO_KAZEHU_SEIRAN:
  14615. case KO_DOHU_KOUKAI:
  14616. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14617. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14618. return false;
  14619. }
  14620. break;
  14621. case KO_KAIHOU:
  14622. case KO_ZENKAI:
  14623. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14625. return false;
  14626. }
  14627. break;
  14628. case SJ_FULLMOONKICK:
  14629. if (!(sc && sc->data[SC_NEWMOON])) {
  14630. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14631. return false;
  14632. }
  14633. break;
  14634. case SJ_STAREMPEROR:
  14635. case SJ_NOVAEXPLOSING:
  14636. case SJ_GRAVITYCONTROL:
  14637. case SJ_BOOKOFDIMENSION:
  14638. case SJ_BOOKOFCREATINGSTAR:
  14639. case SP_SOULDIVISION:
  14640. case SP_SOULEXPLOSION:
  14641. if (!map_flag_vs(sd->bl.m)) {
  14642. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14643. return false;
  14644. }
  14645. break;
  14646. case SP_SWHOO:
  14647. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14648. return false;
  14649. break;
  14650. }
  14651. /* check state required */
  14652. switch (require.state) {
  14653. case ST_HIDDEN:
  14654. if(!pc_ishiding(sd)) {
  14655. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14656. return false;
  14657. }
  14658. break;
  14659. case ST_RIDING:
  14660. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14662. return false;
  14663. }
  14664. break;
  14665. case ST_FALCON:
  14666. if(!pc_isfalcon(sd)) {
  14667. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14668. return false;
  14669. }
  14670. break;
  14671. case ST_CART:
  14672. if(!pc_iscarton(sd)) {
  14673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14674. return false;
  14675. }
  14676. break;
  14677. case ST_SHIELD:
  14678. if(sd->status.shield <= 0) {
  14679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14680. return false;
  14681. }
  14682. break;
  14683. case ST_RECOVER_WEIGHT_RATE:
  14684. #ifdef RENEWAL
  14685. if(pc_is70overweight(sd)) {
  14686. #else
  14687. if(pc_is50overweight(sd)) {
  14688. #endif
  14689. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14690. return false;
  14691. }
  14692. break;
  14693. case ST_MOVE_ENABLE:
  14694. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14695. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14696. if (!unit_can_move(&sd->bl)) {
  14697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14698. return false;
  14699. }
  14700. break;
  14701. case ST_WATER:
  14702. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14703. break;
  14704. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14705. break;
  14706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14707. return false;
  14708. case ST_RIDINGDRAGON:
  14709. if( !pc_isridingdragon(sd) ) {
  14710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14711. return false;
  14712. }
  14713. break;
  14714. case ST_WUG:
  14715. if( !pc_iswug(sd) ) {
  14716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14717. return false;
  14718. }
  14719. break;
  14720. case ST_RIDINGWUG:
  14721. if( !pc_isridingwug(sd) ) {
  14722. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14723. return false;
  14724. }
  14725. break;
  14726. case ST_MADO:
  14727. if( !pc_ismadogear(sd) ) {
  14728. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14729. return false;
  14730. }
  14731. break;
  14732. case ST_ELEMENTALSPIRIT:
  14733. case ST_ELEMENTALSPIRIT2:
  14734. if(!sd->ed) {
  14735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14736. return false;
  14737. }
  14738. break;
  14739. case ST_PECO:
  14740. if(!pc_isriding(sd)) {
  14741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14742. return false;
  14743. }
  14744. break;
  14745. case ST_SUNSTANCE:
  14746. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14747. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14748. return false;
  14749. }
  14750. break;
  14751. case ST_MOONSTANCE:
  14752. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14753. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14754. return false;
  14755. }
  14756. break;
  14757. case ST_STARSTANCE:
  14758. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14759. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14760. return false;
  14761. }
  14762. break;
  14763. case ST_UNIVERSESTANCE:
  14764. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14765. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14766. return false;
  14767. }
  14768. break;
  14769. }
  14770. /* check the status required */
  14771. if (!require.status.empty()) {
  14772. switch (skill_id) {
  14773. // Being checked later in skill_check_condition_castend()
  14774. case WZ_SIGHTRASHER:
  14775. break;
  14776. default:
  14777. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14778. return false;
  14779. break;
  14780. }
  14781. }
  14782. // Check for equipped item(s)
  14783. if (!require.eqItem.empty()) {
  14784. size_t count = require.eqItem.size();
  14785. for (const auto &it : require.eqItem) {
  14786. t_itemid reqeqit = it;
  14787. if (!reqeqit)
  14788. break; // Skill has no required item(s); get out of here
  14789. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14790. case NC_PILEBUNKER:
  14791. case RL_P_ALTER:
  14792. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14793. count--;
  14794. if (!count) {
  14795. if( skill_id == RL_P_ALTER ){
  14796. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14797. }else{
  14798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14799. }
  14800. return false;
  14801. } else
  14802. continue;
  14803. }
  14804. break;
  14805. case NC_ACCELERATION:
  14806. case NC_SELFDESTRUCTION:
  14807. case NC_SHAPESHIFT:
  14808. case NC_EMERGENCYCOOL:
  14809. case NC_MAGNETICFIELD:
  14810. case NC_NEUTRALBARRIER:
  14811. case NC_STEALTHFIELD:
  14812. if (pc_search_inventory(sd, reqeqit) == -1) {
  14813. count--;
  14814. if (!count) {
  14815. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  14816. return false;
  14817. } else
  14818. continue;
  14819. }
  14820. break;
  14821. default:
  14822. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14823. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  14824. return false;
  14825. }
  14826. break;
  14827. }
  14828. }
  14829. }
  14830. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14831. //mhp is the max-hp-requirement, that is,
  14832. //you must have this % or less of HP to cast it.
  14833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14834. return false;
  14835. }
  14836. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14837. switch(skill_id) {
  14838. case RA_AIMEDBOLT:
  14839. break;
  14840. default:
  14841. switch((unsigned int)log2(require.weapon)) {
  14842. case W_REVOLVER:
  14843. clif_msg(sd, SKILL_NEED_REVOLVER);
  14844. break;
  14845. case W_RIFLE:
  14846. clif_msg(sd, SKILL_NEED_RIFLE);
  14847. break;
  14848. case W_GATLING:
  14849. clif_msg(sd, SKILL_NEED_GATLING);
  14850. break;
  14851. case W_SHOTGUN:
  14852. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14853. break;
  14854. case W_GRENADE:
  14855. clif_msg(sd, SKILL_NEED_GRENADE);
  14856. break;
  14857. default:
  14858. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14859. break;
  14860. }
  14861. return false;
  14862. }
  14863. }
  14864. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14866. return false;
  14867. }
  14868. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14869. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14870. return false;
  14871. }
  14872. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  14873. switch (skill_id) { // Skills that require soul spheres.
  14874. case SP_SOULGOLEM:
  14875. case SP_SOULSHADOW:
  14876. case SP_SOULFALCON:
  14877. case SP_SOULFAIRY:
  14878. case SP_SOULCURSE:
  14879. case SP_SPA:
  14880. case SP_SHA:
  14881. case SP_SWHOO:
  14882. case SP_SOULUNITY:
  14883. case SP_SOULDIVISION:
  14884. case SP_SOULREAPER:
  14885. case SP_SOULEXPLOSION:
  14886. case SP_KAUTE:
  14887. if (sd->soulball < require.spiritball) {
  14888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  14889. return false;
  14890. }
  14891. break;
  14892. default: // Skills that require spirit/coin spheres.
  14893. if (sd->spiritball < require.spiritball) {
  14894. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14895. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14896. else
  14897. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14898. return false;
  14899. }
  14900. break;
  14901. }
  14902. }
  14903. return true;
  14904. }
  14905. /**
  14906. * Check skill condition when cast end.
  14907. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14908. * @param sd Player who uses skill
  14909. * @param skill_id ID of used skill
  14910. * @param skill_lv Level of used skill
  14911. * @return true: All condition passed, false: Failed
  14912. */
  14913. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14914. {
  14915. struct s_skill_condition require;
  14916. struct status_data *status;
  14917. int i;
  14918. short index[MAX_SKILL_ITEM_REQUIRE];
  14919. nullpo_retr(false,sd);
  14920. if( sd->chatID )
  14921. return false;
  14922. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14923. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14924. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14925. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14926. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14927. return true;
  14928. }
  14929. switch( sd->menuskill_id ) { // Cast start or cast end??
  14930. case AM_PHARMACY:
  14931. switch( skill_id ) {
  14932. case AM_PHARMACY:
  14933. case AC_MAKINGARROW:
  14934. case BS_REPAIRWEAPON:
  14935. case AM_TWILIGHT1:
  14936. case AM_TWILIGHT2:
  14937. case AM_TWILIGHT3:
  14938. return false;
  14939. }
  14940. break;
  14941. case GN_MIX_COOKING:
  14942. case GN_MAKEBOMB:
  14943. case GN_S_PHARMACY:
  14944. case GN_CHANGEMATERIAL:
  14945. if( sd->menuskill_id != skill_id )
  14946. return false;
  14947. break;
  14948. }
  14949. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14950. return true;
  14951. if( pc_is90overweight(sd) ) {
  14952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14953. return false;
  14954. }
  14955. // perform skill-specific checks (and actions)
  14956. switch( skill_id ) {
  14957. case PR_BENEDICTIO:
  14958. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14959. break;
  14960. case AM_CANNIBALIZE:
  14961. case AM_SPHEREMINE: {
  14962. int c=0;
  14963. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14964. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14965. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14966. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14967. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14968. if(c >= maxcount ||
  14969. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14970. { //Fails when: exceed max limit. There are other plant types already out.
  14971. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14972. return false;
  14973. }
  14974. }
  14975. break;
  14976. }
  14977. case NC_SILVERSNIPER:
  14978. case NC_MAGICDECOY: {
  14979. int c = 0;
  14980. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14981. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14982. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14983. if( skill_id == NC_MAGICDECOY ) {
  14984. int j;
  14985. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14986. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14987. } else
  14988. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14989. if( c >= maxcount ) {
  14990. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14991. return false;
  14992. }
  14993. }
  14994. }
  14995. break;
  14996. case KO_ZANZOU: {
  14997. int c = 0;
  14998. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14999. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15000. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15001. return false;
  15002. }
  15003. }
  15004. break;
  15005. }
  15006. status = &sd->battle_status;
  15007. require = skill_get_requirement(sd,skill_id,skill_lv);
  15008. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15010. return false;
  15011. }
  15012. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15014. return false;
  15015. }
  15016. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15017. uint8 extra_ammo = 0;
  15018. #ifdef RENEWAL
  15019. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15020. case WM_SEVERE_RAINSTORM:
  15021. case RL_FIREDANCE:
  15022. case RL_R_TRIP:
  15023. case RL_FIRE_RAIN:
  15024. extra_ammo = 1;
  15025. break;
  15026. default:
  15027. break;
  15028. }
  15029. #endif
  15030. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15031. clif_arrow_fail(sd,0);
  15032. return false;
  15033. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15034. char e_msg[100];
  15035. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15037. return false;
  15038. }
  15039. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15040. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15041. return false;
  15042. }
  15043. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15044. skill_get_desc(skill_id),
  15045. require.ammo_qty,
  15046. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  15047. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15048. return false;
  15049. }
  15050. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  15051. //which is the closest we have to wrong ammo type. [Skotlex]
  15052. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15053. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15054. return false;
  15055. }
  15056. }
  15057. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15058. if( !require.itemid[i] )
  15059. continue;
  15060. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15061. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15062. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15064. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15065. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15066. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15068. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15069. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15070. else if( require.itemid[i] == ITEMID_ANCILLA )
  15071. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15072. else
  15073. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15074. return false;
  15075. }
  15076. }
  15077. /* check the status required */
  15078. if (!require.status.empty()) {
  15079. switch (skill_id) {
  15080. case WZ_SIGHTRASHER:
  15081. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15082. return false;
  15083. break;
  15084. default:
  15085. break;
  15086. }
  15087. }
  15088. return true;
  15089. }
  15090. /** Consume skill requirement
  15091. * @param sd Player who uses the skill
  15092. * @param skill_id ID of used skill
  15093. * @param skill_lv Level of used skill
  15094. * @param type Consume type
  15095. * type&1: consume the others (before skill was used);
  15096. * type&2: consume items (after skill was used)
  15097. */
  15098. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15099. {
  15100. struct s_skill_condition require;
  15101. nullpo_retv(sd);
  15102. require = skill_get_requirement(sd,skill_id,skill_lv);
  15103. if( type&1 ) {
  15104. switch( skill_id ) {
  15105. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15106. case MC_IDENTIFY:
  15107. require.sp = 0;
  15108. break;
  15109. case MO_KITRANSLATION:
  15110. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15111. require.spiritball = 0;
  15112. //Fall through
  15113. default:
  15114. if(sd->state.autocast)
  15115. require.sp = 0;
  15116. break;
  15117. }
  15118. if(require.hp || require.sp)
  15119. status_zap(&sd->bl, require.hp, require.sp);
  15120. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15121. switch (skill_id) { // Skills that require soul spheres.
  15122. case SP_SOULGOLEM:
  15123. case SP_SOULSHADOW:
  15124. case SP_SOULFALCON:
  15125. case SP_SOULFAIRY:
  15126. case SP_SOULCURSE:
  15127. case SP_SPA:
  15128. case SP_SHA:
  15129. case SP_SWHOO:
  15130. case SP_SOULUNITY:
  15131. case SP_SOULDIVISION:
  15132. case SP_SOULREAPER:
  15133. case SP_SOULEXPLOSION:
  15134. case SP_KAUTE:
  15135. pc_delsoulball(sd, require.spiritball, false);
  15136. break;
  15137. default: // Skills that require spirit/coin spheres.
  15138. pc_delspiritball(sd, require.spiritball, 0);
  15139. break;
  15140. }
  15141. }
  15142. else if(require.spiritball == -1) {
  15143. sd->spiritball_old = sd->spiritball;
  15144. pc_delspiritball(sd,sd->spiritball,0);
  15145. }
  15146. if(require.zeny > 0)
  15147. {
  15148. if( skill_id == NJ_ZENYNAGE )
  15149. require.zeny = 0; //Zeny is reduced on skill_attack.
  15150. if( sd->status.zeny < require.zeny )
  15151. require.zeny = sd->status.zeny;
  15152. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15153. }
  15154. }
  15155. if( type&2 ) {
  15156. struct status_change *sc = &sd->sc;
  15157. int n,i;
  15158. if( !sc->count )
  15159. sc = NULL;
  15160. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15161. {
  15162. if( !require.itemid[i] )
  15163. continue;
  15164. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  15165. continue; //Gemstones are checked, but not substracted from inventory.
  15166. switch( skill_id ){
  15167. case SA_SEISMICWEAPON:
  15168. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15169. continue;
  15170. break;
  15171. case SA_FLAMELAUNCHER:
  15172. case SA_VOLCANO:
  15173. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15174. continue;
  15175. break;
  15176. case SA_FROSTWEAPON:
  15177. case SA_DELUGE:
  15178. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15179. continue;
  15180. break;
  15181. case SA_LIGHTNINGLOADER:
  15182. case SA_VIOLENTGALE:
  15183. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15184. continue;
  15185. break;
  15186. }
  15187. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15188. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15189. }
  15190. }
  15191. }
  15192. /**
  15193. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15194. * @param sd Player's that will be checked
  15195. * @param skill_id Skill that's being used
  15196. * @param skill_lv Skill level of used skill
  15197. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15198. */
  15199. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15200. {
  15201. struct s_skill_condition req;
  15202. struct status_data *status;
  15203. struct status_change *sc;
  15204. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15205. bool level_dependent = false;
  15206. memset(&req,0,sizeof(req));
  15207. if( !sd )
  15208. return req;
  15209. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15210. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15211. sc = &sd->sc;
  15212. if( !sc->count )
  15213. sc = NULL;
  15214. //Checks if disabling skill - in which case no SP requirements are necessary
  15215. if( sc && skill_disable_check(sc,skill_id) )
  15216. return req;
  15217. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15218. status = &sd->battle_status;
  15219. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15220. req.hp = skill->require.hp[skill_lv - 1];
  15221. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15222. if(hp_rate > 0)
  15223. req.hp += (status->hp * hp_rate)/100;
  15224. else
  15225. req.hp += (status->max_hp * (-hp_rate))/100;
  15226. req.sp = skill->require.sp[skill_lv-1];
  15227. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15228. req.sp /= 2;
  15229. sp_rate = skill->require.sp_rate[skill_lv-1];
  15230. if(sp_rate > 0)
  15231. req.sp += (status->sp * sp_rate)/100;
  15232. else
  15233. req.sp += (status->max_sp * (-sp_rate))/100;
  15234. if( sd->dsprate != 100 )
  15235. req.sp = req.sp * sd->dsprate / 100;
  15236. for (auto &it : sd->skillusesprate) {
  15237. if (it.id == skill_id) {
  15238. sp_skill_rate_bonus -= it.val;
  15239. break;
  15240. }
  15241. }
  15242. for (auto &it : sd->skillusesp) {
  15243. if (it.id == skill_id) {
  15244. req.sp -= it.val;
  15245. break;
  15246. }
  15247. }
  15248. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15249. req.sp += req.sp * 30 / 100;
  15250. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15251. if( sc ) {
  15252. if( sc->data[SC__LAZINESS] )
  15253. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15254. if( sc->data[SC_RECOGNIZEDSPELL] )
  15255. req.sp += req.sp / 4;
  15256. if( sc->data[SC_OFFERTORIUM])
  15257. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15258. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15259. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15260. #ifdef RENEWAL
  15261. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15262. req.sp -= req.sp * 20 / 100;
  15263. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15264. req.sp -= req.sp * 30 / 100;
  15265. #endif
  15266. if (sc->data[SC_GLOOMYDAY])
  15267. req.sp += req.sp * (skill_lv * 10) / 100;
  15268. }
  15269. req.zeny = skill->require.zeny[skill_lv-1];
  15270. if( sc && sc->data[SC__UNLUCKY] ) {
  15271. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15272. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15273. else
  15274. req.zeny += 1000;
  15275. }
  15276. req.spiritball = skill->require.spiritball[skill_lv-1];
  15277. req.state = skill->require.state;
  15278. req.mhp = skill->require.mhp[skill_lv-1];
  15279. req.weapon = skill->require.weapon;
  15280. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15281. if (req.ammo_qty)
  15282. req.ammo = skill->require.ammo;
  15283. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15284. { //Assume this skill is using the weapon, therefore it requires arrows.
  15285. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15286. req.ammo_qty = 1;
  15287. }
  15288. req.status = skill->require.status;
  15289. req.eqItem = skill->require.eqItem;
  15290. switch( skill_id ) {
  15291. /* Skill level-dependent checks */
  15292. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15293. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15294. req.itemid[1] = skill->require.itemid[skill->max];
  15295. req.amount[1] = skill->require.amount[skill->max];
  15296. case KO_MAKIBISHI:
  15297. case GN_FIRE_EXPANSION:
  15298. case SO_SUMMON_AGNI:
  15299. case SO_SUMMON_AQUA:
  15300. case SO_SUMMON_VENTUS:
  15301. case SO_SUMMON_TERA:
  15302. case SO_WATER_INSIGNIA:
  15303. case SO_FIRE_INSIGNIA:
  15304. case SO_WIND_INSIGNIA:
  15305. case SO_EARTH_INSIGNIA:
  15306. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  15307. req.itemid[0] = skill->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15308. req.amount[0] = skill->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  15309. level_dependent = true;
  15310. /* Normal skill requirements and gemstone checks */
  15311. default:
  15312. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15313. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15314. if (!level_dependent) {
  15315. switch( skill_id ) {
  15316. case AM_POTIONPITCHER:
  15317. case CR_SLIMPITCHER:
  15318. case CR_CULTIVATION:
  15319. if (i != skill_lv%11 - 1)
  15320. continue;
  15321. break;
  15322. #ifdef RENEWAL
  15323. case AM_CALLHOMUN:
  15324. // Player has no homunculus, only requires first item
  15325. if (i > 0 && sd->hd == nullptr) {
  15326. i = MAX_SKILL_ITEM_REQUIRE;
  15327. continue;
  15328. }
  15329. // Recalling from Rest state has a different consume item (stored as second item)
  15330. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  15331. req.itemid[0] = skill->require.itemid[1];
  15332. req.amount[0] = skill->require.amount[1];
  15333. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  15334. skill_area_temp[0] = 0;
  15335. i = MAX_SKILL_ITEM_REQUIRE;
  15336. continue;
  15337. }
  15338. break;
  15339. #else
  15340. case AM_CALLHOMUN:
  15341. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15342. continue;
  15343. break;
  15344. #endif
  15345. case AB_ADORAMUS:
  15346. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  15347. continue;
  15348. break;
  15349. }
  15350. req.itemid[i] = skill->require.itemid[i];
  15351. req.amount[i] = skill->require.amount[i];
  15352. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15353. int16 itIndex;
  15354. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15355. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15356. req.itemid[i] = ITEMID_TRAP;
  15357. else
  15358. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15359. req.amount[i] = 1;
  15360. }
  15361. break;
  15362. }
  15363. }
  15364. // Check requirement for gemstone.
