skill.c 351 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  159. int skill_attack_area(struct block_list *bl,va_list ap);
  160. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  161. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  162. int skill_greed(struct block_list *bl, va_list ap);
  163. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  164. static int skill_trap_splash(struct block_list *bl, va_list ap);
  165. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  166. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  167. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  168. static int skill_unit_effect(struct block_list *bl,va_list ap);
  169. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  170. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  171. int skill_get_casttype (int id)
  172. {
  173. int inf = skill_get_inf(id);
  174. if (inf&(INF_GROUND_SKILL))
  175. return CAST_GROUND;
  176. if (inf&INF_SUPPORT_SKILL)
  177. return CAST_NODAMAGE;
  178. if (inf&INF_SELF_SKILL) {
  179. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  180. return CAST_DAMAGE; //Combo skill.
  181. return CAST_NODAMAGE;
  182. }
  183. if (skill_get_nk(id)&NK_NO_DAMAGE)
  184. return CAST_NODAMAGE;
  185. return CAST_DAMAGE;
  186. };
  187. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  188. int skill_get_range2 (struct block_list *bl, int id, int lv)
  189. {
  190. int range;
  191. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  192. return 9; //Mobs have a range of 9 regardless of skill used.
  193. range = skill_get_range(id, lv);
  194. if( range < 0 )
  195. {
  196. if( battle_config.use_weapon_skill_range&bl->type )
  197. return status_get_range(bl);
  198. range *=-1;
  199. }
  200. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  201. switch( id )
  202. {
  203. case AC_SHOWER: case MA_SHOWER:
  204. case AC_DOUBLE: case MA_DOUBLE:
  205. case HT_BLITZBEAT:
  206. case AC_CHARGEARROW:
  207. case MA_CHARGEARROW:
  208. case SN_FALCONASSAULT:
  209. case HT_POWER:
  210. if( bl->type == BL_PC )
  211. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  212. else
  213. range += 10; //Assume level 10?
  214. break;
  215. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  216. case GS_RAPIDSHOWER:
  217. case GS_PIERCINGSHOT:
  218. case GS_FULLBUSTER:
  219. case GS_SPREADATTACK:
  220. case GS_GROUNDDRIFT:
  221. if (bl->type == BL_PC)
  222. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  223. else
  224. range += 10; //Assume level 10?
  225. break;
  226. case NJ_KIRIKAGE:
  227. if (bl->type == BL_PC)
  228. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  229. break;
  230. }
  231. if( !range && bl->type != BL_PC )
  232. return 9; // Enable non players to use self skills on others. [Skotlex]
  233. return range;
  234. }
  235. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  236. {
  237. int skill, hp;
  238. struct map_session_data *sd = map_id2sd(src->id);
  239. struct map_session_data *tsd = map_id2sd(target->id);
  240. struct status_change* sc;
  241. switch( skill_id )
  242. {
  243. case BA_APPLEIDUN:
  244. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  245. if( sd )
  246. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  247. break;
  248. case PR_SANCTUARY:
  249. hp = (skill_lv>6)?777:skill_lv*100;
  250. break;
  251. case NPC_EVILLAND:
  252. hp = (skill_lv>6)?666:skill_lv*100;
  253. break;
  254. default:
  255. if (skill_lv >= battle_config.max_heal_lv)
  256. return battle_config.max_heal;
  257. hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  258. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  259. hp += hp * skill * 2 / 100;
  260. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  261. hp += hp * skill * 2 / 100;
  262. break;
  263. }
  264. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  265. hp >>= 1;
  266. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  267. hp += hp*skill/100;
  268. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  269. hp += hp*skill/100;
  270. sc = status_get_sc(target);
  271. if( sc && sc->count )
  272. {
  273. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  274. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  275. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  276. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  277. }
  278. return hp;
  279. }
  280. // Making plagiarize check its own function [Aru]
  281. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  282. {
  283. // Never copy NPC/Wedding Skills
  284. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  285. return 0;
  286. // High-class skills
  287. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  288. {
  289. if(battle_config.copyskill_restrict == 2)
  290. return 0;
  291. else if(battle_config.copyskill_restrict)
  292. return (sd->status.class_ == JOB_STALKER);
  293. }
  294. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  295. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  296. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  297. skillid == MER_INCAGI || skillid == MER_BLESSING))
  298. return 0;
  299. return 1;
  300. }
  301. // [MouseJstr] - skill ok to cast? and when?
  302. int skillnotok (int skillid, struct map_session_data *sd)
  303. {
  304. int i,m;
  305. nullpo_retr (1, sd);
  306. m = sd->bl.m;
  307. i = skill_get_index(skillid);
  308. if (i == 0)
  309. return 1; // invalid skill id
  310. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  311. return 0; // GMs can do any damn thing they want
  312. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  313. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  314. if (sd->blockskill[i] > 0)
  315. return 1;
  316. // Check skill restrictions [Celest]
  317. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  318. return 1;
  319. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  320. return 1;
  321. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  322. return 1;
  323. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  324. return 1;
  325. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  326. return 1;
  327. switch (skillid) {
  328. case AL_WARP:
  329. if(map[m].flag.nowarp) {
  330. clif_skill_teleportmessage(sd,0);
  331. return 1;
  332. }
  333. return 0;
  334. case AL_TELEPORT:
  335. if(map[m].flag.noteleport) {
  336. clif_skill_teleportmessage(sd,0);
  337. return 1;
  338. }
  339. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  340. case WE_CALLPARTNER:
  341. case WE_CALLPARENT:
  342. case WE_CALLBABY:
  343. if (map[m].flag.nomemo) {
  344. clif_skill_teleportmessage(sd,1);
  345. return 1;
  346. }
  347. break;
  348. case MC_VENDING:
  349. case MC_IDENTIFY:
  350. case ALL_BUYING_STORE:
  351. return 0; // always allowed
  352. case WZ_ICEWALL:
  353. // noicewall flag [Valaris]
  354. if (map[m].flag.noicewall) {
  355. clif_skill_fail(sd,skillid,0,0);
  356. return 1;
  357. }
  358. break;
  359. case GD_EMERGENCYCALL:
  360. if (
  361. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  362. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  363. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  364. ) {
  365. clif_skill_fail(sd,skillid,0,0);
  366. return 1;
  367. }
  368. break;
  369. }
  370. return (map[m].flag.noskill);
  371. }
  372. int skillnotok_hom(int skillid, struct homun_data *hd)
  373. {
  374. int i = skill_get_index(skillid);
  375. nullpo_retr(1,hd);
  376. if (i == 0)
  377. return 1; // invalid skill id
  378. if (hd->blockskill[i] > 0)
  379. return 1;
  380. //Use master's criteria.
  381. return skillnotok(skillid, hd->master);
  382. }
  383. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  384. {
  385. int i = skill_get_index(skillid);
  386. nullpo_retr(1,md);
  387. if( i == 0 )
  388. return 1; // Invalid Skill ID
  389. if( md->blockskill[i] > 0 )
  390. return 1;
  391. return skillnotok(skillid, md->master);
  392. }
  393. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  394. {
  395. int pos = skill_get_unit_layout_type(skillid,skilllv);
  396. int dir;
  397. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  398. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  399. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  400. }
  401. if (pos != -1) // simple single-definition layout
  402. return &skill_unit_layout[pos];
  403. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  404. if (skillid == MG_FIREWALL)
  405. return &skill_unit_layout [firewall_unit_pos + dir];
  406. else if (skillid == WZ_ICEWALL)
  407. return &skill_unit_layout [icewall_unit_pos + dir];
  408. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  409. return &skill_unit_layout[0]; // default 1x1 layout
  410. }
  411. /*==========================================
  412. *
  413. *------------------------------------------*/
  414. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  415. {
  416. struct map_session_data *sd, *dstsd;
  417. struct mob_data *md, *dstmd;
  418. struct status_data *sstatus, *tstatus;
  419. struct status_change *sc, *tsc;
  420. enum sc_type status;
  421. int skill;
  422. int rate;
  423. nullpo_ret(src);
  424. nullpo_ret(bl);
  425. if(skillid < 0) return 0;
  426. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  427. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  428. return 0;
  429. sd = BL_CAST(BL_PC, src);
  430. md = BL_CAST(BL_MOB, src);
  431. dstsd = BL_CAST(BL_PC, bl);
  432. dstmd = BL_CAST(BL_MOB, bl);
  433. sc = status_get_sc(src);
  434. tsc = status_get_sc(bl);
  435. sstatus = status_get_status_data(src);
  436. tstatus = status_get_status_data(bl);
  437. if (!tsc) //skill additional effect is about adding effects to the target...
  438. //So if the target can't be inflicted with statuses, this is pointless.
  439. return 0;
  440. if( sd )
  441. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  442. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  443. { // Trigger status effects
  444. enum sc_type type;
  445. int i;
  446. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  447. {
  448. rate = sd->addeff[i].rate;
  449. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  450. rate += sd->addeff[i].arrow_rate;
  451. if( !rate ) continue;
  452. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  453. { // Trigger has attack type consideration.
  454. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  455. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  456. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  457. else
  458. continue;
  459. }
  460. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  461. { // Trigger has range consideration.
  462. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  463. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  464. continue; //Range Failed.
  465. }
  466. type = sd->addeff[i].id;
  467. skill = skill_get_time2(status_sc2skill(type),7);
  468. if (sd->addeff[i].flag&ATF_TARGET)
  469. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  470. if (sd->addeff[i].flag&ATF_SELF)
  471. status_change_start(src,type,rate,7,0,0,0,skill,0);
  472. }
  473. }
  474. if( skillid )
  475. { // Trigger status effects on skills
  476. enum sc_type type;
  477. int i;
  478. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  479. {
  480. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  481. continue;
  482. type = sd->addeff3[i].id;
  483. skill = skill_get_time2(status_sc2skill(type),7);
  484. if( sd->addeff3[i].target&ATF_TARGET )
  485. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  486. if( sd->addeff3[i].target&ATF_SELF )
  487. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  488. }
  489. }
  490. }
  491. if( dmg_lv < ATK_DEF ) // no damage, return;
  492. return 0;
  493. switch(skillid)
  494. {
  495. case 0: // Normal attacks (no skill used)
  496. {
  497. if( attack_type&BF_SKILL )
  498. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  499. if(sd) {
  500. // Automatic trigger of Blitz Beat
  501. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  502. rand()%1000 <= sstatus->luk*10/3+1 ) {
  503. rate=(sd->status.job_level+9)/10;
  504. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  505. }
  506. // Gank
  507. if(dstmd && sd->status.weapon != W_BOW &&
  508. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  509. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  510. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  511. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  512. else
  513. clif_skill_fail(sd,RG_SNATCHER,0,0);
  514. }
  515. // Chance to trigger Taekwon kicks [Dralnu]
  516. if(sc && !sc->data[SC_COMBO]) {
  517. if(sc->data[SC_READYSTORM] &&
  518. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  519. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  520. ; //Stance triggered
  521. else if(sc->data[SC_READYDOWN] &&
  522. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  523. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  524. ; //Stance triggered
  525. else if(sc->data[SC_READYTURN] &&
  526. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  527. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  528. ; //Stance triggered
  529. else if(sc->data[SC_READYCOUNTER])
  530. { //additional chance from SG_FRIEND [Komurka]
  531. rate = 20;
  532. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  533. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  534. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  535. }
  536. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  537. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  538. }
  539. }
  540. }
  541. if (sc) {
  542. struct status_change_entry *sce;
  543. // Enchant Poison gives a chance to poison attacked enemies
  544. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  545. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  546. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  547. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  548. if((sce=sc->data[SC_EDP]))
  549. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  550. skill_get_time2(ASC_EDP,sce->val1));
  551. }
  552. }
  553. break;
  554. case SM_BASH:
  555. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  556. //TODO: How much % per base level it actually is?
  557. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  558. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  559. }
  560. break;
  561. case MER_CRASH:
  562. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  563. break;
  564. case AS_VENOMKNIFE:
  565. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  566. skilllv = pc_checkskill(sd, TF_POISON);
  567. case TF_POISON:
  568. case AS_SPLASHER:
  569. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  570. && sd && skillid==TF_POISON
  571. )
  572. clif_skill_fail(sd,skillid,0,0);
  573. break;
  574. case AS_SONICBLOW:
  575. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  576. break;
  577. case WZ_FIREPILLAR:
  578. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  579. break;
  580. case MG_FROSTDIVER:
  581. case WZ_FROSTNOVA:
  582. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  583. break;
  584. case WZ_STORMGUST:
  585. //Tharis pointed out that this is normal freeze chance with a base of 300%
  586. if(tsc->sg_counter >= 3 &&
  587. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  588. tsc->sg_counter = 0;
  589. break;
  590. case WZ_METEOR:
  591. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  592. break;
  593. case WZ_VERMILION:
  594. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  595. break;
  596. case HT_FREEZINGTRAP:
  597. case MA_FREEZINGTRAP:
  598. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  599. break;
  600. case HT_FLASHER:
  601. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  602. break;
  603. case HT_LANDMINE:
  604. case MA_LANDMINE:
  605. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  606. break;
  607. case HT_SHOCKWAVE:
  608. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  609. break;
  610. case HT_SANDMAN:
  611. case MA_SANDMAN:
  612. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  613. break;
  614. case TF_SPRINKLESAND:
  615. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  616. break;
  617. case TF_THROWSTONE:
  618. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  619. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  620. break;
  621. case NPC_DARKCROSS:
  622. case CR_HOLYCROSS:
  623. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  624. break;
  625. case CR_GRANDCROSS:
  626. case NPC_GRANDDARKNESS:
  627. //Chance to cause blind status vs demon and undead element, but not against players
  628. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  629. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  630. attack_type |= BF_WEAPON;
  631. break;
  632. case AM_ACIDTERROR:
  633. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  634. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  635. clif_emotion(bl,E_OMG);
  636. break;
  637. case AM_DEMONSTRATION:
  638. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  639. break;
  640. case CR_SHIELDCHARGE:
  641. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  642. break;
  643. case PA_PRESSURE:
  644. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  645. break;
  646. case RG_RAID:
  647. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  648. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  649. break;
  650. case BA_FROSTJOKER:
  651. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  652. break;
  653. case DC_SCREAM:
  654. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  655. break;
  656. case BD_LULLABY:
  657. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  658. break;
  659. case DC_UGLYDANCE:
  660. rate = 5+5*skilllv;
  661. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  662. rate += 5+skill;
  663. status_zap(bl, 0, rate);
  664. break;
  665. case SL_STUN:
  666. if (tstatus->size==1) //Only stuns mid-sized mobs.
  667. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  668. break;
  669. case NPC_PETRIFYATTACK:
  670. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  671. skilllv,0,0,skill_get_time(skillid,skilllv),
  672. skill_get_time2(skillid,skilllv));
  673. break;
  674. case NPC_CURSEATTACK:
  675. case NPC_SLEEPATTACK:
  676. case NPC_BLINDATTACK:
  677. case NPC_POISON:
  678. case NPC_SILENCEATTACK:
  679. case NPC_STUNATTACK:
  680. case NPC_HELLPOWER:
  681. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  682. break;
  683. case NPC_ACIDBREATH:
  684. case NPC_ICEBREATH:
  685. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  686. break;
  687. case NPC_BLEEDING:
  688. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  689. break;
  690. case NPC_MENTALBREAKER:
  691. { //Based on observations by Tharis, Mental Breaker should do SP damage
  692. //equal to Matk*skLevel.
  693. rate = sstatus->matk_min;
  694. if (rate < sstatus->matk_max)
  695. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  696. rate*=skilllv;
  697. status_zap(bl, 0, rate);
  698. break;
  699. }
  700. // Equipment breaking monster skills [Celest]
  701. case NPC_WEAPONBRAKER:
  702. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  703. break;
  704. case NPC_ARMORBRAKE:
  705. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  706. break;
  707. case NPC_HELMBRAKE:
  708. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  709. break;
  710. case NPC_SHIELDBRAKE:
  711. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  712. break;
  713. case CH_TIGERFIST:
  714. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  715. break;
  716. case LK_SPIRALPIERCE:
  717. case ML_SPIRALPIERCE:
  718. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  719. break;
  720. case ST_REJECTSWORD:
  721. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  722. break;
  723. case PF_FOGWALL:
  724. if (src != bl && !tsc->data[SC_DELUGE])
  725. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  726. break;
  727. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  728. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  729. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  730. break;
  731. case LK_JOINTBEAT:
  732. status = status_skill2sc(skillid);
  733. if (tsc->jb_flag) {
  734. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  735. tsc->jb_flag = 0;
  736. }
  737. break;
  738. case ASC_METEORASSAULT:
  739. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  740. switch(rand()%3) {
  741. case 0:
  742. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  743. break;
  744. case 1:
  745. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  746. break;
  747. default:
  748. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  749. }
  750. break;
  751. case HW_NAPALMVULCAN:
  752. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  753. break;
  754. case WS_CARTTERMINATION: // Cart termination
  755. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  756. break;
  757. case CR_ACIDDEMONSTRATION:
  758. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  759. break;
  760. case TK_DOWNKICK:
  761. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  762. break;
  763. case TK_JUMPKICK:
  764. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  765. {// debuff the following statuses
  766. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  767. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  768. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  769. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  770. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  771. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  772. }
  773. break;
  774. case TK_TURNKICK:
  775. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  776. if(attack_type&BF_MISC) //70% base stun chance...
  777. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  778. break;
  779. case GS_BULLSEYE: //0.1% coma rate.
  780. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  781. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  782. break;
  783. case GS_PIERCINGSHOT:
  784. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. case NJ_HYOUSYOURAKU:
  787. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. case GS_FLING:
  790. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  791. break;
  792. case GS_DISARM:
  793. rate = 3*skilllv;
  794. if (sstatus->dex > tstatus->dex)
  795. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  796. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  798. break;
  799. case NPC_EVILLAND:
  800. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  801. break;
  802. case NPC_HELLJUDGEMENT:
  803. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  804. break;
  805. case NPC_CRITICALWOUND:
  806. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  807. break;
  808. }
  809. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  810. { //Pass heritage to Master for status causing effects. [Skotlex]
  811. sd = map_id2sd(md->master_id);
  812. src = sd?&sd->bl:src;
  813. }
  814. if( attack_type&BF_WEAPON )
  815. { // Coma, Breaking Equipment
  816. if( sd && sd->special_state.bonus_coma )
  817. {
  818. rate = sd->weapon_coma_ele[tstatus->def_ele];
  819. rate += sd->weapon_coma_race[tstatus->race];
  820. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  821. if (rate)
  822. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  823. }
  824. if( sd && battle_config.equip_self_break_rate )
  825. { // Self weapon breaking
  826. rate = battle_config.equip_natural_break_rate;
  827. if( sc )
  828. {
  829. if(sc->data[SC_OVERTHRUST])
  830. rate += 10;
  831. if(sc->data[SC_MAXOVERTHRUST])
  832. rate += 10;
  833. }
  834. if( rate )
  835. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  836. }
  837. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  838. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  839. // Target weapon breaking
  840. rate = 0;
  841. if( sd )
  842. rate += sd->break_weapon_rate;
  843. if( sc && sc->data[SC_MELTDOWN] )
  844. rate += sc->data[SC_MELTDOWN]->val2;
  845. if( rate )
  846. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  847. // Target armor breaking
  848. rate = 0;
  849. if( sd )
  850. rate += sd->break_armor_rate;
  851. if( sc && sc->data[SC_MELTDOWN] )
  852. rate += sc->data[SC_MELTDOWN]->val3;
  853. if( rate )
  854. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  855. }
  856. }
  857. // Autospell when attacking
  858. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  859. {
  860. struct block_list *tbl;
  861. struct unit_data *ud;
  862. int i, skilllv;
  863. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  864. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  865. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  866. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  867. continue; // one or more trigger conditions were not fulfilled
  868. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  869. if (skillnotok(skill, sd))
  870. continue;
  871. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  872. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  873. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  874. if (rand()%1000 >= rate)
  875. continue;
  876. tbl = (sd->autospell[i].id < 0) ? src : bl;
  877. if( !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  878. continue; // If autospell_check_range is yes, fail the autocast.
  879. if (skill == AS_SONICBLOW)
  880. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  881. sd->state.autocast = 1;
  882. skill_consume_requirement(sd,skill,skilllv,1);
  883. switch (skill_get_casttype(skill)) {
  884. case CAST_GROUND:
  885. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  886. break;
  887. case CAST_NODAMAGE:
  888. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  889. break;
  890. case CAST_DAMAGE:
  891. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  892. break;
  893. }
  894. sd->state.autocast = 0;
  895. //Set canact delay. [Skotlex]
  896. ud = unit_bl2ud(src);
  897. if (ud) {
  898. rate = skill_delayfix(src, skill, skilllv);
  899. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  900. ud->canact_tick = tick+rate;
  901. if ( battle_config.display_status_timers && sd )
  902. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  903. }
  904. }
  905. }
  906. }
  907. //Autobonus when attacking
  908. if( sd && sd->autobonus[0].rate )
  909. {
  910. int i;
  911. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  912. {
  913. if( rand()%1000 >= sd->autobonus[i].rate )
  914. continue;
  915. if( sd->autobonus[i].active != INVALID_TIMER )
  916. continue;
  917. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  918. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  919. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  920. continue; // one or more trigger conditions were not fulfilled
  921. pc_exeautobonus(sd,&sd->autobonus[i]);
  922. }
  923. }
  924. //Polymorph
  925. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  926. dstmd && !(tstatus->mode&MD_BOSS) &&
  927. (rand()%10000 < sd->classchange))
  928. {
  929. struct mob_db *mob;
  930. int class_;
  931. skill = 0;
  932. do {
  933. do {
  934. class_ = rand() % MAX_MOB_DB;
  935. } while (!mobdb_checkid(class_));
  936. rate = rand() % 1000000;
  937. mob = mob_db(class_);
  938. } while (
  939. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  940. (skill++) < 2000);
  941. if (skill < 2000)
  942. mob_class_change(dstmd,class_);
  943. }
  944. return 0;
  945. }
  946. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  947. {
  948. int skill, skilllv, i;
  949. struct block_list *tbl;
  950. if( sd == NULL || skillid <= 0 )
  951. return 0;
  952. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  953. {
  954. if( sd->autospell3[i].flag != skillid )
  955. continue;
  956. if( sd->autospell3[i].lock )
  957. continue; // autospell already being executed
  958. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  959. if( skillnotok(skill, sd) )
  960. continue;
  961. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  962. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  963. if( sd->autospell3[i].id >= 0 && bl == NULL )
  964. continue; // No target
  965. if( rand()%1000 >= sd->autospell3[i].rate )
  966. continue;
  967. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  968. if( !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  969. continue;
  970. sd->state.autocast = 1;
  971. sd->autospell3[i].lock = true;
  972. skill_consume_requirement(sd,skill,skilllv,1);
  973. switch( skill_get_casttype(skill) )
  974. {
  975. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  976. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  977. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  978. }
  979. sd->autospell3[i].lock = false;
  980. sd->state.autocast = 0;
  981. }
  982. if( sd && sd->autobonus3[0].rate )
  983. {
  984. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  985. {
  986. if( rand()%1000 >= sd->autobonus3[i].rate )
  987. continue;
  988. if( sd->autobonus3[i].active != INVALID_TIMER )
  989. continue;
  990. if( sd->autobonus3[i].atk_type != skillid )
  991. continue;
  992. pc_exeautobonus(sd,&sd->autobonus3[i]);
  993. }
  994. }
  995. return 1;
  996. }
  997. /* Splitted off from skill_additional_effect, which is never called when the
  998. * attack skill kills the enemy. Place in this function counter status effects
  999. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1000. * from cards) that will take effect on the source, not the target. [Skotlex]
  1001. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1002. * type of skills, so not every instance of skill_additional_effect needs a call
  1003. * to this one.
  1004. */
  1005. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1006. {
  1007. int rate;
  1008. struct map_session_data *sd=NULL;
  1009. struct map_session_data *dstsd=NULL;
  1010. struct status_change *tsc;
  1011. nullpo_ret(src);
  1012. nullpo_ret(bl);
  1013. if(skillid < 0) return 0;
  1014. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1015. tsc = status_get_sc(bl);
  1016. if (tsc && !tsc->count)
  1017. tsc = NULL;
  1018. sd = BL_CAST(BL_PC, src);
  1019. dstsd = BL_CAST(BL_PC, bl);
  1020. if(dstsd && attack_type&BF_WEAPON)
  1021. { //Counter effects.