  15365. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  15366. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15367. req.itemid[i] = req.amount[i] = 0;
  15368. else {
  15369. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15370. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15371. if( skill_id != SA_ABRACADABRA )
  15372. req.itemid[i] = req.amount[i] = 0;
  15373. else if( --req.amount[i] < 1 )
  15374. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15375. }
  15376. }
  15377. }
  15378. // Check requirement for Magic Gear Fuel
  15379. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  15380. if (sd->special_state.no_mado_fuel)
  15381. {
  15382. req.itemid[i] = req.amount[i] = 0;
  15383. }
  15384. }
  15385. }
  15386. break;
  15387. }
  15388. // Check for cost reductions due to skills & SCs
  15389. switch(skill_id) {
  15390. case MC_MAMMONITE:
  15391. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15392. req.zeny -= req.zeny*10/100;
  15393. break;
  15394. case AL_HOLYLIGHT:
  15395. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15396. req.sp *= 5;
  15397. break;
  15398. case SL_SMA:
  15399. case SL_STUN:
  15400. case SL_STIN:
  15401. {
  15402. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15403. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15404. break;
  15405. if(sd->status.base_level>=90)
  15406. req.sp -= req.sp*7*kaina_lv/100;
  15407. else if(sd->status.base_level>=80)
  15408. req.sp -= req.sp*5*kaina_lv/100;
  15409. else if(sd->status.base_level>=70)
  15410. req.sp -= req.sp*3*kaina_lv/100;
  15411. }
  15412. break;
  15413. case MO_CHAINCOMBO:
  15414. case MO_COMBOFINISH:
  15415. case CH_TIGERFIST:
  15416. case CH_CHAINCRUSH:
  15417. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15418. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15419. break;
  15420. case MO_BODYRELOCATION:
  15421. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15422. req.spiritball = 0;
  15423. break;
  15424. case MO_EXTREMITYFIST:
  15425. if( sc ) {
  15426. if( sc->data[SC_BLADESTOP] )
  15427. req.spiritball--;
  15428. else if( sc->data[SC_COMBO] ) {
  15429. #ifndef RENEWAL
  15430. switch( sc->data[SC_COMBO]->val1 ) {
  15431. case MO_COMBOFINISH:
  15432. req.spiritball = 4;
  15433. break;
  15434. case CH_TIGERFIST:
  15435. req.spiritball = 3;
  15436. break;
  15437. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15438. req.spiritball = sd->spiritball?sd->spiritball:1;
  15439. break;
  15440. }
  15441. #else
  15442. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15443. #endif
  15444. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15445. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15446. }
  15447. break;
  15448. case LG_RAGEBURST:
  15449. req.spiritball = sd->spiritball?sd->spiritball:1;
  15450. break;
  15451. case SR_GATEOFHELL:
  15452. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15453. req.sp -= req.sp * 10 / 100;
  15454. break;
  15455. case SO_SUMMON_AGNI:
  15456. case SO_SUMMON_AQUA:
  15457. case SO_SUMMON_VENTUS:
  15458. case SO_SUMMON_TERA: {
  15459. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15460. if( spirit_sympathy )
  15461. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15462. }
  15463. break;
  15464. case SO_PSYCHIC_WAVE:
  15465. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15466. req.sp += req.sp / 2; // 1.5x SP cost
  15467. break;
  15468. }
  15469. //Check if player is using the copied skill [Cydh]
  15470. uint16 idx = skill_get_index(skill_id);
  15471. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15472. uint16 req_opt = skill->copyable.req_opt;
  15473. if (req_opt & SKILL_REQ_HPCOST)
  15474. req.hp = 0;
  15475. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15476. req.mhp = 0;
  15477. if (req_opt & SKILL_REQ_SPCOST)
  15478. req.sp = 0;
  15479. if (req_opt & SKILL_REQ_HPRATECOST)
  15480. req.hp_rate = 0;
  15481. if (req_opt & SKILL_REQ_SPRATECOST)
  15482. req.sp_rate = 0;
  15483. if (req_opt & SKILL_REQ_ZENYCOST)
  15484. req.zeny = 0;
  15485. if (req_opt & SKILL_REQ_WEAPON)
  15486. req.weapon = 0;
  15487. if (req_opt & SKILL_REQ_AMMO) {
  15488. req.ammo = 0;
  15489. req.ammo_qty = 0;
  15490. }
  15491. if (req_opt & SKILL_REQ_STATE)
  15492. req.state = ST_NONE;
  15493. if (req_opt & SKILL_REQ_STATUS) {
  15494. req.status.clear();
  15495. req.status.shrink_to_fit();
  15496. }
  15497. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15498. req.spiritball = 0;
  15499. if (req_opt & SKILL_REQ_ITEMCOST) {
  15500. memset(req.itemid, 0, sizeof(req.itemid));
  15501. memset(req.amount, 0, sizeof(req.amount));
  15502. }
  15503. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15504. req.eqItem.clear();
  15505. req.eqItem.shrink_to_fit();
  15506. }
  15507. }
  15508. return req;
  15509. }
  15510. /*==========================================
  15511. * Does cast-time reductions based on dex, item bonuses and config setting
  15512. *------------------------------------------*/
  15513. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15514. double time = skill_get_cast(skill_id, skill_lv);
  15515. nullpo_ret(bl);
  15516. #ifndef RENEWAL_CAST
  15517. {
  15518. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15519. struct status_change *sc = status_get_sc(bl);
  15520. int reduce_cast_rate = 0;
  15521. uint8 flag = skill_get_castnodex(skill_id);
  15522. // Calculate base cast time (reduced by dex)
  15523. if (!(flag&1)) {
  15524. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15525. if (scale > 0) // not instant cast
  15526. time = time * (float)scale / battle_config.castrate_dex_scale;
  15527. else
  15528. return 0; // instant cast
  15529. }
  15530. // Calculate cast time reduced by item/card bonuses
  15531. if (sd) {
  15532. if (!(flag&4)) {
  15533. if (sd->castrate != 100)
  15534. reduce_cast_rate += 100 - sd->castrate;
  15535. if (sd->bonus.add_varcast != 0)
  15536. time += sd->bonus.add_varcast; // bonus bVariableCast
  15537. }
  15538. // Skill-specific reductions work regardless of flag
  15539. for (const auto &it : sd->skillcastrate) {
  15540. if (it.id == skill_id) {
  15541. time += time * it.val / 100;
  15542. break;
  15543. }
  15544. }
  15545. for (const auto &it : sd->skillvarcast) {
  15546. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15547. time += it.val;
  15548. break;
  15549. }
  15550. }
  15551. }
  15552. // These cast time reductions are processed even if the skill fails
  15553. if (sc && sc->count) {
  15554. // Magic Strings stacks additively with item bonuses
  15555. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15556. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15557. // Foresight halves the cast time, it does not stack additively
  15558. if (sc->data[SC_MEMORIZE]) {
  15559. if(!(flag&2))
  15560. time -= time * 50 / 100;
  15561. // Foresight counter gets reduced even if the skill is not affected by it
  15562. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15563. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15564. }
  15565. }
  15566. time = time * (1 - (float)reduce_cast_rate / 100);
  15567. }
  15568. #endif
  15569. // config cast time multiplier
  15570. if (battle_config.cast_rate != 100)
  15571. time = time * battle_config.cast_rate / 100;
  15572. // return final cast time
  15573. time = max(time, 0);
  15574. //ShowInfo("Castime castfix = %f\n",time);
  15575. return (int)time;
  15576. }
  15577. #ifndef RENEWAL_CAST
  15578. /**
  15579. * Get the skill cast time for Pre-Re cast
  15580. * @param bl: The caster
  15581. * @param time: Cast time before Status Change addition or reduction
  15582. * @return time: Modified castime after status change addition or reduction
  15583. */
  15584. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15585. {
  15586. struct status_change *sc = status_get_sc(bl);
  15587. if (time < 0)
  15588. return 0;
  15589. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15590. return (int)time;
  15591. if (sc && sc->count) {
  15592. if (!(flag&2)) {
  15593. if (sc->data[SC_SLOWCAST])
  15594. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15595. if (sc->data[SC_PARALYSIS])
  15596. time += sc->data[SC_PARALYSIS]->val3;
  15597. if (sc->data[SC_IZAYOI])
  15598. time -= time * 50 / 100;
  15599. }
  15600. if (sc->data[SC_SUFFRAGIUM]) {
  15601. if(!(flag&2))
  15602. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15603. //Suffragium ends even if the skill is not affected by it
  15604. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15605. }
  15606. }
  15607. time = max(time, 0);
  15608. //ShowInfo("Castime castfix_sc = %f\n",time);
  15609. return (int)time;
  15610. }
  15611. #else
  15612. /**
  15613. * Get the skill cast time for RENEWAL_CAST.
  15614. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15615. * Additive value:
  15616. * Variable CastTime : time += value
  15617. * Fixed CastTime : fixed += value
  15618. * Multipicative value
  15619. * Variable CastTime : VARCAST_REDUCTION(value)
  15620. * Fixed CastTime : FIXEDCASTRATE2(value)
  15621. * @param bl: The caster
  15622. * @param time: Cast time without reduction
  15623. * @param skill_id: Skill ID of the casted skill
  15624. * @param skill_lv: Skill level of the casted skill
  15625. * @return time: Modified castime after status and bonus addition or reduction
  15626. */
  15627. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15628. {
  15629. nullpo_ret(bl);
  15630. if (time < 0)
  15631. return 0;
  15632. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15633. return (int)time;
  15634. status_change *sc = status_get_sc(bl);
  15635. map_session_data *sd = BL_CAST(BL_PC, bl);
  15636. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15637. uint8 flag = skill_get_castnodex(skill_id);
  15638. if (fixed < 0) {
  15639. if (battle_config.default_fixed_castrate > 0) {
  15640. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15641. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15642. } else
  15643. fixed = 0;
  15644. }
  15645. // Additive Variable Cast bonus adjustments by items
  15646. if (sd && !(flag&4)) {
  15647. if (sd->bonus.varcastrate != 0)
  15648. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15649. if (sd->bonus.fixcastrate != 0)
  15650. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15651. if (sd->bonus.add_varcast != 0)
  15652. time += sd->bonus.add_varcast; // bonus bVariableCast
  15653. if (sd->bonus.add_fixcast != 0)
  15654. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15655. for (const auto &it : sd->skillfixcast) {
  15656. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15657. fixed += it.val;
  15658. break;
  15659. }
  15660. }
  15661. for (const auto &it : sd->skillvarcast) {
  15662. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15663. time += it.val;
  15664. break;
  15665. }
  15666. }
  15667. for (const auto &it : sd->skillcastrate) {
  15668. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15669. reduce_cast_rate += it.val;
  15670. break;
  15671. }
  15672. }
  15673. for (const auto &it : sd->skillfixcastrate) {
  15674. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15675. fixcast_r = max(fixcast_r, it.val);
  15676. break;
  15677. }
  15678. }
  15679. }
  15680. // Adjusted by active statuses
  15681. if (sc && sc->count && !(flag&2)) {
  15682. // Multiplicative Variable CastTime values
  15683. if (sc->data[SC_SLOWCAST])
  15684. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15685. if (sc->data[SC__LAZINESS])
  15686. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15687. if (sc->data[SC_SUFFRAGIUM]) {
  15688. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15689. #ifndef RENEWAL
  15690. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15691. #endif
  15692. }
  15693. if (sc->data[SC_MEMORIZE]) {
  15694. reduce_cast_rate += 50;
  15695. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15696. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15697. }
  15698. if (sc->data[SC_POEMBRAGI])
  15699. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15700. if (sc->data[SC_IZAYOI])
  15701. VARCAST_REDUCTION(50);
  15702. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15703. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15704. if (sc->data[SC_TELEKINESIS_INTENSE])
  15705. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15706. if (sc->data[SC_SOULFAIRY])
  15707. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15708. if (sc->data[SC_EP16_2_BUFF_AC])
  15709. VARCAST_REDUCTION(80);
  15710. // Multiplicative Fixed CastTime values
  15711. if (sc->data[SC_SECRAMENT])
  15712. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15713. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15714. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15715. if (sc->data[SC_DANCEWITHWUG])
  15716. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15717. if (sc->data[SC_HEAT_BARREL])
  15718. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15719. if (sc->data[SC_FREEZING])
  15720. fixcast_r -= 50;
  15721. if (sc->data[SC_SWINGDANCE])
  15722. fixcast_r = max(fixcast_r, skill_lv * 6);
  15723. // Additive Fixed CastTime values
  15724. if (sc->data[SC_MANDRAGORA])
  15725. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15726. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15727. fixed -= 1000;
  15728. if (sc->data[SC_IZAYOI])
  15729. fixed = 0;
  15730. if (sc->data[SC_GLOOMYDAY])
  15731. fixed += skill_lv * 500;
  15732. }
  15733. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15734. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15735. if (varcast_r < 0)
  15736. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15737. // Apply Variable CastTime calculation by INT & DEX
  15738. if (!(flag&1))
  15739. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15740. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15741. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15742. return (int)time;
  15743. }
  15744. #endif
  15745. /*==========================================
  15746. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15747. *------------------------------------------*/
  15748. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15749. {
  15750. int delaynodex = skill_get_delaynodex(skill_id);
  15751. int time = skill_get_delay(skill_id, skill_lv);
  15752. struct map_session_data *sd;
  15753. struct status_change *sc = status_get_sc(bl);
  15754. nullpo_ret(bl);
  15755. sd = BL_CAST(BL_PC, bl);
  15756. if (skill_id == SA_ABRACADABRA)
  15757. return 0; //Will use picked skill's delay.
  15758. if (bl->type&battle_config.no_skill_delay)
  15759. return battle_config.min_skill_delay_limit;
  15760. if (time < 0)
  15761. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15762. // Delay reductions
  15763. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15764. case MO_TRIPLEATTACK:
  15765. case MO_CHAINCOMBO:
  15766. case MO_COMBOFINISH:
  15767. case CH_TIGERFIST:
  15768. case CH_CHAINCRUSH:
  15769. case SR_DRAGONCOMBO:
  15770. case SR_FALLENEMPIRE:
  15771. case SJ_PROMINENCEKICK:
  15772. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15773. if (time == 0)
  15774. time = 1000;
  15775. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15776. break;
  15777. #ifndef RENEWAL
  15778. case HP_BASILICA:
  15779. if (sc && !sc->data[SC_BASILICA])
  15780. time = 0; // There is no Delay on Basilica creation, only on cancel
  15781. break;
  15782. #endif
  15783. default:
  15784. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15785. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15786. if (scale > 0)
  15787. time = time * scale / battle_config.castrate_dex_scale;
  15788. else //To be capped later to minimum.
  15789. time = 0;
  15790. }
  15791. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15792. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15793. if (scale > 0)
  15794. time = time * scale / battle_config.castrate_dex_scale;
  15795. else //To be capped later to minimum.
  15796. time = 0;
  15797. }
  15798. }
  15799. if (sc && sc->count) {
  15800. if (sc->data[SC_SPIRIT]) {
  15801. switch (skill_id) {
  15802. case CR_SHIELDBOOMERANG:
  15803. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15804. time /= 2;
  15805. break;
  15806. case AS_SONICBLOW:
  15807. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15808. time /= 2;
  15809. break;
  15810. }
  15811. }
  15812. }
  15813. if (!(delaynodex&2)) {
  15814. if (sc && sc->count) {
  15815. if (sc->data[SC_POEMBRAGI])
  15816. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15817. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15818. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15819. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15820. time -= time * sc->data[SC_MAGICMUSHROOM]->val2 / 100;
  15821. }
  15822. }
  15823. if (!(delaynodex&4) && sd) {
  15824. if (sd->delayrate != 100)
  15825. time = time * sd->delayrate / 100;
  15826. for (auto &it : sd->skilldelay) {
  15827. if (it.id == skill_id) {
  15828. time += it.val;
  15829. break;
  15830. }
  15831. }
  15832. }
  15833. if (battle_config.delay_rate != 100)
  15834. time = time * battle_config.delay_rate / 100;
  15835. //ShowInfo("Delay delayfix = %d\n",time);
  15836. return max(time,0);
  15837. }
  15838. /*==========================================
  15839. * Weapon Repair [Celest/DracoRPG]
  15840. *------------------------------------------*/
  15841. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15842. t_itemid material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15843. struct item *item;
  15844. struct map_session_data *target_sd;
  15845. nullpo_retv(sd);
  15846. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15847. return;
  15848. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15849. return;
  15850. if( idx < 0 || idx >= MAX_INVENTORY )
  15851. return; //Invalid index??
  15852. item = &target_sd->inventory.u.items_inventory[idx];
  15853. if( !item->nameid || !item->attribute )
  15854. return; //Again invalid item....
  15855. if (itemdb_ishatched_egg(item))
  15856. return;
  15857. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15858. clif_item_repaireffect(sd, idx, 1);
  15859. return;
  15860. }
  15861. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15862. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15863. else
  15864. material = materials [2]; // Armors consume 1 Steel
  15865. if ( pc_search_inventory(sd,material) < 0 ) {
  15866. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15867. return;
  15868. }
  15869. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15870. item->attribute = 0;/* clear broken state */
  15871. clif_equiplist(target_sd);
  15872. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15873. clif_item_repaireffect(sd,idx,0);
  15874. if( sd != target_sd )
  15875. clif_item_repaireffect(target_sd,idx,0);
  15876. }
  15877. /*==========================================
  15878. * Item Appraisal
  15879. *------------------------------------------*/
  15880. void skill_identify(struct map_session_data *sd, int idx)
  15881. {
  15882. int flag=1;
  15883. nullpo_retv(sd);
  15884. sd->state.workinprogress = WIP_DISABLE_NONE;
  15885. if(idx >= 0 && idx < MAX_INVENTORY) {
  15886. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15887. flag=0;
  15888. sd->inventory.u.items_inventory[idx].identify = 1;
  15889. }
  15890. }
  15891. clif_item_identified(sd,idx,flag);
  15892. }
  15893. /*==========================================
  15894. * Weapon Refine [Celest]
  15895. *------------------------------------------*/
  15896. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15897. {
  15898. nullpo_retv(sd);
  15899. if (idx >= 0 && idx < MAX_INVENTORY)
  15900. {
  15901. struct item *item;
  15902. struct item_data *ditem = sd->inventory_data[idx];
  15903. item = &sd->inventory.u.items_inventory[idx];
  15904. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15905. int i = 0, per;
  15906. t_itemid material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15907. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15908. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15909. return;
  15910. }
  15911. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15912. clif_upgrademessage(sd, 2, item->nameid);
  15913. return;
  15914. }
  15915. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15916. clif_upgrademessage(sd, 3, material[ditem->wlv]);
  15917. return;
  15918. }
  15919. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  15920. if( info == nullptr ){
  15921. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15922. return;
  15923. }
  15924. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  15925. if( cost == nullptr ){
  15926. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15927. return;
  15928. }
  15929. if( cost->nameid != material[ditem->wlv] ){
  15930. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15931. return;
  15932. }
  15933. per = ( cost->chance / 100 );
  15934. if( sd->class_&JOBL_THIRD )
  15935. per += 10;
  15936. else
  15937. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15938. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15939. if (per > rnd() % 100) {
  15940. int ep=0;
  15941. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15942. item->refine++;
  15943. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15944. if(item->equip) {
  15945. ep = item->equip;
  15946. pc_unequipitem(sd,idx,3);
  15947. }
  15948. clif_delitem(sd,idx,1,3);
  15949. clif_upgrademessage(sd, 0, item->nameid);
  15950. clif_inventorylist(sd);
  15951. clif_refine(sd->fd,0,idx,item->refine);
  15952. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->wlv, item->refine);
  15953. if (ep)
  15954. pc_equipitem(sd,idx,ep);
  15955. clif_misceffect(&sd->bl,3);
  15956. if(item->refine == 10 &&
  15957. item->card[0] == CARD0_FORGE &&
  15958. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15959. { // Fame point system [DracoRPG]
  15960. switch(ditem->wlv){
  15961. case 1:
  15962. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15963. break;
  15964. case 2:
  15965. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15966. break;
  15967. case 3:
  15968. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15969. break;
  15970. }
  15971. }
  15972. } else {
  15973. item->refine = 0;
  15974. if(item->equip)
  15975. pc_unequipitem(sd,idx,3);
  15976. clif_upgrademessage(sd, 1, item->nameid);
  15977. clif_refine(sd->fd,1,idx,item->refine);
  15978. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  15979. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15980. clif_misceffect(&sd->bl,2);
  15981. clif_emotion(&sd->bl, ET_HUK);
  15982. }
  15983. }
  15984. }
  15985. }
  15986. /*==========================================
  15987. *
  15988. *------------------------------------------*/
  15989. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15990. {
  15991. nullpo_ret(sd);
  15992. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  15993. return 0;
  15994. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  15995. uint16 maxlv = 1;
  15996. if (skill_lv == 0 || lv == 0)
  15997. return 0; // Player must learn the skill before doing auto-spell [Lance]
  15998. #ifdef RENEWAL
  15999. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16000. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16001. else
  16002. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16003. #else
  16004. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16005. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16006. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16007. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16008. else if(skill_lv==2) maxlv=1;
  16009. else if(skill_lv==3) maxlv=2;
  16010. else if(skill_lv>=4) maxlv=3;
  16011. }
  16012. else if(skill_id==MG_SOULSTRIKE){
  16013. if(skill_lv==5) maxlv=1;
  16014. else if(skill_lv==6) maxlv=2;
  16015. else if(skill_lv>=7) maxlv=3;
  16016. }
  16017. else if(skill_id==MG_FIREBALL){
  16018. if(skill_lv==8) maxlv=1;
  16019. else if(skill_lv>=9) maxlv=2;
  16020. }
  16021. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16022. else return 0;
  16023. #endif
  16024. maxlv = min(lv, maxlv);
  16025. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16026. skill_get_time(SA_AUTOSPELL,skill_lv));
  16027. return 0;
  16028. }
  16029. /**
  16030. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16031. * @param bl: Player object
  16032. * @param ap: va_arg list
  16033. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16034. */
  16035. static int skill_sit_count(struct block_list *bl, va_list ap)
  16036. {
  16037. struct map_session_data *sd = (struct map_session_data*)bl;
  16038. int flag = va_arg(ap, int);
  16039. if (!pc_issit(sd))
  16040. return 0;
  16041. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16042. return 1;
  16043. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16044. return 1;
  16045. return 0;
  16046. }
  16047. /**
  16048. * Triggered when a player sits down to activate bonus states.
  16049. * @param bl: Player object
  16050. * @param ap: va_arg list
  16051. * @return 0
  16052. */
  16053. static int skill_sit_in(struct block_list *bl, va_list ap)
  16054. {
  16055. struct map_session_data *sd = (struct map_session_data*)bl;
  16056. int flag = va_arg(ap, int);
  16057. if (!pc_issit(sd))
  16058. return 0;
  16059. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16060. sd->state.gangsterparadise = 1;
  16061. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16062. sd->state.rest = 1;
  16063. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16064. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16065. }
  16066. return 0;
  16067. }
  16068. /**
  16069. * Triggered when a player stands up to deactivate bonus states.
  16070. * @param bl: Player object
  16071. * @param ap: va_arg list
  16072. * @return 0
  16073. */
  16074. static int skill_sit_out(struct block_list *bl, va_list ap)
  16075. {
  16076. struct map_session_data *sd = (struct map_session_data*)bl;
  16077. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16078. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16079. return 0;
  16080. if (flag&1 && sd->state.gangsterparadise)
  16081. sd->state.gangsterparadise = 0;
  16082. if (flag&2 && sd->state.rest) {
  16083. sd->state.rest = 0;
  16084. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16085. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16086. }
  16087. return 0;
  16088. }
  16089. /**
  16090. * Toggle Sit icon and player bonuses when sitting/standing.
  16091. * @param sd: Player data
  16092. * @param sitting: True when sitting or false when standing
  16093. * @return 0
  16094. */
  16095. int skill_sit(struct map_session_data *sd, bool sitting)
  16096. {
  16097. int flag = 0, range = 0, lv;
  16098. nullpo_ret(sd);
  16099. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16100. flag |= 1;
  16101. range = skill_get_splash(RG_GANGSTER, lv);
  16102. }
  16103. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16104. flag |= 2;
  16105. range = skill_get_splash(TK_HPTIME, lv);
  16106. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16107. flag |= 2;
  16108. range = skill_get_splash(TK_SPTIME, lv);
  16109. }
  16110. if (sitting)
  16111. clif_status_load(&sd->bl, EFST_SIT, 1);
  16112. else
  16113. clif_status_load(&sd->bl, EFST_SIT, 0);
  16114. if (!flag) // No need to count area if no skills are learned.
  16115. return 0;
  16116. if (sitting) {
  16117. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16118. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16119. } else
  16120. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16121. return 0;
  16122. }
  16123. /*==========================================
  16124. * Do Forstjoke/Scream effect
  16125. *------------------------------------------*/
  16126. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16127. {
  16128. struct block_list *src;
  16129. uint16 skill_id,skill_lv;
  16130. t_tick tick;
  16131. nullpo_ret(bl);
  16132. nullpo_ret(src = va_arg(ap,struct block_list*));
  16133. skill_id = va_arg(ap,int);
  16134. skill_lv = va_arg(ap,int);
  16135. if(!skill_lv)
  16136. return 0;
  16137. tick = va_arg(ap,t_tick);
  16138. if (src == bl || status_isdead(bl))
  16139. return 0;
  16140. if (bl->type == BL_PC) {
  16141. struct map_session_data *sd = (struct map_session_data *)bl;
  16142. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16143. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16144. }
  16145. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16146. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16147. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16148. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16149. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16150. return 0;
  16151. }
  16152. /**
  16153. * Set map cell flag as skill unit effect
  16154. * @param src Skill unit
  16155. * @param skill_id
  16156. * @param skill_lv
  16157. * @param cell Cell type cell_t
  16158. * @param flag 0/1
  16159. */
  16160. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16161. {
  16162. int range = skill_get_unit_range(skill_id,skill_lv);
  16163. int x, y;
  16164. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16165. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16166. map_setcell(src->bl.m, x, y, cell, flag);
  16167. }
  16168. /**
  16169. * Do skill attack area (such splash effect) around the 'first' target.
  16170. * First target will skip skill condition, always receive damage. But,
  16171. * around it, still need target/condition validation by
  16172. * battle_check_target and status_check_skilluse
  16173. * @param bl
  16174. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16175. */
  16176. int skill_attack_area(struct block_list *bl, va_list ap)
  16177. {
  16178. struct block_list *src,*dsrc;
  16179. int atk_type,skill_id,skill_lv,flag,type;
  16180. t_tick tick;
  16181. if(status_isdead(bl))
  16182. return 0;
  16183. atk_type = va_arg(ap,int);
  16184. src = va_arg(ap,struct block_list*);
  16185. dsrc = va_arg(ap,struct block_list*);
  16186. skill_id = va_arg(ap,int);
  16187. skill_lv = va_arg(ap,int);
  16188. tick = va_arg(ap,t_tick);
  16189. flag = va_arg(ap,int);
  16190. type = va_arg(ap,int);
  16191. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16192. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16193. }
  16194. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16195. !status_check_skilluse(NULL, bl, skill_id, 2))
  16196. return 0;
  16197. switch (skill_id) {
  16198. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16199. if (src->x == bl->x && src->y == bl->y)
  16200. return 0; //Does not hit current cell
  16201. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  16202. return 0;
  16203. //Fall through
  16204. case NPC_ACIDBREATH:
  16205. case NPC_DARKNESSBREATH:
  16206. case NPC_FIREBREATH:
  16207. case NPC_ICEBREATH:
  16208. case NPC_THUNDERBREATH:
  16209. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16210. default:
  16211. //Area-splash, disable skill animation.
  16212. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16213. }
  16214. }
  16215. /**
  16216. * Clear skill unit group
  16217. * @param bl: Unit to check
  16218. * @param flag: Skill group to clear
  16219. */
  16220. int skill_clear_group(block_list *bl, uint8 flag)
  16221. {
  16222. nullpo_ret(bl);
  16223. unit_data *ud = unit_bl2ud(bl);
  16224. if (ud == nullptr)
  16225. return 0;
  16226. size_t count = 0;
  16227. bool deleted;
  16228. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  16229. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  16230. switch ((*it)->skill_id) {
  16231. case SA_DELUGE:
  16232. case SA_VOLCANO:
  16233. case SA_VIOLENTGALE:
  16234. case SA_LANDPROTECTOR:
  16235. case NJ_SUITON:
  16236. case NJ_KAENSIN:
  16237. case SC_CHAOSPANIC:
  16238. case MH_POISON_MIST:
  16239. case MH_LAVA_SLIDE:
  16240. if (flag & 1) {
  16241. skill_delunitgroup(*it);
  16242. count++;
  16243. deleted = true;
  16244. }
  16245. break;
  16246. case SO_CLOUD_KILL:
  16247. case NPC_CLOUD_KILL:
  16248. if (flag & 4) {
  16249. skill_delunitgroup(*it);
  16250. count++;
  16251. deleted = true;
  16252. }
  16253. break;
  16254. case SO_WARMER:
  16255. if (flag & 8) {
  16256. skill_delunitgroup(*it);
  16257. count++;
  16258. deleted = true;
  16259. }
  16260. break;
  16261. default:
  16262. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  16263. skill_delunitgroup(*it);
  16264. count++;
  16265. deleted = true;
  16266. }
  16267. break;
  16268. }
  16269. }
  16270. return static_cast<int>(count);
  16271. }
  16272. /**
  16273. * Returns the first element field found [Skotlex]
  16274. * @param bl
  16275. * @return s_skill_unit_group
  16276. */
  16277. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  16278. {
  16279. nullpo_ret(bl);
  16280. unit_data *ud = unit_bl2ud(bl);
  16281. if (ud == nullptr)
  16282. return nullptr;
  16283. for (const auto su : ud->skillunits) {
  16284. switch (su->skill_id) {
  16285. case SA_DELUGE:
  16286. case SA_VOLCANO:
  16287. case SA_VIOLENTGALE:
  16288. case SA_LANDPROTECTOR:
  16289. case NJ_SUITON:
  16290. case SO_CLOUD_KILL:
  16291. case NPC_CLOUD_KILL:
  16292. case SO_WARMER:
  16293. case SC_CHAOSPANIC:
  16294. case MH_POISON_MIST:
  16295. case MH_LAVA_SLIDE:
  16296. return su;
  16297. }
  16298. }
  16299. return nullptr;
  16300. }
  16301. /// Graffiti cleaner [Valaris]
  16302. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16303. {
  16304. struct skill_unit *unit = NULL;
  16305. int remove = va_arg(ap, int);
  16306. nullpo_retr(0, bl);
  16307. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16308. return 0;
  16309. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16310. if (remove == 1)
  16311. skill_delunit(unit);
  16312. return 1;
  16313. }
  16314. return 0;
  16315. }
  16316. /// Greed effect
  16317. int skill_greed(struct block_list *bl, va_list ap)
  16318. {
  16319. struct block_list *src;
  16320. struct map_session_data *sd = NULL;
  16321. struct flooritem_data *fitem = NULL;
  16322. nullpo_ret(bl);
  16323. nullpo_ret(src = va_arg(ap, struct block_list *));
  16324. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16325. pc_takeitem(sd, fitem);
  16326. return 0;
  16327. }
  16328. /// Ranger's Detonator [Jobbie/3CeAM]
  16329. int skill_detonator(struct block_list *bl, va_list ap)
  16330. {
  16331. nullpo_ret(bl);
  16332. if (bl->type != BL_SKILL)
  16333. return 0;
  16334. block_list *src = va_arg(ap, block_list *);
  16335. skill_unit *unit = (skill_unit *)bl;
  16336. if (unit == nullptr)
  16337. return 0;
  16338. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16339. if (group == nullptr || group->src_id != src->id)
  16340. return 0;
  16341. int unit_id = group->unit_id;
  16342. switch( unit_id )
  16343. { //List of Hunter and Ranger Traps that can be detonate.
  16344. case UNT_BLASTMINE:
  16345. case UNT_SANDMAN:
  16346. case UNT_CLAYMORETRAP:
  16347. case UNT_TALKIEBOX:
  16348. case UNT_CLUSTERBOMB:
  16349. case UNT_FIRINGTRAP:
  16350. case UNT_ICEBOUNDTRAP:
  16351. switch(unit_id) {
  16352. case UNT_TALKIEBOX:
  16353. clif_talkiebox(bl,group->valstr);
  16354. group->val2 = -1;
  16355. break;
  16356. case UNT_CLAYMORETRAP:
  16357. case UNT_FIRINGTRAP:
  16358. case UNT_ICEBOUNDTRAP:
  16359. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  16360. break;
  16361. default:
  16362. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  16363. break;
  16364. }
  16365. if (unit->group == nullptr)
  16366. return 0;
  16367. clif_changetraplook(bl, UNT_USED_TRAPS);
  16368. group->unit_id = UNT_USED_TRAPS;
  16369. group->limit = DIFF_TICK(gettick(),group->tick) +
  16370. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16371. break;
  16372. }
  16373. return 0;
  16374. }
  16375. /**
  16376. * Calculate Royal Guard's Banding bonus
  16377. * @param sd: Player data
  16378. * @return Number of Royal Guard
  16379. */
  16380. int skill_banding_count(struct map_session_data *sd)
  16381. {
  16382. nullpo_ret(sd);
  16383. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  16384. }
  16385. /**
  16386. * Rebellion's Bind Trap explosion
  16387. * @author [Cydh]
  16388. */
  16389. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16390. struct skill_unit *su = NULL;
  16391. struct block_list *src = NULL;
  16392. nullpo_ret(bl);
  16393. src = va_arg(ap,struct block_list *);
  16394. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16395. return 0;
  16396. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16397. return 0;
  16398. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16399. clif_changetraplook(bl, UNT_USED_TRAPS);
  16400. su->group->unit_id = UNT_USED_TRAPS;
  16401. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16402. return 1;
  16403. }
  16404. /*==========================================
  16405. * Check new skill unit cell when overlapping in other skill unit cell.
  16406. * Catched skill in cell value pushed to *unit pointer.
  16407. * Set (*alive) to 0 will ends 'new unit' check
  16408. *------------------------------------------*/
  16409. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16410. {
  16411. uint16 skill_id;
  16412. int *alive;
  16413. struct skill_unit *unit;
  16414. skill_id = va_arg(ap,int);
  16415. alive = va_arg(ap,int *);
  16416. unit = (struct skill_unit *)bl;
  16417. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16418. return 0;
  16419. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16420. return 0;
  16421. switch (skill_id) {
  16422. case SA_LANDPROTECTOR: {
  16423. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16424. (*alive) = 0;
  16425. skill_delunit(unit);
  16426. return 1;
  16427. }
  16428. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16429. //It deletes everything except traps and barriers
  16430. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16431. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16432. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16433. skill_delunitgroup(unit->group);
  16434. } else
  16435. skill_delunit(unit);
  16436. return 1;
  16437. }
  16438. }
  16439. break;
  16440. case GN_CRAZYWEED_ATK:
  16441. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16442. break;
  16443. case HW_GANBANTEIN:
  16444. case LG_EARTHDRIVE:
  16445. // Officially songs/dances are removed
  16446. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16447. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16448. skill_delunitgroup(unit->group);
  16449. } else
  16450. skill_delunit(unit);
  16451. return 1;
  16452. case SA_VOLCANO:
  16453. case SA_DELUGE:
  16454. case SA_VIOLENTGALE:
  16455. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16456. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16457. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16458. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16459. {
  16460. (*alive) = 0;
  16461. return 1;
  16462. }
  16463. /*
  16464. switch (unit->group->skill_id)
  16465. { //These cannot override each other.
  16466. case SA_VOLCANO:
  16467. case SA_DELUGE:
  16468. case SA_VIOLENTGALE:
  16469. (*alive) = 0;
  16470. return 1;
  16471. }
  16472. */
  16473. break;
  16474. case PF_FOGWALL:
  16475. switch(unit->group->skill_id) {
  16476. case SA_VOLCANO: //Can't be placed on top of these
  16477. case SA_VIOLENTGALE:
  16478. (*alive) = 0;
  16479. return 1;
  16480. case SA_DELUGE:
  16481. case NJ_SUITON:
  16482. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16483. (*alive) = 2;
  16484. break;
  16485. }
  16486. break;
  16487. case WZ_WATERBALL:
  16488. switch (unit->group->skill_id) {
  16489. case SA_DELUGE:
  16490. case NJ_SUITON:
  16491. //Consumes deluge/suiton
  16492. skill_delunit(unit);
  16493. return 1;
  16494. }
  16495. break;
  16496. case WZ_ICEWALL:
  16497. #ifndef RENEWAL
  16498. case HP_BASILICA:
  16499. case HW_GRAVITATION:
  16500. #endif
  16501. //These can't be placed on top of themselves (duration can't be refreshed)
  16502. if (unit->group->skill_id == skill_id)
  16503. {
  16504. (*alive) = 0;
  16505. return 1;
  16506. }
  16507. break;
  16508. case RL_FIRE_RAIN: {
  16509. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16510. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16511. if (uf[UF_RANGEDSINGLEUNIT]) {
  16512. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16513. skill_delunitgroup(unit->group);
  16514. } else
  16515. skill_delunit(unit);
  16516. return 1;
  16517. }
  16518. }
  16519. break;
  16520. }
  16521. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16522. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16523. (*alive) = 0;
  16524. return 1;
  16525. }
  16526. return 0;
  16527. }
  16528. /*==========================================
  16529. * Splash effect for skill unit 'trap type'.
  16530. * Chance triggered when damaged, timeout, or char step on it.
  16531. *------------------------------------------*/
  16532. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16533. {
  16534. struct block_list *src = va_arg(ap,struct block_list *);
  16535. struct skill_unit *unit = NULL;
  16536. t_tick tick = va_arg(ap,t_tick);
  16537. struct block_list *ss; //Skill src bl
  16538. nullpo_ret(src);
  16539. unit = (struct skill_unit *)src;
  16540. if (!unit || !unit->alive || bl->prev == NULL)
  16541. return 0;
  16542. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  16543. if (sg == nullptr)
  16544. return 0;
  16545. nullpo_ret(ss = map_id2bl(sg->src_id));
  16546. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16547. return 0;
  16548. switch (sg->unit_id) {
  16549. case UNT_B_TRAP:
  16550. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16551. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16552. break;
  16553. case UNT_SHOCKWAVE:
  16554. case UNT_SANDMAN:
  16555. case UNT_FLASHER:
  16556. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16557. break;
  16558. case UNT_GROUNDDRIFT_WIND:
  16559. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16560. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16561. break;
  16562. case UNT_GROUNDDRIFT_DARK:
  16563. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16564. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16565. break;
  16566. case UNT_GROUNDDRIFT_POISON:
  16567. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16568. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16569. break;
  16570. case UNT_GROUNDDRIFT_WATER:
  16571. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16572. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16573. break;
  16574. case UNT_GROUNDDRIFT_FIRE:
  16575. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16576. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16577. break;
  16578. case UNT_ELECTRICSHOCKER:
  16579. if (bl->id != ss->id) {
  16580. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  16581. break;
  16582. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16583. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16584. clif_fixpos(bl);
  16585. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16586. }
  16587. }
  16588. break;
  16589. case UNT_MAGENTATRAP:
  16590. case UNT_COBALTTRAP:
  16591. case UNT_MAIZETRAP:
  16592. case UNT_VERDURETRAP:
  16593. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16594. struct status_data *status = status_get_status_data(bl);
  16595. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16596. status->ele_lv = (unsigned char)sg->skill_lv;
  16597. }
  16598. break;
  16599. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16600. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16601. break;
  16602. case UNT_FIRINGTRAP:
  16603. case UNT_ICEBOUNDTRAP:
  16604. if( src->id == bl->id ) break;
  16605. if( bl->type == BL_SKILL ) {
  16606. struct skill_unit *su = (struct skill_unit *)bl;
  16607. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16608. break;
  16609. }
  16610. case UNT_CLUSTERBOMB:
  16611. if( ss != bl )
  16612. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16613. break;
  16614. case UNT_CLAYMORETRAP:
  16615. if( src->id == bl->id ) break;
  16616. if( bl->type == BL_SKILL ) {
  16617. struct skill_unit *su = (struct skill_unit *)bl;
  16618. if (!su)
  16619. return 0;
  16620. switch(su->group->unit_id) {
  16621. case UNT_CLAYMORETRAP:
  16622. case UNT_LANDMINE:
  16623. case UNT_BLASTMINE:
  16624. case UNT_SHOCKWAVE:
  16625. case UNT_SANDMAN:
  16626. case UNT_FLASHER:
  16627. case UNT_FREEZINGTRAP:
  16628. case UNT_FIRINGTRAP:
  16629. case UNT_ICEBOUNDTRAP:
  16630. clif_changetraplook(bl, UNT_USED_TRAPS);
  16631. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16632. su->group->unit_id = UNT_USED_TRAPS;
  16633. break;
  16634. }
  16635. }
  16636. default: {
  16637. int split_count = 0;
  16638. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16639. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16640. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16641. }
  16642. break;
  16643. }
  16644. return 1;
  16645. }
  16646. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16647. {
  16648. uint16 skill_id, skill_lv;
  16649. struct skill_unit *unit;
  16650. nullpo_ret(bl);
  16651. skill_id = va_arg(ap,int);
  16652. skill_lv = va_arg(ap,int);
  16653. unit = (struct skill_unit *)bl;
  16654. if( unit == NULL || unit->group == NULL )
  16655. return 0;
  16656. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16657. return 0;
  16658. if( unit->group->skill_id == SC_MAELSTROM ) {
  16659. struct block_list *src;
  16660. if( (src = map_id2bl(unit->group->src_id)) ){
  16661. int sp = unit->group->skill_lv * skill_lv;
  16662. if( src->type == BL_PC )
  16663. sp += ((TBL_PC*)src)->status.job_level / 5;
  16664. status_heal(src, 0, sp/2, 1);
  16665. }
  16666. }
  16667. return 0;
  16668. }
  16669. /**
  16670. * Remove current enchanted element for new element
  16671. * @param bl Char
  16672. * @param type New element
  16673. */
  16674. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16675. {
  16676. struct status_change *sc;
  16677. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16678. int i;
  16679. nullpo_retv(bl);
  16680. nullpo_retv(sc= status_get_sc(bl));
  16681. if (!sc->count)
  16682. return;
  16683. // If it is not on equip change
  16684. if (type != SC_NONE)
  16685. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end except on equip change
  16686. else {
  16687. // Check for seven wind (but not level seven!)
  16688. if (sc->data[SC_SEVENWIND] && sc->data[SC_SEVENWIND]->val1 < 7)
  16689. return;
  16690. }
  16691. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16692. if (type != scs[i] && sc->data[scs[i]])
  16693. status_change_end(bl, scs[i], INVALID_TIMER);
  16694. }
  16695. /**
  16696. * Check cloaking condition
  16697. * @param bl
  16698. * @param sce
  16699. * @return True if near wall; False otherwise
  16700. */
  16701. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16702. {
  16703. bool wall = true;
  16704. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16705. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16706. { //Check for walls.
  16707. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16708. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16709. int i;
  16710. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16711. if( i == 8 )
  16712. wall = false;
  16713. }
  16714. if( sce ) {
  16715. if( !wall ) {
  16716. if( sce->val1 < 3 ) //End cloaking.
  16717. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16718. else if( sce->val4&1 ) { //Remove wall bonus
  16719. sce->val4&=~1;
  16720. status_calc_bl(bl,SCB_SPEED);
  16721. }
  16722. } else {
  16723. if( !(sce->val4&1) ) { //Add wall speed bonus
  16724. sce->val4|=1;
  16725. status_calc_bl(bl,SCB_SPEED);
  16726. }
  16727. }
  16728. }
  16729. return wall;
  16730. }
  16731. /** Check Shadow Form on the target
  16732. * @param bl: Target
  16733. * @param damage: Damage amount
  16734. * @param hit
  16735. * @return true - in Shadow Form state; false - otherwise
  16736. */
  16737. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16738. {
  16739. struct status_change *sc;
  16740. nullpo_retr(false,bl);
  16741. if (!damage)
  16742. return false;
  16743. sc = status_get_sc(bl);
  16744. if( sc && sc->data[SC__SHADOWFORM] ) {
  16745. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16746. if( !src || src->m != bl->m ) {
  16747. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16748. return false;
  16749. }
  16750. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16751. if( src->type == BL_PC )
  16752. ((TBL_PC*)src)->shadowform_id = 0;
  16753. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16754. return false;
  16755. }
  16756. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  16757. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16758. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16759. if( src->type == BL_PC )
  16760. ((TBL_PC*)src)->shadowform_id = 0;
  16761. }
  16762. return true;
  16763. }
  16764. return false;
  16765. }
  16766. /**
  16767. * Check camouflage condition
  16768. * @param bl
  16769. * @param sce
  16770. * @return True if near wall; False otherwise
  16771. * @TODO: Seems wrong
  16772. */
  16773. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16774. {
  16775. bool wall = true;
  16776. if( bl->type == BL_PC ) { //Check for walls.
  16777. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16778. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16779. int i;
  16780. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16781. if( i == 8 )
  16782. wall = false;
  16783. }
  16784. if( sce ) {
  16785. if( !wall && sce->val1 < 3 ) //End camouflage.
  16786. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16787. status_calc_bl(bl,SCB_SPEED);
  16788. }
  16789. return wall;
  16790. }
  16791. /**
  16792. * Process skill unit visibilty for single BL in area
  16793. * @param bl
  16794. * @param ap
  16795. * @author [Cydh]
  16796. **/
  16797. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16798. struct skill_unit *su = NULL;
  16799. struct block_list *src = NULL;
  16800. unsigned int party1 = 0;
  16801. bool visible = true;
  16802. nullpo_ret(bl);
  16803. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16804. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16805. party1 = va_arg(ap, unsigned int);
  16806. if (src != bl) {
  16807. unsigned int party2 = status_get_party_id(bl);
  16808. if (!party1 || !party2 || party1 != party2)
  16809. visible = false;
  16810. }
  16811. clif_getareachar_skillunit(bl, su, SELF, visible);
  16812. return 1;
  16813. }
  16814. /**
  16815. * Check for skill unit visibilty in area on
  16816. * - skill first placement
  16817. * - skill moved (knocked back, moved dance)
  16818. * @param su Skill unit
  16819. * @param target Affected target for this visibility @see enum send_target
  16820. * @author [Cydh]
  16821. **/
  16822. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16823. nullpo_retv(su);
  16824. if (!su->hidden) // It's not hidden, just do this!