  1022. enum sc_type type;
  1023. int i, time;
  1024. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1025. {
  1026. rate = dstsd->addeff2[i].rate;
  1027. if (attack_type&BF_LONG)
  1028. rate+=dstsd->addeff2[i].arrow_rate;
  1029. if (!rate) continue;
  1030. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1031. { //Trigger has range consideration.
  1032. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1033. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1034. continue; //Range Failed.
  1035. }
  1036. type = dstsd->addeff2[i].id;
  1037. time = skill_get_time2(status_sc2skill(type),7);
  1038. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1039. status_change_start(src,type,rate,7,0,0,0,time,0);
  1040. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1041. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1042. }
  1043. }
  1044. switch(skillid){
  1045. case MO_EXTREMITYFIST:
  1046. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1047. break;
  1048. case GS_FULLBUSTER:
  1049. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1050. break;
  1051. case HFLI_SBR44: //[orn]
  1052. case HVAN_EXPLOSION:
  1053. if(src->type == BL_HOM){
  1054. TBL_HOM *hd = (TBL_HOM*)src;
  1055. hd->homunculus.intimacy = 200;
  1056. if (hd->master)
  1057. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1058. }
  1059. break;
  1060. case CR_GRANDCROSS:
  1061. case NPC_GRANDDARKNESS:
  1062. attack_type |= BF_WEAPON;
  1063. break;
  1064. }
  1065. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1066. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1067. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1068. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1069. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1070. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1071. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1072. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1073. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1074. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1075. }
  1076. if( sd && status_isdead(bl) )
  1077. {
  1078. int sp = 0, hp = 0;
  1079. if( attack_type&BF_WEAPON )
  1080. {
  1081. sp += sd->sp_gain_value;
  1082. sp += sd->sp_gain_race[status_get_race(bl)];
  1083. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1084. hp += sd->hp_gain_value;
  1085. }
  1086. if( attack_type&BF_MAGIC )
  1087. {
  1088. sp += sd->magic_sp_gain_value;
  1089. hp += sd->magic_hp_gain_value;
  1090. }
  1091. if( hp || sp )
  1092. status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
  1093. }
  1094. // Trigger counter-spells to retaliate against damage causing skills.
  1095. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1096. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1097. {
  1098. struct block_list *tbl;
  1099. struct unit_data *ud;
  1100. int i, skillid, skilllv, rate;
  1101. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1102. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1103. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1104. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1105. continue; // one or more trigger conditions were not fulfilled
  1106. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1107. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1108. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1109. rate = dstsd->autospell2[i].rate;
  1110. if (attack_type&BF_LONG)
  1111. rate>>=1;
  1112. if (skillnotok(skillid, dstsd))
  1113. continue;
  1114. if (rand()%1000 >= rate)
  1115. continue;
  1116. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1117. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1118. continue;
  1119. dstsd->state.autocast = 1;
  1120. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1121. switch (skill_get_casttype(skillid)) {
  1122. case CAST_GROUND:
  1123. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1124. break;
  1125. case CAST_NODAMAGE:
  1126. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1127. break;
  1128. case CAST_DAMAGE:
  1129. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1130. break;
  1131. }
  1132. dstsd->state.autocast = 0;
  1133. //Set canact delay. [Skotlex]
  1134. ud = unit_bl2ud(bl);
  1135. if (ud) {
  1136. rate = skill_delayfix(bl, skillid, skilllv);
  1137. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1138. ud->canact_tick = tick+rate;
  1139. if ( battle_config.display_status_timers && dstsd )
  1140. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1141. }
  1142. }
  1143. }
  1144. }
  1145. //Autobonus when attacked
  1146. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1147. {
  1148. int i;
  1149. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1150. {
  1151. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1152. continue;
  1153. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1154. continue;
  1155. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1156. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1157. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1158. continue; // one or more trigger conditions were not fulfilled
  1159. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1160. }
  1161. }
  1162. return 0;
  1163. }
  1164. /*=========================================================================
  1165. Breaks equipment. On-non players causes the corresponding strip effect.
  1166. - rate goes from 0 to 10000 (100.00%)
  1167. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1168. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1169. --------------------------------------------------------------------------*/
  1170. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1171. {
  1172. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1173. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1174. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1175. struct status_change *sc = status_get_sc(bl);
  1176. int i,j;
  1177. TBL_PC *sd;
  1178. sd = BL_CAST(BL_PC, bl);
  1179. if (sc && !sc->count)
  1180. sc = NULL;
  1181. if (sd) {
  1182. if (sd->unbreakable_equip)
  1183. where &= ~sd->unbreakable_equip;
  1184. if (sd->unbreakable)
  1185. rate -= rate*sd->unbreakable/100;
  1186. if (where&EQP_WEAPON) {
  1187. switch (sd->status.weapon) {
  1188. case W_FIST: //Bare fists should not break :P
  1189. case W_1HAXE:
  1190. case W_2HAXE:
  1191. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1192. case W_2HMACE:
  1193. case W_STAFF:
  1194. case W_2HSTAFF:
  1195. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1196. case W_HUUMA:
  1197. where &= ~EQP_WEAPON;
  1198. }
  1199. }
  1200. }
  1201. if (flag&BCT_ENEMY) {
  1202. if (battle_config.equip_skill_break_rate != 100)
  1203. rate = rate*battle_config.equip_skill_break_rate/100;
  1204. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1205. if (battle_config.equip_self_break_rate != 100)
  1206. rate = rate*battle_config.equip_self_break_rate/100;
  1207. }
  1208. for (i = 0; i < 4; i++) {
  1209. if (where&where_list[i]) {
  1210. if (sc && sc->count && sc->data[scdef[i]])
  1211. where&=~where_list[i];
  1212. else if (rand()%10000 >= rate)
  1213. where&=~where_list[i];
  1214. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1215. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1216. }
  1217. }
  1218. if (!where) //Nothing to break.
  1219. return 0;
  1220. if (sd) {
  1221. for (i = 0; i < EQI_MAX; i++) {
  1222. j = sd->equip_index[i];
  1223. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1224. continue;
  1225. flag = 0;
  1226. switch(i) {
  1227. case EQI_HEAD_TOP: //Upper Head
  1228. flag = (where&EQP_HELM);
  1229. break;
  1230. case EQI_ARMOR: //Body
  1231. flag = (where&EQP_ARMOR);
  1232. break;
  1233. case EQI_HAND_R: //Left/Right hands
  1234. case EQI_HAND_L:
  1235. flag = (
  1236. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1237. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1238. break;
  1239. case EQI_SHOES:
  1240. flag = (where&EQP_SHOES);
  1241. break;
  1242. case EQI_GARMENT:
  1243. flag = (where&EQP_GARMENT);
  1244. break;
  1245. default:
  1246. continue;
  1247. }
  1248. if (flag) {
  1249. sd->status.inventory[j].attribute = 1;
  1250. pc_unequipitem(sd, j, 3);
  1251. }
  1252. }
  1253. clif_equiplist(sd);
  1254. }
  1255. return where; //Return list of pieces broken.
  1256. }
  1257. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1258. {
  1259. struct status_change *sc;
  1260. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1261. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1262. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1263. int i;
  1264. if (rand()%100 >= rate)
  1265. return 0;
  1266. sc = status_get_sc(bl);
  1267. if (!sc)
  1268. return 0;
  1269. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1270. if (where&pos[i] && sc->data[sc_def[i]])
  1271. where&=~pos[i];
  1272. }
  1273. if (!where) return 0;
  1274. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1275. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1276. where&=~pos[i];
  1277. }
  1278. return where?1:0;
  1279. }
  1280. /*=========================================================================
  1281. Used to knock back players, monsters, traps, etc
  1282. - 'count' is the number of squares to knock back
  1283. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1284. - if 'flag&0x1', position update packets must not be sent.
  1285. -------------------------------------------------------------------------*/
  1286. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1287. {
  1288. int dx = 0, dy = 0;
  1289. struct skill_unit* su = NULL;
  1290. nullpo_ret(src);
  1291. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1292. return 0; //No knocking back in WoE
  1293. if (count == 0)
  1294. return 0; //Actual knockback distance is 0.
  1295. switch (target->type)
  1296. {
  1297. case BL_MOB:
  1298. {
  1299. struct mob_data* md = BL_CAST(BL_MOB, target);
  1300. if( md->class_ == MOBID_EMPERIUM )
  1301. return 0;
  1302. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1303. return 0;
  1304. }
  1305. break;
  1306. case BL_PC:
  1307. {
  1308. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1309. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1310. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1311. if( src != target && sd->special_state.no_knockback )
  1312. return 0;
  1313. }
  1314. break;
  1315. case BL_SKILL:
  1316. su = (struct skill_unit *)target;
  1317. if( su->group->unit_id == UNT_ANKLESNARE )
  1318. return 0; // ankle snare cannot be knocked back
  1319. break;
  1320. }
  1321. if (direction == -1) // <optimized>: do the computation here instead of outside
  1322. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1323. if (direction >= 0 && direction < 8)
  1324. { // take the reversed 'direction' and reverse it
  1325. dx = -dirx[direction];
  1326. dy = -diry[direction];
  1327. }
  1328. return unit_blown(target, dx, dy, count, flag&0x1);
  1329. }
  1330. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1331. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1332. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1333. {
  1334. struct status_change *sc = status_get_sc(bl);
  1335. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1336. // item-based reflection
  1337. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1338. return 1;
  1339. if( is_boss(src) )
  1340. return 0;
  1341. // status-based reflection
  1342. if( !sc || sc->count == 0 )
  1343. return 0;
  1344. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1345. return 1;
  1346. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1347. {// Kaite only works against non-players if they are low-level.
  1348. clif_specialeffect(bl, 438, AREA);
  1349. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1350. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1351. return 2;
  1352. }
  1353. return 0;
  1354. }
  1355. /*
  1356. * =========================================================================
  1357. * Does a skill attack with the given properties.
  1358. * src is the master behind the attack (player/mob/pet)
  1359. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1360. * bl is the target to be attacked.
  1361. * flag can hold a bunch of information:
  1362. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1363. * (usually holds number of targets, or just 1 for simple splash attacks)
  1364. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1365. * packet shouldn't display a skill animation)
  1366. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1367. * client (causes player characters to not scream skill name)
  1368. *-------------------------------------------------------------------------*/
  1369. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1370. {
  1371. struct Damage dmg;
  1372. struct status_data *sstatus, *tstatus;
  1373. struct status_change *sc;
  1374. struct map_session_data *sd, *tsd;
  1375. int type,damage,rdamage=0;
  1376. if(skillid > 0 && skilllv <= 0) return 0;
  1377. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1378. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1379. nullpo_ret(bl); //Target to be attacked.
  1380. if (src != dsrc) {
  1381. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1382. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1383. return 0;
  1384. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1385. //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]
  1386. if (!status_check_skilluse(src, bl, skillid, 2))
  1387. return 0;
  1388. }
  1389. sd = BL_CAST(BL_PC, src);
  1390. tsd = BL_CAST(BL_PC, bl);
  1391. sstatus = status_get_status_data(src);
  1392. tstatus = status_get_status_data(bl);
  1393. sc= status_get_sc(bl);
  1394. if (sc && !sc->count) sc = NULL; //Don't need it.
  1395. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1396. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1397. return 0;
  1398. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1399. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1400. return 0;
  1401. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1402. //Skotlex: Adjusted to the new system
  1403. if(src->type==BL_PET)
  1404. { // [Valaris]
  1405. struct pet_data *pd = (TBL_PET*)src;
  1406. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1407. {
  1408. int element = skill_get_ele(skillid, skilllv);
  1409. if (skillid == -1)
  1410. element = sstatus->rhw.ele;
  1411. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1412. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1413. else
  1414. dmg.damage= skilllv;
  1415. dmg.damage2=0;
  1416. dmg.div_= pd->a_skill->div_;
  1417. }
  1418. }
  1419. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1420. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1421. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1422. { //Magic reflection, switch caster/target
  1423. struct block_list *tbl = bl;
  1424. bl = src;
  1425. src = tbl;
  1426. sd = BL_CAST(BL_PC, src);
  1427. tsd = BL_CAST(BL_PC, bl);
  1428. sc = status_get_sc(bl);
  1429. if (sc && !sc->count)
  1430. sc = NULL; //Don't need it.
  1431. //Spirit of Wizard blocks Kaite's reflection
  1432. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1433. { //Consume one Fragment per hit of the casted skill. Val3 is the skill id and val4 is the ID of the damage src.
  1434. //This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
  1435. type = pc_search_inventory (tsd, 7321);
  1436. if (type >= 0)
  1437. pc_delitem(tsd, type, 1, 0, 1);
  1438. if (type >= 0) {
  1439. dmg.damage = dmg.damage2 = 0;
  1440. dmg.dmg_lv = ATK_MISS;
  1441. sc->data[SC_SPIRIT]->val3 = skillid;
  1442. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1443. }
  1444. }
  1445. }
  1446. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1447. int sp = skill_get_sp(skillid,skilllv);
  1448. dmg.damage = dmg.damage2 = 0;
  1449. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1450. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1451. if(skillid == WZ_WATERBALL && skilllv > 1)
  1452. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1453. status_heal(bl, 0, sp, 2);
  1454. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1455. }
  1456. }
  1457. damage = dmg.damage + dmg.damage2;
  1458. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1459. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1460. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1461. damage = 1;
  1462. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1463. && skillid != WS_CARTTERMINATION )
  1464. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1465. //Skill hit type
  1466. type=(skillid==0)?5:skill_get_hit(skillid);
  1467. if(damage < dmg.div_
  1468. //Only skills that knockback even when they miss. [Skotlex]
  1469. && skillid != CH_PALMSTRIKE)
  1470. dmg.blewcount = 0;
  1471. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1472. if(battle_config.gx_disptype) dsrc = src;
  1473. if(src == bl) type = 4;
  1474. else flag|=SD_ANIMATION;
  1475. }
  1476. if(skillid == NJ_TATAMIGAESHI) {
  1477. dsrc = src; //For correct knockback.
  1478. flag|=SD_ANIMATION;
  1479. }
  1480. if(sd) {
  1481. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1482. if (sd->sc.data[SC_COMBO])
  1483. { //End combo state after skill is invoked. [Skotlex]
  1484. switch (skillid) {
  1485. case TK_TURNKICK:
  1486. case TK_STORMKICK:
  1487. case TK_DOWNKICK:
  1488. case TK_COUNTER:
  1489. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1490. { //Extend combo time.
  1491. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1492. sd->skilllv_old = skilllv;
  1493. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1494. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1495. sd->sc.data[SC_COMBO]->timer = add_timer(
  1496. tick+sd->sc.data[SC_COMBO]->val4,
  1497. status_change_timer, src->id, SC_COMBO);
  1498. break;
  1499. }
  1500. unit_cancel_combo(src); // Cancel combo wait
  1501. break;
  1502. default:
  1503. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1504. status_change_end(src, SC_COMBO, INVALID_TIMER);
  1505. }
  1506. }
  1507. switch(skillid)
  1508. {
  1509. case MO_TRIPLEATTACK:
  1510. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1511. flag=1;
  1512. break;
  1513. case MO_CHAINCOMBO:
  1514. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1515. flag=1;
  1516. break;
  1517. case MO_COMBOFINISH:
  1518. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1519. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1520. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1521. flag=1;
  1522. case CH_TIGERFIST:
  1523. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1524. flag=1;
  1525. case CH_CHAINCRUSH:
  1526. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1527. flag=1;
  1528. break;
  1529. case AC_DOUBLE:
  1530. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1531. {
  1532. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1533. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1534. clif_combo_delay(src,2000);
  1535. }
  1536. break;
  1537. case TK_COUNTER:
  1538. { //bonus from SG_FRIEND [Komurka]
  1539. int level;
  1540. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1541. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1542. }
  1543. break;
  1544. case SL_STIN:
  1545. case SL_STUN:
  1546. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1547. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1548. break;
  1549. case GS_FULLBUSTER:
  1550. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1551. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1552. break;
  1553. } //Switch End
  1554. if (flag) { //Possible to chain
  1555. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1556. if (flag < 0) flag = 0;
  1557. flag += 300 * battle_config.combo_delay_rate/100;
  1558. sc_start(src,SC_COMBO,100,skillid,flag);
  1559. clif_combo_delay(src, flag);
  1560. }
  1561. }
  1562. //Display damage.
  1563. switch( skillid )
  1564. {
  1565. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1566. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1567. break;
  1568. //Skills that need be passed as a normal attack for the client to display correctly.
  1569. case HVAN_EXPLOSION:
  1570. case NPC_SELFDESTRUCTION:
  1571. if(src->type==BL_PC)
  1572. dmg.blewcount = 10;
  1573. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1574. // fall through
  1575. case KN_AUTOCOUNTER:
  1576. case NPC_CRITICALSLASH:
  1577. case TF_DOUBLE:
  1578. case GS_CHAINACTION:
  1579. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1580. break;
  1581. case AS_SPLASHER:
  1582. if( flag&SD_ANIMATION ) // the surrounding targets
  1583. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1584. else // the central target doesn't display an animation
  1585. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1586. break;
  1587. default:
  1588. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1589. type = 5;
  1590. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1591. break;
  1592. }
  1593. map_freeblock_lock();
  1594. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1595. && pc_checkskill(tsd,RG_PLAGIARISM)
  1596. && (!sc || !sc->data[SC_PRESERVE])
  1597. && damage < tsd->battle_status.hp)
  1598. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1599. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1600. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1601. {
  1602. int lv = skilllv;
  1603. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1604. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1605. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1606. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1607. clif_deleteskill(tsd,tsd->cloneskill_id);
  1608. }
  1609. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1610. lv = type;
  1611. tsd->cloneskill_id = skillid;
  1612. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1613. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1614. tsd->status.skill[skillid].id = skillid;
  1615. tsd->status.skill[skillid].lv = lv;
  1616. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1617. clif_addskill(tsd,skillid);
  1618. }
  1619. }
  1620. if( skillid != WZ_SIGHTRASHER &&
  1621. skillid != WZ_SIGHTBLASTER &&
  1622. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1623. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1624. bl->type == BL_SKILL && damage > 0 )
  1625. {
  1626. struct skill_unit* su = (struct skill_unit*)bl;
  1627. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1628. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1629. }
  1630. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1631. { //Skills with can't walk delay also stop normal attacking for that
  1632. //duration when the attack connects. [Skotlex]
  1633. struct unit_data *ud = unit_bl2ud(src);
  1634. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1635. ud->attackabletime = tick + type;
  1636. }
  1637. if( !dmg.amotion )
  1638. { //Instant damage
  1639. if( !sc || !sc->data[SC_DEVOTION] )
  1640. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1641. if( !status_isdead(bl) )
  1642. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1643. if( damage > 0 ) //Counter status effects [Skotlex]
  1644. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  1645. }
  1646. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1647. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1648. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1649. {
  1650. int direction = -1; // default
  1651. switch(skillid)
  1652. {
  1653. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1654. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1655. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1656. }
  1657. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1658. }
  1659. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1660. if (dmg.amotion)
  1661. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1662. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  1663. {
  1664. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  1665. struct block_list *d_bl = map_id2bl(sce->val1);
  1666. if( d_bl && (
  1667. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1668. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  1669. ) && check_distance_bl(bl, d_bl, sce->val3) )
  1670. {
  1671. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  1672. status_fix_damage(NULL, d_bl, damage, 0);
  1673. }
  1674. else
  1675. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  1676. }
  1677. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1678. int rate = 50 + skilllv * 5;
  1679. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1680. if(rand()%100 < rate)
  1681. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1682. }
  1683. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1684. dmg.flag |= BF_WEAPON;
  1685. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  1686. {
  1687. if (battle_config.left_cardfix_to_right)
  1688. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1689. else
  1690. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1691. }
  1692. if( rdamage > 0 )
  1693. {
  1694. if( dmg.amotion )
  1695. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1696. else
  1697. status_fix_damage(bl,src,rdamage,0);
  1698. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  1699. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1700. if( tsd && src != bl )
  1701. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1702. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1703. }
  1704. if (!(flag&2) &&
  1705. (
  1706. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1707. ) &&
  1708. (sc = status_get_sc(src)) &&
  1709. sc->data[SC_DOUBLECAST] &&
  1710. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1711. {
  1712. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1713. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1714. }
  1715. map_freeblock_unlock();
  1716. return damage;
  1717. }
  1718. /*==========================================
  1719. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1720. * flagについて?F16?i?を確認
  1721. * MSB <- 00fTffff ->LSB
  1722. * T =タ?ゲット選?用(BCT_*)
  1723. * ffff=自由に使用可能
  1724. * 0 =予約?B0に固定
  1725. *------------------------------------------*/
  1726. static int skill_area_temp[8];
  1727. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1728. int skill_area_sub (struct block_list *bl, va_list ap)
  1729. {
  1730. struct block_list *src;
  1731. int skill_id,skill_lv,flag;
  1732. unsigned int tick;
  1733. SkillFunc func;
  1734. nullpo_ret(bl);
  1735. src=va_arg(ap,struct block_list *);
  1736. skill_id=va_arg(ap,int);
  1737. skill_lv=va_arg(ap,int);
  1738. tick=va_arg(ap,unsigned int);
  1739. flag=va_arg(ap,int);
  1740. func=va_arg(ap,SkillFunc);
  1741. if(battle_check_target(src,bl,flag) > 0)
  1742. {
  1743. // several splash skills need this initial dummy packet to display correctly
  1744. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1745. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1746. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1747. skill_area_temp[2]++;
  1748. return func(src,bl,skill_id,skill_lv,tick,flag);
  1749. }
  1750. return 0;
  1751. }
  1752. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1753. {
  1754. struct skill_unit *unit;
  1755. int skillid,g_skillid;
  1756. unit = (struct skill_unit *)bl;
  1757. if(bl->prev == NULL || bl->type != BL_SKILL)
  1758. return 0;
  1759. if(!unit->alive)
  1760. return 0;
  1761. skillid = va_arg(ap,int);
  1762. g_skillid = unit->group->skill_id;
  1763. switch (skillid)
  1764. {
  1765. case MG_SAFETYWALL:
  1766. case AL_PNEUMA:
  1767. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1768. return 0;
  1769. break;
  1770. case AL_WARP:
  1771. case HT_SKIDTRAP:
  1772. case MA_SKIDTRAP:
  1773. case HT_LANDMINE:
  1774. case MA_LANDMINE:
  1775. case HT_ANKLESNARE:
  1776. case HT_SHOCKWAVE:
  1777. case HT_SANDMAN:
  1778. case MA_SANDMAN:
  1779. case HT_FLASHER:
  1780. case HT_FREEZINGTRAP:
  1781. case MA_FREEZINGTRAP:
  1782. case HT_BLASTMINE:
  1783. case HT_CLAYMORETRAP:
  1784. case HT_TALKIEBOX:
  1785. case HP_BASILICA:
  1786. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1787. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1788. return 0;
  1789. break;
  1790. default: //Avoid stacking with same kind of trap. [Skotlex]
  1791. if (g_skillid != skillid)
  1792. return 0;
  1793. break;
  1794. }
  1795. return 1;
  1796. }
  1797. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1798. {
  1799. //Non players do not check for the skill's splash-trigger area.