  16825. clif_getareachar_skillunit(&su->bl, su, target, true);
  16826. else {
  16827. struct block_list *src = battle_get_master(&su->bl);
  16828. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16829. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16830. }
  16831. }
  16832. /**
  16833. * Check for skill unit visibilty on single BL on insight/spawn action
  16834. * @param su Skill unit
  16835. * @param bl Block list
  16836. * @author [Cydh]
  16837. **/
  16838. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16839. bool visible = true;
  16840. struct block_list *src = NULL;
  16841. nullpo_retv(bl);
  16842. nullpo_retv(su);
  16843. nullpo_retv((src = battle_get_master(&su->bl)));
  16844. if (su->hidden && src != bl) {
  16845. unsigned int party1 = status_get_party_id(src);
  16846. unsigned int party2 = status_get_party_id(bl);
  16847. if (!party1 || !party2 || party1 != party2)
  16848. visible = false;
  16849. }
  16850. clif_getareachar_skillunit(bl, su, SELF, visible);
  16851. }
  16852. /**
  16853. * Initialize new skill unit for skill unit group.
  16854. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16855. * @param group Skill unit group
  16856. * @param idx
  16857. * @param x
  16858. * @param y
  16859. * @param val1
  16860. * @param val2
  16861. */
  16862. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  16863. {
  16864. if (group == nullptr || group->unit == nullptr)
  16865. return nullptr;
  16866. skill_unit *unit = &group->unit[idx];
  16867. if (unit == nullptr)
  16868. return nullptr;
  16869. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16870. return unit;
  16871. if(!unit->alive)
  16872. group->alive_count++;
  16873. unit->bl.id = map_get_new_object_id();
  16874. unit->bl.type = BL_SKILL;
  16875. unit->bl.m = group->map;
  16876. unit->bl.x = x;
  16877. unit->bl.y = y;
  16878. unit->group = group;
  16879. unit->alive = 1;
  16880. unit->val1 = val1;
  16881. unit->val2 = val2;
  16882. unit->hidden = hidden;
  16883. // Stores new skill unit
  16884. idb_put(skillunit_db, unit->bl.id, unit);
  16885. map_addiddb(&unit->bl);
  16886. if(map_addblock(&unit->bl))
  16887. return NULL;
  16888. // Perform oninit actions
  16889. switch (group->skill_id) {
  16890. case WZ_ICEWALL:
  16891. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16892. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16893. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16894. break;
  16895. case SA_LANDPROTECTOR:
  16896. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16897. break;
  16898. #ifndef RENEWAL
  16899. case HP_BASILICA:
  16900. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16901. break;
  16902. #endif
  16903. case SC_MAELSTROM:
  16904. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16905. break;
  16906. default:
  16907. if (group->state.song_dance&0x1) //Check for dissonance.
  16908. skill_dance_overlap(unit, 1);
  16909. break;
  16910. }
  16911. skill_getareachar_skillunit_visibilty(unit, AREA);
  16912. return unit;
  16913. }
  16914. /**
  16915. * Remove unit
  16916. * @param unit
  16917. */
  16918. int skill_delunit(struct skill_unit* unit)
  16919. {
  16920. nullpo_ret(unit);
  16921. if( !unit->alive )
  16922. return 0;
  16923. unit->alive = 0;
  16924. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16925. if (group == nullptr)
  16926. return 0;
  16927. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16928. skill_dance_overlap(unit, 0);
  16929. // invoke onout event
  16930. if( !unit->range )
  16931. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16932. // perform ondelete actions
  16933. switch (group->skill_id) {
  16934. case HT_ANKLESNARE:
  16935. case SC_ESCAPE:
  16936. {
  16937. struct block_list* target = map_id2bl(group->val2);
  16938. enum sc_type type = status_skill2sc(group->skill_id);
  16939. if( target )
  16940. status_change_end(target, type, INVALID_TIMER);
  16941. }
  16942. break;
  16943. case WZ_ICEWALL:
  16944. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16945. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16946. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16947. break;
  16948. case SA_LANDPROTECTOR:
  16949. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16950. break;
  16951. #ifndef RENEWAL
  16952. case HP_BASILICA:
  16953. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16954. break;
  16955. #endif
  16956. case RA_ELECTRICSHOCKER: {
  16957. struct block_list* target = map_id2bl(group->val2);
  16958. if( target )
  16959. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16960. }
  16961. break;
  16962. case SC_MAELSTROM:
  16963. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16964. break;
  16965. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16966. if( group->val2 ) { // Someone Traped
  16967. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16968. if( tsc && tsc->data[SC__MANHOLE] )
  16969. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16970. }
  16971. break;
  16972. }
  16973. clif_skill_delunit(unit);
  16974. unit->group=NULL;
  16975. map_delblock(&unit->bl); // don't free yet
  16976. map_deliddb(&unit->bl);
  16977. idb_remove(skillunit_db, unit->bl.id);
  16978. if(--group->alive_count==0)
  16979. skill_delunitgroup(group);
  16980. return 0;
  16981. }
  16982. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  16983. /// Returns the target s_skill_unit_group or nullptr if not found.
  16984. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  16985. return util::umap_find(skillunit_group_db, group_id);
  16986. }
  16987. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16988. /**
  16989. * Returns a new group_id that isn't being used in skillunit_group_db.
  16990. * Fatal error if nothing is available.
  16991. */
  16992. static int skill_get_new_group_id(void)
  16993. {
  16994. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16995. return skill_unit_group_newid++;// available
  16996. {// find next id
  16997. int base_id = skill_unit_group_newid;
  16998. while( base_id != ++skill_unit_group_newid )
  16999. {
  17000. if( skill_unit_group_newid < MAX_SKILL )
  17001. skill_unit_group_newid = MAX_SKILL;
  17002. if( skill_id2group(skill_unit_group_newid) == NULL )
  17003. return skill_unit_group_newid++;// available
  17004. }
  17005. // full loop, nothing available
  17006. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17007. exit(1);
  17008. }
  17009. }
  17010. /**
  17011. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17012. * @param src Object that cast the skill
  17013. * @param count How many 'cells' used that needed. Related with skill layout
  17014. * @param skill_id ID of used skill
  17015. * @param skill_lv Skill level of used skill
  17016. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17017. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17018. * @param interval Time interval
  17019. * @return s_skill_unit_group
  17020. */
  17021. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  17022. {
  17023. nullpo_retr(nullptr, src);
  17024. unit_data *ud = unit_bl2ud(src);
  17025. nullpo_retr(nullptr, ud);
  17026. if (skill_id == 0 || skill_lv == 0)
  17027. return 0;
  17028. auto group = std::make_shared<s_skill_unit_group>();
  17029. group->src_id = src->id;
  17030. group->party_id = status_get_party_id(src);
  17031. group->guild_id = status_get_guild_id(src);
  17032. group->bg_id = bg_team_get_id(src);
  17033. group->group_id = skill_get_new_group_id();
  17034. group->link_group_id = 0;
  17035. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  17036. group->unit_count = count;
  17037. group->alive_count = 0;
  17038. group->val1 = 0;
  17039. group->val2 = 0;
  17040. group->val3 = 0;
  17041. group->skill_id = skill_id;
  17042. group->skill_lv = skill_lv;
  17043. group->unit_id = unit_id;
  17044. group->map = src->m;
  17045. group->limit = limit;
  17046. group->interval = interval;
  17047. group->tick = gettick();
  17048. group->valstr = nullptr;
  17049. ud->skillunits.push_back(group);
  17050. // Stores this new group
  17051. skillunit_group_db.insert({ group->group_id, group });
  17052. return group;
  17053. }
  17054. /**
  17055. * Remove skill unit group
  17056. * @param group
  17057. * @param file
  17058. * @param line
  17059. * @param *func
  17060. */
  17061. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  17062. {
  17063. struct block_list* src;
  17064. struct unit_data *ud;
  17065. short i;
  17066. int link_group_id;
  17067. if( group == nullptr ) {
  17068. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17069. return 0;
  17070. }
  17071. src = map_id2bl(group->src_id);
  17072. ud = unit_bl2ud(src);
  17073. if (!src || !ud) {
  17074. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17075. return 0;
  17076. }
  17077. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17078. switch( group->skill_id ) {
  17079. case BA_DISSONANCE:
  17080. case BA_POEMBRAGI:
  17081. case BA_WHISTLE:
  17082. case BA_ASSASSINCROSS:
  17083. case BA_APPLEIDUN:
  17084. case DC_UGLYDANCE:
  17085. case DC_HUMMING:
  17086. case DC_DONTFORGETME:
  17087. case DC_FORTUNEKISS:
  17088. case DC_SERVICEFORYOU:
  17089. case NC_NEUTRALBARRIER:
  17090. case NC_STEALTHFIELD:
  17091. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17092. break;
  17093. }
  17094. }
  17095. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17096. struct status_change* sc = status_get_sc(src);
  17097. if (sc && sc->data[SC_DANCING]) {
  17098. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17099. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17100. }
  17101. }
  17102. // End SC from the master when the skill group is deleted
  17103. i = SC_NONE;
  17104. switch (group->unit_id) {
  17105. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17106. #ifndef RENEWAL
  17107. case UNT_BASILICA: i = SC_BASILICA; break;
  17108. #endif
  17109. }
  17110. if (i != SC_NONE) {
  17111. struct status_change *sc = status_get_sc(src);
  17112. if (sc && sc->data[i]) {
  17113. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17114. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17115. }
  17116. }
  17117. switch( group->skill_id ) {
  17118. case PF_SPIDERWEB:
  17119. {
  17120. struct block_list* target = map_id2bl(group->val2);
  17121. struct status_change *sc;
  17122. bool removed = true;
  17123. //Clear group id from status change
  17124. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17125. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17126. sc->data[SC_SPIDERWEB]->val2 = 0;
  17127. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17128. sc->data[SC_SPIDERWEB]->val3 = 0;
  17129. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17130. sc->data[SC_SPIDERWEB]->val4 = 0;
  17131. else //Group was already removed in status_change_end, don't call it again!
  17132. removed = false;
  17133. //The last group was cleared, end status change
  17134. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17135. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17136. }
  17137. }
  17138. break;
  17139. case SG_SUN_WARM:
  17140. case SG_MOON_WARM:
  17141. case SG_STAR_WARM:
  17142. case LG_BANDING:
  17143. {
  17144. status_change *sc = status_get_sc(src);
  17145. sc_type type = status_skill2sc(group->skill_id);
  17146. if (sc && sc->data[type]) {
  17147. sc->data[type]->val4 = 0;
  17148. status_change_end(src, type, INVALID_TIMER);
  17149. }
  17150. }
  17151. break;
  17152. case NC_NEUTRALBARRIER:
  17153. {
  17154. struct status_change *sc = NULL;
  17155. if( (sc = status_get_sc(src)) != NULL ) {
  17156. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17157. {
  17158. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17159. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17160. }
  17161. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17162. }
  17163. }
  17164. break;
  17165. case NC_STEALTHFIELD:
  17166. {
  17167. struct status_change *sc = NULL;
  17168. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17169. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17170. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17171. }
  17172. }
  17173. break;
  17174. }
  17175. if (src->type==BL_PC && group->state.ammo_consume)
  17176. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17177. group->alive_count=0;
  17178. // remove all unit cells
  17179. if(group->unit != NULL)
  17180. for( i = 0; i < group->unit_count; i++ )
  17181. skill_delunit(&group->unit[i]);
  17182. // clear Talkie-box string
  17183. if( group->valstr != NULL ) {
  17184. aFree(group->valstr);
  17185. group->valstr = NULL;
  17186. }
  17187. link_group_id = group->link_group_id;
  17188. if (skillunit_group_db.erase(group->group_id) != 1)
  17189. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17190. util::vector_erase_if_exists(ud->skillunits, group);
  17191. if(link_group_id) {
  17192. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  17193. if(group_cur)
  17194. skill_delunitgroup(group_cur);
  17195. }
  17196. return 1;
  17197. }
  17198. /**
  17199. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17200. * @param src
  17201. */
  17202. void skill_clear_unitgroup(struct block_list *src)
  17203. {
  17204. nullpo_retv(src);
  17205. unit_data *ud = unit_bl2ud(src);
  17206. nullpo_retv(ud);
  17207. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17208. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  17209. skill_delunitgroup(*it);
  17210. }
  17211. }
  17212. /**
  17213. * Search tickset for skill unit in skill unit group
  17214. * @param bl Block List for skill_unit
  17215. * @param group Skill unit group
  17216. * @param tick
  17217. * @return skill_unit_group_tickset if found
  17218. */
  17219. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  17220. {
  17221. int i, j = -1, s, id;
  17222. struct unit_data *ud;
  17223. struct skill_unit_group_tickset *set;
  17224. nullpo_ret(bl);
  17225. if (group->interval == -1)
  17226. return NULL;
  17227. ud = unit_bl2ud(bl);
  17228. if (!ud)
  17229. return NULL;
  17230. set = ud->skillunittick;
  17231. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17232. id = s = group->skill_id;
  17233. else
  17234. id = s = group->group_id;
  17235. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17236. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17237. if (set[k].id == id)
  17238. return &set[k];
  17239. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17240. j=k;
  17241. }
  17242. if (j == -1) {
  17243. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17244. j = id % MAX_SKILLUNITGROUPTICKSET;
  17245. }
  17246. set[j].id = id;
  17247. set[j].tick = tick;
  17248. return &set[j];
  17249. }
  17250. /*==========================================
  17251. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17252. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17253. *------------------------------------------*/
  17254. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17255. {
  17256. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17257. t_tick tick = va_arg(ap,t_tick);
  17258. nullpo_ret(unit);
  17259. if( !unit->alive || bl->prev == NULL )
  17260. return 0;
  17261. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17262. if (group == nullptr)
  17263. return 0;
  17264. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17265. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  17266. return 0; //AoE skills are ineffective. [Skotlex]
  17267. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17268. return 0;
  17269. skill_unit_onplace_timer(unit,bl,tick);
  17270. return 1;
  17271. }
  17272. /**
  17273. * @see DBApply
  17274. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17275. */
  17276. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17277. {
  17278. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17279. t_tick tick = va_arg(ap,t_tick);
  17280. bool dissonance;
  17281. struct block_list* bl = &unit->bl;
  17282. nullpo_ret(unit);
  17283. if( !unit->alive )
  17284. return 0;
  17285. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17286. if (group == nullptr)
  17287. return 0;
  17288. // Check for expiration
  17289. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17290. {// skill unit expired (inlined from skill_unit_onlimit())
  17291. switch( group->unit_id ) {
  17292. case UNT_ICEWALL:
  17293. unit->val1 -= 50; // icewall loses 50 hp every second
  17294. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17295. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17296. if( unit->val1 <= 0 )
  17297. skill_delunit(unit);
  17298. break;
  17299. case UNT_BLASTMINE:
  17300. #ifdef RENEWAL
  17301. case UNT_CLAYMORETRAP:
  17302. #endif
  17303. case UNT_GROUNDDRIFT_WIND:
  17304. case UNT_GROUNDDRIFT_DARK:
  17305. case UNT_GROUNDDRIFT_POISON:
  17306. case UNT_GROUNDDRIFT_WATER:
  17307. case UNT_GROUNDDRIFT_FIRE:
  17308. group->unit_id = UNT_USED_TRAPS;
  17309. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17310. group->limit=DIFF_TICK(tick+1500,group->tick);
  17311. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17312. break;
  17313. case UNT_ANKLESNARE:
  17314. case UNT_ELECTRICSHOCKER:
  17315. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17316. skill_delunit(unit);
  17317. break;
  17318. }
  17319. case UNT_SKIDTRAP:
  17320. case UNT_LANDMINE:
  17321. case UNT_SHOCKWAVE:
  17322. case UNT_SANDMAN:
  17323. case UNT_FLASHER:
  17324. case UNT_FREEZINGTRAP:
  17325. #ifndef RENEWAL
  17326. case UNT_CLAYMORETRAP:
  17327. #endif
  17328. case UNT_TALKIEBOX:
  17329. case UNT_CLUSTERBOMB:
  17330. case UNT_MAGENTATRAP:
  17331. case UNT_COBALTTRAP:
  17332. case UNT_MAIZETRAP:
  17333. case UNT_VERDURETRAP:
  17334. case UNT_FIRINGTRAP:
  17335. case UNT_ICEBOUNDTRAP:
  17336. {
  17337. struct block_list* src;
  17338. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17339. { // revert unit back into a trap
  17340. struct item item_tmp;
  17341. memset(&item_tmp,0,sizeof(item_tmp));
  17342. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17343. item_tmp.identify = 1;
  17344. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17345. }
  17346. skill_delunit(unit);
  17347. }
  17348. break;
  17349. case UNT_WARP_ACTIVE:
  17350. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17351. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17352. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17353. // restart timers
  17354. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17355. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17356. // apply effect to all units standing on it
  17357. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17358. break;
  17359. case UNT_CALLFAMILY:
  17360. {
  17361. struct map_session_data *sd = NULL;
  17362. if(group->val1) {
  17363. sd = map_charid2sd(group->val1);
  17364. group->val1 = 0;
  17365. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17366. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17367. }
  17368. if(group->val2) {
  17369. sd = map_charid2sd(group->val2);
  17370. group->val2 = 0;
  17371. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17372. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17373. }
  17374. skill_delunit(unit);
  17375. }
  17376. break;
  17377. case UNT_REVERBERATION:
  17378. case UNT_NETHERWORLD:
  17379. if( unit->val1 <= 0 ) { // If it was deactivated.
  17380. skill_delunit(unit);
  17381. break;
  17382. }
  17383. clif_changetraplook(bl,UNT_USED_TRAPS);
  17384. if (group->unit_id == UNT_REVERBERATION)
  17385. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17386. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17387. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17388. group->unit_id = UNT_USED_TRAPS;
  17389. break;
  17390. case UNT_FEINTBOMB: {
  17391. struct block_list *src = map_id2bl(group->src_id);
  17392. if (src)
  17393. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  17394. skill_delunit(unit);
  17395. }
  17396. break;
  17397. case UNT_BANDING:
  17398. {
  17399. struct block_list *src = map_id2bl(group->src_id);
  17400. struct status_change *sc;
  17401. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17402. skill_delunit(unit);
  17403. break;
  17404. }
  17405. // This unit isn't removed while SC_BANDING is active.
  17406. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17407. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17408. }
  17409. break;
  17410. case UNT_B_TRAP:
  17411. {
  17412. struct block_list* src;
  17413. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17414. struct item item_tmp;
  17415. memset(&item_tmp, 0, sizeof(item_tmp));
  17416. item_tmp.nameid = group->item_id;
  17417. item_tmp.identify = 1;
  17418. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17419. }
  17420. skill_delunit(unit);
  17421. }
  17422. break;
  17423. default:
  17424. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17425. // Deal damage before expiration
  17426. break;
  17427. }
  17428. skill_delunit(unit);
  17429. break;
  17430. }
  17431. } else {// skill unit is still active
  17432. switch( group->unit_id ) {
  17433. case UNT_BLASTMINE:
  17434. case UNT_SKIDTRAP:
  17435. case UNT_LANDMINE:
  17436. case UNT_SHOCKWAVE:
  17437. case UNT_SANDMAN:
  17438. case UNT_FLASHER:
  17439. case UNT_CLAYMORETRAP:
  17440. case UNT_FREEZINGTRAP:
  17441. case UNT_TALKIEBOX:
  17442. case UNT_ANKLESNARE:
  17443. case UNT_B_TRAP:
  17444. if( unit->val1 <= 0 ) {
  17445. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17446. skill_delunit(unit);
  17447. else {
  17448. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17449. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17450. group->unit_id = UNT_USED_TRAPS;
  17451. }
  17452. }
  17453. break;
  17454. case UNT_REVERBERATION:
  17455. case UNT_NETHERWORLD:
  17456. if (unit->val1 <= 0) {
  17457. clif_changetraplook(bl,UNT_USED_TRAPS);
  17458. if (group->unit_id == UNT_REVERBERATION)
  17459. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17460. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17461. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17462. group->unit_id = UNT_USED_TRAPS;
  17463. }
  17464. break;
  17465. case UNT_WALLOFTHORN:
  17466. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17467. skill_delunitgroup(group);
  17468. break;
  17469. }
  17470. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17471. skill_delunit(unit);
  17472. break;
  17473. case UNT_SANCTUARY:
  17474. if (group->val1 <= 0) {
  17475. skill_delunitgroup(group);
  17476. }
  17477. break;
  17478. default:
  17479. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17480. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17481. // Unit will expire the next interval, start dropping Meteor
  17482. struct block_list* src;
  17483. if ((src = map_id2bl(group->src_id)) != NULL) {
  17484. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17485. group->val2 = 1;
  17486. }
  17487. }
  17488. // No damage until expiration
  17489. return 0;
  17490. }
  17491. break;
  17492. }
  17493. }
  17494. //Don't continue if unit or even group is expired and has been deleted.
  17495. if( !group || !unit->alive )
  17496. return 0;
  17497. dissonance = skill_dance_switch(unit, 0);
  17498. if( unit->range >= 0 && group->interval != -1 )
  17499. {
  17500. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17501. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17502. group->unit_id = UNT_USED_TRAPS;
  17503. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17504. unit->range = -1; //Disable processed cell.
  17505. if (--group->val1 <= 0) { // number of live cells
  17506. //All tiles were processed, disable skill.
  17507. group->target_flag=BCT_NOONE;
  17508. group->bl_flag= BL_NUL;
  17509. }
  17510. }
  17511. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17512. skill_delunit(unit);
  17513. return 0;
  17514. }
  17515. }
  17516. if( dissonance )
  17517. skill_dance_switch(unit, 1);
  17518. return 0;
  17519. }
  17520. /*==========================================
  17521. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17522. *------------------------------------------*/
  17523. TIMER_FUNC(skill_unit_timer){
  17524. map_freeblock_lock();
  17525. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17526. map_freeblock_unlock();
  17527. return 0;
  17528. }
  17529. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17530. /*==========================================
  17531. * flag :
  17532. * 1 : store that skill_unit in array
  17533. * 2 : clear that skill_unit
  17534. * 4 : call_on_left
  17535. *------------------------------------------*/
  17536. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17537. {
  17538. struct skill_unit* unit = (struct skill_unit *)bl;
  17539. struct block_list* target = va_arg(ap,struct block_list*);
  17540. t_tick tick = va_arg(ap,t_tick);
  17541. int flag = va_arg(ap,int);
  17542. bool dissonance;
  17543. uint16 skill_id;
  17544. int i;
  17545. nullpo_ret(unit);
  17546. nullpo_ret(target);
  17547. if( !unit->alive || target->prev == NULL )
  17548. return 0;
  17549. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17550. if (group == nullptr)
  17551. return 0;
  17552. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17553. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17554. dissonance = skill_dance_switch(unit, 0);
  17555. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17556. skill_id = group->skill_id;
  17557. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17558. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17559. if( dissonance ) {
  17560. skill_dance_switch(unit, 1);
  17561. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17562. }
  17563. return 0;
  17564. }
  17565. //Target-type check.