  1800. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1801. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1802. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1803. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1804. return 0;
  1805. }
  1806. range += layout_type;
  1807. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1808. }
  1809. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1810. {
  1811. int skillid;
  1812. if(bl->prev == NULL)
  1813. return 0;
  1814. skillid = va_arg(ap,int);
  1815. if( status_isdead(bl) && skillid != AL_WARP )
  1816. return 0;
  1817. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1818. return 0;
  1819. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1820. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1821. return 1;
  1822. }
  1823. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1824. {
  1825. int range, type;
  1826. switch (skillid) { // to be expanded later
  1827. case WZ_ICEWALL:
  1828. range = 2;
  1829. break;
  1830. default:
  1831. {
  1832. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1833. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1834. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1835. return 0;
  1836. }
  1837. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1838. }
  1839. break;
  1840. }
  1841. // if the caster is a monster/NPC, only check for players
  1842. // otherwise just check characters
  1843. if (bl->type == BL_PC)
  1844. type = BL_CHAR;
  1845. else
  1846. type = BL_PC;
  1847. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1848. x - range, y - range, x + range, y + range,
  1849. type, skillid);
  1850. }
  1851. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1852. {
  1853. struct map_session_data *sd;
  1854. int gid, id, strvit, agidex;
  1855. sd = (struct map_session_data *)bl;
  1856. id = va_arg(ap,int);
  1857. gid = va_arg(ap,int);
  1858. if (sd->status.guild_id != gid)
  1859. return 0;
  1860. if(id == sd->bl.id && battle_config.guild_aura&16)
  1861. return 0;
  1862. strvit = va_arg(ap,int);
  1863. agidex = va_arg(ap,int);
  1864. if (sd->sc.data[SC_GUILDAURA]) {
  1865. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1866. if (sce->val3 != strvit || sce->val4 != agidex) {
  1867. sce->val3 = strvit;
  1868. sce->val4 = agidex;
  1869. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1870. }
  1871. return 0;
  1872. }
  1873. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1874. return 1;
  1875. }
  1876. /*==========================================
  1877. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1878. * Flag:
  1879. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1880. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1881. *------------------------------------------*/
  1882. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1883. {
  1884. struct status_data *status;
  1885. struct map_session_data *sd = NULL;
  1886. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1887. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1888. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1889. return 0;
  1890. nullpo_ret(bl);
  1891. switch( bl->type )
  1892. {
  1893. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1894. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1895. }
  1896. status = status_get_status_data(bl);
  1897. if( (j = skill_get_index(skill)) == 0 )
  1898. return 0;
  1899. // Requeriments
  1900. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1901. {
  1902. itemid[i] = skill_db[j].itemid[i];
  1903. amount[i] = skill_db[j].amount[i];
  1904. }
  1905. hp = skill_db[j].hp[lv-1];
  1906. sp = skill_db[j].sp[lv-1];
  1907. hp_rate = skill_db[j].hp_rate[lv-1];
  1908. sp_rate = skill_db[j].sp_rate[lv-1];
  1909. state = skill_db[j].state;
  1910. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1911. hp += (status->max_hp * mhp) / 100;
  1912. if( hp_rate > 0 )
  1913. hp += (status->hp * hp_rate) / 100;
  1914. else
  1915. hp += (status->max_hp * (-hp_rate)) / 100;
  1916. if( sp_rate > 0 )
  1917. sp += (status->sp * sp_rate) / 100;
  1918. else
  1919. sp += (status->max_sp * (-sp_rate)) / 100;
  1920. if( bl->type == BL_HOM )
  1921. { // Intimacy Requeriments
  1922. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1923. switch( skill )
  1924. {
  1925. case HFLI_SBR44:
  1926. if( hd->homunculus.intimacy <= 200 )
  1927. return 0;
  1928. break;
  1929. case HVAN_EXPLOSION:
  1930. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1931. return 0;
  1932. break;
  1933. }
  1934. }
  1935. if( !(type&2) )
  1936. {
  1937. if( hp > 0 && status->hp <= (unsigned int)hp )
  1938. {
  1939. clif_skill_fail(sd, skill, 2, 0);
  1940. return 0;
  1941. }
  1942. if( sp > 0 && status->sp <= (unsigned int)sp )
  1943. {
  1944. clif_skill_fail(sd, skill, 1, 0);
  1945. return 0;
  1946. }
  1947. }
  1948. if( !type )
  1949. switch( state )
  1950. {
  1951. case ST_MOVE_ENABLE:
  1952. if( !unit_can_move(bl) )
  1953. {
  1954. clif_skill_fail(sd, skill, 0, 0);
  1955. return 0;
  1956. }
  1957. break;
  1958. }
  1959. if( !(type&1) )
  1960. return 1;
  1961. // Check item existences
  1962. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1963. {
  1964. index[i] = -1;
  1965. if( itemid[i] < 1 ) continue; // No item
  1966. index[i] = pc_search_inventory(sd, itemid[i]);
  1967. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1968. {
  1969. clif_skill_fail(sd, skill, 0, 0);
  1970. return 0;
  1971. }
  1972. }
  1973. // Consume items
  1974. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1975. {
  1976. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1);
  1977. }
  1978. if( type&2 )
  1979. return 1;
  1980. if( sp || hp )
  1981. status_zap(bl, hp, sp);
  1982. return 1;
  1983. }
  1984. /*==========================================
  1985. *
  1986. *------------------------------------------*/
  1987. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1988. {
  1989. return 1;
  1990. }
  1991. /*==========================================
  1992. *
  1993. *------------------------------------------*/
  1994. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1995. {
  1996. struct block_list *src = map_id2bl(id),*target;
  1997. struct unit_data *ud = unit_bl2ud(src);
  1998. struct skill_timerskill *skl = NULL;
  1999. int range;
  2000. nullpo_ret(src);
  2001. nullpo_ret(ud);
  2002. skl = ud->skilltimerskill[data];
  2003. nullpo_ret(skl);
  2004. ud->skilltimerskill[data] = NULL;
  2005. do {
  2006. if(src->prev == NULL)
  2007. break;
  2008. if(skl->target_id) {
  2009. target = map_id2bl(skl->target_id);
  2010. if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2011. target = src; //Required since it has to warp.
  2012. if(target == NULL)
  2013. break;
  2014. if(target->prev == NULL)
  2015. break;
  2016. if(src->m != target->m)
  2017. break;
  2018. if(status_isdead(src))
  2019. break;
  2020. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2021. break;
  2022. switch(skl->skill_id) {
  2023. case RG_INTIMIDATE:
  2024. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2025. short x,y;
  2026. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2027. if (target != src && !status_isdead(target))
  2028. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2029. }
  2030. break;
  2031. case BA_FROSTJOKER:
  2032. case DC_SCREAM:
  2033. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2034. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2035. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2036. break;
  2037. case NPC_EARTHQUAKE:
  2038. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2039. skill_area_temp[1] = src->id;
  2040. skill_area_temp[2] = 0;
  2041. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2042. if( skl->type > 1 )
  2043. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2044. break;
  2045. case WZ_WATERBALL:
  2046. if (!status_isdead(target))
  2047. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2048. if (skl->type>1 && !status_isdead(target)) {
  2049. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2050. } else {
  2051. struct status_change *sc = status_get_sc(src);
  2052. if(sc) {
  2053. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  2054. if(sc->data[SC_SPIRIT] &&
  2055. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2056. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2057. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2058. }
  2059. }
  2060. break;
  2061. default:
  2062. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2063. break;
  2064. }
  2065. }
  2066. else {
  2067. if(src->m != skl->map)
  2068. break;
  2069. switch( skl->skill_id )
  2070. {
  2071. case WZ_METEOR:
  2072. if( skl->type >= 0 )
  2073. {
  2074. int x = skl->type>>16, y = skl->type&0xFFFF;
  2075. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2076. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2077. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2078. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2079. }
  2080. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2081. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2082. break;
  2083. }
  2084. }
  2085. } while (0);
  2086. //Free skl now that it is no longer needed.
  2087. ers_free(skill_timer_ers, skl);
  2088. return 0;
  2089. }
  2090. /*==========================================
  2091. *
  2092. *------------------------------------------*/
  2093. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2094. {
  2095. int i;
  2096. struct unit_data *ud;
  2097. nullpo_retr(1, src);
  2098. ud = unit_bl2ud(src);
  2099. nullpo_retr(1, ud);
  2100. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2101. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2102. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2103. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2104. ud->skilltimerskill[i]->src_id = src->id;
  2105. ud->skilltimerskill[i]->target_id = target;
  2106. ud->skilltimerskill[i]->skill_id = skill_id;
  2107. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2108. ud->skilltimerskill[i]->map = src->m;
  2109. ud->skilltimerskill[i]->x = x;
  2110. ud->skilltimerskill[i]->y = y;
  2111. ud->skilltimerskill[i]->type = type;
  2112. ud->skilltimerskill[i]->flag = flag;
  2113. return 0;
  2114. }
  2115. /*==========================================
  2116. *
  2117. *------------------------------------------*/
  2118. int skill_cleartimerskill (struct block_list *src)
  2119. {
  2120. int i;
  2121. struct unit_data *ud;
  2122. nullpo_ret(src);
  2123. ud = unit_bl2ud(src);
  2124. nullpo_ret(ud);
  2125. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2126. if(ud->skilltimerskill[i]) {
  2127. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2128. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2129. ud->skilltimerskill[i]=NULL;
  2130. }
  2131. }
  2132. return 1;
  2133. }
  2134. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2135. {
  2136. TBL_SKILL *su = (TBL_SKILL*)bl;
  2137. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2138. { //Reveal trap.
  2139. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2140. //clif_changetraplook(bl, su->group->unit_id);
  2141. clif_skill_setunit(su);
  2142. return 1;
  2143. }
  2144. return 0;
  2145. }
  2146. /*==========================================
  2147. *
  2148. *
  2149. *------------------------------------------*/
  2150. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2151. {
  2152. struct map_session_data *sd = NULL;
  2153. struct status_data *tstatus;
  2154. struct status_change *sc;
  2155. if (skillid > 0 && skilllv <= 0) return 0;
  2156. nullpo_retr(1, src);
  2157. nullpo_retr(1, bl);
  2158. if (src->m != bl->m)
  2159. return 1;
  2160. if (bl->prev == NULL)
  2161. return 1;
  2162. sd = BL_CAST(BL_PC, src);
  2163. if (status_isdead(bl))
  2164. return 1;
  2165. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2166. { //GTB makes all targetted magic display miss with a single bolt.
  2167. sc_type sct = status_skill2sc(skillid);
  2168. if(sct != SC_NONE)
  2169. status_change_end(bl, sct, INVALID_TIMER);
  2170. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2171. return 1;
  2172. }
  2173. sc = status_get_sc(src);
  2174. if (sc && !sc->count)
  2175. sc = NULL; //Unneeded
  2176. tstatus = status_get_status_data(bl);
  2177. map_freeblock_lock();
  2178. switch(skillid)
  2179. {
  2180. case MER_CRASH:
  2181. case SM_BASH:
  2182. case MS_BASH:
  2183. case MC_MAMMONITE:
  2184. case TF_DOUBLE:
  2185. case AC_DOUBLE:
  2186. case MA_DOUBLE:
  2187. case AS_SONICBLOW:
  2188. case KN_PIERCE:
  2189. case ML_PIERCE:
  2190. case KN_SPEARBOOMERANG:
  2191. case TF_POISON:
  2192. case TF_SPRINKLESAND:
  2193. case AC_CHARGEARROW:
  2194. case MA_CHARGEARROW:
  2195. case RG_INTIMIDATE:
  2196. case AM_ACIDTERROR:
  2197. case BA_MUSICALSTRIKE:
  2198. case DC_THROWARROW:
  2199. case BA_DISSONANCE:
  2200. case CR_HOLYCROSS:
  2201. case NPC_DARKCROSS:
  2202. case CR_SHIELDCHARGE:
  2203. case CR_SHIELDBOOMERANG:
  2204. case NPC_PIERCINGATT:
  2205. case NPC_MENTALBREAKER:
  2206. case NPC_RANGEATTACK:
  2207. case NPC_CRITICALSLASH:
  2208. case NPC_COMBOATTACK:
  2209. case NPC_GUIDEDATTACK:
  2210. case NPC_POISON:
  2211. case NPC_RANDOMATTACK:
  2212. case NPC_WATERATTACK:
  2213. case NPC_GROUNDATTACK:
  2214. case NPC_FIREATTACK:
  2215. case NPC_WINDATTACK:
  2216. case NPC_POISONATTACK:
  2217. case NPC_HOLYATTACK:
  2218. case NPC_DARKNESSATTACK:
  2219. case NPC_TELEKINESISATTACK:
  2220. case NPC_UNDEADATTACK:
  2221. case NPC_ARMORBRAKE:
  2222. case NPC_WEAPONBRAKER:
  2223. case NPC_HELMBRAKE:
  2224. case NPC_SHIELDBRAKE:
  2225. case NPC_BLINDATTACK:
  2226. case NPC_SILENCEATTACK:
  2227. case NPC_STUNATTACK:
  2228. case NPC_PETRIFYATTACK:
  2229. case NPC_CURSEATTACK:
  2230. case NPC_SLEEPATTACK:
  2231. case LK_AURABLADE:
  2232. case LK_SPIRALPIERCE:
  2233. case ML_SPIRALPIERCE:
  2234. case LK_HEADCRUSH:
  2235. case CG_ARROWVULCAN:
  2236. case HW_MAGICCRASHER:
  2237. case ITM_TOMAHAWK:
  2238. case MO_TRIPLEATTACK:
  2239. case CH_CHAINCRUSH:
  2240. case CH_TIGERFIST:
  2241. case PA_SHIELDCHAIN: // Shield Chain
  2242. case PA_SACRIFICE:
  2243. case WS_CARTTERMINATION: // Cart Termination
  2244. case AS_VENOMKNIFE:
  2245. case HT_PHANTASMIC:
  2246. case HT_POWER:
  2247. case TK_DOWNKICK:
  2248. case TK_COUNTER:
  2249. case GS_CHAINACTION:
  2250. case GS_TRIPLEACTION:
  2251. case GS_MAGICALBULLET:
  2252. case GS_TRACKING:
  2253. case GS_PIERCINGSHOT:
  2254. case GS_RAPIDSHOWER:
  2255. case GS_DUST:
  2256. case GS_DISARM: // Added disarm. [Reddozen]
  2257. case GS_FULLBUSTER:
  2258. case NJ_SYURIKEN:
  2259. case NJ_KUNAI:
  2260. case ASC_BREAKER:
  2261. case HFLI_MOON: //[orn]
  2262. case HFLI_SBR44: //[orn]
  2263. case NPC_BLEEDING:
  2264. case NPC_CRITICALWOUND:
  2265. case NPC_HELLPOWER:
  2266. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2267. break;
  2268. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2269. switch( rand()%6 ){
  2270. case 0: flag |= BREAK_ANKLE; break;
  2271. case 1: flag |= BREAK_WRIST; break;
  2272. case 2: flag |= BREAK_KNEE; break;
  2273. case 3: flag |= BREAK_SHOULDER; break;
  2274. case 4: flag |= BREAK_WAIST; break;
  2275. case 5: flag |= BREAK_NECK; break;
  2276. }
  2277. //TODO: is there really no cleaner way to do this?
  2278. sc = status_get_sc(bl);
  2279. if (sc) sc->jb_flag = flag;
  2280. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2281. break;
  2282. case MO_COMBOFINISH:
  2283. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2284. { //Becomes a splash attack when Soul Linked.
  2285. map_foreachinrange(skill_area_sub, bl,
  2286. skill_get_splash(skillid, skilllv),splash_target(src),
  2287. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2288. skill_castend_damage_id);
  2289. } else
  2290. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2291. break;
  2292. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2293. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2294. skill_area_temp[1] = 0;
  2295. map_foreachinrange(skill_attack_area, src,
  2296. skill_get_splash(skillid, skilllv), splash_target(src),
  2297. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2298. break;
  2299. case KN_CHARGEATK:
  2300. {
  2301. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2302. unsigned int dist = distance_bl(src, bl);
  2303. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2304. // teleport to target (if not on WoE grounds)
  2305. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2306. clif_slide(src, bl->x, bl->y);
  2307. // cause damage and knockback if the path to target was a straight one
  2308. if( path )
  2309. {
  2310. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2311. skill_blown(src, bl, dist, dir, 0);
  2312. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2313. // make the caster look in the direction of the target
  2314. unit_setdir(src, (dir+4)%8);
  2315. }
  2316. }
  2317. break;
  2318. case TK_JUMPKICK:
  2319. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2320. {
  2321. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2322. clif_slide(src,bl->x,bl->y);
  2323. }
  2324. break;
  2325. case SN_SHARPSHOOTING:
  2326. case MA_SHARPSHOOTING:
  2327. case NJ_KAMAITACHI:
  2328. //It won't shoot through walls since on castend there has to be a direct
  2329. //line of sight between caster and target.
  2330. skill_area_temp[1] = bl->id;
  2331. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2332. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2333. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2334. break;
  2335. case NPC_ACIDBREATH:
  2336. case NPC_DARKNESSBREATH:
  2337. case NPC_FIREBREATH:
  2338. case NPC_ICEBREATH:
  2339. case NPC_THUNDERBREATH:
  2340. skill_area_temp[1] = bl->id;
  2341. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2342. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2343. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2344. break;
  2345. case MO_INVESTIGATE:
  2346. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2347. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2348. break;
  2349. case RG_BACKSTAP:
  2350. {
  2351. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2352. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2353. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2354. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2355. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2356. unit_setdir(bl,dir);
  2357. }
  2358. else if (sd)
  2359. clif_skill_fail(sd,skillid,0,0);
  2360. }
  2361. break;
  2362. case MO_FINGEROFFENSIVE:
  2363. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2364. if (battle_config.finger_offensive_type && sd) {
  2365. int i;
  2366. for (i = 1; i < sd->spiritball_old; i++)
  2367. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2368. }
  2369. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2370. break;
  2371. case MO_CHAINCOMBO:
  2372. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2373. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2374. break;
  2375. case NJ_ISSEN:
  2376. status_change_end(src, SC_NEN, INVALID_TIMER);
  2377. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2378. // fall through
  2379. case MO_EXTREMITYFIST:
  2380. if( skillid == MO_EXTREMITYFIST )
  2381. {
  2382. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  2383. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2384. }
  2385. //Client expects you to move to target regardless of distance
  2386. {
  2387. struct unit_data *ud = unit_bl2ud(src);
  2388. short dx,dy;
  2389. int i,speed;
  2390. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2391. dx = bl->x - src->x;
  2392. dy = bl->y - src->y;
  2393. if (dx < 0) dx-=i;
  2394. else if (dx > 0) dx+=i;
  2395. if (dy < 0) dy-=i;
  2396. else if (dy > 0) dy+=i;
  2397. if (!dx && !dy) dy++;
  2398. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2399. {
  2400. dx = bl->x;
  2401. dy = bl->y;
  2402. } else {
  2403. dx = src->x + dx;
  2404. dy = src->y + dy;
  2405. }
  2406. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2407. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2408. //Increase can't walk delay to not alter your walk path
  2409. ud->canmove_tick = tick;
  2410. speed = status_get_speed(src);
  2411. for (i = 0; i < ud->walkpath.path_len; i ++)
  2412. {
  2413. if(ud->walkpath.path[i]&1)
  2414. ud->canmove_tick+=7*speed/5;
  2415. else
  2416. ud->canmove_tick+=speed;
  2417. }
  2418. }
  2419. }
  2420. break;
  2421. //Splash attack skills.
  2422. case AS_GRIMTOOTH:
  2423. case MC_CARTREVOLUTION:
  2424. case NPC_SPLASHATTACK:
  2425. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2426. case AS_SPLASHER:
  2427. case SM_MAGNUM:
  2428. case MS_MAGNUM:
  2429. case HT_BLITZBEAT:
  2430. case AC_SHOWER:
  2431. case MA_SHOWER:
  2432. case MG_NAPALMBEAT:
  2433. case MG_FIREBALL:
  2434. case RG_RAID:
  2435. case HW_NAPALMVULCAN:
  2436. case NJ_HUUMA:
  2437. case NJ_BAKUENRYU:
  2438. case ASC_METEORASSAULT:
  2439. case GS_DESPERADO:
  2440. case GS_SPREADATTACK:
  2441. case NPC_EARTHQUAKE:
  2442. case NPC_PULSESTRIKE:
  2443. case NPC_HELLJUDGEMENT:
  2444. case NPC_VAMPIRE_GIFT:
  2445. if( flag&1 )
  2446. { //Recursive invocation
  2447. // skill_area_temp[0] holds number of targets in area
  2448. // skill_area_temp[1] holds the id of the original target
  2449. // skill_area_temp[2] counts how many targets have already been processed
  2450. int sflag = skill_area_temp[0] & 0xFFF, heal;
  2451. if( flag&SD_LEVEL )
  2452. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2453. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2454. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2455. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2456. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  2457. {
  2458. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2459. status_heal(src,heal,0,0);
  2460. }
  2461. }
  2462. else
  2463. {
  2464. if ( skillid == NJ_BAKUENRYU )
  2465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2466. skill_area_temp[0] = 0;
  2467. skill_area_temp[1] = bl->id;
  2468. skill_area_temp[2] = 0;
  2469. // if skill damage should be split among targets, count them
  2470. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2471. //special case: Venom Splasher uses a different range for searching than for splashing
  2472. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2473. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2474. // recursive invocation of skill_castend_damage_id() with flag|1
  2475. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2476. //FIXME: Isn't EarthQuake a ground skill after all?
  2477. if( skillid == NPC_EARTHQUAKE )
  2478. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2479. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2480. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2481. { // Initiate 10% of your damage becomes fire element.
  2482. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2483. if( sd )
  2484. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2485. if( bl->type == BL_MER )
  2486. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2487. }
  2488. }
  2489. break;
  2490. case KN_BRANDISHSPEAR:
  2491. case ML_BRANDISH:
  2492. //Coded apart for it needs the flag passed to the damage calculation.
  2493. if (skill_area_temp[1] != bl->id)
  2494. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2495. else
  2496. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2497. break;
  2498. case KN_BOWLINGBASH:
  2499. case MS_BOWLINGBASH:
  2500. if(flag&1){
  2501. if(bl->id==skill_area_temp[1])
  2502. break;
  2503. //two hits for 500%
  2504. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2505. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2506. } else {
  2507. int i,c;
  2508. c = skill_get_blewcount(skillid,skilllv);
  2509. // keep moving target in the direction that src is looking, square by square
  2510. for(i=0;i<c;i++){
  2511. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2512. break; //Can't knockback
  2513. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2514. if( skill_area_temp[0] > 1 ) break; // collision
  2515. }
  2516. clif_blown(bl); //Update target pos.
  2517. if (i!=c) { //Splash
  2518. skill_area_temp[1] = bl->id;
  2519. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2520. }
  2521. //Weirdo dual-hit property, two attacks for 500%
  2522. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2523. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2524. }
  2525. break;
  2526. case KN_SPEARSTAB:
  2527. if(flag&1) {
  2528. if (bl->id==skill_area_temp[1])
  2529. break;
  2530. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2531. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2532. } else {
  2533. int x=bl->x,y=bl->y,i,dir;
  2534. dir = map_calc_dir(bl,src->x,src->y);
  2535. skill_area_temp[1] = bl->id;
  2536. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2537. // all the enemies between the caster and the target are hit, as well as the target
  2538. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2539. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2540. for (i=0;i<4;i++) {
  2541. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2542. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2543. x += dirx[dir];
  2544. y += diry[dir];
  2545. }
  2546. }
  2547. break;
  2548. case TK_TURNKICK:
  2549. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2550. {
  2551. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2552. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2553. map_foreachinrange(skill_area_sub,bl,
  2554. skill_get_splash(skillid, skilllv),BL_CHAR,
  2555. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2556. skill_castend_nodamage_id);
  2557. }
  2558. break;
  2559. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2560. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2561. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2562. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2563. break;
  2564. case PR_TURNUNDEAD:
  2565. case ALL_RESURRECTION:
  2566. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2567. break;
  2568. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2569. break;
  2570. case MG_SOULSTRIKE:
  2571. case NPC_DARKSTRIKE:
  2572. case MG_COLDBOLT:
  2573. case MG_FIREBOLT:
  2574. case MG_LIGHTNINGBOLT:
  2575. case WZ_EARTHSPIKE:
  2576. case AL_HEAL:
  2577. case AL_HOLYLIGHT:
  2578. case WZ_JUPITEL:
  2579. case NPC_DARKTHUNDER:
  2580. case PR_ASPERSIO:
  2581. case MG_FROSTDIVER:
  2582. case WZ_SIGHTBLASTER:
  2583. case WZ_SIGHTRASHER:
  2584. case NJ_KOUENKA:
  2585. case NJ_HYOUSENSOU:
  2586. case NJ_HUUJIN:
  2587. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2588. break;
  2589. case NPC_MAGICALATTACK:
  2590. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2591. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2592. break;
  2593. case HVAN_CAPRICE: //[blackhole89]
  2594. {
  2595. int ran=rand()%4;
  2596. int sid = 0;
  2597. switch(ran)
  2598. {
  2599. case 0: sid=MG_COLDBOLT; break;
  2600. case 1: sid=MG_FIREBOLT; break;
  2601. case 2: sid=MG_LIGHTNINGBOLT; break;
  2602. case 3: sid=WZ_EARTHSPIKE; break;
  2603. }
  2604. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2605. }
  2606. break;
  2607. case WZ_WATERBALL:
  2608. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2609. {
  2610. int range = skilllv / 2;
  2611. int maxlv = skill_get_max(skillid); // learnable level
  2612. int count = 0;
  2613. int x, y;
  2614. struct skill_unit* unit;
  2615. if( skilllv > maxlv )
  2616. {
  2617. if( src->type == BL_MOB && skilllv == 10 )
  2618. range = 4;
  2619. else
  2620. range = maxlv / 2;
  2621. }
  2622. for( y = src->y - range; y <= src->y + range; ++y )
  2623. for( x = src->x - range; x <= src->x + range; ++x )
  2624. {
  2625. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  2626. {
  2627. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  2628. count++; // natural water cell
  2629. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2630. {
  2631. count++; // skill-induced water cell
  2632. skill_delunit(unit); // consume cell
  2633. }
  2634. }
  2635. }
  2636. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2637. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2638. }
  2639. break;
  2640. case PR_BENEDICTIO:
  2641. //Should attack undead and demons. [Skotlex]
  2642. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2643. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2644. break;
  2645. case SL_SMA:
  2646. status_change_end(src, SC_SMA, INVALID_TIMER);
  2647. case SL_STIN:
  2648. case SL_STUN:
  2649. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2650. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2651. clif_skill_fail(sd,skillid,0,0);
  2652. break;
  2653. }
  2654. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2655. break;
  2656. case NPC_DARKBREATH:
  2657. clif_emotion(src,E_AG);
  2658. case SN_FALCONASSAULT:
  2659. case PA_PRESSURE:
  2660. case CR_ACIDDEMONSTRATION:
  2661. case TF_THROWSTONE:
  2662. case NPC_SMOKING:
  2663. case GS_FLING:
  2664. case NJ_ZENYNAGE:
  2665. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2666. break;
  2667. case HVAN_EXPLOSION:
  2668. case NPC_SELFDESTRUCTION:
  2669. if (src != bl)
  2670. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2671. break;
  2672. // Celest
  2673. case PF_SOULBURN:
  2674. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2675. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2676. if (skilllv == 5)
  2677. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2678. status_percent_damage(src, bl, 0, 100, false);
  2679. } else {
  2680. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2681. if (skilllv == 5)
  2682. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2683. status_percent_damage(src, src, 0, 100, false);
  2684. }
  2685. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2686. break;
  2687. case NPC_BLOODDRAIN:
  2688. case NPC_ENERGYDRAIN:
  2689. {
  2690. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2691. src, src, bl, skillid, skilllv, tick, flag);
  2692. if (heal > 0){
  2693. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2694. status_heal(src, heal, 0, 0);
  2695. }
  2696. }
  2697. break;
  2698. case GS_BULLSEYE:
  2699. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2700. break;
  2701. case NJ_KASUMIKIRI:
  2702. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2703. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2704. break;
  2705. case NJ_KIRIKAGE:
  2706. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2707. { //You don't move on GVG grounds.
  2708. short x, y;
  2709. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2710. if (unit_movepos(src, x, y, 0, 0))
  2711. clif_slide(src,src->x,src->y);
  2712. }
  2713. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2714. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2715. break;
  2716. case 0:
  2717. if(sd) {
  2718. if (flag & 3){
  2719. if (bl->id != skill_area_temp[1])
  2720. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2721. } else {
  2722. skill_area_temp[1] = bl->id;
  2723. map_foreachinrange(skill_area_sub, bl,
  2724. sd->splash_range, BL_CHAR,
  2725. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2726. skill_castend_damage_id);
  2727. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2728. }
  2729. }
  2730. break;
  2731. default:
  2732. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2733. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2734. 0, abs(skill_get_num(skillid, skilllv)),
  2735. skillid, skilllv, skill_get_hit(skillid));
  2736. map_freeblock_unlock();
  2737. return 1;
  2738. }
  2739. map_freeblock_unlock();
  2740. if( sd && !(flag&1) )
  2741. {
  2742. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2743. battle_consume_ammo(sd, skillid, skilllv);
  2744. skill_onskillusage(sd, bl, skillid, tick);
  2745. skill_consume_requirement(sd,skillid,skilllv,2);
  2746. }
  2747. return 0;
  2748. }
  2749. /*==========================================
  2750. *
  2751. *------------------------------------------*/
  2752. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2753. {
  2754. struct map_session_data *sd, *dstsd;
  2755. struct mob_data *md, *dstmd;
  2756. struct homun_data *hd;
  2757. struct mercenary_data *mer;
  2758. struct status_data *sstatus, *tstatus;
  2759. struct status_change *tsc;
  2760. struct status_change_entry *tsce;
  2761. int i;
  2762. enum sc_type type;
  2763. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2764. nullpo_retr(1, src);
  2765. nullpo_retr(1, bl);
  2766. if (src->m != bl->m)
  2767. return 1;
  2768. sd = BL_CAST(BL_PC, src);
  2769. hd = BL_CAST(BL_HOM, src);
  2770. md = BL_CAST(BL_MOB, src);
  2771. mer = BL_CAST(BL_MER, src);
  2772. dstsd = BL_CAST(BL_PC, bl);
  2773. dstmd = BL_CAST(BL_MOB, bl);
  2774. if(bl->prev == NULL)
  2775. return 1;
  2776. if(status_isdead(src))
  2777. return 1;
  2778. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  2779. return 1;
  2780. tstatus = status_get_status_data(bl);
  2781. sstatus = status_get_status_data(src);
  2782. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2783. switch (skillid) {
  2784. case HLIF_HEAL: //[orn]
  2785. if (bl->type != BL_HOM) {
  2786. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2787. break ;
  2788. }
  2789. case AL_HEAL:
  2790. case ALL_RESURRECTION:
  2791. case PR_ASPERSIO:
  2792. //Apparently only player casted skills can be offensive like this.
  2793. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2794. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2795. //Offensive heal does not works on non-enemies. [Skotlex]
  2796. clif_skill_fail(sd,skillid,0,0);
  2797. return 0;
  2798. }
  2799. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2800. }
  2801. break;
  2802. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2803. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2804. default:
  2805. //Skill is actually ground placed.
  2806. if (src == bl && skill_get_unit_id(skillid,0))
  2807. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2808. }
  2809. type = status_skill2sc(skillid);
  2810. tsc = status_get_sc(bl);
  2811. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2812. if (src!=bl && type > -1 &&
  2813. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2814. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2815. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2816. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2817. map_freeblock_lock();
  2818. switch(skillid)
  2819. {
  2820. case HLIF_HEAL: //[orn]
  2821. case AL_HEAL:
  2822. {
  2823. int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
  2824. int heal_get_jobexp;
  2825. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2826. heal=0;
  2827. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2828. heal = heal*2;
  2829. if( tsc && tsc->count )
  2830. {
  2831. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2832. { //Bounce back heal
  2833. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2834. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2835. if (src == bl)
  2836. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2837. else {
  2838. bl = src;
  2839. dstsd = sd;
  2840. }
  2841. } else
  2842. if (tsc->data[SC_BERSERK])
  2843. heal = 0; //Needed so that it actually displays 0 when healing.
  2844. }
  2845. heal_get_jobexp = status_heal(bl,heal,0,0);
  2846. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2847. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2848. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2849. if (heal_get_jobexp <= 0)
  2850. heal_get_jobexp = 1;
  2851. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  2852. }
  2853. }
  2854. break;
  2855. case PR_REDEMPTIO:
  2856. if (sd && !(flag&1)) {
  2857. if (sd->status.party_id == 0) {
  2858. clif_skill_fail(sd,skillid,0,0);
  2859. break;
  2860. }
  2861. skill_area_temp[0] = 0;
  2862. party_foreachsamemap(skill_area_sub,
  2863. sd,skill_get_splash(skillid, skilllv),
  2864. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2865. skill_castend_nodamage_id);
  2866. if (skill_area_temp[0] == 0) {
  2867. clif_skill_fail(sd,skillid,0,0);
  2868. break;
  2869. }
  2870. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2871. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2872. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2873. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2874. clif_updatestatus(sd,SP_BASEEXP);
  2875. clif_updatestatus(sd,SP_JOBEXP);
  2876. }
  2877. status_set_hp(src, 1, 0);
  2878. status_set_sp(src, 0, 0);
  2879. break;
  2880. } else if (status_isdead(bl) && flag&1) { //Revive
  2881. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2882. skilllv = 3; //Resurrection level 3 is used
  2883. } else //Invalid target, skip resurrection.
  2884. break;
  2885. case ALL_RESURRECTION:
  2886. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2887. { //No reviving in WoE grounds!
  2888. clif_skill_fail(sd,skillid,0,0);
  2889. break;
  2890. }
  2891. if (!status_isdead(bl))
  2892. break;
  2893. {
  2894. int per = 0, sper = 0;
  2895. if (status_get_sc(bl)->data[SC_HELLPOWER])
  2896. break;
  2897. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2898. break;
  2899. switch(skilllv){
  2900. case 1: per=10; break;
  2901. case 2: per=30; break;
  2902. case 3: per=50; break;
  2903. case 4: per=80; break;
  2904. }
  2905. if(dstsd && dstsd->special_state.restart_full_recover)
  2906. per = sper = 100;
  2907. if (status_revive(bl, per, sper))
  2908. {
  2909. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2910. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2911. {
  2912. int exp = 0,jexp = 0;
  2913. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2914. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2915. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2916. if (exp < 1) exp = 1;
  2917. }
  2918. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2919. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2920. if (jexp < 1) jexp = 1;
  2921. }
  2922. if(exp > 0 || jexp > 0)
  2923. pc_gainexp (sd, bl, exp, jexp, false);
  2924. }
  2925. }
  2926. }
  2927. break;
  2928. case AL_DECAGI:
  2929. case MER_DECAGI:
  2930. clif_skill_nodamage (src, bl, skillid, skilllv,
  2931. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2932. break;
  2933. case AL_CRUCIS:
  2934. if (flag&1)
  2935. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2936. else {
  2937. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2938. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2939. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2940. }
  2941. break;
  2942. case PR_LEXDIVINA:
  2943. case MER_LEXDIVINA:
  2944. if( tsce )
  2945. status_change_end(bl,type, INVALID_TIMER);
  2946. else
  2947. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2948. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2949. break;
  2950. case SA_ABRACADABRA:
  2951. {
  2952. int abra_skillid = 0, abra_skilllv;
  2953. do {
  2954. i = rand() % MAX_SKILL_ABRA_DB;
  2955. abra_skillid = skill_abra_db[i].skillid;
  2956. } while (abra_skillid == 0 ||
  2957. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2958. rand()%10000 >= skill_abra_db[i].per
  2959. );
  2960. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2961. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2962. if( sd )
  2963. {// player-casted
  2964. sd->state.abra_flag = 1;
  2965. sd->skillitem = abra_skillid;
  2966. sd->skillitemlv = abra_skilllv;
  2967. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2968. }
  2969. else
  2970. {// mob-casted
  2971. struct unit_data *ud = unit_bl2ud(src);
  2972. int inf = skill_get_inf(abra_skillid);
  2973. int target_id = 0;
  2974. if (!ud) break;
  2975. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2976. if (src->type == BL_PET)
  2977. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2978. if (!bl) bl = src;
  2979. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2980. } else { //Assume offensive skills
  2981. if (ud->target)
  2982. target_id = ud->target;
  2983. else switch (src->type) {
  2984. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2985. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2986. }
  2987. if (!target_id)
  2988. break;
  2989. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2990. bl = map_id2bl(target_id);
  2991. if (!bl) bl = src;
  2992. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2993. } else
  2994. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2995. }
  2996. }
  2997. }
  2998. break;
  2999. case SA_COMA:
  3000. clif_skill_nodamage(src,bl,skillid,skilllv,
  3001. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3002. break;
  3003. case SA_FULLRECOVERY:
  3004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3005. if (status_isimmune(bl))
  3006. break;
  3007. status_percent_heal(bl, 100, 100);
  3008. break;
  3009. case NPC_ALLHEAL:
  3010. {
  3011. int heal;
  3012. if( status_isimmune(bl) )
  3013. break;
  3014. heal = status_percent_heal(bl, 100, 0);
  3015. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3016. if( skillid == NPC_ALLHEAL && dstmd )
  3017. { // Reset Damage Logs
  3018. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3019. dstmd->tdmg = 0;
  3020. }
  3021. }
  3022. break;
  3023. case SA_SUMMONMONSTER:
  3024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3025. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3026. break;
  3027. case SA_LEVELUP:
  3028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3029. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  3030. break;
  3031. case SA_INSTANTDEATH:
  3032. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3033. status_set_hp(bl,1,0);
  3034. break;
  3035. case SA_QUESTION:
  3036. case SA_GRAVITY:
  3037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3038. break;
  3039. case SA_CLASSCHANGE:
  3040. case SA_MONOCELL:
  3041. if (dstmd)
  3042. {
  3043. int class_;
  3044. if ( sd && dstmd->status.mode&MD_BOSS )
  3045. {
  3046. clif_skill_fail(sd,skillid,0,0);
  3047. break;
  3048. }
  3049. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3051. mob_class_change(dstmd,class_);
  3052. if( tsc && dstmd->status.mode&MD_BOSS )
  3053. {
  3054. 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 };
  3055. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3056. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  3057. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3058. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  3059. }
  3060. }
  3061. break;
  3062. case SA_DEATH:
  3063. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3064. {
  3065. clif_skill_fail(sd,skillid,0,0);
  3066. break;
  3067. }
  3068. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3069. status_kill(bl);
  3070. break;
  3071. case SA_REVERSEORCISH:
  3072. clif_skill_nodamage(src,bl,skillid,skilllv,
  3073. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3074. break;
  3075. case SA_FORTUNE:
  3076. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3077. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3078. break;
  3079. case SA_TAMINGMONSTER:
  3080. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3081. if (sd && dstmd) {
  3082. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3083. if( i < MAX_PET_DB )
  3084. pet_catch_process1(sd, dstmd->class_);
  3085. }
  3086. break;
  3087. case CR_PROVIDENCE:
  3088. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3089. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3090. clif_skill_fail(sd,skillid,0,0);
  3091. map_freeblock_unlock();
  3092. return 1;
  3093. }
  3094. }
  3095. clif_skill_nodamage(src,bl,skillid,skilllv,
  3096. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3097. break;
  3098. case CG_MARIONETTE:
  3099. {
  3100. struct status_change* sc = status_get_sc(src);
  3101. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3102. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3103. clif_skill_fail(sd,skillid,0,0);
  3104. map_freeblock_unlock();
  3105. return 1;
  3106. }
  3107. if( sc && tsc )
  3108. {
  3109. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3110. {
  3111. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3112. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3113. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3114. }
  3115. else
  3116. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3117. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3118. {
  3119. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  3120. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  3121. }
  3122. else
  3123. {
  3124. if( sd )
  3125. clif_skill_fail(sd,skillid,0,0);
  3126. map_freeblock_unlock();
  3127. return 1;
  3128. }
  3129. }
  3130. }
  3131. break;
  3132. case RG_CLOSECONFINE:
  3133. clif_skill_nodamage(src,bl,skillid,skilllv,
  3134. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3135. break;
  3136. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3137. case SA_FROSTWEAPON:
  3138. case SA_LIGHTNINGLOADER:
  3139. case SA_SEISMICWEAPON:
  3140. if (dstsd) {
  3141. if(dstsd->status.weapon == W_FIST ||
  3142. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3143. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3144. dstsd->sc.data[SC_FIREWEAPON] ||
  3145. dstsd->sc.data[SC_WATERWEAPON] ||
  3146. dstsd->sc.data[SC_WINDWEAPON] ||
  3147. dstsd->sc.data[SC_EARTHWEAPON] ||
  3148. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3149. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3150. dstsd->sc.data[SC_ENCPOISON]
  3151. ))
  3152. ) {
  3153. if (sd) clif_skill_fail(sd,skillid,0,0);
  3154. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3155. break;
  3156. }
  3157. }
  3158. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3159. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3160. if (sd)
  3161. clif_skill_fail(sd,skillid,0,0);
  3162. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3163. clif_displaymessage(sd->fd,"You broke target's weapon");
  3164. }
  3165. break;
  3166. case PR_ASPERSIO:
  3167. if (sd && dstmd) {
  3168. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3169. break;
  3170. }
  3171. clif_skill_nodamage(src,bl,skillid,skilllv,
  3172. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3173. break;
  3174. case ITEM_ENCHANTARMS:
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,
  3176. sc_start2(bl,type,100,skilllv,
  3177. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3178. break;
  3179. case TK_SEVENWIND:
  3180. switch(skill_get_ele(skillid,skilllv)) {
  3181. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3182. case ELE_WIND : type = SC_WINDWEAPON; break;
  3183. case ELE_WATER : type = SC_WATERWEAPON; break;
  3184. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3185. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3186. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3187. case ELE_HOLY : type = SC_ASPERSIO; break;
  3188. }
  3189. clif_skill_nodamage(src,bl,skillid,skilllv,
  3190. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3191. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3192. break;
  3193. case PR_KYRIE:
  3194. case MER_KYRIE:
  3195. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3196. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3197. break;
  3198. //Passive Magnum, should had been casted on yourself.
  3199. case SM_MAGNUM:
  3200. case MS_MAGNUM:
  3201. skill_area_temp[1] = 0;
  3202. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3203. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3204. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3205. //Initiate 10% of your damage becomes fire element.
  3206. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3207. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3208. break;
  3209. case AL_INCAGI:
  3210. case AL_BLESSING:
  3211. case MER_INCAGI:
  3212. case MER_BLESSING:
  3213. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3214. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3215. break;
  3216. }
  3217. case PR_SLOWPOISON:
  3218. case PR_IMPOSITIO:
  3219. case PR_LEXAETERNA:
  3220. case PR_SUFFRAGIUM:
  3221. case PR_BENEDICTIO:
  3222. case LK_BERSERK:
  3223. case MS_BERSERK:
  3224. case KN_AUTOCOUNTER:
  3225. case KN_TWOHANDQUICKEN:
  3226. case KN_ONEHAND:
  3227. case MER_QUICKEN:
  3228. case CR_SPEARQUICKEN:
  3229. case CR_REFLECTSHIELD:
  3230. case MS_REFLECTSHIELD:
  3231. case AS_POISONREACT:
  3232. case MC_LOUD:
  3233. case MG_ENERGYCOAT:
  3234. case MO_EXPLOSIONSPIRITS:
  3235. case MO_STEELBODY:
  3236. case MO_BLADESTOP:
  3237. case LK_AURABLADE:
  3238. case LK_PARRYING:
  3239. case MS_PARRYING:
  3240. case LK_CONCENTRATION:
  3241. case WS_CARTBOOST:
  3242. case SN_SIGHT:
  3243. case WS_MELTDOWN:
  3244. case WS_OVERTHRUSTMAX:
  3245. case ST_REJECTSWORD:
  3246. case HW_MAGICPOWER:
  3247. case PF_MEMORIZE:
  3248. case PA_SACRIFICE:
  3249. case ASC_EDP:
  3250. case PF_DOUBLECASTING:
  3251. case SG_SUN_COMFORT:
  3252. case SG_MOON_COMFORT:
  3253. case SG_STAR_COMFORT:
  3254. case NPC_HALLUCINATION:
  3255. case GS_MADNESSCANCEL:
  3256. case GS_ADJUSTMENT:
  3257. case GS_INCREASING:
  3258. case NJ_KASUMIKIRI:
  3259. case NJ_UTSUSEMI:
  3260. case NJ_NEN:
  3261. case NPC_DEFENDER:
  3262. case NPC_MAGICMIRROR:
  3263. case ST_PRESERVE:
  3264. case NPC_INVINCIBLE:
  3265. case NPC_INVINCIBLEOFF:
  3266. clif_skill_nodamage(src,bl,skillid,skilllv,
  3267. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3268. break;
  3269. case NPC_STOP:
  3270. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  3271. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  3272. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  3273. break;
  3274. case HP_ASSUMPTIO:
  3275. if( sd && dstmd )
  3276. clif_skill_fail(sd,skillid,0,0);
  3277. else
  3278. clif_skill_nodamage(src,bl,skillid,skilllv,
  3279. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3280. break;
  3281. case MG_SIGHT:
  3282. case MER_SIGHT:
  3283. case AL_RUWACH:
  3284. case WZ_SIGHTBLASTER:
  3285. case NPC_WIDESIGHT:
  3286. case NPC_STONESKIN:
  3287. case NPC_ANTIMAGIC:
  3288. clif_skill_nodamage(src,bl,skillid,skilllv,
  3289. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3290. break;
  3291. case HLIF_AVOID:
  3292. case HAMI_DEFENCE:
  3293. i = skill_get_time(skillid,skilllv);
  3294. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3295. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3296. break;
  3297. case NJ_BUNSINJYUTSU:
  3298. clif_skill_nodamage(src,bl,skillid,skilllv,
  3299. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3300. status_change_end(bl, SC_NEN, INVALID_TIMER);
  3301. break;
  3302. /* Was modified to only affect targetted char. [Skotlex]
  3303. case HP_ASSUMPTIO:
  3304. if (flag&1)
  3305. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3306. else
  3307. {
  3308. map_foreachinrange(skill_area_sub, bl,
  3309. skill_get_splash(skillid, skilllv), BL_PC,
  3310. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3311. skill_castend_nodamage_id);
  3312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3313. }
  3314. break;
  3315. */
  3316. case SM_ENDURE:
  3317. clif_skill_nodamage(src,bl,skillid,skilllv,
  3318. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3319. if (sd)
  3320. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3321. break;
  3322. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3323. if (sd && dstsd && dstsd->sc.count) {
  3324. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3325. dstsd->sc.data[SC_WATERWEAPON] ||
  3326. dstsd->sc.data[SC_WINDWEAPON] ||
  3327. dstsd->sc.data[SC_EARTHWEAPON] ||
  3328. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3329. dstsd->sc.data[SC_GHOSTWEAPON]
  3330. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3331. ) {
  3332. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3333. clif_skill_fail(sd,skillid,0,0);
  3334. break;
  3335. }
  3336. }
  3337. clif_skill_nodamage(src,bl,skillid,skilllv,
  3338. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3339. break;
  3340. case LK_TENSIONRELAX:
  3341. clif_skill_nodamage(src,bl,skillid,skilllv,
  3342. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3343. skill_get_time(skillid,skilllv)));
  3344. break;
  3345. case MC_CHANGECART:
  3346. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3347. break;
  3348. case TK_MISSION:
  3349. if (sd) {
  3350. int id;
  3351. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3352. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3353. clif_skill_fail(sd,skillid,0,0);
  3354. break;
  3355. }
  3356. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3357. if (!id) {
  3358. clif_skill_fail(sd,skillid,0,0);
  3359. break;
  3360. }
  3361. sd->mission_mobid = id;
  3362. sd->mission_count = 0;
  3363. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3364. clif_mission_info(sd, id, 0);
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3366. }
  3367. break;
  3368. case AC_CONCENTRATION:
  3369. {
  3370. clif_skill_nodamage(src,bl,skillid,skilllv,
  3371. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3372. map_foreachinrange( status_change_timer_sub, src,
  3373. skill_get_splash(skillid, skilllv), BL_CHAR,
  3374. src,NULL,type,tick);
  3375. }
  3376. break;
  3377. case SM_PROVOKE:
  3378. case SM_SELFPROVOKE:
  3379. case MER_PROVOKE:
  3380. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3381. {
  3382. map_freeblock_unlock();
  3383. return 1;
  3384. }
  3385. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3386. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  3387. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  3388. if( !i )
  3389. {
  3390. if( sd )
  3391. clif_skill_fail(sd,skillid,0,0);
  3392. map_freeblock_unlock();
  3393. return 0;
  3394. }
  3395. unit_skillcastcancel(bl, 2);
  3396. if( tsc && tsc->count )
  3397. {
  3398. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  3399. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3400. status_change_end(bl, SC_STONE, INVALID_TIMER);
  3401. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  3402. }
  3403. if( dstmd )
  3404. {
  3405. dstmd->state.provoke_flag = src->id;
  3406. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3407. }
  3408. break;
  3409. case ML_DEVOTION:
  3410. case CR_DEVOTION:
  3411. {
  3412. int count, lv;
  3413. if( !dstsd || (!sd && !mer) )
  3414. { // Only players can be devoted
  3415. if( sd )
  3416. clif_skill_fail(sd, skillid, 0, 0);
  3417. break;
  3418. }
  3419. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3420. lv = -lv;
  3421. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3422. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3423. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3424. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  3425. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  3426. {
  3427. if( sd )
  3428. clif_skill_fail(sd,skillid,0,0);
  3429. map_freeblock_unlock();
  3430. return 1;
  3431. }
  3432. i = 0;
  3433. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3434. if( sd )
  3435. { // Player Devoting Player
  3436. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3437. if( i == count )
  3438. {
  3439. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3440. if( i == count )
  3441. { // No free slots, skill Fail
  3442. clif_skill_fail(sd, skillid, 0, 0);
  3443. map_freeblock_unlock();
  3444. return 1;
  3445. }
  3446. }
  3447. sd->devotion[i] = bl->id;
  3448. }
  3449. else
  3450. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3451. clif_skill_nodamage(src, bl, skillid, skilllv,
  3452. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3453. clif_devotion(src, NULL);
  3454. }
  3455. break;
  3456. case MO_CALLSPIRITS:
  3457. if(sd) {
  3458. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3459. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3460. }
  3461. break;
  3462. case CH_SOULCOLLECT:
  3463. if(sd) {
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3465. for (i = 0; i < 5; i++)
  3466. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3467. }
  3468. break;
  3469. case MO_KITRANSLATION:
  3470. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3471. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3472. }
  3473. break;
  3474. case TK_TURNKICK:
  3475. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3476. if (skill_area_temp[1] != bl->id) {
  3477. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3478. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  3479. }
  3480. break;
  3481. case MO_ABSORBSPIRITS:
  3482. i = 0;
  3483. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3484. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3485. i = dstsd->spiritball * 7;
  3486. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3487. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3488. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3489. i = 2 * dstmd->level;
  3490. mob_target(dstmd,src,0);
  3491. }
  3492. if (i) status_heal(src, 0, i, 3);
  3493. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3494. break;
  3495. case AC_MAKINGARROW:
  3496. if(sd) {
  3497. clif_arrow_create_list(sd);
  3498. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3499. }
  3500. break;
  3501. case AM_PHARMACY:
  3502. if(sd) {
  3503. clif_skill_produce_mix_list(sd,22);
  3504. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3505. }
  3506. break;
  3507. case SA_CREATECON:
  3508. if(sd) {
  3509. clif_skill_produce_mix_list(sd,23);
  3510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3511. }
  3512. break;
  3513. case BS_HAMMERFALL:
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,
  3515. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3516. break;
  3517. case RG_RAID:
  3518. skill_area_temp[1] = 0;
  3519. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3520. map_foreachinrange(skill_area_sub, bl,
  3521. skill_get_splash(skillid, skilllv), splash_target(src),
  3522. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3523. skill_castend_damage_id);
  3524. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3525. break;
  3526. case ASC_METEORASSAULT:
  3527. case GS_SPREADATTACK:
  3528. skill_area_temp[1] = 0;
  3529. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3530. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  3531. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3532. break;
  3533. case NPC_EARTHQUAKE:
  3534. case NPC_VAMPIRE_GIFT:
  3535. case NPC_HELLJUDGEMENT:
  3536. case NPC_PULSESTRIKE:
  3537. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3538. break;
  3539. case KN_BRANDISHSPEAR:
  3540. case ML_BRANDISH:
  3541. {
  3542. int c,n=4;
  3543. int dir = map_calc_dir(src,bl->x,bl->y);
  3544. struct square tc;
  3545. int x=bl->x,y=bl->y;
  3546. skill_brandishspear_first(&tc,dir,x,y);
  3547. skill_brandishspear_dir(&tc,dir,4);
  3548. skill_area_temp[1] = bl->id;
  3549. if(skilllv > 9){
  3550. for(c=1;c<4;c++){
  3551. map_foreachincell(skill_area_sub,
  3552. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3553. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3554. skill_castend_damage_id);
  3555. }
  3556. }
  3557. if(skilllv > 6){
  3558. skill_brandishspear_dir(&tc,dir,-1);
  3559. n--;
  3560. }else{
  3561. skill_brandishspear_dir(&tc,dir,-2);
  3562. n-=2;
  3563. }
  3564. if(skilllv > 3){
  3565. for(c=0;c<5;c++){
  3566. map_foreachincell(skill_area_sub,
  3567. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3568. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3569. skill_castend_damage_id);
  3570. if(skilllv > 6 && n==3 && c==4){
  3571. skill_brandishspear_dir(&tc,dir,-1);
  3572. n--;c=-1;
  3573. }
  3574. }
  3575. }
  3576. for(c=0;c<10;c++){
  3577. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3578. map_foreachincell(skill_area_sub,
  3579. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3580. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3581. skill_castend_damage_id);
  3582. }
  3583. }
  3584. break;
  3585. case WZ_SIGHTRASHER:
  3586. //Passive side of the attack.