  17566. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17567. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17568. if( flag&1 ) {
  17569. if( flag&2 ) { //Clear this skill id.
  17570. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17571. if( i < ARRAYLENGTH(skill_unit_temp) )
  17572. skill_unit_temp[i] = 0;
  17573. }
  17574. } else {
  17575. if( flag&2 ) { //Store this skill id.
  17576. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17577. if( i < ARRAYLENGTH(skill_unit_temp) )
  17578. skill_unit_temp[i] = skill_id;
  17579. else
  17580. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17581. }
  17582. }
  17583. if( flag&4 )
  17584. skill_unit_onleft(skill_id,target,tick);
  17585. }
  17586. if( dissonance )
  17587. skill_dance_switch(unit, 1);
  17588. return 0;
  17589. } else {
  17590. if( flag&1 ) {
  17591. int result = skill_unit_onplace(unit,target,tick);
  17592. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17593. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17594. if( i < ARRAYLENGTH(skill_unit_temp) )
  17595. skill_unit_temp[i] = 0;
  17596. }
  17597. } else {
  17598. int result = skill_unit_onout(unit,target,tick);
  17599. if( flag&2 && result ) { //Store this unit id.
  17600. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17601. if( i < ARRAYLENGTH(skill_unit_temp) )
  17602. skill_unit_temp[i] = skill_id;
  17603. else
  17604. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17605. }
  17606. }
  17607. //TODO: Normally, this is dangerous since the unit and group could be freed
  17608. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17609. //cells do not get deleted within them. [Skotlex]
  17610. if( dissonance )
  17611. skill_dance_switch(unit, 1);
  17612. if( flag&4 )
  17613. skill_unit_onleft(skill_id,target,tick);
  17614. return 1;
  17615. }
  17616. }
  17617. /*==========================================
  17618. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17619. * Flag values:
  17620. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17621. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17622. * units to figure out when they have left a group.
  17623. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17624. *------------------------------------------*/
  17625. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17626. {
  17627. nullpo_ret(bl);
  17628. if( bl->prev == NULL )
  17629. return 0;
  17630. if( flag&2 && !(flag&1) ) //Onout, clear data
  17631. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17632. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17633. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17634. int i;
  17635. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17636. if( skill_unit_temp[i] )
  17637. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17638. }
  17639. return 0;
  17640. }
  17641. /*==========================================
  17642. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17643. * @param bl Skill unit
  17644. * @param m Map
  17645. * @param dx
  17646. * @param dy
  17647. *------------------------------------------*/
  17648. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17649. t_tick tick = gettick();
  17650. struct skill_unit *su;
  17651. if (bl->type != BL_SKILL)
  17652. return;
  17653. if (!(su = (struct skill_unit *)bl))
  17654. return;
  17655. if (!su->alive)
  17656. return;
  17657. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17658. return; //Ensembles may not be moved around.
  17659. if (!bl->prev) {
  17660. bl->x = dx;
  17661. bl->y = dy;
  17662. return;
  17663. }
  17664. map_moveblock(bl, dx, dy, tick);
  17665. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17666. skill_getareachar_skillunit_visibilty(su, AREA);
  17667. return;
  17668. }
  17669. /**
  17670. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17671. * @param group Skill Group
  17672. * @param m Map
  17673. * @param dx
  17674. * @param dy
  17675. */
  17676. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  17677. {
  17678. int i, j;
  17679. t_tick tick = gettick();
  17680. int *m_flag;
  17681. struct skill_unit *unit1;
  17682. struct skill_unit *unit2;
  17683. if (group == NULL)
  17684. return;
  17685. if (group->unit_count <= 0)
  17686. return;
  17687. if (group->unit == NULL)
  17688. return;
  17689. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17690. return; //Ensembles may not be moved around.
  17691. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17692. // m_flag
  17693. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17694. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17695. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17696. // 3: Both 1+2.
  17697. for(i = 0; i < group->unit_count; i++) {
  17698. unit1 =& group->unit[i];
  17699. if (!unit1->alive || unit1->bl.m != m)
  17700. continue;
  17701. for(j = 0; j < group->unit_count; j++) {
  17702. unit2 = &group->unit[j];
  17703. if (!unit2->alive)
  17704. continue;
  17705. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17706. m_flag[i] |= 0x1;
  17707. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17708. m_flag[i] |= 0x2;
  17709. }
  17710. }
  17711. j = 0;
  17712. for (i = 0; i < group->unit_count; i++) {
  17713. unit1 = &group->unit[i];
  17714. if (!unit1->alive)
  17715. continue;
  17716. if (!(m_flag[i]&0x2)) {
  17717. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17718. skill_dance_overlap(unit1, 0);
  17719. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17720. }
  17721. //Move Cell using "smart" criteria (avoid useless moving around)
  17722. switch(m_flag[i]) {
  17723. case 0:
  17724. //Cell moves independently, safely move it.
  17725. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17726. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17727. break;
  17728. case 1:
  17729. //Cell moves unto another cell, look for a replacement cell that won't collide
  17730. //and has no cell moving into it (flag == 2)
  17731. for(; j < group->unit_count; j++) {
  17732. int dx2, dy2;
  17733. if(m_flag[j] != 2 || !group->unit[j].alive)
  17734. continue;
  17735. //Move to where this cell would had moved.
  17736. unit2 = &group->unit[j];
  17737. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17738. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17739. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17740. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17741. j++; //Skip this cell as we have used it.
  17742. break;
  17743. }
  17744. break;
  17745. case 2:
  17746. case 3:
  17747. break; //Don't move the cell as a cell will end on this tile anyway.
  17748. }
  17749. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17750. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17751. skill_dance_overlap(unit1, 1);
  17752. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17753. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17754. }
  17755. }
  17756. aFree(m_flag);
  17757. }
  17758. /**
  17759. * Checking product requirement in player's inventory.
  17760. * Checking if player has the item or not, the amount, and the weight limit.
  17761. * @param sd Player
  17762. * @param nameid Product requested
  17763. * @param trigger Trigger criteria to match will 'ItemLv'
  17764. * @param qty Amount of item will be created
  17765. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17766. */
  17767. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  17768. {
  17769. short i, j;
  17770. nullpo_ret(sd);
  17771. if (!nameid || !itemdb_exists(nameid))
  17772. return 0;
  17773. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17774. if (skill_produce_db[i].nameid == nameid) {
  17775. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17776. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17777. continue; // must iterate again to check other skills that produce it. [malufett]
  17778. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17779. continue; // special case
  17780. break;
  17781. }
  17782. }
  17783. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  17784. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  17785. return 0;
  17786. }
  17787. if (i >= MAX_SKILL_PRODUCE_DB)
  17788. return 0;
  17789. // Cannot carry the produced stuff
  17790. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17791. return 0;
  17792. // Matching the requested produce list
  17793. if (trigger >= 0) {
  17794. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17795. if (skill_produce_db[i].itemlv != trigger)
  17796. return 0;
  17797. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17798. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17799. return 0;
  17800. } else { // Weapon (itemlv must be higher or equal)
  17801. if (skill_produce_db[i].itemlv > trigger)
  17802. return 0;
  17803. }
  17804. }
  17805. // Check on player's inventory
  17806. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17807. t_itemid nameid_produce;
  17808. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17809. continue;
  17810. if (skill_produce_db[i].mat_amount[j] == 0) {
  17811. if (pc_search_inventory(sd,nameid_produce) < 0)
  17812. return 0;
  17813. } else {
  17814. unsigned short idx, amt;
  17815. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17816. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17817. amt += sd->inventory.u.items_inventory[idx].amount;
  17818. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17819. return 0;
  17820. }
  17821. }
  17822. return i + 1;
  17823. }
  17824. /**
  17825. * Attempt to produce an item
  17826. * @param sd Player
  17827. * @param skill_id Skill used
  17828. * @param nameid Requested product
  17829. * @param slot1
  17830. * @param slot2
  17831. * @param slot3
  17832. * @param qty Amount of requested item
  17833. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17834. * @return True is success, False if failed
  17835. */
  17836. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17837. {
  17838. int slot[3];
  17839. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17840. int num = -1; // exclude the recipe
  17841. struct status_data *status;
  17842. nullpo_ret(sd);
  17843. status = status_get_status_data(&sd->bl);
  17844. if( sd->skill_id_old == skill_id )
  17845. skill_lv = sd->skill_lv_old;
  17846. if (produce_idx == -1) {
  17847. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17848. return false;
  17849. idx--;
  17850. }
  17851. else
  17852. idx = produce_idx;
  17853. if (qty < 1)
  17854. qty = 1;
  17855. if (!skill_id) //A skill can be specified for some override cases.
  17856. skill_id = skill_produce_db[idx].req_skill;
  17857. if( skill_id == GC_RESEARCHNEWPOISON )
  17858. skill_id = GC_CREATENEWPOISON;
  17859. slot[0] = slot1;
  17860. slot[1] = slot2;
  17861. slot[2] = slot3;
  17862. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17863. short j;
  17864. if (slot[i] <= 0)
  17865. continue;
  17866. j = pc_search_inventory(sd,slot[i]);
  17867. if (j < 0)
  17868. continue;
  17869. if (slot[i] == ITEMID_STAR_CRUMB) {
  17870. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17871. sc++;
  17872. }
  17873. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17874. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17875. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17876. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17877. }
  17878. }
  17879. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17880. short x, j;
  17881. t_itemid id;
  17882. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17883. continue;
  17884. num++;
  17885. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17886. do {
  17887. int y = 0;
  17888. j = pc_search_inventory(sd,id);
  17889. if (j >= 0) {
  17890. y = sd->inventory.u.items_inventory[j].amount;
  17891. if (y > x)
  17892. y = x;
  17893. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17894. } else {
  17895. ShowError("skill_produce_mix: material item error\n");
  17896. return false;
  17897. }
  17898. x -= y;
  17899. } while( j >= 0 && x > 0 );
  17900. }
  17901. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17902. wlv = itemdb_wlv(nameid);
  17903. if (!equip) {
  17904. switch (skill_id) {
  17905. case BS_IRON:
  17906. case BS_STEEL:
  17907. case BS_ENCHANTEDSTONE:
  17908. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17909. i = pc_checkskill(sd,skill_id);
  17910. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17911. switch (nameid) {
  17912. case ITEMID_IRON:
  17913. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17914. break;
  17915. case ITEMID_STEEL:
  17916. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17917. break;
  17918. case ITEMID_STAR_CRUMB:
  17919. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17920. break;
  17921. default: // Enchanted Stones
  17922. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17923. break;
  17924. }
  17925. break;
  17926. case ASC_CDP:
  17927. make_per = (2000 + 40*status->dex + 20*status->luk);
  17928. break;
  17929. case AL_HOLYWATER:
  17930. case AB_ANCILLA:
  17931. make_per = 100000; //100% success
  17932. break;
  17933. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17934. case AM_TWILIGHT1:
  17935. case AM_TWILIGHT2:
  17936. case AM_TWILIGHT3:
  17937. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17938. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17939. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17940. if (hom_is_active(sd->hd)) {//Player got a homun
  17941. int skill;
  17942. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17943. make_per += skill*100; //+1% bonus per level
  17944. }
  17945. switch(nameid){
  17946. case ITEMID_RED_POTION:
  17947. case ITEMID_YELLOW_POTION:
  17948. case ITEMID_WHITE_POTION:
  17949. make_per += (1+rnd()%100)*10 + 2000;
  17950. break;
  17951. case ITEMID_ALCOHOL:
  17952. make_per += (1+rnd()%100)*10 + 1000;
  17953. break;
  17954. case ITEMID_FIRE_BOTTLE:
  17955. case ITEMID_ACID_BOTTLE:
  17956. case ITEMID_MAN_EATER_BOTTLE:
  17957. case ITEMID_MINI_BOTTLE:
  17958. make_per += (1+rnd()%100)*10;
  17959. break;
  17960. case ITEMID_YELLOW_SLIM_POTION:
  17961. make_per -= (1+rnd()%50)*10;
  17962. break;
  17963. case ITEMID_WHITE_SLIM_POTION:
  17964. case ITEMID_COATING_BOTTLE:
  17965. make_per -= (1+rnd()%100)*10;
  17966. break;
  17967. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17968. case ITEMID_BLUE_POTION:
  17969. case ITEMID_RED_SLIM_POTION:
  17970. case ITEMID_ANODYNE:
  17971. case ITEMID_ALOEBERA:
  17972. default:
  17973. break;
  17974. }
  17975. if (battle_config.pp_rate != 100)
  17976. make_per = make_per * battle_config.pp_rate / 100;
  17977. break;
  17978. case SA_CREATECON: // Elemental Converter Creation
  17979. make_per = 100000; // should be 100% success rate
  17980. break;
  17981. case RK_RUNEMASTERY: {
  17982. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  17983. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17984. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17985. int D = 0;
  17986. switch (nameid) { //rune rank it_diff 9 craftable rune
  17987. case ITEMID_BERKANA:
  17988. D = -2000;
  17989. break; //Rank S
  17990. case ITEMID_NAUTHIZ:
  17991. case ITEMID_URUZ:
  17992. D = -1500;
  17993. break; //Rank A
  17994. case ITEMID_ISA:
  17995. case ITEMID_WYRD:
  17996. D = -1000;
  17997. break; //Rank B
  17998. case ITEMID_RAIDO:
  17999. case ITEMID_THURISAZ:
  18000. case ITEMID_HAGALAZ:
  18001. case ITEMID_OTHILA:
  18002. D = -500;
  18003. break; //Rank C
  18004. default:
  18005. D = -1500;
  18006. break; //not specified =-15%
  18007. }
  18008. make_per = A + B + C + D;
  18009. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18010. if (runemastery_skill_lv > 9)
  18011. qty = 2 + rnd() % 5; // 2~6
  18012. else if (runemastery_skill_lv > 4)
  18013. qty = 2 + rnd() % 3; // 2~4
  18014. else
  18015. qty = 2;
  18016. }
  18017. break;
  18018. case GC_CREATENEWPOISON:
  18019. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18020. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18021. break;
  18022. case GN_CHANGEMATERIAL:
  18023. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18024. if (skill_changematerial_db[i].nameid == nameid) {
  18025. make_per = skill_changematerial_db[i].rate * 10;
  18026. break;
  18027. }
  18028. }
  18029. break;
  18030. case GN_S_PHARMACY:
  18031. {
  18032. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  18033. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  18034. switch (nameid) { // Item difficulty factor
  18035. case ITEMID_HP_INCREASE_POTION_SMALL:
  18036. case ITEMID_SP_INCREASE_POTION_SMALL:
  18037. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18038. difficulty += 10;
  18039. break;
  18040. case ITEMID_BOMB_MUSHROOM_SPORE:
  18041. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18042. difficulty += 15;
  18043. break;
  18044. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18045. case ITEMID_SP_INCREASE_POTION_LARGE:
  18046. case ITEMID_VITATA500:
  18047. difficulty += 20;
  18048. break;
  18049. case ITEMID_SEED_OF_HORNY_PLANT:
  18050. case ITEMID_BLOODSUCK_PLANT_SEED:
  18051. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18052. difficulty += 30;
  18053. break;
  18054. case ITEMID_HP_INCREASE_POTION_LARGE:
  18055. case ITEMID_CURE_FREE:
  18056. difficulty += 40;
  18057. break;
  18058. }
  18059. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  18060. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  18061. make_per -= difficulty;
  18062. qty = production_count[skill_lv - 1];
  18063. // Determine quantity from difficulty
  18064. if (make_per < 1)
  18065. qty -= 6;
  18066. else if (make_per < 100)
  18067. qty -= 5;
  18068. else if (make_per < 300)
  18069. qty -= 4;
  18070. else if (make_per < 400)
  18071. qty -= 3;
  18072. make_per = 100000; // Adjust success back to 100% for crafting
  18073. }
  18074. break;
  18075. case GN_MAKEBOMB:
  18076. case GN_MIX_COOKING:
  18077. {
  18078. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  18079. switch (nameid) { // Item difficulty factor
  18080. // GN_MAKEBOMB
  18081. case ITEMID_APPLE_BOMB:
  18082. difficulty += 5;
  18083. break;
  18084. case ITEMID_COCONUT_BOMB:
  18085. case ITEMID_MELON_BOMB:
  18086. difficulty += 10;
  18087. break;
  18088. case ITEMID_PINEAPPLE_BOMB:
  18089. difficulty += 15;
  18090. break;
  18091. case ITEMID_BANANA_BOMB:
  18092. difficulty += 20;
  18093. break;
  18094. // GN_MIX_COOKING
  18095. case ITEMID_SAVAGE_FULL_ROAST:
  18096. case ITEMID_COCKTAIL_WARG_BLOOD:
  18097. case ITEMID_MINOR_STEW:
  18098. case ITEMID_SIROMA_ICED_TEA:
  18099. case ITEMID_DROSERA_HERB_SALAD:
  18100. case ITEMID_PETITE_TAIL_NOODLES:
  18101. difficulty += 15;
  18102. break;
  18103. }
  18104. 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)
  18105. if (skill_lv > 1) {
  18106. make_per -= difficulty;
  18107. // Determine quantity from difficulty
  18108. if (make_per >= 30)
  18109. qty = 10 + rnd() % 2;
  18110. else if (make_per >= 10)
  18111. qty = 10;
  18112. else if (make_per >= -10)
  18113. qty = 8;
  18114. else if (make_per >= -30)
  18115. qty = 5;
  18116. else
  18117. qty = 0;
  18118. } else {
  18119. if (make_per < difficulty)
  18120. qty = 0;
  18121. }
  18122. make_per = 100000; // Adjust success back to 100% for crafting
  18123. }
  18124. break;
  18125. default:
  18126. if (sd->menuskill_id == AM_PHARMACY &&
  18127. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18128. { //Assume Cooking Dish
  18129. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18130. make_per = 10000; //100% Success
  18131. else
  18132. make_per = 1200 * (sd->menuskill_val - 10)
  18133. + 20 * (sd->status.base_level + 1)
  18134. + 20 * (status->dex + 1)
  18135. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18136. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18137. - 10 * (100 - status->luk + 1)
  18138. - 500 * (num - 1)
  18139. - 100 * (rnd()%4 + 1);
  18140. break;
  18141. }
  18142. make_per = 5000;
  18143. break;
  18144. }
  18145. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18146. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18147. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18148. 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
  18149. 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
  18150. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18151. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18152. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18153. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18154. if (battle_config.wp_rate != 100)
  18155. make_per = make_per * battle_config.wp_rate / 100;
  18156. }
  18157. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18158. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18159. if (make_per < 1) make_per = 1;
  18160. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18161. struct item tmp_item;
  18162. memset(&tmp_item,0,sizeof(tmp_item));
  18163. tmp_item.nameid = nameid;
  18164. tmp_item.amount = 1;
  18165. tmp_item.identify = 1;
  18166. if (equip) {
  18167. tmp_item.card[0] = CARD0_FORGE;
  18168. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18169. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18170. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18171. } else {
  18172. //Flag is only used on the end, so it can be used here. [Skotlex]
  18173. switch (skill_id) {
  18174. case BS_DAGGER:
  18175. case BS_SWORD:
  18176. case BS_TWOHANDSWORD:
  18177. case BS_AXE:
  18178. case BS_MACE:
  18179. case BS_KNUCKLE:
  18180. case BS_SPEAR:
  18181. flag = battle_config.produce_item_name_input&0x1;
  18182. break;
  18183. case AM_PHARMACY:
  18184. case AM_TWILIGHT1:
  18185. case AM_TWILIGHT2:
  18186. case AM_TWILIGHT3:
  18187. flag = battle_config.produce_item_name_input&0x2;
  18188. break;
  18189. case AL_HOLYWATER:
  18190. case AB_ANCILLA:
  18191. flag = battle_config.produce_item_name_input&0x8;
  18192. break;
  18193. case ASC_CDP:
  18194. flag = battle_config.produce_item_name_input&0x10;
  18195. break;
  18196. default:
  18197. flag = battle_config.produce_item_name_input&0x80;
  18198. break;
  18199. }
  18200. if (flag) {
  18201. tmp_item.card[0] = CARD0_CREATE;
  18202. tmp_item.card[1] = 0;
  18203. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18204. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18205. }
  18206. }
  18207. // if(log_config.produce > 0)
  18208. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18209. //TODO update PICKLOG
  18210. if (equip) {
  18211. clif_produceeffect(sd,0,nameid);
  18212. clif_misceffect(&sd->bl,3);
  18213. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18214. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18215. } else {
  18216. int fame = 0;
  18217. tmp_item.amount = 0;
  18218. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18219. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18220. tmp_item.amount = qty;
  18221. break;
  18222. }
  18223. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18224. tmp_item.amount++;
  18225. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18226. continue;
  18227. if (skill_id != AM_PHARMACY &&
  18228. skill_id != AM_TWILIGHT1 &&
  18229. skill_id != AM_TWILIGHT2 &&
  18230. skill_id != AM_TWILIGHT3)
  18231. continue;
  18232. //Add fame as needed.
  18233. switch(++sd->potion_success_counter) {
  18234. case 3:
  18235. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18236. break;
  18237. case 5:
  18238. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18239. break;
  18240. case 7:
  18241. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18242. break;
  18243. case 10:
  18244. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18245. sd->potion_success_counter = 0;
  18246. break;
  18247. }
  18248. } else //Failure
  18249. sd->potion_success_counter = 0;
  18250. }
  18251. if (fame)
  18252. pc_addfame(sd,fame);
  18253. //Visual effects and the like.
  18254. switch (skill_id) {
  18255. case AM_PHARMACY:
  18256. case AM_TWILIGHT1:
  18257. case AM_TWILIGHT2:
  18258. case AM_TWILIGHT3:
  18259. case ASC_CDP:
  18260. case GC_CREATENEWPOISON:
  18261. clif_produceeffect(sd,2,nameid);
  18262. clif_misceffect(&sd->bl,5);
  18263. break;
  18264. case BS_IRON:
  18265. case BS_STEEL:
  18266. case BS_ENCHANTEDSTONE:
  18267. clif_produceeffect(sd,0,nameid);
  18268. clif_misceffect(&sd->bl,3);
  18269. break;
  18270. default: //Those that don't require a skill?