  3587. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  3588. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3589. map_foreachinrange(skill_area_sub,src,
  3590. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3591. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3592. skill_castend_damage_id);
  3593. break;
  3594. case NJ_HYOUSYOURAKU:
  3595. case NJ_RAIGEKISAI:
  3596. case WZ_FROSTNOVA:
  3597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3598. skill_area_temp[1] = 0;
  3599. map_foreachinrange(skill_attack_area, src,
  3600. skill_get_splash(skillid, skilllv), splash_target(src),
  3601. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3602. break;
  3603. case HVAN_EXPLOSION: //[orn]
  3604. case NPC_SELFDESTRUCTION:
  3605. //Self Destruction hits everyone in range (allies+enemies)
  3606. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3607. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3608. BCT_ENEMY:BCT_ALL;
  3609. clif_skill_nodamage(src, src, skillid, -1, 1);
  3610. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3611. map_foreachinrange(skill_area_sub, bl,
  3612. skill_get_splash(skillid, skilllv), splash_target(src),
  3613. src, skillid, skilllv, tick, flag|i,
  3614. skill_castend_damage_id);
  3615. map_addblock(src);
  3616. status_damage(src, src, sstatus->max_hp,0,0,1);
  3617. break;
  3618. case AL_ANGELUS:
  3619. case PR_MAGNIFICAT:
  3620. case PR_GLORIA:
  3621. case SN_WINDWALK:
  3622. case CASH_BLESSING:
  3623. case CASH_INCAGI:
  3624. case CASH_ASSUMPTIO:
  3625. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3626. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3627. else if( sd )
  3628. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3629. break;
  3630. case MER_MAGNIFICAT:
  3631. if( mer != NULL )
  3632. {
  3633. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3634. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3635. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3636. else if( mer->master && !(flag&1) )
  3637. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3638. }
  3639. break;
  3640. case BS_ADRENALINE:
  3641. case BS_ADRENALINE2:
  3642. case BS_WEAPONPERFECT:
  3643. case BS_OVERTHRUST:
  3644. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3645. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3646. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3647. } else if (sd) {
  3648. party_foreachsamemap(skill_area_sub,
  3649. sd,skill_get_splash(skillid, skilllv),
  3650. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3651. skill_castend_nodamage_id);
  3652. }
  3653. break;
  3654. case BS_MAXIMIZE:
  3655. case NV_TRICKDEAD:
  3656. case CR_DEFENDER:
  3657. case ML_DEFENDER:
  3658. case CR_AUTOGUARD:
  3659. case ML_AUTOGUARD:
  3660. case TK_READYSTORM:
  3661. case TK_READYDOWN:
  3662. case TK_READYTURN:
  3663. case TK_READYCOUNTER:
  3664. case TK_DODGE:
  3665. case CR_SHRINK:
  3666. case SG_FUSION:
  3667. case GS_GATLINGFEVER:
  3668. if( tsce )
  3669. {
  3670. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  3671. map_freeblock_unlock();
  3672. return 0;
  3673. }
  3674. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3675. break;
  3676. case SL_KAITE:
  3677. case SL_KAAHI:
  3678. case SL_KAIZEL:
  3679. case SL_KAUPE:
  3680. if (sd) {
  3681. if (!dstsd || !(
  3682. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3683. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3684. dstsd->status.char_id == sd->status.char_id ||
  3685. dstsd->status.char_id == sd->status.partner_id ||
  3686. dstsd->status.char_id == sd->status.child
  3687. )) {
  3688. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3689. clif_skill_fail(sd,skillid,0,0);
  3690. break;
  3691. }
  3692. }
  3693. clif_skill_nodamage(src,bl,skillid,skilllv,
  3694. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3695. break;
  3696. case SM_AUTOBERSERK:
  3697. case MER_AUTOBERSERK:
  3698. if( tsce )
  3699. i = status_change_end(bl, type, INVALID_TIMER);
  3700. else
  3701. i = sc_start(bl,type,100,skilllv,60000);
  3702. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3703. break;
  3704. case TF_HIDING:
  3705. case ST_CHASEWALK:
  3706. if (tsce)
  3707. {
  3708. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  3709. map_freeblock_unlock();
  3710. return 0;
  3711. }
  3712. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3713. break;
  3714. case TK_RUN:
  3715. if (tsce)
  3716. {
  3717. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  3718. map_freeblock_unlock();
  3719. return 0;
  3720. }
  3721. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3722. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  3723. clif_walkok(sd); // So aegis has to resend the walk ok.
  3724. break;
  3725. case AS_CLOAKING:
  3726. if (tsce)
  3727. {
  3728. i = status_change_end(bl, type, INVALID_TIMER);
  3729. if( i )
  3730. clif_skill_nodamage(src,bl,skillid,-1,i);
  3731. else if( sd )
  3732. clif_skill_fail(sd,skillid,0,0);
  3733. map_freeblock_unlock();
  3734. return 0;
  3735. }
  3736. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3737. if( i )
  3738. clif_skill_nodamage(src,bl,skillid,-1,i);
  3739. else if( sd )
  3740. clif_skill_fail(sd,skillid,0,0);
  3741. break;
  3742. case BD_ADAPTATION:
  3743. if(tsc && tsc->data[SC_DANCING]){
  3744. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3745. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  3746. }
  3747. break;
  3748. case BA_FROSTJOKER:
  3749. case DC_SCREAM:
  3750. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3751. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3752. if (md) {
  3753. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3754. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3755. char temp[70];
  3756. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3757. clif_message(&md->bl,temp);
  3758. }
  3759. break;
  3760. case BA_PANGVOICE:
  3761. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3762. break;
  3763. case DC_WINKCHARM:
  3764. if( dstsd )
  3765. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3766. else
  3767. if( dstmd )
  3768. {
  3769. if( status_get_lv(src) > status_get_lv(bl)
  3770. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3771. && !(tstatus->mode&MD_BOSS) )
  3772. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3773. else
  3774. {
  3775. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3776. if(sd) clif_skill_fail(sd,skillid,0,0);
  3777. }
  3778. }
  3779. break;
  3780. case TF_STEAL:
  3781. if(sd) {
  3782. if(pc_steal_item(sd,bl,skilllv))
  3783. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3784. else
  3785. clif_skill_fail(sd,skillid,0x0a,0);
  3786. }
  3787. break;
  3788. case RG_STEALCOIN:
  3789. if(sd) {
  3790. if(pc_steal_coin(sd,bl))
  3791. {
  3792. dstmd->state.provoke_flag = src->id;
  3793. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3795. }
  3796. else
  3797. clif_skill_fail(sd,skillid,0,0);
  3798. }
  3799. break;
  3800. case MG_STONECURSE:
  3801. {
  3802. if (tstatus->mode&MD_BOSS) {
  3803. if (sd) clif_skill_fail(sd,skillid,0,0);
  3804. break;
  3805. }
  3806. if(status_isimmune(bl) || !tsc)
  3807. break;
  3808. if (tsc->data[SC_STONE]) {
  3809. status_change_end(bl, SC_STONE, INVALID_TIMER);
  3810. if (sd) clif_skill_fail(sd,skillid,0,0);
  3811. break;
  3812. }
  3813. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3814. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3815. skill_get_time2(skillid,skilllv)))
  3816. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3817. else if(sd) {
  3818. clif_skill_fail(sd,skillid,0,0);
  3819. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3820. if (skilllv > 5)
  3821. { // not to consume items
  3822. map_freeblock_unlock();
  3823. return 0;
  3824. }
  3825. }
  3826. }
  3827. break;
  3828. case NV_FIRSTAID:
  3829. clif_skill_nodamage(src,bl,skillid,5,1);
  3830. status_heal(bl,5,0,0);
  3831. break;
  3832. case AL_CURE:
  3833. if(status_isimmune(bl)) {
  3834. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3835. break;
  3836. }
  3837. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  3838. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  3839. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  3840. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3841. break;
  3842. case TF_DETOXIFY:
  3843. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3844. status_change_end(bl, SC_POISON, INVALID_TIMER);
  3845. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  3846. break;
  3847. case PR_STRECOVERY:
  3848. if(status_isimmune(bl)) {
  3849. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3850. break;
  3851. }
  3852. if (tsc && tsc->opt1) {
  3853. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  3854. status_change_end(bl, SC_STONE, INVALID_TIMER);
  3855. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  3856. status_change_end(bl, SC_STUN, INVALID_TIMER);
  3857. }
  3858. //Is this equation really right? It looks so... special.
  3859. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3860. {
  3861. status_change_start(bl, SC_BLIND,
  3862. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3863. 1,0,0,0,
  3864. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3865. }
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3867. if(dstmd)
  3868. mob_unlocktarget(dstmd,tick);
  3869. break;
  3870. // Mercenary Supportive Skills
  3871. case MER_BENEDICTION:
  3872. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  3873. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  3874. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3875. break;
  3876. case MER_COMPRESS:
  3877. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  3878. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3879. break;
  3880. case MER_MENTALCURE:
  3881. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  3882. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3883. break;
  3884. case MER_RECUPERATE:
  3885. status_change_end(bl, SC_POISON, INVALID_TIMER);
  3886. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  3887. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3888. break;
  3889. case MER_REGAIN:
  3890. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  3891. status_change_end(bl, SC_STUN, INVALID_TIMER);
  3892. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3893. break;
  3894. case MER_TENDER:
  3895. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  3896. status_change_end(bl, SC_STONE, INVALID_TIMER);
  3897. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3898. break;
  3899. case MER_SCAPEGOAT:
  3900. if( mer && mer->master )
  3901. {
  3902. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3903. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3904. }
  3905. break;
  3906. case MER_ESTIMATION:
  3907. if( !mer )
  3908. break;
  3909. sd = mer->master;
  3910. case WZ_ESTIMATION:
  3911. if( sd == NULL )
  3912. break;
  3913. if( dstsd )
  3914. { // Fail on Players
  3915. clif_skill_fail(sd,skillid,0,0);
  3916. break;
  3917. }
  3918. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3919. break; // Cannot be Used on Emperium
  3920. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3921. clif_skill_estimation(sd, bl);
  3922. if( skillid == MER_ESTIMATION )
  3923. sd = NULL;
  3924. break;
  3925. case BS_REPAIRWEAPON:
  3926. if(sd && dstsd)
  3927. clif_item_repair_list(sd,dstsd);
  3928. break;
  3929. case MC_IDENTIFY:
  3930. if(sd)
  3931. clif_item_identify_list(sd);
  3932. break;
  3933. // Weapon Refining [Celest]
  3934. case WS_WEAPONREFINE:
  3935. if(sd)
  3936. clif_item_refine_list(sd);
  3937. break;
  3938. case MC_VENDING:
  3939. if(sd)
  3940. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3941. if ( !pc_can_give_items(pc_isGM(sd)) )
  3942. clif_skill_fail(sd,skillid,0,0);
  3943. else
  3944. clif_openvendingreq(sd,2+skilllv);
  3945. }
  3946. break;
  3947. case AL_TELEPORT:
  3948. if(sd)
  3949. {
  3950. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  3951. clif_skill_teleportmessage(sd,0);
  3952. break;
  3953. }
  3954. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  3955. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3956. break;
  3957. }
  3958. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  3959. {
  3960. if( skilllv == 1 )
  3961. pc_randomwarp(sd,CLR_TELEPORT);
  3962. else
  3963. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  3964. break;
  3965. }
  3966. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3967. if( skilllv == 1 )
  3968. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3969. else
  3970. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3971. } else
  3972. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  3973. break;
  3974. case NPC_EXPULSION:
  3975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3976. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  3977. break;
  3978. case AL_HOLYWATER:
  3979. if(sd) {
  3980. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3981. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3982. else
  3983. clif_skill_fail(sd,skillid,0,0);
  3984. }
  3985. break;
  3986. case TF_PICKSTONE:
  3987. if(sd) {
  3988. int eflag;
  3989. struct item item_tmp;
  3990. struct block_list tbl;
  3991. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3992. memset(&item_tmp,0,sizeof(item_tmp));
  3993. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3994. item_tmp.nameid = ITEMID_STONE;
  3995. item_tmp.identify = 1;
  3996. tbl.id = 0;
  3997. clif_takeitem(&sd->bl,&tbl);
  3998. eflag = pc_additem(sd,&item_tmp,1);
  3999. if(eflag) {
  4000. clif_additem(sd,0,0,eflag);
  4001. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4002. }
  4003. }
  4004. break;
  4005. case ASC_CDP:
  4006. if(sd) {
  4007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4008. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4009. }
  4010. break;
  4011. case RG_STRIPWEAPON:
  4012. case RG_STRIPSHIELD:
  4013. case RG_STRIPARMOR:
  4014. case RG_STRIPHELM:
  4015. case ST_FULLSTRIP:
  4016. {
  4017. unsigned short location = 0;
  4018. int d = 0;
  4019. //Rate in percent
  4020. if ( skillid == ST_FULLSTRIP ) {
  4021. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4022. } else {
  4023. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4024. }
  4025. if (i < 5) i = 5; //Minimum rate 5%
  4026. //Duration in ms
  4027. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4028. if (d < 0) d = 0; //Minimum duration 0ms
  4029. switch (skillid) {
  4030. case RG_STRIPWEAPON:
  4031. location = EQP_WEAPON;
  4032. break;
  4033. case RG_STRIPSHIELD:
  4034. location = EQP_SHIELD;
  4035. break;
  4036. case RG_STRIPARMOR:
  4037. location = EQP_ARMOR;
  4038. break;
  4039. case RG_STRIPHELM:
  4040. location = EQP_HELM;
  4041. break;
  4042. case ST_FULLSTRIP:
  4043. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4044. break;
  4045. }
  4046. //Special message when trying to use strip on FCP [Jobbie]
  4047. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD] )
  4048. {
  4049. clif_gospel_info(sd, 0x28);
  4050. break;
  4051. }
  4052. //Attempts to strip at rate i and duration d
  4053. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || skillid != ST_FULLSTRIP )
  4054. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4055. //Nothing stripped.
  4056. if( sd && !i )
  4057. clif_skill_fail(sd,skillid,0,0);
  4058. }
  4059. break;
  4060. case AM_BERSERKPITCHER:
  4061. case AM_POTIONPITCHER:
  4062. {
  4063. int i,x,hp = 0,sp = 0,bonus=100;
  4064. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4065. {
  4066. map_freeblock_unlock();
  4067. return 1;
  4068. }
  4069. if( sd )
  4070. {
  4071. x = skilllv%11 - 1;
  4072. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4073. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4074. {
  4075. clif_skill_fail(sd,skillid,0,0);
  4076. map_freeblock_unlock();
  4077. return 1;
  4078. }
  4079. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4080. {
  4081. clif_skill_fail(sd,skillid,0,0);
  4082. map_freeblock_unlock();
  4083. return 1;
  4084. }
  4085. if( skillid == AM_BERSERKPITCHER )
  4086. {
  4087. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4088. {
  4089. clif_skill_fail(sd,skillid,0,0);
  4090. map_freeblock_unlock();
  4091. return 1;
  4092. }
  4093. }
  4094. potion_flag = 1;
  4095. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4096. potion_target = bl->id;
  4097. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4098. potion_flag = potion_target = 0;
  4099. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4100. bonus += sd->status.base_level;
  4101. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4102. {
  4103. hp = tstatus->max_hp * potion_per_hp / 100;
  4104. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4105. if( dstsd )
  4106. {
  4107. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4108. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4109. }
  4110. }
  4111. else
  4112. {
  4113. if( potion_hp > 0 )
  4114. {
  4115. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4116. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4117. if( dstsd )
  4118. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4119. }
  4120. if( potion_sp > 0 )
  4121. {
  4122. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4123. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4124. if( dstsd )
  4125. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4126. }
  4127. }
  4128. if (sd->itemgrouphealrate[IG_POTION]>0)
  4129. {
  4130. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4131. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4132. }
  4133. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4134. {
  4135. hp += hp * i / 100;
  4136. sp += sp * i / 100;
  4137. }
  4138. }
  4139. else
  4140. {
  4141. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4142. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4143. if( dstsd )
  4144. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4145. }
  4146. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4147. {
  4148. hp += hp * i / 100;
  4149. sp += sp * i / 100;
  4150. }
  4151. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4152. {
  4153. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4154. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4155. }
  4156. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4157. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4158. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4159. if( sp > 0 )
  4160. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4161. status_heal(bl,hp,sp,0);
  4162. }
  4163. break;
  4164. case AM_CP_WEAPON:
  4165. case AM_CP_SHIELD:
  4166. case AM_CP_ARMOR:
  4167. case AM_CP_HELM:
  4168. {
  4169. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4170. status_change_end(bl, scid, INVALID_TIMER);
  4171. clif_skill_nodamage(src,bl,skillid,skilllv,
  4172. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4173. }
  4174. break;
  4175. case AM_TWILIGHT1:
  4176. if (sd) {
  4177. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4178. //Prepare 200 White Potions.
  4179. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4180. clif_skill_fail(sd,skillid,0,0);
  4181. }
  4182. break;
  4183. case AM_TWILIGHT2:
  4184. if (sd) {
  4185. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4186. //Prepare 200 Slim White Potions.
  4187. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4188. clif_skill_fail(sd,skillid,0,0);
  4189. }
  4190. break;
  4191. case AM_TWILIGHT3:
  4192. if (sd) {
  4193. //check if you can produce all three, if not, then fail:
  4194. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4195. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4196. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4197. ) {
  4198. clif_skill_fail(sd,skillid,0,0);
  4199. break;
  4200. }
  4201. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4202. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4203. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4204. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4205. }
  4206. break;
  4207. case SA_DISPELL:
  4208. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4209. {
  4210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4211. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4212. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4213. || rand()%100 >= 50+10*skilllv)
  4214. {
  4215. if (sd)
  4216. clif_skill_fail(sd,skillid,0,0);
  4217. break;
  4218. }
  4219. if(status_isimmune(bl) || !tsc || !tsc->count)
  4220. break;
  4221. for(i=0;i<SC_MAX;i++)
  4222. {
  4223. if (!tsc->data[i])
  4224. continue;
  4225. switch (i) {
  4226. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4227. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4228. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4229. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4230. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4231. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4232. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4233. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4234. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4235. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4236. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4237. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4238. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4239. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4240. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4241. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4242. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  4243. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4244. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  4245. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  4246. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  4247. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  4248. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  4249. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  4250. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  4251. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  4252. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  4253. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  4254. case SC_FOOD_LUK_CASH:
  4255. continue;
  4256. case SC_ASSUMPTIO:
  4257. if( bl->type == BL_MOB )
  4258. continue;
  4259. break;
  4260. }
  4261. 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.
  4262. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4263. }
  4264. break;
  4265. }
  4266. //Affect all targets on splash area.
  4267. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4268. src, skillid, skilllv, tick, flag|1,
  4269. skill_castend_damage_id);
  4270. break;
  4271. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4273. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4274. break;
  4275. case TK_HIGHJUMP:
  4276. {
  4277. int x,y, dir = unit_getdir(src);
  4278. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  4279. if( map[src->m].flag.noteleport &&
  4280. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  4281. ) {
  4282. x = src->x;
  4283. y = src->y;
  4284. } else {
  4285. x = src->x + dirx[dir]*skilllv*2;
  4286. y = src->y + diry[dir]*skilllv*2;
  4287. }
  4288. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4289. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4290. clif_slide(src,x,y);
  4291. unit_movepos(src, x, y, 1, 0);
  4292. }
  4293. }
  4294. break;
  4295. case SA_CASTCANCEL:
  4296. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4297. unit_skillcastcancel(src,1);
  4298. if(sd) {
  4299. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4300. sp = sp * (90 - (skilllv-1)*20) / 100;
  4301. if(sp < 0) sp = 0;
  4302. status_zap(src, 0, sp);
  4303. }
  4304. break;
  4305. case SA_SPELLBREAKER:
  4306. {
  4307. int sp;
  4308. if(tsc && tsc->data[SC_MAGICROD]) {
  4309. sp = skill_get_sp(skillid,skilllv);
  4310. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4311. if(sp < 1) sp = 1;
  4312. status_heal(bl,0,sp,2);
  4313. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4314. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4315. } else {
  4316. struct unit_data *ud = unit_bl2ud(bl);
  4317. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4318. if (!ud || ud->skilltimer == INVALID_TIMER)
  4319. break; //Nothing to cancel.
  4320. bl_skillid = ud->skillid;
  4321. bl_skilllv = ud->skilllv;
  4322. if (tstatus->mode & MD_BOSS)
  4323. { //Only 10% success chance against bosses. [Skotlex]
  4324. if (rand()%100 < 90)
  4325. {
  4326. if (sd) clif_skill_fail(sd,skillid,0,0);
  4327. break;
  4328. }
  4329. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4330. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4331. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4332. unit_skillcastcancel(bl,0);
  4333. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4334. status_zap(bl, hp, sp);
  4335. if (hp && skilllv >= 5)
  4336. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4337. else
  4338. hp = 0;
  4339. if (sp) //Recover some of the SP used
  4340. sp = sp*(25*(skilllv-1))/100;
  4341. if(hp || sp)
  4342. status_heal(src, hp, sp, 2);
  4343. }
  4344. }
  4345. break;
  4346. case SA_MAGICROD:
  4347. //It activates silently, no use animation.
  4348. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4349. break;
  4350. case SA_AUTOSPELL:
  4351. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4352. if(sd)
  4353. clif_autospell(sd,skilllv);
  4354. else {
  4355. int maxlv=1,spellid=0;
  4356. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4357. if(skilllv >= 10) {
  4358. spellid = MG_FROSTDIVER;
  4359. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4360. // maxlv = 10;
  4361. // else
  4362. maxlv = skilllv - 9;
  4363. }
  4364. else if(skilllv >=8) {
  4365. spellid = MG_FIREBALL;
  4366. maxlv = skilllv - 7;
  4367. }
  4368. else if(skilllv >=5) {
  4369. spellid = MG_SOULSTRIKE;
  4370. maxlv = skilllv - 4;
  4371. }
  4372. else if(skilllv >=2) {
  4373. int i = rand()%3;
  4374. spellid = spellarray[i];
  4375. maxlv = skilllv - 1;
  4376. }
  4377. else if(skilllv > 0) {
  4378. spellid = MG_NAPALMBEAT;
  4379. maxlv = 3;
  4380. }
  4381. if(spellid > 0)
  4382. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4383. skill_get_time(SA_AUTOSPELL,skilllv));
  4384. }
  4385. break;
  4386. case BS_GREED:
  4387. if(sd){
  4388. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4389. map_foreachinrange(skill_greed,bl,
  4390. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4391. }
  4392. break;
  4393. case SA_ELEMENTWATER:
  4394. case SA_ELEMENTFIRE:
  4395. case SA_ELEMENTGROUND:
  4396. case SA_ELEMENTWIND:
  4397. if(sd && !dstmd) //Only works on monsters.
  4398. break;
  4399. if(tstatus->mode&MD_BOSS)
  4400. break;
  4401. case NPC_ATTRICHANGE:
  4402. case NPC_CHANGEWATER:
  4403. case NPC_CHANGEGROUND:
  4404. case NPC_CHANGEFIRE:
  4405. case NPC_CHANGEWIND:
  4406. case NPC_CHANGEPOISON:
  4407. case NPC_CHANGEHOLY:
  4408. case NPC_CHANGEDARKNESS:
  4409. case NPC_CHANGETELEKINESIS:
  4410. clif_skill_nodamage(src,bl,skillid,skilllv,
  4411. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4412. skill_get_time(skillid, skilllv)));
  4413. break;
  4414. case NPC_CHANGEUNDEAD:
  4415. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4416. //TO-DO This is ugly, fix it
  4417. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4418. clif_skill_nodamage(src,bl,skillid,skilllv,
  4419. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4420. skill_get_time(skillid, skilllv)));
  4421. break;
  4422. case NPC_PROVOCATION:
  4423. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4424. if (md) mob_unlocktarget(md, tick);
  4425. break;
  4426. case NPC_KEEPING:
  4427. case NPC_BARRIER:
  4428. {
  4429. int skill_time = skill_get_time(skillid,skilllv);
  4430. struct unit_data *ud = unit_bl2ud(bl);
  4431. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4432. sc_start(bl,type,100,skilllv,skill_time))
  4433. && ud) { //Disable attacking/acting/moving for skill's duration.
  4434. ud->attackabletime =
  4435. ud->canact_tick =
  4436. ud->canmove_tick = tick + skill_time;
  4437. }
  4438. }
  4439. break;
  4440. case NPC_REBIRTH:
  4441. if( md && md->state.rebirth )
  4442. break; // only works once
  4443. sc_start(bl,type,100,skilllv,-1);
  4444. break;
  4445. case NPC_DARKBLESSING:
  4446. clif_skill_nodamage(src,bl,skillid,skilllv,
  4447. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4448. break;
  4449. case NPC_LICK:
  4450. status_zap(bl, 0, 100);
  4451. clif_skill_nodamage(src,bl,skillid,skilllv,
  4452. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4453. break;
  4454. case NPC_SUICIDE:
  4455. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4456. status_kill(src); //When suiciding, neither exp nor drops is given.
  4457. break;
  4458. case NPC_SUMMONSLAVE:
  4459. case NPC_SUMMONMONSTER:
  4460. if(md && md->skillidx >= 0)
  4461. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4462. break;
  4463. case NPC_CALLSLAVE:
  4464. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4465. break;
  4466. case NPC_RANDOMMOVE:
  4467. if (md) {
  4468. md->next_walktime = tick - 1;
  4469. mob_randomwalk(md,tick);
  4470. }
  4471. break;
  4472. case NPC_SPEEDUP:
  4473. {
  4474. // or does it increase casting rate? just a guess xD
  4475. int i = SC_ASPDPOTION0 + skilllv - 1;
  4476. if (i > SC_ASPDPOTION3)
  4477. i = SC_ASPDPOTION3;
  4478. clif_skill_nodamage(src,bl,skillid,skilllv,
  4479. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4480. }
  4481. break;
  4482. case NPC_REVENGE:
  4483. // not really needed... but adding here anyway ^^
  4484. if (md && md->master_id > 0) {
  4485. struct block_list *mbl, *tbl;
  4486. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4487. (tbl = battle_gettargeted(mbl)) == NULL)
  4488. break;
  4489. md->state.provoke_flag = tbl->id;
  4490. mob_target(md, tbl, sstatus->rhw.range);
  4491. }
  4492. break;
  4493. case NPC_RUN:
  4494. {
  4495. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4496. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4497. unit_stop_attack(src);
  4498. //Run skillv tiles overriding the can-move check.
  4499. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4500. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4501. }
  4502. break;
  4503. case NPC_TRANSFORMATION:
  4504. case NPC_METAMORPHOSIS:
  4505. if(md && md->skillidx >= 0) {
  4506. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4507. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4508. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4509. if (class_) mob_class_change(md, class_);
  4510. }
  4511. break;
  4512. case NPC_EMOTION_ON:
  4513. case NPC_EMOTION:
  4514. //va[0] is the emotion to use.
  4515. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4516. //val[1] 'sets' the mode
  4517. //val[2] adds to the current mode
  4518. //val[3] removes from the current mode
  4519. //val[4] if set, asks to delete the previous mode change.
  4520. if(md && md->skillidx >= 0 && tsc)
  4521. {
  4522. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4523. if(md->db->skill[md->skillidx].val[4] && tsce)
  4524. status_change_end(bl, type, INVALID_TIMER);
  4525. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4526. sc_start4(src, type, 100, skilllv,
  4527. md->db->skill[md->skillidx].val[1],
  4528. md->db->skill[md->skillidx].val[2],
  4529. md->db->skill[md->skillidx].val[3],
  4530. skill_get_time(skillid, skilllv));
  4531. }
  4532. break;
  4533. case NPC_POWERUP:
  4534. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4535. clif_skill_nodamage(src,bl,skillid,skilllv,
  4536. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4537. break;
  4538. case NPC_AGIUP:
  4539. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4540. clif_skill_nodamage(src,bl,skillid,skilllv,
  4541. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4542. break;
  4543. case NPC_INVISIBLE:
  4544. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4545. clif_skill_nodamage(src,bl,skillid,skilllv,
  4546. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4547. break;
  4548. case NPC_SIEGEMODE:
  4549. // not sure what it does
  4550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4551. break;
  4552. case WE_MALE:
  4553. {
  4554. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4555. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4556. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4557. }
  4558. break;
  4559. case WE_FEMALE:
  4560. {
  4561. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4562. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4563. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4564. }
  4565. break;
  4566. // parent-baby skills
  4567. case WE_BABY:
  4568. if(sd){
  4569. struct map_session_data *f_sd = pc_get_father(sd);
  4570. struct map_session_data *m_sd = pc_get_mother(sd);
  4571. // if neither was found
  4572. if(!f_sd && !m_sd){
  4573. clif_skill_fail(sd,skillid,0,0);
  4574. map_freeblock_unlock();
  4575. return 0;
  4576. }
  4577. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4578. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4579. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4580. }
  4581. break;
  4582. case PF_HPCONVERSION:
  4583. {
  4584. int hp, sp;
  4585. hp = sstatus->max_hp/10;
  4586. sp = hp * 10 * skilllv / 100;
  4587. if (!status_charge(src,hp,0)) {
  4588. if (sd) clif_skill_fail(sd,skillid,0,0);
  4589. break;
  4590. }
  4591. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4592. status_heal(bl,0,sp,2);
  4593. }
  4594. break;
  4595. case MA_REMOVETRAP:
  4596. case HT_REMOVETRAP:
  4597. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4598. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4599. {
  4600. struct skill_unit* su;
  4601. struct skill_unit_group* sg;
  4602. su = BL_CAST(BL_SKILL, bl);
  4603. // Mercenaries can remove any trap
  4604. // Players can only remove their own traps or traps on Vs maps.
  4605. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4606. {
  4607. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4608. { // prevent picking up expired traps
  4609. if( battle_config.skill_removetrap_type )
  4610. { // get back all items used to deploy the trap
  4611. for( i = 0; i < 10; i++ )
  4612. {
  4613. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4614. {
  4615. int flag;
  4616. struct item item_tmp;
  4617. memset(&item_tmp,0,sizeof(item_tmp));
  4618. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4619. item_tmp.identify = 1;
  4620. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4621. {
  4622. clif_additem(sd,0,0,flag);
  4623. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4624. }
  4625. }
  4626. }
  4627. }
  4628. else
  4629. { // get back 1 trap
  4630. struct item item_tmp;
  4631. memset(&item_tmp,0,sizeof(item_tmp));
  4632. item_tmp.nameid = ITEMID_TRAP;
  4633. item_tmp.identify = 1;
  4634. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4635. {
  4636. clif_additem(sd,0,0,flag);
  4637. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4638. }
  4639. }
  4640. }
  4641. skill_delunit(su);
  4642. }
  4643. }
  4644. break;
  4645. case HT_SPRINGTRAP:
  4646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4647. {
  4648. struct skill_unit *su=NULL;
  4649. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4650. switch(su->group->unit_id){
  4651. case UNT_ANKLESNARE: // ankle snare
  4652. if (su->group->val2 != 0)
  4653. // if it is already trapping something don't spring it,
  4654. // remove trap should be used instead
  4655. break;
  4656. // otherwise fallthrough to below
  4657. case UNT_BLASTMINE:
  4658. case UNT_SKIDTRAP:
  4659. case UNT_LANDMINE:
  4660. case UNT_SHOCKWAVE:
  4661. case UNT_SANDMAN:
  4662. case UNT_FLASHER:
  4663. case UNT_FREEZINGTRAP:
  4664. case UNT_CLAYMORETRAP:
  4665. case UNT_TALKIEBOX:
  4666. su->group->unit_id = UNT_USED_TRAPS;
  4667. clif_changetraplook(bl, UNT_USED_TRAPS);
  4668. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4669. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4670. }
  4671. }
  4672. }
  4673. break;
  4674. case BD_ENCORE:
  4675. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4676. if(sd)
  4677. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4678. break;
  4679. case AS_SPLASHER:
  4680. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4681. if (sd) clif_skill_fail(sd,skillid,0,0);
  4682. map_freeblock_unlock();
  4683. return 1;
  4684. }
  4685. clif_skill_nodamage(src,bl,skillid,skilllv,
  4686. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4687. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4688. break;
  4689. case PF_MINDBREAKER:
  4690. {
  4691. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4692. {
  4693. map_freeblock_unlock();
  4694. return 1;
  4695. }
  4696. if (tsce)
  4697. { //HelloKitty2 (?) explained that this silently fails when target is
  4698. //already inflicted. [Skotlex]
  4699. map_freeblock_unlock();
  4700. return 1;
  4701. }
  4702. //Has a 55% + skilllv*5% success chance.
  4703. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4704. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4705. {
  4706. if (sd) clif_skill_fail(sd,skillid,0,0);
  4707. map_freeblock_unlock();
  4708. return 0;
  4709. }
  4710. unit_skillcastcancel(bl,0);
  4711. if(tsc && tsc->count){
  4712. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4713. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4714. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4715. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4716. }
  4717. if(dstmd)
  4718. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4719. }
  4720. break;
  4721. case PF_SOULCHANGE:
  4722. {
  4723. unsigned int sp1 = 0, sp2 = 0;
  4724. if (dstmd) {
  4725. if (dstmd->state.soul_change_flag) {
  4726. if(sd) clif_skill_fail(sd,skillid,0,0);
  4727. break;
  4728. }
  4729. dstmd->state.soul_change_flag = 1;
  4730. sp2 = sstatus->max_sp * 3 /100;
  4731. status_heal(src, 0, sp2, 2);
  4732. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4733. break;
  4734. }
  4735. sp1 = sstatus->sp;
  4736. sp2 = tstatus->sp;
  4737. status_set_sp(src, sp2, 3);
  4738. status_set_sp(bl, sp1, 3);
  4739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4740. }
  4741. break;
  4742. // Slim Pitcher
  4743. case CR_SLIMPITCHER:
  4744. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  4745. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  4746. break;
  4747. if (potion_hp || potion_sp) {
  4748. int hp = potion_hp, sp = potion_sp;
  4749. hp = hp * (100 + (tstatus->vit<<1))/100;
  4750. sp = sp * (100 + (tstatus->int_<<1))/100;
  4751. if (dstsd) {
  4752. if (hp)
  4753. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4754. if (sp)
  4755. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  4756. }
  4757. if (tsc && tsc->data[SC_CRITICALWOUND])
  4758. {
  4759. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4760. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4761. }
  4762. if(hp > 0)
  4763. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4764. if(sp > 0)
  4765. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4766. status_heal(bl,hp,sp,0);
  4767. }
  4768. break;
  4769. // Full Chemical Protection
  4770. case CR_FULLPROTECTION:
  4771. {
  4772. int i, skilltime;
  4773. skilltime = skill_get_time(skillid,skilllv);
  4774. if (!tsc) {
  4775. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4776. break;
  4777. }
  4778. for (i=0; i<4; i++) {
  4779. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  4780. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4781. }
  4782. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4783. }
  4784. break;
  4785. case RG_CLEANER: //AppleGirl
  4786. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4787. break;
  4788. case CG_LONGINGFREEDOM:
  4789. {
  4790. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4791. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4792. {
  4793. clif_skill_nodamage(src,bl,skillid,skilllv,
  4794. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4795. }
  4796. }
  4797. break;
  4798. case CG_TAROTCARD:
  4799. {
  4800. int eff, count = -1;
  4801. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4802. {
  4803. if( sd )
  4804. clif_skill_fail(sd,skillid,0,0);
  4805. map_freeblock_unlock();
  4806. return 0;
  4807. }
  4808. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  4809. do {
  4810. eff = rand() % 14;
  4811. clif_specialeffect(bl, 523 + eff, AREA);
  4812. switch (eff)
  4813. {
  4814. case 0: // heals SP to 0
  4815. status_percent_damage(src, bl, 0, 100, false);
  4816. break;
  4817. case 1: // matk halved
  4818. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4819. break;
  4820. case 2: // all buffs removed
  4821. status_change_clear_buffs(bl,1);
  4822. break;
  4823. case 3: // 1000 damage, random armor destroyed
  4824. {
  4825. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  4826. status_fix_damage(src, bl, 1000, 0);
  4827. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4828. if( !status_isdead(bl) )
  4829. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  4830. }
  4831. break;
  4832. case 4: // atk halved
  4833. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4834. break;
  4835. case 5: // 2000HP heal, random teleported
  4836. status_heal(src, 2000, 0, 0);
  4837. if( !map_flag_vs(bl->m) )
  4838. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  4839. break;
  4840. case 6: // random 2 other effects
  4841. if (count == -1)
  4842. count = 3;
  4843. else
  4844. count++; //Should not retrigger this one.
  4845. break;
  4846. case 7: // stop freeze or stoned
  4847. {
  4848. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4849. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4850. }
  4851. break;
  4852. case 8: // curse coma and poison
  4853. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4854. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4855. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4856. break;
  4857. case 9: // confusion
  4858. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4859. break;
  4860. case 10: // 6666 damage, atk matk halved, cursed
  4861. status_fix_damage(src, bl, 6666, 0);
  4862. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4863. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4864. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4865. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4866. break;
  4867. case 11: // 4444 damage
  4868. status_fix_damage(src, bl, 4444, 0);
  4869. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4870. break;
  4871. case 12: // stun
  4872. sc_start(bl,SC_STUN,100,skilllv,5000);
  4873. break;
  4874. case 13: // atk,matk,hit,flee,def reduced
  4875. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4876. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4877. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4878. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4879. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4880. break;
  4881. default:
  4882. break;
  4883. }
  4884. } while ((--count) > 0);
  4885. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4886. }
  4887. break;
  4888. case SL_ALCHEMIST:
  4889. case SL_ASSASIN:
  4890. case SL_BARDDANCER:
  4891. case SL_BLACKSMITH:
  4892. case SL_CRUSADER:
  4893. case SL_HUNTER:
  4894. case SL_KNIGHT:
  4895. case SL_MONK:
  4896. case SL_PRIEST:
  4897. case SL_ROGUE:
  4898. case SL_SAGE:
  4899. case SL_SOULLINKER:
  4900. case SL_STAR:
  4901. case SL_SUPERNOVICE:
  4902. case SL_WIZARD:
  4903. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4904. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4905. clif_skill_fail(sd,skillid,0,0);
  4906. break;
  4907. }
  4908. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4909. { //Erase death count 1% of the casts
  4910. dstsd->die_counter = 0;
  4911. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4912. clif_specialeffect(bl, 0x152, AREA);
  4913. //SC_SPIRIT invokes status_calc_pc for us.
  4914. }
  4915. clif_skill_nodamage(src,bl,skillid,skilllv,
  4916. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4917. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4918. break;
  4919. case SL_HIGH:
  4920. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4921. clif_skill_fail(sd,skillid,0,0);
  4922. break;
  4923. }
  4924. clif_skill_nodamage(src,bl,skillid,skilllv,
  4925. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4926. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4927. break;
  4928. case SL_SWOO:
  4929. if (tsce) {
  4930. sc_start(src,SC_STUN,100,skilllv,10000);
  4931. break;
  4932. }
  4933. case SL_SKA: // [marquis007]
  4934. case SL_SKE:
  4935. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4936. clif_skill_fail(sd,skillid,0,0);
  4937. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4938. break;
  4939. }
  4940. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4941. if (skillid == SL_SKE)
  4942. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4943. break;
  4944. // New guild skills [Celest]
  4945. case GD_BATTLEORDER:
  4946. if(flag&1) {
  4947. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4948. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4949. } else if (status_get_guild_id(src)) {
  4950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4951. map_foreachinrange(skill_area_sub, src,
  4952. skill_get_splash(skillid, skilllv), BL_PC,
  4953. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4954. skill_castend_nodamage_id);
  4955. if (sd)
  4956. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4957. }
  4958. break;
  4959. case GD_REGENERATION:
  4960. if(flag&1) {
  4961. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4962. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4963. } else if (status_get_guild_id(src)) {
  4964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4965. map_foreachinrange(skill_area_sub, src,
  4966. skill_get_splash(skillid, skilllv), BL_PC,
  4967. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4968. skill_castend_nodamage_id);
  4969. if (sd)
  4970. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4971. }
  4972. break;
  4973. case GD_RESTORE:
  4974. if(flag&1) {
  4975. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4976. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4977. } else if (status_get_guild_id(src)) {
  4978. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4979. map_foreachinrange(skill_area_sub, src,
  4980. skill_get_splash(skillid, skilllv), BL_PC,
  4981. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4982. skill_castend_nodamage_id);
  4983. if (sd)
  4984. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4985. }
  4986. break;
  4987. case GD_EMERGENCYCALL:
  4988. {
  4989. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4990. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4991. int j = 0;
  4992. struct guild *g = NULL;
  4993. // i don't know if it actually summons in a circle, but oh well. ;P
  4994. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4995. if (!g)
  4996. break;
  4997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4998. for(i = 0; i < g->max_member; i++, j++) {
  4999. if (j>8) j=0;
  5000. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5001. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5002. continue;
  5003. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5004. dx[j] = dy[j] = 0;
  5005. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  5006. }
  5007. }
  5008. if (sd)
  5009. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5010. }
  5011. break;
  5012. case SG_FEEL:
  5013. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5014. if (sd) {
  5015. if(!sd->feel_map[skilllv-1].index)
  5016. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5017. else
  5018. clif_feel_info(sd, skilllv-1, 1);
  5019. }
  5020. break;
  5021. case SG_HATE:
  5022. if (sd) {
  5023. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5024. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5025. clif_skill_fail(sd,skillid,0,0);
  5026. }
  5027. break;
  5028. case GS_GLITTERING:
  5029. if(sd) {
  5030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5031. if(rand()%100 < (20+10*skilllv))
  5032. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5033. else if(sd->spiritball > 0)
  5034. pc_delspiritball(sd,1,0);
  5035. }
  5036. break;
  5037. case GS_CRACKER:
  5038. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5039. {
  5040. i =65 -5*distance_bl(src,bl); //Base rate
  5041. if (i < 30) i = 30;
  5042. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5043. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5044. }
  5045. else if (sd)
  5046. clif_skill_fail(sd,skillid,0,0);
  5047. break;
  5048. case AM_CALLHOMUN: //[orn]
  5049. if (sd && !merc_call_homunculus(sd))
  5050. clif_skill_fail(sd,skillid,0,0);
  5051. break;
  5052. case AM_REST:
  5053. if (sd)
  5054. {
  5055. if (merc_hom_vaporize(sd,1))
  5056. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5057. else
  5058. clif_skill_fail(sd,skillid,0,0);
  5059. }
  5060. break;
  5061. case HAMI_CASTLE: //[orn]
  5062. if(rand()%100 < 20*skilllv && src != bl)
  5063. {
  5064. int x,y;
  5065. x = src->x;
  5066. y = src->y;
  5067. if (hd)
  5068. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5069. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5070. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5071. clif_slide(src,bl->x,bl->y) ;
  5072. if (unit_movepos(bl,x,y,0,0))
  5073. {
  5074. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5075. clif_slide(bl,x,y) ;
  5076. }
  5077. //TODO: Shouldn't also players and the like switch targets?
  5078. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5079. AREA_SIZE, BL_MOB, bl, src);
  5080. }
  5081. }
  5082. // Failed
  5083. else if (hd && hd->master)
  5084. clif_skill_fail(hd->master, skillid, 0, 0);
  5085. else if (sd)
  5086. clif_skill_fail(sd, skillid, 0, 0);
  5087. break;
  5088. case HVAN_CHAOTIC: //[orn]
  5089. {
  5090. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5091. int rnd = rand()%100;
  5092. i = (skilllv-1)%5;
  5093. if(rnd<per[i][0]) //Self
  5094. bl = src;
  5095. else if(rnd<per[i][1]) //Master
  5096. bl = battle_get_master(src);
  5097. else //Enemy
  5098. bl = map_id2bl(battle_gettarget(src));
  5099. if (!bl) bl = src;
  5100. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5101. //Eh? why double skill packet?