  18271. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18272. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18273. if (sd->cook_mastery < 1999)
  18274. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18275. }
  18276. break;
  18277. }
  18278. }
  18279. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18280. int j, k = 0, l;
  18281. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18282. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18283. if (skill_changematerial_db[i].nameid == nameid){
  18284. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18285. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18286. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18287. tmp_item.amount = (isStackable ? total_qty : 1);
  18288. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18289. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18290. clif_additem(sd,0,0,flag);
  18291. if( battle_config.skill_drop_items_full ){
  18292. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18293. }
  18294. }
  18295. }
  18296. k++;
  18297. }
  18298. }
  18299. break;
  18300. }
  18301. }
  18302. if (k) {
  18303. clif_produceeffect(sd,6,nameid);
  18304. clif_misceffect(&sd->bl,5);
  18305. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18306. return true;
  18307. }
  18308. } else if (tmp_item.amount) { //Success
  18309. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18310. clif_additem(sd,0,0,flag);
  18311. if( battle_config.skill_drop_items_full ){
  18312. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18313. }
  18314. }
  18315. switch (skill_id) {
  18316. case RK_RUNEMASTERY:
  18317. clif_produceeffect(sd, 4, nameid);
  18318. clif_misceffect(&sd->bl, 5);
  18319. break;
  18320. case GN_MIX_COOKING:
  18321. case GN_MAKEBOMB:
  18322. case GN_S_PHARMACY:
  18323. clif_produceeffect(sd, 6, nameid);
  18324. clif_misceffect(&sd->bl, 5);
  18325. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  18326. break;
  18327. }
  18328. return true;
  18329. }
  18330. }
  18331. //Failure
  18332. // if(log_config.produce)
  18333. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18334. //TODO update PICKLOG
  18335. if (equip) {
  18336. clif_produceeffect(sd,1,nameid);
  18337. clif_misceffect(&sd->bl,2);
  18338. } else {
  18339. switch (skill_id) {
  18340. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18341. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18342. case AM_PHARMACY:
  18343. case AM_TWILIGHT1:
  18344. case AM_TWILIGHT2:
  18345. case AM_TWILIGHT3:
  18346. case GC_CREATENEWPOISON:
  18347. clif_produceeffect(sd,3,nameid);
  18348. clif_misceffect(&sd->bl,6);
  18349. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18350. break;
  18351. case BS_IRON:
  18352. case BS_STEEL:
  18353. case BS_ENCHANTEDSTONE:
  18354. clif_produceeffect(sd,1,nameid);
  18355. clif_misceffect(&sd->bl,2);
  18356. break;
  18357. case RK_RUNEMASTERY:
  18358. clif_produceeffect(sd,5,nameid);
  18359. clif_misceffect(&sd->bl,6);
  18360. break;
  18361. case GN_MIX_COOKING:
  18362. if (qty == 0) {
  18363. item tmp_item;
  18364. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  18365. int rate = rnd() % 1000 + 1;
  18366. memset(&tmp_item, 0, sizeof(tmp_item));
  18367. if (rate < 500)
  18368. i = 0;
  18369. else if (rate < 750)
  18370. i = 1;
  18371. else if (rate < 850)
  18372. i = 2;
  18373. else if (rate < 950)
  18374. i = 3;
  18375. else
  18376. i = 4;
  18377. tmp_item.nameid = compensation[i];
  18378. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  18379. tmp_item.identify = 1;
  18380. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18381. clif_additem(sd,0,0,flag);
  18382. if( battle_config.skill_drop_items_full ){
  18383. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18384. }
  18385. }
  18386. clif_produceeffect(sd,7,nameid);
  18387. clif_misceffect(&sd->bl,6);
  18388. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18389. }
  18390. break;
  18391. case GN_MAKEBOMB:
  18392. case GN_S_PHARMACY:
  18393. case GN_CHANGEMATERIAL:
  18394. clif_produceeffect(sd,7,nameid);
  18395. clif_misceffect(&sd->bl,6);
  18396. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18397. break;
  18398. default:
  18399. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18400. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18401. if (sd->cook_mastery > 0)
  18402. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18403. }
  18404. break;
  18405. }
  18406. }
  18407. return false;
  18408. }
  18409. /**
  18410. * Attempt to create arrow by specified material
  18411. * @param sd Player
  18412. * @param nameid Item ID of material
  18413. * @return True if created, False is failed
  18414. */
  18415. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  18416. {
  18417. nullpo_ret(sd);
  18418. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  18419. return false;
  18420. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  18421. for (const auto &it : skill_arrow_db) {
  18422. if (nameid == it.second->nameid) {
  18423. arrow = it.second;
  18424. break;
  18425. }
  18426. }
  18427. short j;
  18428. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  18429. return false;
  18430. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18431. for (const auto &it : arrow->created) {
  18432. char flag = 0;
  18433. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  18434. continue;
  18435. struct item tmp_item = { 0 };
  18436. tmp_item.identify = 1;
  18437. tmp_item.nameid = it.first;
  18438. tmp_item.amount = it.second;
  18439. if (battle_config.produce_item_name_input&0x4) {
  18440. tmp_item.card[0] = CARD0_CREATE;
  18441. tmp_item.card[1] = 0;
  18442. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18443. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18444. }
  18445. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18446. clif_additem(sd,0,0,flag);
  18447. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18448. }
  18449. }
  18450. return true;
  18451. }
  18452. /**
  18453. * Enchant weapon with poison
  18454. * @param sd Player
  18455. * @nameid Item ID of poison type
  18456. */
  18457. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  18458. {
  18459. nullpo_ret(sd);
  18460. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18461. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18462. return 0;
  18463. }
  18464. sc_type type;
  18465. int chance;
  18466. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18467. char output[CHAT_SIZE_MAX];
  18468. const char *msg;
  18469. switch( nameid ) {
  18470. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18471. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18472. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18473. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18474. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18475. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18476. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18477. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18478. default:
  18479. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18480. return 0;
  18481. }
  18482. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18483. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18484. 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
  18485. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18486. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  18487. sprintf(output, msg_txt(sd,721), msg);
  18488. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18489. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18490. clif_msg(sd,msg);
  18491. #endif*/
  18492. return 0;
  18493. }
  18494. /**
  18495. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  18496. * @param bl: Object
  18497. * @param skill_id: Skill invoking to determine if Magic type
  18498. */
  18499. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18500. {
  18501. struct status_change *sc = status_get_sc(bl);
  18502. // non-offensive and non-magic skills do not affect the status
  18503. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18504. return;
  18505. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18506. if (sc->data[SC_MAGICPOWER]->val4) {
  18507. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18508. } else {
  18509. sc->data[SC_MAGICPOWER]->val4 = 1;
  18510. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18511. if(bl->type == BL_PC){// update current display.
  18512. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18513. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18514. }
  18515. }
  18516. }
  18517. }
  18518. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  18519. int x, y, i, class_, skill;
  18520. struct mob_data *md;
  18521. nullpo_ret(sd);
  18522. skill = sd->menuskill_val;
  18523. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18524. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18525. return 0;
  18526. }
  18527. // Spawn Position
  18528. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18529. x = sd->sc.comet_x;
  18530. y = sd->sc.comet_y;
  18531. sd->sc.comet_x = 0;
  18532. sd->sc.comet_y = 0;
  18533. sd->menuskill_val = 0;
  18534. // Item picked decides the mob class
  18535. switch(nameid) {
  18536. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18537. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18538. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18539. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18540. default:
  18541. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18542. return 0;
  18543. }
  18544. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18545. if( md ) {
  18546. struct unit_data *ud = unit_bl2ud(&md->bl);
  18547. md->master_id = sd->bl.id;
  18548. md->special_state.ai = AI_FAW;
  18549. if(ud) {
  18550. ud->skill_id = NC_MAGICDECOY;
  18551. ud->skill_lv = skill;
  18552. }
  18553. if( md->deletetimer != INVALID_TIMER )
  18554. delete_timer(md->deletetimer, mob_timer_delete);
  18555. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18556. mob_spawn(md);
  18557. }
  18558. return 0;
  18559. }
  18560. /**
  18561. * Process Warlock Spellbooks
  18562. * @param sd: Player data
  18563. * @param nameid: Spellbook item used
  18564. */
  18565. void skill_spellbook(struct map_session_data *sd, t_itemid nameid) {
  18566. nullpo_retv(sd);
  18567. if (reading_spellbook_db.empty())
  18568. return;
  18569. struct status_change *sc = status_get_sc(&sd->bl);
  18570. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18571. if (sc == nullptr || sc->data[i] == nullptr)
  18572. break;
  18573. if (i == SC_MAXSPELLBOOK) {
  18574. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18575. return;
  18576. }
  18577. }
  18578. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18579. if (spell == nullptr)
  18580. return;
  18581. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18582. if (skill_lv == 0) { // Caster hasn't learned the skill
  18583. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18584. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18585. return;
  18586. }
  18587. int points = spell->points;
  18588. if (sc && sc->data[SC_FREEZE_SP]) {
  18589. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18590. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18591. return;
  18592. }
  18593. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18594. if (!sc->data[i]) {
  18595. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18596. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18597. break;
  18598. }
  18599. }
  18600. } else {
  18601. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18602. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18603. }
  18604. // Reading Spell Book SP cost same as the sealed spell.
  18605. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18606. }
  18607. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18608. int lv, prob, aslvl = 0;
  18609. uint16 id, sk_idx = 0;
  18610. nullpo_ret(sd);
  18611. if (sd->sc.data[SC_STOP]) {
  18612. aslvl = sd->sc.data[SC_STOP]->val1;
  18613. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18614. }
  18615. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18616. return 0;
  18617. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18618. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18619. return 0;
  18620. }
  18621. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18622. lv = min(lv,sd->status.skill[sk_idx].lv);
  18623. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18624. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18625. return 0;
  18626. }
  18627. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18628. int i;
  18629. nullpo_ret(sd);
  18630. nullpo_ret(item_list);
  18631. if( n <= 0 )
  18632. return 1;
  18633. for( i = 0; i < n; i++ ) {
  18634. t_itemid nameid, product;
  18635. int add_amount, del_amount, idx;
  18636. struct item tmp_item;
  18637. idx = item_list[i*2+0]-2;
  18638. if( idx < 0 || idx >= MAX_INVENTORY ){
  18639. return 1;
  18640. }
  18641. del_amount = item_list[i*2+1];
  18642. if( skill_lv == 2 )
  18643. del_amount -= (del_amount % 10);
  18644. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18645. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18646. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18647. return 1;
  18648. }
  18649. switch( nameid ) {
  18650. // Level 1
  18651. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18652. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18653. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18654. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18655. // Level 2
  18656. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18657. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18658. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18659. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18660. default:
  18661. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18662. return 1;
  18663. }
  18664. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18665. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18666. return 1;
  18667. }
  18668. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18669. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18670. return 1;
  18671. }
  18672. memset(&tmp_item,0,sizeof(tmp_item));
  18673. tmp_item.nameid = product;
  18674. tmp_item.amount = add_amount;
  18675. tmp_item.identify = 1;
  18676. if( tmp_item.amount ) {
  18677. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18678. if( flag != 0 ) {
  18679. clif_additem(sd,0,0,flag);
  18680. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18681. }
  18682. }
  18683. }
  18684. return 0;
  18685. }
  18686. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18687. int i, j, k, c, p = 0, amount;
  18688. t_itemid nameid;
  18689. nullpo_ret(sd);
  18690. nullpo_ret(item_list);
  18691. // Search for objects that can be created.
  18692. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18693. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18694. p = 0;
  18695. do {
  18696. c = 0;
  18697. // Verification of overlap between the objects required and the list submitted.
  18698. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18699. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18700. for( k = 0; k < n; k++ ) {
  18701. int idx = item_list[k*2+0]-2;
  18702. if( idx < 0 || idx >= MAX_INVENTORY ){
  18703. return 0;
  18704. }
  18705. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18706. amount = item_list[k*2+1];
  18707. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18708. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18709. return 0;
  18710. }
  18711. 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]
  18712. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18713. c++; // match
  18714. }
  18715. }
  18716. else
  18717. break; // No more items required
  18718. }
  18719. p++;
  18720. } while(n == j && c == n);
  18721. p--;
  18722. if ( p > 0 ) {
  18723. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18724. return 1;
  18725. }
  18726. }
  18727. }
  18728. if( p == 0)
  18729. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18730. return 0;
  18731. }
  18732. /**
  18733. * For Royal Guard's LG_TRAMPLE
  18734. */
  18735. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18736. {
  18737. skill_unit *su = (struct skill_unit *)bl;
  18738. nullpo_ret(su);
  18739. std::shared_ptr<s_skill_unit_group> sg;
  18740. t_tick tick = va_arg(ap, t_tick);
  18741. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18742. switch( sg->unit_id ) {
  18743. case UNT_CLAYMORETRAP:
  18744. case UNT_FIRINGTRAP:
  18745. case UNT_ICEBOUNDTRAP:
  18746. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18747. break;
  18748. case UNT_LANDMINE:
  18749. case UNT_BLASTMINE:
  18750. case UNT_SHOCKWAVE:
  18751. case UNT_SANDMAN:
  18752. case UNT_FLASHER:
  18753. case UNT_FREEZINGTRAP:
  18754. case UNT_CLUSTERBOMB:
  18755. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18756. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18757. else
  18758. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18759. break;
  18760. }
  18761. // Traps aren't recovered.
  18762. skill_delunit(su);
  18763. }
  18764. return 0;
  18765. }
  18766. /*==========================================
  18767. *
  18768. *------------------------------------------*/
  18769. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18770. int i;
  18771. nullpo_retr(-1, sd);
  18772. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18773. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18774. }
  18775. TIMER_FUNC(skill_blockpc_end){
  18776. struct map_session_data *sd = map_id2sd(id);
  18777. int i = (int)data;
  18778. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18779. return 0;
  18780. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18781. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18782. return 0;
  18783. }
  18784. aFree(sd->scd[i]);
  18785. sd->scd[i] = NULL;
  18786. return 1;
  18787. }
  18788. /**
  18789. * Flags a singular skill as being blocked from persistent usage.
  18790. * @param sd the player the skill delay affects
  18791. * @param skill_id the skill which should be delayed
  18792. * @param tick the length of time the delay should last
  18793. * @param load whether this assignment is being loaded upon player login
  18794. * @return 0 if successful, -1 otherwise
  18795. */
  18796. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18797. int i;
  18798. nullpo_retr(-1, sd);
  18799. if (!skill_id || tick < 1)
  18800. return -1;
  18801. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18802. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18803. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18804. aFree(sd->scd[i]);
  18805. sd->scd[i] = NULL;
  18806. }
  18807. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18808. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18809. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18810. sd->scd[i]->skill_id = skill_id;
  18811. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18812. if (battle_config.display_status_timers && tick > 0)
  18813. clif_skill_cooldown(sd, skill_id, tick);
  18814. return 1;
  18815. } else {
  18816. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18817. return 0;
  18818. }
  18819. }
  18820. int skill_blockpc_clear(struct map_session_data *sd) {
  18821. int i;
  18822. nullpo_ret(sd);
  18823. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18824. if (!sd->scd[i])
  18825. continue;
  18826. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18827. aFree(sd->scd[i]);
  18828. sd->scd[i] = NULL;
  18829. }
  18830. return 1;
  18831. }
  18832. TIMER_FUNC(skill_blockhomun_end){
  18833. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18834. if (hd) {
  18835. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18836. if (skill != hd->blockskill.end())
  18837. hd->blockskill.erase(skill);
  18838. }
  18839. return 1;
  18840. }
  18841. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18842. {
  18843. nullpo_retr(-1, hd);
  18844. if (!skill_db.exists(skill_id))
  18845. return -1;
  18846. auto skill = util::vector_get(hd->blockskill, skill_id);
  18847. if (tick < 1 && skill != hd->blockskill.end()) {
  18848. hd->blockskill.erase(skill);
  18849. return -1;
  18850. }
  18851. hd->blockskill.push_back(skill_id);
  18852. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18853. }
  18854. TIMER_FUNC(skill_blockmerc_end){
  18855. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18856. if (md) {
  18857. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18858. if (skill != md->blockskill.end())
  18859. md->blockskill.erase(skill);
  18860. }
  18861. return 1;
  18862. }
  18863. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18864. {
  18865. nullpo_retr(-1, md);
  18866. if (!skill_db.exists(skill_id))
  18867. return -1;
  18868. auto skill = util::vector_get(md->blockskill, skill_id);
  18869. if (tick < 1 && skill != md->blockskill.end()) {
  18870. md->blockskill.erase(skill);
  18871. return -1;
  18872. }
  18873. md->blockskill.push_back(skill_id);
  18874. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18875. }
  18876. /**
  18877. * Adds a new skill unit entry for this player to recast after map load
  18878. * @param sd: Player
  18879. * @param skill_id: Skill ID to save
  18880. * @param skill_lv: Skill level to save
  18881. */
  18882. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18883. {
  18884. struct skill_usave *sus = NULL;
  18885. if (idb_exists(skillusave_db,sd->status.char_id))
  18886. idb_remove(skillusave_db,sd->status.char_id);
  18887. CREATE(sus, struct skill_usave, 1);
  18888. idb_put(skillusave_db, sd->status.char_id, sus);
  18889. sus->skill_id = skill_id;
  18890. sus->skill_lv = skill_lv;
  18891. }
  18892. /**
  18893. * Loads saved skill unit entries for this player after map load
  18894. * @param sd: Player
  18895. */
  18896. void skill_usave_trigger(struct map_session_data *sd)
  18897. {
  18898. skill_usave *sus;
  18899. std::shared_ptr<s_skill_unit_group> group;
  18900. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18901. return;
  18902. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18903. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18904. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18905. idb_remove(skillusave_db, sd->status.char_id);
  18906. }
  18907. /*
  18908. *
  18909. */
  18910. int skill_split_str (char *str, char **val, int num)
  18911. {
  18912. int i;
  18913. for( i = 0; i < num && str; i++ ) {
  18914. val[i] = str;
  18915. str = strchr(str,',');
  18916. if( str )
  18917. *str++ = 0;
  18918. }
  18919. return i;
  18920. }
  18921. /*
  18922. *
  18923. */
  18924. void skill_init_unit_layout (void) {
  18925. int i,j,pos = 0;
  18926. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18927. // standard square layouts go first
  18928. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18929. int size = i*2+1;
  18930. skill_unit_layout[i].count = size*size;
  18931. for (j=0; j<size*size; j++) {
  18932. skill_unit_layout[i].dx[j] = (j%size-i);
  18933. skill_unit_layout[i].dy[j] = (j/size-i);
  18934. }
  18935. }
  18936. // afterwards add special ones
  18937. pos = i;
  18938. for (const auto &it : skill_db) {
  18939. std::shared_ptr<s_skill_db> skill = it.second;
  18940. uint16 skill_id = skill->nameid;
  18941. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  18942. continue;
  18943. if( skill_id == EL_FIRE_MANTLE ) {
  18944. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18945. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18946. skill_unit_layout[pos].count = 8;
  18947. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18948. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18949. } else {
  18950. switch (skill_id) {
  18951. case MG_FIREWALL:
  18952. case WZ_ICEWALL:
  18953. case WL_EARTHSTRAIN:
  18954. case RL_FIRE_RAIN:
  18955. // these will be handled later
  18956. break;
  18957. case PR_SANCTUARY:
  18958. case NPC_EVILLAND: {
  18959. static const int dx[] = {
  18960. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18961. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18962. static const int dy[]={
  18963. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18964. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18965. skill_unit_layout[pos].count = 21;
  18966. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18967. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18968. }
  18969. break;
  18970. case PR_MAGNUS: {
  18971. static const int dx[] = {
  18972. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18973. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18974. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18975. static const int dy[] = {
  18976. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18977. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18978. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18979. skill_unit_layout[pos].count = 33;
  18980. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18981. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18982. }
  18983. break;
  18984. case AS_VENOMDUST: {
  18985. static const int dx[] = {-1, 0, 0, 0, 1};
  18986. static const int dy[] = { 0,-1, 0, 1, 0};
  18987. skill_unit_layout[pos].count = 5;
  18988. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18989. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18990. }
  18991. break;
  18992. case CR_GRANDCROSS:
  18993. case NPC_GRANDDARKNESS: {
  18994. static const int dx[] = {
  18995. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18996. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18997. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18998. static const int dy[] = {
  18999. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19000. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19001. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19002. skill_unit_layout[pos].count = 29;
  19003. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19004. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19005. }
  19006. break;
  19007. case PF_FOGWALL: {
  19008. static const int dx[] = {
  19009. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19010. static const int dy[] = {
  19011. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19012. skill_unit_layout[pos].count = 15;
  19013. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19014. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19015. }
  19016. break;
  19017. case PA_GOSPEL: {
  19018. static const int dx[] = {
  19019. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19020. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19021. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19022. -1, 0, 1};
  19023. static const int dy[] = {
  19024. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19025. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19026. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19027. 3, 3, 3};
  19028. skill_unit_layout[pos].count = 33;
  19029. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19030. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19031. }
  19032. break;
  19033. case NJ_KAENSIN: {
  19034. 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};
  19035. 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};
  19036. skill_unit_layout[pos].count = 24;
  19037. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19038. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19039. }
  19040. break;
  19041. case NJ_TATAMIGAESHI: {
  19042. //Level 1 (count 4, cross of 3x3)
  19043. static const int dx1[] = {-1, 1, 0, 0};
  19044. static const int dy1[] = { 0, 0,-1, 1};
  19045. //Level 2-3 (count 8, cross of 5x5)
  19046. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19047. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19048. //Level 4-5 (count 12, cross of 7x7
  19049. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19050. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19051. //lv1
  19052. j = 0;
  19053. skill_unit_layout[pos].count = 4;
  19054. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19055. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19056. skill->unit_layout_type[j] = pos;
  19057. //lv2/3
  19058. j++;
  19059. pos++;
  19060. skill_unit_layout[pos].count = 8;
  19061. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19062. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19063. skill->unit_layout_type[j] = pos;
  19064. skill->unit_layout_type[++j] = pos;
  19065. //lv4/5
  19066. j++;
  19067. pos++;
  19068. skill_unit_layout[pos].count = 12;
  19069. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19070. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19071. skill->unit_layout_type[j] = pos;
  19072. skill->unit_layout_type[++j] = pos;
  19073. //Fill in the rest using lv 5.
  19074. for (;j<MAX_SKILL_LEVEL;j++)
  19075. skill->unit_layout_type[j] = pos;
  19076. //Skip, this way the check below will fail and continue to the next skill.