  5102. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5103. clif_skill_nodamage(src,bl,skillid,i,1);
  5104. status_heal(bl, i, 0, 0);
  5105. }
  5106. break;
  5107. //Homun single-target support skills [orn]
  5108. case HAMI_BLOODLUST:
  5109. case HFLI_FLEET:
  5110. case HFLI_SPEED:
  5111. case HLIF_CHANGE:
  5112. clif_skill_nodamage(src,bl,skillid,skilllv,
  5113. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5114. if (hd)
  5115. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5116. break;
  5117. case NPC_DRAGONFEAR:
  5118. if (flag&1) {
  5119. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5120. int j;
  5121. j = i = rand()%ARRAYLENGTH(sc);
  5122. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5123. i++;
  5124. if ( i == ARRAYLENGTH(sc) )
  5125. i = 0;
  5126. if (i == j)
  5127. break;
  5128. }
  5129. break;
  5130. }
  5131. case NPC_WIDEBLEEDING:
  5132. case NPC_WIDECONFUSE:
  5133. case NPC_WIDECURSE:
  5134. case NPC_WIDEFREEZE:
  5135. case NPC_WIDESLEEP:
  5136. case NPC_WIDESILENCE:
  5137. case NPC_WIDESTONE:
  5138. case NPC_WIDESTUN:
  5139. case NPC_SLOWCAST:
  5140. case NPC_WIDEHELLDIGNITY:
  5141. if (flag&1)
  5142. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5143. else {
  5144. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5146. map_foreachinrange(skill_area_sub, bl,
  5147. skill_get_splash(skillid, skilllv),BL_CHAR,
  5148. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5149. skill_castend_nodamage_id);
  5150. }
  5151. break;
  5152. case NPC_WIDESOULDRAIN:
  5153. if (flag&1)
  5154. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  5155. else {
  5156. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5157. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5158. map_foreachinrange(skill_area_sub, bl,
  5159. skill_get_splash(skillid, skilllv),BL_CHAR,
  5160. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5161. skill_castend_nodamage_id);
  5162. }
  5163. break;
  5164. case NPC_TALK:
  5165. case ALL_WEWISH:
  5166. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5167. break;
  5168. case ALL_BUYING_STORE:
  5169. if( sd )
  5170. {// players only, skill allows 5 buying slots
  5171. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  5172. }
  5173. break;
  5174. default:
  5175. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5176. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5177. map_freeblock_unlock();
  5178. return 1;
  5179. }
  5180. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5181. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5182. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5183. }
  5184. if( sd && !(flag&1) )
  5185. {
  5186. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5187. battle_consume_ammo(sd, skillid, skilllv);
  5188. skill_onskillusage(sd, bl, skillid, tick);
  5189. skill_consume_requirement(sd,skillid,skilllv,2);
  5190. }
  5191. map_freeblock_unlock();
  5192. return 0;
  5193. }
  5194. /*==========================================
  5195. *
  5196. *------------------------------------------*/
  5197. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5198. {
  5199. struct block_list *target, *src;
  5200. struct map_session_data *sd;
  5201. struct mob_data *md;
  5202. struct unit_data *ud;
  5203. struct status_change *sc = NULL;
  5204. int inf,inf2,flag = 0;
  5205. src = map_id2bl(id);
  5206. if( src == NULL )
  5207. {
  5208. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5209. return 0;// not found
  5210. }
  5211. ud = unit_bl2ud(src);
  5212. if( ud == NULL )
  5213. {
  5214. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5215. return 0;// ???
  5216. }
  5217. sd = BL_CAST(BL_PC, src);
  5218. md = BL_CAST(BL_MOB, src);
  5219. if( src->prev == NULL ) {
  5220. ud->skilltimer = INVALID_TIMER;
  5221. return 0;
  5222. }
  5223. if(ud->skillid != SA_CASTCANCEL )
  5224. {// otherwise handled in unit_skillcastcancel()
  5225. if( ud->skilltimer != tid ) {
  5226. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5227. ud->skilltimer = INVALID_TIMER;
  5228. return 0;
  5229. }
  5230. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  5231. {// restore original walk speed
  5232. ud->skilltimer = INVALID_TIMER;
  5233. status_calc_bl(&sd->bl, SCB_SPEED);
  5234. }
  5235. ud->skilltimer = INVALID_TIMER;
  5236. }
  5237. if (ud->skilltarget == id)
  5238. target = src;
  5239. else
  5240. target = map_id2bl(ud->skilltarget);
  5241. // Use a do so that you can break out of it when the skill fails.
  5242. do {
  5243. if(!target || target->prev==NULL) break;
  5244. if(src->m != target->m || status_isdead(src)) break;
  5245. switch (ud->skillid) {
  5246. //These should become skill_castend_pos
  5247. case WE_CALLPARTNER:
  5248. if(sd) clif_callpartner(sd);
  5249. case WE_CALLPARENT:
  5250. case WE_CALLBABY:
  5251. case AM_RESURRECTHOMUN:
  5252. case PF_SPIDERWEB:
  5253. //Find a random spot to place the skill. [Skotlex]
  5254. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5255. ud->skillx = target->x + inf2;
  5256. ud->skilly = target->y + inf2;
  5257. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5258. ud->skillx = target->x;
  5259. ud->skilly = target->y;
  5260. }
  5261. ud->skilltimer=tid;
  5262. return skill_castend_pos(tid,tick,id,data);
  5263. }
  5264. if(ud->skillid == RG_BACKSTAP) {
  5265. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5266. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5267. break;
  5268. }
  5269. }
  5270. if( ud->skillid == PR_TURNUNDEAD )
  5271. {
  5272. struct status_data *tstatus = status_get_status_data(target);
  5273. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  5274. break;
  5275. }
  5276. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5277. {
  5278. sc = status_get_sc(target);
  5279. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5280. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5281. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5282. break;
  5283. }
  5284. }
  5285. else
  5286. { // Check target validity.
  5287. inf = skill_get_inf(ud->skillid);
  5288. inf2 = skill_get_inf2(ud->skillid);
  5289. if(inf&INF_ATTACK_SKILL ||
  5290. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5291. inf = BCT_ENEMY; //Offensive skill.
  5292. else if(inf2&INF2_NO_ENEMY)
  5293. inf = BCT_NOENEMY;
  5294. else
  5295. inf = 0;
  5296. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5297. {
  5298. inf |=
  5299. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5300. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5301. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5302. inf &= ~BCT_NEUTRAL;
  5303. }
  5304. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  5305. {
  5306. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  5307. break;
  5308. }
  5309. else
  5310. if (inf && battle_check_target(src, target, inf) <= 0)
  5311. break;
  5312. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5313. sc->data[SC_FOGWALL] &&
  5314. rand()%100 < 75)
  5315. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5316. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5317. break;
  5318. }
  5319. }
  5320. //Avoid doing double checks for instant-cast skills.
  5321. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  5322. break;
  5323. if(md) {
  5324. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5325. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5326. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5327. }
  5328. if(src != target && battle_config.skill_add_range &&
  5329. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5330. {
  5331. if (sd) {
  5332. clif_skill_fail(sd,ud->skillid,0,0);
  5333. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5334. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5335. }
  5336. break;
  5337. }
  5338. if( sd )
  5339. {
  5340. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5341. break;
  5342. else
  5343. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5344. }
  5345. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5346. break;
  5347. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5348. flag = 1;
  5349. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN)
  5350. unit_stop_walking(src,1);
  5351. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5352. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  5353. if( battle_config.display_status_timers && sd )
  5354. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5355. if( sd )
  5356. {
  5357. switch( ud->skillid )
  5358. {
  5359. case GS_DESPERADO:
  5360. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  5361. break;
  5362. case CR_GRANDCROSS:
  5363. case NPC_GRANDDARKNESS:
  5364. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  5365. {
  5366. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  5367. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  5368. break;
  5369. }
  5370. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  5371. break;
  5372. }
  5373. }
  5374. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5375. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5376. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5377. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5378. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5379. map_freeblock_lock();
  5380. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5381. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5382. else
  5383. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5384. sc = status_get_sc(src);
  5385. if(sc && sc->count) {
  5386. if(sc->data[SC_MAGICPOWER] &&
  5387. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5388. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  5389. if(sc->data[SC_SPIRIT] &&
  5390. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5391. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5392. ud->skillid != WZ_WATERBALL)
  5393. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5394. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  5395. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  5396. }
  5397. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  5398. sd->skillitem = sd->skillitemlv = 0;
  5399. if (ud->skilltimer == INVALID_TIMER) {
  5400. if(md) md->skillidx = -1;
  5401. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5402. ud->skilllv = ud->skilltarget = 0;
  5403. }
  5404. map_freeblock_unlock();
  5405. return 1;
  5406. } while(0);
  5407. //Skill failed.
  5408. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5409. { //When Asura fails... (except when it fails from Fog of Wall)
  5410. //Consume SP/spheres
  5411. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  5412. status_set_sp(src, 0, 0);
  5413. sc = &sd->sc;
  5414. if (sc->count)
  5415. { //End states
  5416. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  5417. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  5418. }
  5419. if (target && target->m == src->m)
  5420. { //Move character to target anyway.
  5421. int dx,dy;
  5422. dx = target->x - src->x;
  5423. dy = target->y - src->y;
  5424. if(dx > 0) dx++;
  5425. else if(dx < 0) dx--;
  5426. if (dy > 0) dy++;
  5427. else if(dy < 0) dy--;
  5428. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5429. { //Display movement + animation.
  5430. clif_slide(src,src->x,src->y);
  5431. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5432. }
  5433. clif_skill_fail(sd,ud->skillid,0,0);
  5434. }
  5435. }
  5436. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5437. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5438. ud->canact_tick = tick;
  5439. //You can't place a skill failed packet here because it would be
  5440. //sent in ALL cases, even cases where skill_check_condition fails
  5441. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5442. if(sd)
  5443. sd->skillitem = sd->skillitemlv = 0;
  5444. else if(md)
  5445. md->skillidx = -1;
  5446. return 0;
  5447. }
  5448. /*==========================================
  5449. *
  5450. *------------------------------------------*/
  5451. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5452. {
  5453. struct block_list* src = map_id2bl(id);
  5454. int maxcount;
  5455. struct map_session_data *sd;
  5456. struct unit_data *ud = unit_bl2ud(src);
  5457. struct mob_data *md;
  5458. nullpo_ret(ud);
  5459. sd = BL_CAST(BL_PC , src);
  5460. md = BL_CAST(BL_MOB, src);
  5461. if( src->prev == NULL ) {
  5462. ud->skilltimer = INVALID_TIMER;
  5463. return 0;
  5464. }
  5465. if( ud->skilltimer != tid )
  5466. {
  5467. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5468. ud->skilltimer = INVALID_TIMER;
  5469. return 0;
  5470. }
  5471. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  5472. {// restore original walk speed
  5473. ud->skilltimer = INVALID_TIMER;
  5474. status_calc_bl(&sd->bl, SCB_SPEED);
  5475. }
  5476. ud->skilltimer = INVALID_TIMER;
  5477. do {
  5478. if( status_isdead(src) )
  5479. break;
  5480. if( !(src->type&battle_config.skill_reiteration) &&
  5481. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5482. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5483. )
  5484. {
  5485. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5486. break;
  5487. }
  5488. if( src->type&battle_config.skill_nofootset &&
  5489. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5490. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5491. )
  5492. {
  5493. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5494. break;
  5495. }
  5496. if( src->type&battle_config.land_skill_limit &&
  5497. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5498. ) {
  5499. int i;
  5500. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5501. if(ud->skillunit[i]->skill_id == ud->skillid)
  5502. maxcount--;
  5503. }
  5504. if( maxcount == 0 )
  5505. {
  5506. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5507. break;
  5508. }
  5509. }
  5510. if(tid != INVALID_TIMER)
  5511. { //Avoid double checks on instant cast skills. [Skotlex]
  5512. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5513. break;
  5514. if(battle_config.skill_add_range &&
  5515. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5516. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5517. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  5518. break;
  5519. }
  5520. }
  5521. if( sd )
  5522. {
  5523. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  5524. break;
  5525. else
  5526. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  5527. }
  5528. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5529. break;
  5530. if(md) {
  5531. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5532. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5533. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5534. }
  5535. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5536. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5537. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5538. if (ud->walktimer != INVALID_TIMER)
  5539. unit_stop_walking(src,1);
  5540. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5541. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5542. if( battle_config.display_status_timers && sd )
  5543. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5544. // if( sd )
  5545. // {
  5546. // switch( ud->skillid )
  5547. // {
  5548. // case ????:
  5549. // sd->canequip_tick = tick + ????;
  5550. // break;
  5551. // }
  5552. // }
  5553. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5554. map_freeblock_lock();
  5555. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5556. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  5557. sd->skillitem = sd->skillitemlv = 0;
  5558. if (ud->skilltimer == INVALID_TIMER) {
  5559. if (md) md->skillidx = -1;
  5560. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5561. ud->skilllv = ud->skillx = ud->skilly = 0;
  5562. }
  5563. map_freeblock_unlock();
  5564. return 1;
  5565. } while(0);
  5566. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  5567. ud->canact_tick = tick;
  5568. ud->skillid = ud->skilllv = 0;
  5569. if(sd)
  5570. sd->skillitem = sd->skillitemlv = 0;
  5571. else if(md)
  5572. md->skillidx = -1;
  5573. return 0;
  5574. }
  5575. /*==========================================
  5576. *
  5577. *------------------------------------------*/
  5578. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5579. {
  5580. struct map_session_data* sd;
  5581. struct status_change* sc;
  5582. struct status_change_entry *sce;
  5583. struct skill_unit_group* sg;
  5584. enum sc_type type;
  5585. int i;
  5586. //if(skilllv <= 0) return 0;
  5587. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5588. nullpo_ret(src);
  5589. if(status_isdead(src))
  5590. return 0;
  5591. sd = BL_CAST(BL_PC, src);
  5592. sc = status_get_sc(src);
  5593. type = status_skill2sc(skillid);
  5594. sce = (sc && type != -1)?sc->data[type]:NULL;
  5595. switch (skillid) { //Skill effect.
  5596. case WZ_METEOR:
  5597. case MO_BODYRELOCATION:
  5598. case CR_CULTIVATION:
  5599. case HW_GANBANTEIN:
  5600. break; //Effect is displayed on respective switch case.
  5601. default:
  5602. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5603. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5604. else
  5605. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5606. }
  5607. switch(skillid)
  5608. {
  5609. case PR_BENEDICTIO:
  5610. skill_area_temp[1] = src->id;
  5611. i = skill_get_splash(skillid, skilllv);
  5612. map_foreachinarea(skill_area_sub,
  5613. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5614. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5615. skill_castend_nodamage_id);
  5616. map_foreachinarea(skill_area_sub,
  5617. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5618. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5619. skill_castend_damage_id);
  5620. break;
  5621. case BS_HAMMERFALL:
  5622. i = skill_get_splash(skillid, skilllv);
  5623. map_foreachinarea (skill_area_sub,
  5624. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5625. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5626. skill_castend_nodamage_id);
  5627. break;
  5628. case HT_DETECTING:
  5629. i = skill_get_splash(skillid, skilllv);
  5630. map_foreachinarea( status_change_timer_sub,
  5631. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5632. src,NULL,SC_SIGHT,tick);
  5633. if(battle_config.traps_setting&1)
  5634. map_foreachinarea( skill_reveal_trap,
  5635. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5636. break;
  5637. case SA_VOLCANO:
  5638. case SA_DELUGE:
  5639. case SA_VIOLENTGALE:
  5640. { //Does not consumes if the skill is already active. [Skotlex]
  5641. struct skill_unit_group *sg;
  5642. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  5643. {
  5644. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  5645. {
  5646. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5647. return 0; // not to consume items
  5648. }
  5649. else
  5650. sg->limit = 0; //Disable it.
  5651. }
  5652. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5653. break;
  5654. }
  5655. case MG_SAFETYWALL:
  5656. case MG_FIREWALL:
  5657. case MG_THUNDERSTORM:
  5658. case AL_PNEUMA:
  5659. case WZ_ICEWALL:
  5660. case WZ_FIREPILLAR:
  5661. case WZ_QUAGMIRE:
  5662. case WZ_VERMILION:
  5663. case WZ_STORMGUST:
  5664. case WZ_HEAVENDRIVE:
  5665. case PR_SANCTUARY:
  5666. case PR_MAGNUS:
  5667. case CR_GRANDCROSS:
  5668. case NPC_GRANDDARKNESS:
  5669. case HT_SKIDTRAP:
  5670. case MA_SKIDTRAP:
  5671. case HT_LANDMINE:
  5672. case MA_LANDMINE:
  5673. case HT_ANKLESNARE:
  5674. case HT_SHOCKWAVE:
  5675. case HT_SANDMAN:
  5676. case MA_SANDMAN:
  5677. case HT_FLASHER:
  5678. case HT_FREEZINGTRAP:
  5679. case MA_FREEZINGTRAP:
  5680. case HT_BLASTMINE:
  5681. case HT_CLAYMORETRAP:
  5682. case AS_VENOMDUST:
  5683. case AM_DEMONSTRATION:
  5684. case PF_FOGWALL:
  5685. case PF_SPIDERWEB:
  5686. case HT_TALKIEBOX:
  5687. case WE_CALLPARTNER:
  5688. case WE_CALLPARENT:
  5689. case WE_CALLBABY:
  5690. case AC_SHOWER: //Ground-placed skill implementation.
  5691. case MA_SHOWER:
  5692. case SA_LANDPROTECTOR:
  5693. case BD_LULLABY:
  5694. case BD_RICHMANKIM:
  5695. case BD_ETERNALCHAOS:
  5696. case BD_DRUMBATTLEFIELD:
  5697. case BD_RINGNIBELUNGEN:
  5698. case BD_ROKISWEIL:
  5699. case BD_INTOABYSS:
  5700. case BD_SIEGFRIED:
  5701. case BA_DISSONANCE:
  5702. case BA_POEMBRAGI:
  5703. case BA_WHISTLE:
  5704. case BA_ASSASSINCROSS:
  5705. case BA_APPLEIDUN:
  5706. case DC_UGLYDANCE:
  5707. case DC_HUMMING:
  5708. case DC_DONTFORGETME:
  5709. case DC_FORTUNEKISS:
  5710. case DC_SERVICEFORYOU:
  5711. case CG_MOONLIT:
  5712. case GS_DESPERADO:
  5713. case NJ_KAENSIN:
  5714. case NJ_BAKUENRYU:
  5715. case NJ_SUITON:
  5716. case NJ_HYOUSYOURAKU:
  5717. case NJ_RAIGEKISAI:
  5718. case NJ_KAMAITACHI:
  5719. case NPC_EVILLAND:
  5720. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5721. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5722. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5723. break;
  5724. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5725. skill_clear_unitgroup(src);
  5726. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5727. flag|=1;
  5728. break;
  5729. case HP_BASILICA:
  5730. if( sc->data[SC_BASILICA] )
  5731. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  5732. else
  5733. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5734. skill_clear_unitgroup(src);
  5735. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5736. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5737. flag|=1;
  5738. }
  5739. break;
  5740. case CG_HERMODE:
  5741. skill_clear_unitgroup(src);
  5742. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5743. sc_start4(src,SC_DANCING,100,
  5744. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5745. flag|=1;
  5746. break;
  5747. case RG_CLEANER: // [Valaris]
  5748. i = skill_get_splash(skillid, skilllv);
  5749. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5750. break;
  5751. case WZ_METEOR:
  5752. {
  5753. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5754. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5755. if( sc && sc->data[SC_MAGICPOWER] )
  5756. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5757. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5758. {
  5759. // Creates a random Cell in the Splash Area
  5760. tmpx = x - area + rand()%(area * 2 + 1);
  5761. tmpy = y - area + rand()%(area * 2 + 1);
  5762. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5763. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5764. if( i > 0 )
  5765. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5766. x1 = tmpx;
  5767. y1 = tmpy;
  5768. }
  5769. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5770. }
  5771. break;
  5772. case AL_WARP:
  5773. if(sd)
  5774. {
  5775. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5776. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5777. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5778. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5779. );
  5780. }
  5781. return 0; // not to consume item.
  5782. case MO_BODYRELOCATION:
  5783. if (unit_movepos(src, x, y, 1, 1)) {
  5784. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5785. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5786. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5787. }
  5788. break;
  5789. case NJ_SHADOWJUMP:
  5790. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5791. { //You don't move on GVG grounds.
  5792. unit_movepos(src, x, y, 1, 0);
  5793. clif_slide(src,x,y);
  5794. }
  5795. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5796. break;
  5797. case AM_SPHEREMINE:
  5798. case AM_CANNIBALIZE:
  5799. {
  5800. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5801. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5802. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5803. struct mob_data *md;
  5804. // Correct info, don't change any of this! [celest]
  5805. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5806. if (md) {
  5807. md->master_id = src->id;
  5808. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5809. if( md->deletetimer != INVALID_TIMER )
  5810. delete_timer(md->deletetimer, mob_timer_delete);
  5811. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5812. mob_spawn (md); //Now it is ready for spawning.
  5813. }
  5814. }
  5815. break;
  5816. // Slim Pitcher [Celest]
  5817. case CR_SLIMPITCHER:
  5818. if (sd) {
  5819. int i = skilllv%11 - 1;
  5820. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5821. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  5822. {
  5823. clif_skill_fail(sd,skillid,0,0);
  5824. return 1;
  5825. }
  5826. potion_flag = 1;
  5827. potion_hp = 0;
  5828. potion_sp = 0;
  5829. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5830. potion_flag = 0;
  5831. //Apply skill bonuses
  5832. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5833. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5834. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5835. + pc_skillheal_bonus(sd, skillid);
  5836. potion_hp = potion_hp * (100+i)/100;
  5837. potion_sp = potion_sp * (100+i)/100;
  5838. if(potion_hp > 0 || potion_sp > 0) {
  5839. i = skill_get_splash(skillid, skilllv);
  5840. map_foreachinarea(skill_area_sub,
  5841. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5842. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5843. skill_castend_nodamage_id);
  5844. }
  5845. } else {
  5846. int i = skilllv%11 - 1;
  5847. struct item_data *item = itemdb_search(i);
  5848. i = skill_db[skillid].itemid[i];
  5849. item = itemdb_search(i);
  5850. potion_flag = 1;
  5851. potion_hp = 0;
  5852. potion_sp = 0;
  5853. run_script(item->script,0,src->id,0);
  5854. potion_flag = 0;
  5855. i = skill_get_max(CR_SLIMPITCHER)*10;
  5856. potion_hp = potion_hp * (100+i)/100;
  5857. potion_sp = potion_sp * (100+i)/100;
  5858. if(potion_hp > 0 || potion_sp > 0) {
  5859. i = skill_get_splash(skillid, skilllv);
  5860. map_foreachinarea(skill_area_sub,
  5861. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5862. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5863. skill_castend_nodamage_id);
  5864. }
  5865. }
  5866. break;
  5867. case HW_GANBANTEIN:
  5868. if (rand()%100 < 80) {
  5869. int dummy = 1;
  5870. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5871. i = skill_get_splash(skillid, skilllv);
  5872. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5873. } else {
  5874. if (sd) clif_skill_fail(sd,skillid,0,0);
  5875. return 1;
  5876. }
  5877. break;
  5878. case HW_GRAVITATION:
  5879. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5880. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5881. flag|=1;
  5882. break;
  5883. // Plant Cultivation [Celest]
  5884. case CR_CULTIVATION:
  5885. if (sd) {
  5886. int i;
  5887. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  5888. {
  5889. clif_skill_fail(sd,skillid,0,0);
  5890. return 1;
  5891. }
  5892. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5893. if (rand()%100 < 50) {
  5894. clif_skill_fail(sd,skillid,0,0);
  5895. } else {
  5896. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5897. if (!md) break;
  5898. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5899. {
  5900. if( md->deletetimer != INVALID_TIMER )
  5901. delete_timer(md->deletetimer, mob_timer_delete);
  5902. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5903. }
  5904. mob_spawn (md);
  5905. }
  5906. }
  5907. break;
  5908. case SG_SUN_WARM:
  5909. case SG_MOON_WARM:
  5910. case SG_STAR_WARM:
  5911. skill_clear_unitgroup(src);
  5912. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5913. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5914. flag|=1;
  5915. break;
  5916. case PA_GOSPEL:
  5917. if (sce && sce->val4 == BCT_SELF)
  5918. {
  5919. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  5920. return 0;
  5921. }
  5922. else
  5923. {
  5924. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5925. if (!sg) break;
  5926. if (sce)
  5927. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  5928. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5929. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5930. }
  5931. break;
  5932. case NJ_TATAMIGAESHI:
  5933. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5934. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5935. break;
  5936. case AM_RESURRECTHOMUN: //[orn]
  5937. if (sd)
  5938. {
  5939. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5940. {
  5941. clif_skill_fail(sd,skillid,0,0);
  5942. break;
  5943. }
  5944. }
  5945. break;
  5946. default:
  5947. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5948. return 1;
  5949. }
  5950. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  5951. if( sd )
  5952. {
  5953. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5954. battle_consume_ammo(sd, skillid, skilllv);
  5955. skill_onskillusage(sd, NULL, skillid, tick);
  5956. skill_consume_requirement(sd,skillid,skilllv,2);
  5957. }
  5958. return 0;
  5959. }
  5960. /*==========================================
  5961. *
  5962. *------------------------------------------*/
  5963. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5964. {
  5965. nullpo_ret(sd);
  5966. //Simplify skill_failed code.