  19077. pos++;
  19078. }
  19079. break;
  19080. case GN_WALLOFTHORN: {
  19081. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19082. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19083. skill_unit_layout[pos].count = 16;
  19084. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19085. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19086. }
  19087. break;
  19088. case NPC_FLAMECROSS: {
  19089. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19090. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19091. skill_unit_layout[pos].count = 8;
  19092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19094. }
  19095. break;
  19096. default:
  19097. ShowError("unknown unit layout at skill %d\n",i);
  19098. break;
  19099. }
  19100. }
  19101. if (!skill_unit_layout[pos].count)
  19102. continue;
  19103. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19104. skill->unit_layout_type[j] = pos;
  19105. pos++;
  19106. }
  19107. // firewall and icewall have 8 layouts (direction-dependent)
  19108. firewall_unit_pos = pos;
  19109. for (i=0;i<8;i++) {
  19110. if (i&1) {
  19111. skill_unit_layout[pos].count = 5;
  19112. if (i&0x2) {
  19113. int dx[] = {-1,-1, 0, 0, 1};
  19114. int dy[] = { 1, 0, 0,-1,-1};
  19115. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19116. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19117. } else {
  19118. int dx[] = { 1, 1 ,0, 0,-1};
  19119. int dy[] = { 1, 0, 0,-1,-1};
  19120. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19121. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19122. }
  19123. } else {
  19124. skill_unit_layout[pos].count = 3;
  19125. if (i%4==0) {
  19126. int dx[] = {-1, 0, 1};
  19127. int dy[] = { 0, 0, 0};
  19128. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19129. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19130. } else {
  19131. int dx[] = { 0, 0, 0};
  19132. int dy[] = {-1, 0, 1};
  19133. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19134. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19135. }
  19136. }
  19137. pos++;
  19138. }
  19139. icewall_unit_pos = pos;
  19140. for (i=0;i<8;i++) {
  19141. skill_unit_layout[pos].count = 5;
  19142. if (i&1) {
  19143. if (i&0x2) {
  19144. int dx[] = {-2,-1, 0, 1, 2};
  19145. int dy[] = { 2, 1, 0,-1,-2};
  19146. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19147. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19148. } else {
  19149. int dx[] = { 2, 1 ,0,-1,-2};
  19150. int dy[] = { 2, 1, 0,-1,-2};
  19151. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19152. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19153. }
  19154. } else {
  19155. if (i%4==0) {
  19156. int dx[] = {-2,-1, 0, 1, 2};
  19157. int dy[] = { 0, 0, 0, 0, 0};
  19158. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19159. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19160. } else {
  19161. int dx[] = { 0, 0, 0, 0, 0};
  19162. int dy[] = {-2,-1, 0, 1, 2};
  19163. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19164. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19165. }
  19166. }
  19167. pos++;
  19168. }
  19169. earthstrain_unit_pos = pos;
  19170. for( i = 0; i < 8; i++ )
  19171. { // For each Direction
  19172. skill_unit_layout[pos].count = 15;
  19173. switch( i )
  19174. {
  19175. case 0: case 1: case 3: case 4: case 5: case 7:
  19176. {
  19177. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19178. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19179. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19180. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19181. }
  19182. break;
  19183. case 2:
  19184. case 6:
  19185. {
  19186. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19187. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19188. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19189. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19190. }
  19191. break;
  19192. }
  19193. pos++;
  19194. }
  19195. firerain_unit_pos = pos;
  19196. for( i = 0; i < 8; i++ ) {
  19197. skill_unit_layout[pos].count = 3;
  19198. switch( i ) {
  19199. case 0: case 1: case 3: case 4: case 5: case 7:
  19200. {
  19201. static const int dx[] = {-1, 0, 1};
  19202. static const int dy[] = { 0, 0, 0};
  19203. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19204. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19205. }
  19206. break;
  19207. case 2:
  19208. case 6:
  19209. {
  19210. static const int dx[] = { 0, 0, 0};
  19211. static const int dy[] = {-1, 0, 1};
  19212. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19213. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19214. }
  19215. break;
  19216. }
  19217. pos++;
  19218. }
  19219. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19220. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19221. }
  19222. void skill_init_nounit_layout (void) {
  19223. int i, pos = 0;
  19224. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19225. for( i = 0; i < 8; i++ ) {
  19226. if( i&1 ) {
  19227. skill_nounit_layout[pos].count = 33;
  19228. if( i&2 ) {
  19229. if( i&4 ) { // 7
  19230. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19231. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19232. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19233. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19234. } else { // 3
  19235. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19236. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19237. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19238. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19239. }
  19240. } else {
  19241. if( i&4 ) { // 5
  19242. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19243. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19244. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19245. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19246. } else { // 1
  19247. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19248. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19249. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19250. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19251. }
  19252. }
  19253. } else {
  19254. skill_nounit_layout[pos].count = 21;
  19255. if( i&2 ) {
  19256. if( i&4 ) { // 6
  19257. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19258. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19259. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19260. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19261. } else { // 2
  19262. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19263. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19264. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19265. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19266. }
  19267. } else {
  19268. if( i&4 ) { // 4
  19269. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19270. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19271. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19272. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19273. } else { // 0
  19274. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19275. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19276. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19277. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19278. }
  19279. }
  19280. }
  19281. pos++;
  19282. }
  19283. for( i = 0; i < 8; i++ ) {
  19284. if( i&1 ) {
  19285. skill_nounit_layout[pos].count = 74;
  19286. if( i&2 ) {
  19287. if( i&4 ) { // 7
  19288. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19289. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19290. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19291. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19292. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19293. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19294. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19295. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19296. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19297. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19298. } else { // 3
  19299. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19300. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19301. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19302. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19303. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19304. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19305. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19306. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19307. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19308. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19309. }
  19310. } else {
  19311. if( i&4 ) { // 5
  19312. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19313. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19314. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19315. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19316. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19317. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19318. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19319. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19320. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19321. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19322. } else { // 1
  19323. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19324. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19325. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19326. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19327. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19328. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19329. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19330. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19331. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19332. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19333. }
  19334. }
  19335. } else {
  19336. skill_nounit_layout[pos].count = 44;
  19337. if( i&2 ) {
  19338. if( i&4 ) { // 6
  19339. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  19340. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19341. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19342. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19343. } else { // 2
  19344. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  19345. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19346. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19347. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19348. }
  19349. } else {
  19350. if( i&4 ) { // 4
  19351. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19352. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19353. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19354. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19355. } else { // 0
  19356. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19357. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19358. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19359. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19360. }
  19361. }
  19362. }
  19363. pos++;
  19364. }
  19365. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19366. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19367. }
  19368. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19369. struct status_change *sc = status_get_sc(bl);
  19370. if( !sc || !bl || !skill_id )
  19371. return 0; // Can do it
  19372. switch (type) {
  19373. case SC_ANKLE:
  19374. if (skill_id == AL_TELEPORT)
  19375. return 1;
  19376. break;
  19377. case SC_STASIS:
  19378. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  19379. return 1; // Can't do it.
  19380. break;
  19381. case SC_KAGEHUMI:
  19382. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19383. return 1;
  19384. case SC_BITE:
  19385. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19386. return 1;
  19387. break;
  19388. }
  19389. return 0;
  19390. }
  19391. /* Determines whether a skill is currently active or not
  19392. * Used for purposes of cancelling SP usage when disabling a skill
  19393. */
  19394. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19395. {
  19396. switch( skill_id ) { //HP & SP Consumption Check
  19397. case BS_MAXIMIZE:
  19398. case NV_TRICKDEAD:
  19399. case TF_HIDING:
  19400. case AS_CLOAKING:
  19401. case GC_CLOAKINGEXCEED:
  19402. case ST_CHASEWALK:
  19403. case CR_DEFENDER:
  19404. case CR_SHRINK:
  19405. case CR_AUTOGUARD:
  19406. case ML_DEFENDER:
  19407. case ML_AUTOGUARD:
  19408. case PA_GOSPEL:
  19409. case GS_GATLINGFEVER:
  19410. case TK_READYCOUNTER:
  19411. case TK_READYDOWN:
  19412. case TK_READYSTORM:
  19413. case TK_READYTURN:
  19414. case TK_RUN:
  19415. case SG_FUSION:
  19416. case KO_YAMIKUMO:
  19417. case RA_WUGDASH:
  19418. case RA_CAMOUFLAGE:
  19419. case SJ_LUNARSTANCE:
  19420. case SJ_STARSTANCE:
  19421. case SJ_UNIVERSESTANCE:
  19422. case SJ_SUNSTANCE:
  19423. case SP_SOULCOLLECT:
  19424. if( sc->data[status_skill2sc(skill_id)] )
  19425. return 1;
  19426. break;
  19427. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19428. case NC_NEUTRALBARRIER:
  19429. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19430. return 1;
  19431. break;
  19432. case NC_STEALTHFIELD:
  19433. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19434. return 1;
  19435. break;
  19436. }
  19437. return 0;
  19438. }
  19439. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19440. int type = 0;
  19441. switch( skill_id ) {
  19442. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19443. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19444. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19445. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19446. }
  19447. type += skill_lv - 1;
  19448. return type;
  19449. }
  19450. /**
  19451. * Check before do `unit_movepos` call
  19452. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  19453. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19454. **/
  19455. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19456. struct status_change *sc;
  19457. nullpo_retr(false, bl);
  19458. struct map_data *mapdata = map_getmapdata(bl->m);
  19459. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19460. return false;
  19461. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19462. return false;
  19463. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19464. return false;
  19465. sc = status_get_sc(bl);
  19466. if (sc && sc->data[SC_SV_ROOTTWIST])
  19467. return false;
  19468. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19469. }
  19470. /**
  19471. * Get skill duration after adjustments by skill_duration mapflag
  19472. * @param mapdata: Source map data
  19473. * @param skill_id: Skill ID
  19474. * @param skill_lv: Skill level
  19475. * @return Adjusted skill duration
  19476. */
  19477. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19478. int time = 0;
  19479. if (!(time = skill_get_time(skill_id, skill_lv)))
  19480. return 0;
  19481. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19482. return time / 100 * mapdata->skill_duration[skill_id];
  19483. return time;
  19484. }
  19485. const std::string SkillDatabase::getDefaultLocation() {
  19486. return std::string(db_path) + "/skill_db.yml";
  19487. }
  19488. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19489. int32 value;
  19490. if (node[nodeName].IsScalar()) {
  19491. if (!this->asInt32(node, nodeName, value))
  19492. return false;
  19493. for (size_t i = 0; i < S; i++)
  19494. arr[i] = value;
  19495. } else {
  19496. uint16 max_level = 0;
  19497. for (const YAML::Node &it : node[nodeName]) {
  19498. uint16 skill_lv;
  19499. if (!this->asUInt16(it, "Level", skill_lv))
  19500. continue;
  19501. if (skill_lv > MAX_SKILL_LEVEL) {
  19502. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19503. return false;
  19504. }
  19505. if (!this->asInt32(it, subNodeName, value))
  19506. continue;
  19507. arr[skill_lv - 1] = value;
  19508. max_level = max(max_level, skill_lv);
  19509. }
  19510. size_t i = max_level, j;
  19511. // Check for linear change with increasing steps until we reach half of the data acquired.
  19512. for (size_t step = 1; step <= i / 2; step++) {
  19513. int diff = arr[i - 1] - arr[i - step - 1];
  19514. for (j = i - 1; j >= step; j--) {
  19515. if ((arr[j] - arr[j - step]) != diff)
  19516. break;
  19517. }
  19518. if (j >= step) // No match, try next step.
  19519. continue;
  19520. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19521. arr[i] = arr[i - step] + diff;
  19522. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19523. arr[i] = 1;
  19524. diff = 0;
  19525. step = 1;
  19526. }
  19527. }
  19528. return true;
  19529. }
  19530. // Unable to determine linear trend, fill remaining array values with last value
  19531. for (; i < S; i++)
  19532. arr[i] = arr[max_level - 1];
  19533. }
  19534. return true;
  19535. }
  19536. /**
  19537. * Reads and parses an entry from the skill_db.
  19538. * @param node: YAML node containing the entry.
  19539. * @return count of successfully parsed rows
  19540. */
  19541. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19542. uint16 skill_id;
  19543. if (!this->asUInt16(node, "Id", skill_id))
  19544. return 0;
  19545. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19546. bool exists = skill != nullptr;
  19547. if (!exists) {
  19548. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19549. return 0;
  19550. skill = std::make_shared<s_skill_db>();
  19551. skill->nameid = skill_id;
  19552. }
  19553. if (this->nodeExists(node, "Name")) {
  19554. std::string name;
  19555. if (!this->asString(node, "Name", name))
  19556. return 0;
  19557. name.resize(SKILL_NAME_LENGTH);
  19558. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19559. }
  19560. if (this->nodeExists(node, "Description")) {
  19561. std::string name;
  19562. if (!this->asString(node, "Description", name))
  19563. return 0;
  19564. name.resize(SKILL_DESC_LENGTH);
  19565. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19566. }
  19567. if (this->nodeExists(node, "MaxLevel")) {
  19568. uint16 skill_lv;
  19569. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19570. return 0;
  19571. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19572. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19573. return 0;
  19574. }
  19575. skill->max = skill_lv;
  19576. }
  19577. if (this->nodeExists(node, "Type")) {
  19578. std::string type;
  19579. if (!this->asString(node, "Type", type))
  19580. return 0;
  19581. std::string type_constant = "BF_" + type;
  19582. int64 constant;
  19583. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19584. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19585. return 0;
  19586. }
  19587. if (constant < BF_NONE || constant > BF_MISC) {
  19588. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19589. return 0;
  19590. }
  19591. skill->skill_type = static_cast<e_battle_flag>(constant);
  19592. } else {
  19593. if (!exists)
  19594. skill->skill_type = BF_NONE;
  19595. }
  19596. if (this->nodeExists(node, "TargetType")) {
  19597. std::string inf;
  19598. if (!this->asString(node, "TargetType", inf))
  19599. return 0;
  19600. std::string inf_constant = "INF_" + inf + "_SKILL";
  19601. int64 constant;
  19602. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19603. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19604. return 0;
  19605. }
  19606. skill->inf = static_cast<uint16>(constant);
  19607. }
  19608. if (this->nodeExists(node, "DamageFlags")) {
  19609. const YAML::Node &damageNode = node["DamageFlags"];
  19610. for (const auto &it : damageNode) {
  19611. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19612. int64 constant;
  19613. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19614. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19615. return 0;
  19616. }
  19617. bool active;
  19618. if (!this->asBool(damageNode, nk, active))
  19619. return 0;
  19620. if (active)
  19621. skill->nk.set(static_cast<uint8>(constant));
  19622. else
  19623. skill->nk.reset(static_cast<uint8>(constant));
  19624. }
  19625. }
  19626. if (this->nodeExists(node, "Flags")) {
  19627. const YAML::Node &infoNode = node["Flags"];
  19628. for (const auto &it : infoNode) {
  19629. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19630. int64 constant;
  19631. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19632. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19633. continue;
  19634. }
  19635. bool active;
  19636. if (!this->asBool(infoNode, inf2, active))
  19637. return 0;
  19638. if (active)
  19639. skill->inf2.set(static_cast<uint8>(constant));
  19640. else
  19641. skill->inf2.reset(static_cast<uint8>(constant));
  19642. }
  19643. }
  19644. if (this->nodeExists(node, "Range")) {
  19645. if (!this->parseNode("Range", "Size", node, skill->range))
  19646. return 0;
  19647. } else {
  19648. if (!exists)
  19649. memset(skill->range, 0, sizeof(skill->range));
  19650. }
  19651. if (this->nodeExists(node, "Hit")) {
  19652. std::string hit;
  19653. if (!this->asString(node, "Hit", hit))
  19654. return 0;
  19655. std::string hit_constant = "DMG_" + hit;
  19656. int64 constant;
  19657. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19658. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19659. return 0;
  19660. }
  19661. skill->hit = static_cast<e_damage_type>(constant);
  19662. } else {
  19663. if (!exists)
  19664. skill->hit = DMG_NORMAL;
  19665. }
  19666. if (this->nodeExists(node, "HitCount")) {
  19667. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19668. return 0;
  19669. } else {
  19670. if (!exists)
  19671. memset(skill->num, 0, sizeof(skill->num));
  19672. }
  19673. if (this->nodeExists(node, "Element")) {
  19674. const YAML::Node &elementNode = node["Element"];
  19675. std::string element;
  19676. if (elementNode.IsScalar()) {
  19677. if (!this->asString(node, "Element", element))
  19678. return 0;
  19679. std::string element_constant = "ELE_" + element;
  19680. int64 constant;
  19681. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19682. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19683. return 0;
  19684. }
  19685. if (constant == ELE_NONE) {
  19686. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19687. return 0;
  19688. }
  19689. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19690. } else {
  19691. for (const YAML::Node &it : elementNode) {
  19692. uint16 skill_lv;
  19693. if (!this->asUInt16(it, "Level", skill_lv))
  19694. continue;
  19695. if (skill_lv > MAX_SKILL_LEVEL) {
  19696. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19697. return false;
  19698. }
  19699. if (!this->asString(it, "Element", element))
  19700. continue;
  19701. std::string element_constant = "ELE_" + element;
  19702. int64 constant;
  19703. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19704. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19705. return 0;
  19706. }
  19707. if (constant == ELE_NONE) {
  19708. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19709. return 0;
  19710. }
  19711. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19712. }
  19713. }
  19714. } else {
  19715. if (!exists)
  19716. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19717. }
  19718. if (this->nodeExists(node, "SplashArea")) {
  19719. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19720. return 0;
  19721. } else {
  19722. if (!exists)
  19723. memset(skill->splash, 0, sizeof(skill->splash));
  19724. }
  19725. if (this->nodeExists(node, "ActiveInstance")) {
  19726. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19727. return 0;
  19728. } else {
  19729. if (!exists)
  19730. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19731. }
  19732. if (this->nodeExists(node, "Knockback")) {
  19733. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19734. return 0;
  19735. } else {
  19736. if (!exists)
  19737. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19738. }
  19739. if (this->nodeExists(node, "CopyFlags")) {
  19740. const YAML::Node &copyNode = node["CopyFlags"];
  19741. if (this->nodeExists(copyNode, "Skill")) {
  19742. const YAML::Node &copyskillNode = copyNode["Skill"];
  19743. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19744. bool active;
  19745. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19746. return 0;
  19747. if (active)
  19748. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19749. else
  19750. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19751. }
  19752. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19753. bool active;
  19754. if (!this->asBool(copyskillNode, "Reproduce", active))
  19755. return 0;
  19756. if (active)
  19757. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19758. else
  19759. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19760. }
  19761. } else {
  19762. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19763. return 0;
  19764. }
  19765. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19766. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19767. for (const auto &it : copyreqNode) {
  19768. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19769. int64 constant;
  19770. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19771. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19772. return 0;
  19773. }
  19774. skill->copyable.req_opt |= constant;
  19775. }
  19776. } else {
  19777. if (!exists)
  19778. skill->copyable.req_opt = 0;
  19779. }
  19780. }
  19781. if (this->nodeExists(node, "NoNearNpc")) {
  19782. const YAML::Node &npcNode = node["NoNearNpc"];
  19783. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19784. uint16 range;
  19785. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19786. return 0;
  19787. skill->unit_nonearnpc_range = range;
  19788. } else {
  19789. if (!exists)
  19790. skill->unit_nonearnpc_range = 0;
  19791. }
  19792. if (this->nodeExists(npcNode, "Type")) {
  19793. const YAML::Node &npctypeNode = npcNode["Type"];
  19794. for (const auto &it : npctypeNode) {
  19795. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19796. int64 constant;
  19797. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19798. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19799. return 0;
  19800. }
  19801. bool active;
  19802. if (!this->asBool(npctypeNode, type, active))
  19803. return 0;
  19804. if (active)
  19805. skill->unit_nonearnpc_type |= constant;
  19806. else
  19807. skill->unit_nonearnpc_type &= ~constant;
  19808. }
  19809. } else {
  19810. if (!exists)
  19811. skill->unit_nonearnpc_type = 0;
  19812. }
  19813. }
  19814. if (this->nodeExists(node, "CastCancel")) {
  19815. bool active;
  19816. if (!this->asBool(node, "CastCancel", active))
  19817. return 0;
  19818. skill->castcancel = active;
  19819. } else {
  19820. if (!exists)
  19821. skill->castcancel = false;
  19822. }
  19823. if (this->nodeExists(node, "CastDefenseReduction")) {
  19824. uint16 reduction;
  19825. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19826. return 0;
  19827. skill->cast_def_rate = reduction;
  19828. } else {
  19829. if (!exists)
  19830. skill->cast_def_rate = 0;
  19831. }
  19832. if (this->nodeExists(node, "CastTime")) {
  19833. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19834. return 0;
  19835. } else {
  19836. if (!exists)
  19837. memset(skill->cast, 0, sizeof(skill->cast));
  19838. }
  19839. if (this->nodeExists(node, "AfterCastActDelay")) {
  19840. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19841. return 0;
  19842. } else {
  19843. if (!exists)
  19844. memset(skill->delay, 0, sizeof(skill->delay));
  19845. }
  19846. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19847. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19848. return 0;
  19849. } else {
  19850. if (!exists)
  19851. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19852. }
  19853. if (this->nodeExists(node, "Duration1")) {
  19854. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19855. return 0;
  19856. } else {
  19857. if (!exists)
  19858. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19859. }
  19860. if (this->nodeExists(node, "Duration2")) {
  19861. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19862. return 0;
  19863. } else {
  19864. if (!exists)
  19865. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19866. }
  19867. if (this->nodeExists(node, "Cooldown")) {
  19868. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19869. return 0;
  19870. } else {
  19871. if (!exists)
  19872. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19873. }
  19874. #ifdef RENEWAL_CAST
  19875. if (this->nodeExists(node, "FixedCastTime")) {
  19876. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19877. return 0;
  19878. } else {
  19879. if (!exists)
  19880. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19881. }
  19882. #endif
  19883. if (this->nodeExists(node, "CastTimeFlags")) {
  19884. const YAML::Node &castNode = node["CastTimeFlags"];
  19885. for (const auto &it : castNode) {
  19886. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19887. int64 constant;
  19888. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19889. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19890. return 0;
  19891. }
  19892. bool active;
  19893. if (!this->asBool(castNode, flag, active))
  19894. return 0;
  19895. if (active)
  19896. skill->castnodex |= constant;
  19897. else
  19898. skill->castnodex &= ~constant;
  19899. }
  19900. }
  19901. if (this->nodeExists(node, "CastDelayFlags")) {
  19902. const YAML::Node &castNode = node["CastDelayFlags"];
  19903. for (const auto &it : castNode) {
  19904. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19905. int64 constant;
  19906. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19907. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  19908. return 0;
  19909. }
  19910. bool active;
  19911. if (!this->asBool(castNode, flag, active))
  19912. return 0;
  19913. if (active)
  19914. skill->delaynodex |= constant;
  19915. else
  19916. skill->delaynodex &= ~constant;
  19917. }
  19918. }
  19919. if (this->nodeExists(node, "Requires")) {
  19920. const YAML::Node &requireNode = node["Requires"];
  19921. if (this->nodeExists(requireNode, "HpCost")) {
  19922. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  19923. return 0;
  19924. } else {
  19925. if (!exists)
  19926. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  19927. }
  19928. if (this->nodeExists(requireNode, "SpCost")) {
  19929. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  19930. return 0;
  19931. } else {
  19932. if (!exists)
  19933. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  19934. }
  19935. if (this->nodeExists(requireNode, "HpRateCost")) {
  19936. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  19937. return 0;
  19938. } else {
  19939. if (!exists)
  19940. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  19941. }
  19942. if (this->nodeExists(requireNode, "SpRateCost")) {
  19943. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  19944. return 0;
  19945. } else {
  19946. if (!exists)
  19947. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  19948. }
  19949. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  19950. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  19951. return 0;
  19952. } else {
  19953. if (!exists)
  19954. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  19955. }
  19956. if (this->nodeExists(requireNode, "ZenyCost")) {
  19957. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  19958. return 0;
  19959. } else {
  19960. if (!exists)
  19961. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  19962. }
  19963. if (this->nodeExists(requireNode, "Weapon")) {
  19964. const YAML::Node &weaponNode = requireNode["Weapon"];
  19965. if (this->nodeExists(weaponNode, "All")) {
  19966. bool active;
  19967. if (!this->asBool(weaponNode, "All", active))
  19968. return 0;
  19969. if (active)
  19970. skill->require.weapon = 0;
  19971. } else {
  19972. for (const auto &it : weaponNode) {
  19973. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  19974. int64 constant;
  19975. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  19976. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  19977. return 0;
  19978. }
  19979. bool active;
  19980. if (!this->asBool(weaponNode, weapon, active))
  19981. return 0;
  19982. if (active)
  19983. skill->require.weapon |= 1 << constant;
  19984. else
  19985. skill->require.weapon &= ~(1 << constant);
  19986. }
  19987. }
  19988. } else {
  19989. if (!exists)
  19990. skill->require.weapon = 0;
  19991. }
  19992. if (this->nodeExists(requireNode, "Ammo")) {
  19993. const YAML::Node &ammoNode = requireNode["Ammo"];
  19994. if (this->nodeExists(ammoNode, "None")) {
  19995. bool active;
  19996. if (!this->asBool(ammoNode, "None", active))
  19997. return 0;
  19998. if (active)
  19999. skill->require.ammo = 0;
  20000. } else {
  20001. for (const auto &it : ammoNode) {
  20002. std::string ammo = it.first.as<std::string>(), ammo_constant = "AMMO_" + ammo;
  20003. int64 constant;
  20004. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20005. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20006. return 0;
  20007. }
  20008. bool active;
  20009. if (!this->asBool(ammoNode, ammo, active))
  20010. return 0;
  20011. if (active)
  20012. skill->require.ammo |= 1 << constant;
  20013. else
  20014. skill->require.ammo &= ~(1 << constant);
  20015. }
  20016. }
  20017. } else {
  20018. if (!exists)
  20019. skill->require.ammo = 0;
  20020. }
  20021. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20022. if (skill->require.ammo == 0) {
  20023. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20024. return 0;
  20025. }
  20026. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20027. return 0;
  20028. } else {
  20029. if (!exists)
  20030. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20031. }
  20032. if (this->nodeExists(requireNode, "State")) {
  20033. std::string state;
  20034. if (!this->asString(requireNode, "State", state))
  20035. return 0;
  20036. std::string state_constant = "ST_" + state;
  20037. int64 constant;
  20038. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20039. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20040. return 0;
  20041. }
  20042. skill->require.state = static_cast<int32>(constant);
  20043. }
  20044. if (this->nodeExists(requireNode, "Status")) {
  20045. const YAML::Node &statusNode = requireNode["Status"];
  20046. for (const auto &it : statusNode) {
  20047. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20048. int64 constant;
  20049. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20050. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20051. return 0;
  20052. }
  20053. bool active;
  20054. if (!this->asBool(statusNode, status, active))
  20055. return 0;
  20056. auto status_exists = util::vector_get(skill->require.status, constant);
  20057. if (active && status_exists == skill->require.status.end())
  20058. skill->require.status.push_back(static_cast<sc_type>(constant));
  20059. else if (!active && status_exists != skill->require.status.end())
  20060. skill->require.status.erase(status_exists);
  20061. }
  20062. }
  20063. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20064. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20065. return 0;
  20066. } else {
  20067. if (!exists)
  20068. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20069. }
  20070. if (this->nodeExists(requireNode, "ItemCost")) {
  20071. const YAML::Node &itemNode = requireNode["ItemCost"];
  20072. int32 count = 0;
  20073. for (const YAML::Node &it : itemNode) {
  20074. std::string item_name;
  20075. if (!this->asString(it, "Item", item_name))
  20076. continue;
  20077. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20078. if (item == nullptr) {
  20079. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20080. return 0;
  20081. }
  20082. int32 amount;
  20083. if (!this->asInt32(it, "Amount", amount))
  20084. continue;
  20085. skill->require.itemid[count] = item->nameid;
  20086. skill->require.amount[count] = amount;
  20087. count++;
  20088. }
  20089. }
  20090. if (this->nodeExists(requireNode, "Equipment")) {
  20091. const YAML::Node &equipNode = requireNode["Equipment"];
  20092. for (const auto &it : equipNode) {
  20093. std::string item_name = it.first.as<std::string>();
  20094. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20095. if (item == nullptr) {
  20096. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20097. return 0;
  20098. }
  20099. bool active;
  20100. if (!this->asBool(equipNode, item_name, active))
  20101. return 0;
  20102. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20103. if (active && equip_exists == skill->require.eqItem.end())
  20104. skill->require.eqItem.push_back(item->nameid);
  20105. else if (!active && equip_exists != skill->require.eqItem.end())
  20106. skill->require.eqItem.erase(equip_exists);
  20107. }
  20108. }
  20109. }
  20110. if (this->nodeExists(node, "Unit")) {
  20111. const YAML::Node &unitNode = node["Unit"];
  20112. if (this->nodeExists(unitNode, "Id")) {
  20113. std::string unit;
  20114. if (!this->asString(unitNode, "Id", unit))
  20115. return 0;
  20116. std::string unit_constant = "UNT_" + unit;
  20117. int64 constant;
  20118. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20119. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20120. return 0;
  20121. }
  20122. skill->unit_id = static_cast<uint16>(constant);
  20123. } else {
  20124. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20125. return 0;
  20126. }
  20127. if (this->nodeExists(unitNode, "AlternateId")) {
  20128. std::string unit;
  20129. if (!this->asString(unitNode, "AlternateId", unit))
  20130. return 0;
  20131. std::string unit_constant = "UNT_" + unit;
  20132. int64 constant;
  20133. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20134. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20135. return 0;
  20136. }
  20137. skill->unit_id2 = static_cast<uint16>(constant);
  20138. } else {
  20139. if (!exists)
  20140. skill->unit_id2 = 0;
  20141. }
  20142. if (this->nodeExists(unitNode, "Layout")) {
  20143. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20144. return 0;
  20145. } else {
  20146. if (!exists)
  20147. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20148. }
  20149. if (this->nodeExists(unitNode, "Range")) {
  20150. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20151. return 0;
  20152. } else {
  20153. if (!exists)
  20154. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20155. }
  20156. if (this->nodeExists(unitNode, "Interval")) {
  20157. int16 interval;
  20158. if (!this->asInt16(unitNode, "Interval", interval))
  20159. return 0;
  20160. skill->unit_interval = interval;
  20161. } else {
  20162. if (!exists)
  20163. skill->unit_interval = 0;
  20164. }
  20165. if (this->nodeExists(unitNode, "Target")) {
  20166. std::string target;
  20167. if (!this->asString(unitNode, "Target", target))
  20168. return 0;
  20169. std::string target_constant = "BCT_" + target;
  20170. int64 constant;
  20171. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20172. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20173. return 0;
  20174. }
  20175. skill->unit_target = static_cast<int32>(constant);
  20176. } else {
  20177. if (!exists)
  20178. skill->unit_target = BCT_ALL;
  20179. }
  20180. if (this->nodeExists(unitNode, "Flag")) {
  20181. const YAML::Node &flagNode = unitNode["Flag"];
  20182. for (const auto &it : flagNode) {
  20183. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20184. int64 constant;
  20185. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20186. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20187. return 0;
  20188. }
  20189. bool active;
  20190. if (!this->asBool(flagNode, flag, active))
  20191. return 0;
  20192. if (active)
  20193. skill->unit_flag.set(static_cast<uint8>(constant));
  20194. else
  20195. skill->unit_flag.reset(static_cast<uint8>(constant));
  20196. }
  20197. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20198. skill->unit_target = BCT_NOENEMY;
  20199. // By default, target just characters.
  20200. skill->unit_target |= BL_CHAR;
  20201. if (skill->unit_flag[UF_NOPC])
  20202. skill->unit_target &= ~BL_PC;
  20203. if (skill->unit_flag[UF_NOMOB])
  20204. skill->unit_target &= ~BL_MOB;
  20205. if (skill->unit_flag[UF_SKILL])
  20206. skill->unit_target |= BL_SKILL;
  20207. } else {
  20208. if (!exists){
  20209. skill->unit_flag = UF_NONE;
  20210. // By default, target just characters.
  20211. skill->unit_target |= BL_CHAR;
  20212. }
  20213. }
  20214. }
  20215. if (!exists) {
  20216. this->put(skill_id, skill);
  20217. skilldb_id2idx[skill_id] = skill_num;
  20218. skill_num++;
  20219. }
  20220. return 1;
  20221. }
  20222. void SkillDatabase::clear() {
  20223. TypesafeCachedYamlDatabase::clear();
  20224. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20225. skill_num = 1;
  20226. }
  20227. SkillDatabase skill_db;
  20228. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20229. return std::string(db_path) + "/spellbook_db.yml";
  20230. }
  20231. /**
  20232. * Reads and parses an entry from the spellbook_db.
  20233. * @param node: YAML node containing the entry.
  20234. * @return count of successfully parsed rows
  20235. */
  20236. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20237. std::string skill_name;
  20238. if (!this->asString(node, "Skill", skill_name))
  20239. return 0;
  20240. uint16 skill_id = skill_name2id(skill_name.c_str());
  20241. if (skill_id == 0) {
  20242. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20243. return 0;
  20244. }
  20245. if (!skill_get_inf(skill_id)) {
  20246. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20247. return 0;
  20248. }
  20249. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20250. bool exists = spell != nullptr;
  20251. if (!exists) {
  20252. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20253. return 0;
  20254. spell = std::make_shared<s_skill_spellbook_db>();
  20255. spell->skill_id = skill_id;
  20256. }
  20257. if (this->nodeExists(node, "Book")) {
  20258. std::string book_name;
  20259. if (!this->asString(node, "Book", book_name))
  20260. return 0;
  20261. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  20262. if (item == nullptr) {
  20263. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20264. return 0;
  20265. }
  20266. spell->nameid = item->nameid;
  20267. }
  20268. if (this->nodeExists(node, "PreservePoints")) {
  20269. uint16 points;
  20270. if (!this->asUInt16(node, "PreservePoints", points))
  20271. return 0;
  20272. spell->points = points;
  20273. }
  20274. if (!exists)
  20275. this->put(skill_id, spell);
  20276. return 1;
  20277. }
  20278. /**
  20279. * Check if the specified item is available in the spellbook_db or not
  20280. * @param nameid: Book Item ID
  20281. * @return Spell data or nullptr otherwise
  20282. */
  20283. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  20284. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20285. return nullptr;
  20286. for (const auto &spell : reading_spellbook_db) {
  20287. if (spell.second->nameid == nameid)
  20288. return spell.second;
  20289. }
  20290. return nullptr;
  20291. }
  20292. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20293. return std::string(db_path) + "/magicmushroom_db.yml";
  20294. }
  20295. /**
  20296. * Reads and parses an entry from the magicmushroom_db.
  20297. * @param node: YAML node containing the entry.
  20298. * @return count of successfully parsed rows
  20299. */
  20300. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20301. std::string skill_name;
  20302. if (!this->asString(node, "Skill", skill_name))
  20303. return 0;
  20304. uint16 skill_id = skill_name2id(skill_name.c_str());
  20305. if (!skill_id) {
  20306. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20307. return 0;
  20308. }
  20309. if (!skill_get_inf(skill_id)) {
  20310. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20311. return 0;
  20312. }
  20313. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20314. bool exists = mushroom != nullptr;
  20315. if (!exists) {
  20316. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20317. mushroom->skill_id = skill_id;
  20318. this->put(skill_id, mushroom);
  20319. }
  20320. return 1;
  20321. }
  20322. /** Reads skill no cast db
  20323. * Structure: SkillID,Flag
  20324. */
  20325. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20326. {
  20327. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20328. if (!skill)
  20329. return false;
  20330. skill->nocast |= atoi(split[1]);
  20331. return true;
  20332. }
  20333. /** Reads Produce db
  20334. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20335. */
  20336. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20337. {
  20338. unsigned short x, y;
  20339. unsigned short id = atoi(split[0]);
  20340. t_itemid nameid = 0;
  20341. bool found = false;
  20342. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20343. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20344. return false;
  20345. }
  20346. // Clear previous data, for importing support
  20347. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20348. // Import just for clearing/disabling from original data
  20349. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  20350. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20351. return true;
  20352. }
  20353. if (!itemdb_exists(nameid)) {
  20354. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  20355. return false;
  20356. }
  20357. skill_produce_db[id].nameid = nameid;
  20358. skill_produce_db[id].itemlv = atoi(split[2]);
  20359. skill_produce_db[id].req_skill = atoi(split[3]);
  20360. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20361. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20362. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  20363. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20364. }
  20365. if (!found)
  20366. skill_produce_count++;
  20367. return true;
  20368. }
  20369. const std::string SkillArrowDatabase::getDefaultLocation() {
  20370. return std::string(db_path) + "/create_arrow_db.yml";
  20371. }
  20372. /**
  20373. * Reads and parses an entry from the create_arrow_db.
  20374. * @param node: YAML node containing the entry.
  20375. * @return count of successfully parsed rows
  20376. */
  20377. uint64 SkillArrowDatabase::parseBodyNode(const YAML::Node &node) {
  20378. std::string source_name;
  20379. if (!this->asString(node, "Source", source_name))
  20380. return 0;
  20381. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  20382. if (item == nullptr) {
  20383. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  20384. return 0;
  20385. }
  20386. t_itemid nameid = item->nameid;
  20387. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  20388. bool exists = arrow != nullptr;
  20389. if (!exists) {
  20390. arrow = std::make_shared<s_skill_arrow_db>();
  20391. arrow->nameid = nameid;
  20392. }
  20393. const YAML::Node &MakeNode = node["Make"];
  20394. for (const auto &it : MakeNode) {
  20395. std::string item_name;
  20396. if (!this->asString(it, "Item", item_name))
  20397. return 0;
  20398. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20399. if (item == nullptr) {
  20400. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  20401. return 0;
  20402. }
  20403. uint16 amount;
  20404. if (!this->asUInt16(it, "Amount", amount))
  20405. return 0;
  20406. if (amount == 0) {
  20407. if (arrow->created.erase(item->nameid) == 0)
  20408. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  20409. continue;
  20410. }
  20411. if (amount > MAX_AMOUNT) {
  20412. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  20413. continue;
  20414. }
  20415. arrow->created[item->nameid] = amount;
  20416. }
  20417. if (!exists)
  20418. this->put(nameid, arrow);
  20419. return 1;
  20420. }
  20421. const std::string AbraDatabase::getDefaultLocation() {
  20422. return std::string(db_path) + "/abra_db.yml";
  20423. }
  20424. /**
  20425. * Reads and parses an entry from the abra_db.
  20426. * @param node: YAML node containing the entry.
  20427. * @return count of successfully parsed rows
  20428. */
  20429. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20430. std::string skill_name;
  20431. if (!this->asString(node, "Skill", skill_name))
  20432. return 0;
  20433. uint16 skill_id = skill_name2id(skill_name.c_str());
  20434. if (!skill_id) {
  20435. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20436. return 0;
  20437. }
  20438. if (!skill_get_inf(skill_id)) {
  20439. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20440. return 0;
  20441. }
  20442. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20443. bool exists = abra != nullptr;
  20444. if (!exists) {
  20445. abra = std::make_shared<s_skill_abra_db>();
  20446. abra->skill_id = skill_id;
  20447. }
  20448. if (this->nodeExists(node, "Probability")) {
  20449. const YAML::Node probNode = node["Probability"];
  20450. uint16 probability;
  20451. if (probNode.IsScalar()) {
  20452. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20453. return 0;
  20454. abra->per.fill(probability);
  20455. } else {
  20456. abra->per.fill(0);
  20457. for (const YAML::Node &it : probNode) {
  20458. uint16 skill_lv;
  20459. if (!this->asUInt16(it, "Level", skill_lv))
  20460. continue;
  20461. if (skill_lv > MAX_SKILL_LEVEL) {
  20462. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20463. return 0;
  20464. }
  20465. if (!this->asUInt16Rate(it, "Probability", probability))
  20466. continue;
  20467. abra->per[skill_lv - 1] = probability;
  20468. }
  20469. }
  20470. } else {
  20471. if (!exists)
  20472. abra->per.fill(500);
  20473. }
  20474. if (!exists)
  20475. this->put(skill_id, abra);
  20476. return 1;
  20477. }
  20478. /** Reads change material db
  20479. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20480. */
  20481. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20482. {
  20483. uint16 id = atoi(split[0]);
  20484. t_itemid nameid = strtoul(split[1], nullptr, 10);
  20485. short rate = atoi(split[2]);
  20486. bool found = false;
  20487. int x, y;
  20488. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20489. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20490. return false;
  20491. }
  20492. // Clear previous data, for importing support
  20493. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20494. found = true;
  20495. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20496. }
  20497. // Import just for clearing/disabling from original data
  20498. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20499. if (nameid == 0) {
  20500. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20501. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20502. return true;
  20503. }
  20504. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20505. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20506. if (skill_produce_db[x].nameid == nameid)
  20507. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20508. break;
  20509. }
  20510. if (x >= MAX_SKILL_PRODUCE_DB) {
  20511. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  20512. return false;
  20513. }
  20514. skill_changematerial_db[id].nameid = nameid;
  20515. skill_changematerial_db[id].rate = rate;
  20516. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20517. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20518. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20519. }
  20520. if (!found)
  20521. skill_changematerial_count++;
  20522. return true;
  20523. }
  20524. /**
  20525. * Reads skill damage adjustment
  20526. * @author [Lilith]
  20527. */
  20528. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20529. {
  20530. int64 caster_tmp;
  20531. uint16 id;
  20532. int caster, value;
  20533. char *result;
  20534. trim(split[0]);
  20535. if (ISDIGIT(split[0][0])) {
  20536. value = strtol(split[0], &result, 10);
  20537. if (*result) {
  20538. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20539. return false;
  20540. }
  20541. id = value;
  20542. } else
  20543. id = skill_name2id(split[0]);
  20544. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20545. if (!skill)
  20546. return false;
  20547. skill->damage = {};
  20548. trim(split[1]);
  20549. if (ISDIGIT(split[1][0])) {
  20550. value = strtol(split[1], &result, 10);
  20551. if (*result) {
  20552. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20553. return false;
  20554. }
  20555. caster = value;
  20556. } else { // Try to parse caster as constant
  20557. if (!script_get_constant(split[1], &caster_tmp)) {
  20558. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20559. return false;
  20560. }
  20561. caster = static_cast<uint16>(caster_tmp);
  20562. }
  20563. skill->damage.caster |= caster;
  20564. value = strtol(split[2], &result, 10);
  20565. if (*result) {
  20566. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20567. return false;
  20568. }
  20569. skill->damage.map |= value;
  20570. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20571. value = strtol(split[offset], &result, 10);
  20572. if (*result && *result != ' ') {
  20573. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20574. value = 0;
  20575. }
  20576. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20577. }
  20578. return true;
  20579. }
  20580. /*===============================
  20581. * DB reading.
  20582. * skill_db.yml
  20583. * skill_nocast_db.txt
  20584. * produce_db.txt
  20585. * create_arrow_db.txt
  20586. *------------------------------*/
  20587. static void skill_readdb(void)
  20588. {
  20589. int i;
  20590. const char* dbsubpath[] = {
  20591. "",
  20592. "/" DBIMPORT,
  20593. //add other path here
  20594. };
  20595. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20596. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20597. skill_produce_count = skill_changematerial_count = 0;
  20598. skill_db.load();
  20599. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20600. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20601. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20602. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20603. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20604. if (i == 0) {
  20605. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20606. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20607. } else {
  20608. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20609. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20610. }
  20611. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20612. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20613. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20614. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20615. aFree(dbsubpath1);
  20616. aFree(dbsubpath2);
  20617. }
  20618. abra_db.load();
  20619. magic_mushroom_db.load();
  20620. reading_spellbook_db.load();
  20621. skill_arrow_db.load();
  20622. skill_init_unit_layout();
  20623. skill_init_nounit_layout();
  20624. }
  20625. void skill_reload (void) {
  20626. skill_db.clear();
  20627. abra_db.clear();
  20628. magic_mushroom_db.clear();
  20629. reading_spellbook_db.clear();
  20630. skill_arrow_db.clear();
  20631. skill_readdb();
  20632. initChangeTables(); // Re-init Status Change tables
  20633. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20634. s_mapiterator *iter = mapit_getallusers();
  20635. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20636. pc_validate_skill(sd);
  20637. clif_skillinfoblock(sd);
  20638. }
  20639. mapit_free(iter);
  20640. }
  20641. /*==========================================
  20642. *
  20643. *------------------------------------------*/
  20644. void do_init_skill(void)
  20645. {
  20646. skill_readdb();
  20647. skillunit_db = idb_alloc(DB_OPT_BASE);
  20648. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20649. bowling_db = idb_alloc(DB_OPT_BASE);
  20650. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20651. ers_chunk_size(skill_timer_ers, 150);
  20652. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20653. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20654. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20655. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20656. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20657. add_timer_func_list(skill_keep_using, "skill_keep_using");
  20658. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20659. }
  20660. void do_final_skill(void)
  20661. {
  20662. skill_db.clear();
  20663. abra_db.clear();
  20664. magic_mushroom_db.clear();
  20665. reading_spellbook_db.clear();
  20666. skill_arrow_db.clear();
  20667. db_destroy(skillunit_db);
  20668. db_destroy(skillusave_db);
  20669. db_destroy(bowling_db);
  20670. ers_destroy(skill_timer_ers);
  20671. }