  5967. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5968. if(skill_num != sd->menuskill_id)
  5969. return 0;
  5970. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5971. skill_failed(sd);
  5972. return 0;
  5973. }
  5974. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5975. skill_failed(sd);
  5976. return 0;
  5977. }
  5978. if(sd->sc.count && (
  5979. sd->sc.data[SC_SILENCE] ||
  5980. sd->sc.data[SC_ROKISWEIL] ||
  5981. sd->sc.data[SC_AUTOCOUNTER] ||
  5982. sd->sc.data[SC_STEELBODY] ||
  5983. sd->sc.data[SC_DANCING] ||
  5984. sd->sc.data[SC_BERSERK] ||
  5985. sd->sc.data[SC_BASILICA] ||
  5986. sd->sc.data[SC_MARIONETTE]
  5987. )) {
  5988. skill_failed(sd);
  5989. return 0;
  5990. }
  5991. pc_stop_attack(sd);
  5992. pc_stop_walking(sd,0);
  5993. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5994. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5995. if(strcmp(map,"cancel")==0) {
  5996. skill_failed(sd);
  5997. return 0;
  5998. }
  5999. switch(skill_num)
  6000. {
  6001. case AL_TELEPORT:
  6002. if(strcmp(map,"Random")==0)
  6003. pc_randomwarp(sd,CLR_TELEPORT);
  6004. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  6005. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6006. break;
  6007. case AL_WARP:
  6008. {
  6009. const struct point *p[4];
  6010. struct skill_unit_group *group;
  6011. int i, lv, wx, wy;
  6012. int maxcount=0;
  6013. int x,y;
  6014. unsigned short mapindex;
  6015. mapindex = mapindex_name2id((char*)map);
  6016. if(!mapindex) { //Given map not found?
  6017. clif_skill_fail(sd,skill_num,0,0);
  6018. skill_failed(sd);
  6019. return 0;
  6020. }
  6021. p[0] = &sd->status.save_point;
  6022. p[1] = &sd->status.memo_point[0];
  6023. p[2] = &sd->status.memo_point[1];
  6024. p[3] = &sd->status.memo_point[2];
  6025. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  6026. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  6027. if(sd->ud.skillunit[i]->skill_id == skill_num)
  6028. maxcount--;
  6029. }
  6030. if(!maxcount) {
  6031. clif_skill_fail(sd,skill_num,0,0);
  6032. skill_failed(sd);
  6033. return 0;
  6034. }
  6035. }
  6036. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  6037. wx = sd->menuskill_val>>16;
  6038. wy = sd->menuskill_val&0xffff;
  6039. if( lv <= 0 ) return 0;
  6040. if( lv > 4 ) lv = 4; // crash prevention
  6041. // check if the chosen map exists in the memo list
  6042. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  6043. if( i < lv ) {
  6044. x=p[i]->x;
  6045. y=p[i]->y;
  6046. } else {
  6047. skill_failed(sd);
  6048. return 0;
  6049. }
  6050. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  6051. { // This checks versus skillid/skilllv...
  6052. skill_failed(sd);
  6053. return 0;
  6054. }
  6055. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  6056. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  6057. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6058. skill_failed(sd);
  6059. return 0;
  6060. }
  6061. // record the destination coordinates
  6062. group->val2 = (x<<16)|y;
  6063. group->val3 = mapindex;
  6064. }
  6065. break;
  6066. }
  6067. sd->menuskill_id = sd->menuskill_val = 0;
  6068. return 0;
  6069. #undef skill_failed
  6070. }
  6071. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6072. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6073. {
  6074. struct skill_unit* target = (struct skill_unit*)bl;
  6075. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6076. int flag = va_arg(ap, int);
  6077. if (src == target)
  6078. return 0;
  6079. if (!target->group || !(target->group->state.song_dance&0x1))
  6080. return 0;
  6081. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6082. return 0;
  6083. if (flag) //Set dissonance
  6084. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6085. else //Remove dissonance
  6086. target->val2 &= ~UF_ENSEMBLE;
  6087. clif_skill_setunit(target); //Update look of affected cell.
  6088. return 1;
  6089. }
  6090. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6091. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6092. //When 1, this unit has been positioned, so start the cancel effect.
  6093. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6094. {
  6095. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6096. return 0;
  6097. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6098. return 0; //Nothing to remove, this unit is not overlapped.
  6099. if (unit->val1 != unit->group->skill_id)
  6100. { //Reset state
  6101. unit->val1 = unit->group->skill_id;
  6102. unit->val2 &= ~UF_ENSEMBLE;
  6103. }
  6104. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6105. }
  6106. /*==========================================
  6107. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6108. * Flag: 0 - Convert, 1 - Revert.
  6109. *------------------------------------------*/
  6110. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  6111. {
  6112. static int prevflag = 1; // by default the backup is empty
  6113. static struct skill_unit_group backup;
  6114. struct skill_unit_group* group = unit->group;
  6115. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  6116. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6117. return false;
  6118. if( flag == prevflag )
  6119. {// protection against attempts to read an empty backup / write to a full backup
  6120. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  6121. flag ? "read an empty backup" : "write to a full backup",
  6122. group->skill_id, group->skill_lv, group->src_id);
  6123. return false;
  6124. }
  6125. prevflag = flag;
  6126. if( !flag )
  6127. { //Transform
  6128. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6129. // backup
  6130. backup.skill_id = group->skill_id;
  6131. backup.skill_lv = group->skill_lv;
  6132. backup.unit_id = group->unit_id;
  6133. backup.target_flag = group->target_flag;
  6134. backup.bl_flag = group->bl_flag;
  6135. backup.interval = group->interval;
  6136. // replace
  6137. group->skill_id = skillid;
  6138. group->skill_lv = 1;
  6139. group->unit_id = skill_get_unit_id(skillid,0);
  6140. group->target_flag = skill_get_unit_target(skillid);
  6141. group->bl_flag = skill_get_unit_bl_target(skillid);
  6142. group->interval = skill_get_unit_interval(skillid);
  6143. }
  6144. else
  6145. { //Restore
  6146. group->skill_id = backup.skill_id;
  6147. group->skill_lv = backup.skill_lv;
  6148. group->unit_id = backup.unit_id;
  6149. group->target_flag = backup.target_flag;
  6150. group->bl_flag = backup.bl_flag;
  6151. group->interval = backup.interval;
  6152. }
  6153. return true;
  6154. }
  6155. /*==========================================
  6156. * Initializes and sets a ground skill.
  6157. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6158. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6159. *------------------------------------------*/
  6160. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  6161. {
  6162. struct skill_unit_group *group;
  6163. int i,limit,val1=0,val2=0,val3=0;
  6164. int target,interval,range,unit_flag;
  6165. struct s_skill_unit_layout *layout;
  6166. struct map_session_data *sd;
  6167. struct status_data *status;
  6168. struct status_change *sc;
  6169. int active_flag=1;
  6170. int subunt=0;
  6171. nullpo_retr(NULL, src);
  6172. limit = skill_get_time(skillid,skilllv);
  6173. range = skill_get_unit_range(skillid,skilllv);
  6174. interval = skill_get_unit_interval(skillid);
  6175. target = skill_get_unit_target(skillid);
  6176. unit_flag = skill_get_unit_flag(skillid);
  6177. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6178. sd = BL_CAST(BL_PC, src);
  6179. status = status_get_status_data(src);
  6180. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  6181. switch( skillid )
  6182. {
  6183. case MG_SAFETYWALL:
  6184. val2=skilllv+1;
  6185. break;
  6186. case MG_FIREWALL:
  6187. if(sc && sc->data[SC_VIOLENTGALE])
  6188. limit = limit*3/2;
  6189. val2=4+skilllv;
  6190. break;
  6191. case AL_WARP:
  6192. val1=skilllv+6;
  6193. if(!(flag&1))
  6194. limit=2000;
  6195. else // previous implementation (not used anymore)
  6196. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6197. if( src->type != BL_SKILL ) return NULL;
  6198. group = ((TBL_SKILL*)src)->group;
  6199. src = map_id2bl(group->src_id);
  6200. if( !src ) return NULL;
  6201. val2 = group->val2; //Copy the (x,y) position you warp to
  6202. val3 = group->val3; //as well as the mapindex to warp to.
  6203. }
  6204. break;
  6205. case HP_BASILICA:
  6206. val1 = src->id; // Store caster id.
  6207. break;
  6208. case PR_SANCTUARY:
  6209. case NPC_EVILLAND:
  6210. val1=(skilllv+3)*2;
  6211. break;
  6212. case WZ_FIREPILLAR:
  6213. if((flag&1)!=0)
  6214. limit=1000;
  6215. val1=skilllv+2;
  6216. break;
  6217. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6218. case AM_DEMONSTRATION:
  6219. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6220. && (src->type&battle_config.vs_traps_bctall))
  6221. target = BCT_ALL;
  6222. break;
  6223. case HT_SHOCKWAVE:
  6224. val1=skilllv*15+10;
  6225. case HT_SANDMAN:
  6226. case MA_SANDMAN:
  6227. case HT_CLAYMORETRAP:
  6228. case HT_SKIDTRAP:
  6229. case MA_SKIDTRAP:
  6230. case HT_LANDMINE:
  6231. case MA_LANDMINE:
  6232. case HT_ANKLESNARE:
  6233. case HT_FLASHER:
  6234. case HT_FREEZINGTRAP:
  6235. case MA_FREEZINGTRAP:
  6236. case HT_BLASTMINE:
  6237. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  6238. limit *= 4; // longer trap times in WOE [celest]
  6239. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  6240. target = BCT_ALL;
  6241. break;
  6242. case SA_LANDPROTECTOR:
  6243. case SA_VOLCANO:
  6244. case SA_DELUGE:
  6245. case SA_VIOLENTGALE:
  6246. {
  6247. struct skill_unit_group *old_sg;
  6248. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6249. { //HelloKitty confirmed that these are interchangeable,
  6250. //so you can change element and not consume gemstones.
  6251. if ((
  6252. old_sg->skill_id == SA_VOLCANO ||
  6253. old_sg->skill_id == SA_DELUGE ||
  6254. old_sg->skill_id == SA_VIOLENTGALE
  6255. ) && old_sg->limit > 0)
  6256. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6257. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6258. if (limit < 0) //This can happen...
  6259. limit = skill_get_time(skillid,skilllv);
  6260. }
  6261. skill_clear_group(src,1);
  6262. }
  6263. break;
  6264. }
  6265. case BA_DISSONANCE:
  6266. case DC_UGLYDANCE:
  6267. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6268. break;
  6269. case BA_WHISTLE:
  6270. val1 = skilllv +status->agi/10; // Flee increase
  6271. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6272. if(sd){
  6273. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6274. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6275. }
  6276. break;
  6277. case DC_HUMMING:
  6278. val1 = 2*skilllv+status->dex/10; // Hit increase
  6279. if(sd)
  6280. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6281. break;
  6282. case BA_POEMBRAGI:
  6283. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6284. //For some reason at level 10 the base delay reduction is 50%.
  6285. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6286. if(sd){
  6287. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6288. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6289. }
  6290. break;
  6291. case DC_DONTFORGETME:
  6292. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6293. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6294. if(sd){
  6295. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6296. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6297. }
  6298. break;
  6299. case BA_APPLEIDUN:
  6300. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6301. if(sd)
  6302. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6303. break;
  6304. case DC_SERVICEFORYOU:
  6305. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6306. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6307. if(sd){
  6308. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6309. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6310. }
  6311. break;
  6312. case BA_ASSASSINCROSS:
  6313. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6314. if(sd)
  6315. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6316. break;
  6317. case DC_FORTUNEKISS:
  6318. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6319. if(sd)
  6320. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6321. val1*=10; //Because every 10 crit is an actual cri point.
  6322. break;
  6323. case BD_DRUMBATTLEFIELD:
  6324. val1 = (skilllv+1)*25; //Watk increase
  6325. val2 = (skilllv+1)*2; //Def increase
  6326. break;
  6327. case BD_RINGNIBELUNGEN:
  6328. val1 = (skilllv+2)*25; //Watk increase
  6329. break;
  6330. case BD_RICHMANKIM:
  6331. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6332. break;
  6333. case BD_SIEGFRIED:
  6334. val1 = 55 + skilllv*5; //Elemental Resistance
  6335. val2 = skilllv*10; //Status ailment resistance
  6336. break;
  6337. case WE_CALLPARTNER:
  6338. if (sd) val1 = sd->status.partner_id;
  6339. break;
  6340. case WE_CALLPARENT:
  6341. if (sd) {
  6342. val1 = sd->status.father;
  6343. val2 = sd->status.mother;
  6344. }
  6345. break;
  6346. case WE_CALLBABY:
  6347. if (sd) val1 = sd->status.child;
  6348. break;
  6349. case NJ_KAENSIN:
  6350. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6351. val2 = (skilllv+1)/2 + 4;
  6352. break;
  6353. case NJ_SUITON:
  6354. skill_clear_group(src, 1);
  6355. break;
  6356. case GS_GROUNDDRIFT:
  6357. {
  6358. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6359. val1 = status->rhw.ele;
  6360. if (!val1)
  6361. val1=element[rand()%5];
  6362. switch (val1)
  6363. {
  6364. case ELE_FIRE:
  6365. subunt++;
  6366. case ELE_WATER:
  6367. subunt++;
  6368. case ELE_POISON:
  6369. subunt++;
  6370. case ELE_DARK:
  6371. subunt++;
  6372. case ELE_WIND:
  6373. break;
  6374. default:
  6375. subunt=rand()%5;
  6376. break;
  6377. }
  6378. break;
  6379. }
  6380. }
  6381. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6382. group->val1=val1;
  6383. group->val2=val2;
  6384. group->val3=val3;
  6385. group->target_flag=target;
  6386. group->bl_flag= skill_get_unit_bl_target(skillid);
  6387. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6388. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6389. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  6390. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6391. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  6392. active_flag = 0;
  6393. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6394. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6395. if (sd)
  6396. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6397. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6398. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6399. }
  6400. if (group->state.song_dance) {
  6401. if(sd){
  6402. sd->skillid_dance = skillid;
  6403. sd->skilllv_dance = skilllv;
  6404. }
  6405. if (
  6406. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6407. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6408. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6409. )
  6410. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6411. }
  6412. limit = group->limit;
  6413. for( i = 0; i < layout->count; i++ )
  6414. {
  6415. struct skill_unit *unit;
  6416. int ux = x + layout->dx[i];
  6417. int uy = y + layout->dy[i];
  6418. int val1 = skilllv;
  6419. int val2 = 0;
  6420. int alive = 1;
  6421. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6422. continue; // don't place skill units on walls (except for songs/dances/encores)
  6423. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  6424. continue; // no path between cell and center of casting.
  6425. switch( skillid )
  6426. {
  6427. case MG_FIREWALL:
  6428. case NJ_KAENSIN:
  6429. val2=group->val2;
  6430. break;
  6431. case WZ_ICEWALL:
  6432. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6433. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6434. break;
  6435. case HT_LANDMINE:
  6436. case MA_LANDMINE:
  6437. case HT_ANKLESNARE:
  6438. case HT_SHOCKWAVE:
  6439. case HT_SANDMAN:
  6440. case MA_SANDMAN:
  6441. case HT_FLASHER:
  6442. case HT_FREEZINGTRAP:
  6443. case MA_FREEZINGTRAP:
  6444. case HT_TALKIEBOX:
  6445. case HT_SKIDTRAP:
  6446. case MA_SKIDTRAP:
  6447. val1 = 3500;
  6448. break;
  6449. case GS_DESPERADO:
  6450. val1 = abs(layout->dx[i]);
  6451. val2 = abs(layout->dy[i]);
  6452. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6453. if (val2 > val1) val1 = val2;
  6454. if (val1) val1--;
  6455. val1 = 36 -12*val1;
  6456. } else //Diagonal edges
  6457. val1 = 28 -4*val1 -4*val2;
  6458. if (val1 < 1) val1 = 1;
  6459. val2 = 0;
  6460. break;
  6461. default:
  6462. if (group->state.song_dance&0x1)
  6463. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6464. break;
  6465. }
  6466. if( range <= 0 )
  6467. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6468. if( !alive )
  6469. continue;
  6470. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6471. unit->limit=limit;
  6472. unit->range=range;
  6473. if (skillid == PF_FOGWALL && alive == 2)
  6474. { //Double duration of cells on top of Deluge/Suiton
  6475. unit->limit *= 2;
  6476. group->limit = unit->limit;
  6477. }
  6478. // execute on all targets standing on this cell
  6479. if (range==0 && active_flag)
  6480. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6481. }
  6482. if (!group->alive_count)
  6483. { //No cells? Something that was blocked completely by Land Protector?
  6484. skill_delunitgroup(group);
  6485. return NULL;
  6486. }
  6487. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6488. group->val1 = group->alive_count;
  6489. return group;
  6490. }
  6491. /*==========================================
  6492. *
  6493. *------------------------------------------*/
  6494. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6495. {
  6496. struct skill_unit_group *sg;
  6497. struct block_list *ss;
  6498. struct status_change *sc;
  6499. struct status_change_entry *sce;
  6500. enum sc_type type;
  6501. int skillid;
  6502. nullpo_ret(src);
  6503. nullpo_ret(bl);
  6504. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6505. return 0;
  6506. nullpo_ret(sg=src->group);
  6507. nullpo_ret(ss=map_id2bl(sg->src_id));
  6508. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6509. return 0; //AoE skills are ineffective. [Skotlex]
  6510. sc = status_get_sc(bl);
  6511. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6512. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6513. type = status_skill2sc(sg->skill_id);
  6514. sce = (sc && type != -1)?sc->data[type]:NULL;
  6515. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6516. switch (sg->unit_id)
  6517. {
  6518. case UNT_SPIDERWEB:
  6519. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  6520. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  6521. sc->data[SC_SPIDERWEB]->val2++;
  6522. break;
  6523. }
  6524. else if( sc )
  6525. {
  6526. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6527. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  6528. {
  6529. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  6530. if( td )
  6531. sec = DIFF_TICK(td->tick, tick);
  6532. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6533. clif_fixpos(bl);
  6534. sg->val2 = bl->id;
  6535. }
  6536. else
  6537. sec = 3000; //Couldn't trap it?
  6538. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6539. }
  6540. break;
  6541. case UNT_SAFETYWALL:
  6542. if (!sce)
  6543. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6544. break;
  6545. case UNT_PNEUMA:
  6546. if (!sce)
  6547. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6548. break;
  6549. case UNT_WARP_WAITING:
  6550. if(bl->type==BL_PC){
  6551. struct map_session_data *sd = (struct map_session_data *)bl;
  6552. if((!sd->chatID || battle_config.chat_warpportal)
  6553. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6554. {
  6555. int x = sg->val2>>16;
  6556. int y = sg->val2&0xffff;
  6557. unsigned short m = sg->val3;
  6558. if( --sg->val1 <= 0 )
  6559. skill_delunitgroup(sg);
  6560. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  6561. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6562. }
  6563. } else
  6564. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6565. {
  6566. int m = map_mapindex2mapid(sg->val3);
  6567. if (m < 0) break; //Map not available on this map-server.
  6568. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  6569. }
  6570. break;
  6571. case UNT_QUAGMIRE:
  6572. if(!sce)
  6573. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6574. break;
  6575. case UNT_VOLCANO:
  6576. case UNT_DELUGE:
  6577. case UNT_VIOLENTGALE:
  6578. if(!sce)
  6579. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6580. break;
  6581. case UNT_SUITON:
  6582. if(!sce)
  6583. sc_start4(bl,type,100,sg->skill_lv,
  6584. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6585. 0,0,sg->limit);
  6586. break;
  6587. case UNT_HERMODE:
  6588. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6589. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6590. case UNT_RICHMANKIM:
  6591. case UNT_ETERNALCHAOS:
  6592. case UNT_DRUMBATTLEFIELD:
  6593. case UNT_RINGNIBELUNGEN:
  6594. case UNT_ROKISWEIL:
  6595. case UNT_INTOABYSS:
  6596. case UNT_SIEGFRIED:
  6597. //Needed to check when a dancer/bard leaves their ensemble area.
  6598. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6599. return skillid;
  6600. if (!sce)
  6601. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6602. break;
  6603. case UNT_WHISTLE:
  6604. case UNT_ASSASSINCROSS:
  6605. case UNT_POEMBRAGI:
  6606. case UNT_APPLEIDUN:
  6607. case UNT_HUMMING:
  6608. case UNT_DONTFORGETME:
  6609. case UNT_FORTUNEKISS:
  6610. case UNT_SERVICEFORYOU:
  6611. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6612. return 0;
  6613. if (!sc) return 0;
  6614. if (!sce)
  6615. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6616. else if (sce->val4 == 1) {
  6617. //Readjust timers since the effect will not last long.
  6618. sce->val4 = 0;
  6619. delete_timer(sce->timer, status_change_timer);
  6620. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6621. }
  6622. break;
  6623. case UNT_FOGWALL:
  6624. if (!sce)
  6625. {
  6626. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6627. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6628. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  6629. }
  6630. break;
  6631. case UNT_GRAVITATION:
  6632. if (!sce)
  6633. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6634. break;
  6635. // officially, icewall has no problems existing on occupied cells [ultramage]
  6636. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6637. // src->val1 = 0;
  6638. // if(src->limit + sg->tick > tick + 700)
  6639. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6640. // break;
  6641. case UNT_MOONLIT:
  6642. //Knockback out of area if affected char isn't in Moonlit effect
  6643. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6644. break;
  6645. if (ss == bl) //Also needed to prevent infinite loop crash.
  6646. break;
  6647. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6648. break;
  6649. }
  6650. return skillid;
  6651. }
  6652. /*==========================================
  6653. *
  6654. *------------------------------------------*/
  6655. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6656. {
  6657. struct skill_unit_group *sg;
  6658. struct block_list *ss;
  6659. TBL_PC* tsd;
  6660. struct status_data *tstatus, *sstatus;
  6661. struct status_change *tsc, *sc;
  6662. struct skill_unit_group_tickset *ts;
  6663. enum sc_type type;
  6664. int skillid;
  6665. int diff=0;
  6666. nullpo_ret(src);
  6667. nullpo_ret(bl);
  6668. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6669. return 0;
  6670. nullpo_ret(sg=src->group);
  6671. nullpo_ret(ss=map_id2bl(sg->src_id));
  6672. tsd = BL_CAST(BL_PC, bl);
  6673. tsc = status_get_sc(bl);
  6674. tstatus = status_get_status_data(bl);
  6675. if (sg->state.magic_power) //For magic power.
  6676. {
  6677. sc = status_get_sc(ss);
  6678. sstatus = status_get_status_data(ss);
  6679. } else {
  6680. sc = NULL;
  6681. sstatus = NULL;
  6682. }
  6683. type = status_skill2sc(sg->skill_id);
  6684. skillid = sg->skill_id;
  6685. if (sg->interval == -1) {
  6686. switch (sg->unit_id) {
  6687. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6688. case UNT_FIREPILLAR_ACTIVE:
  6689. return 0;
  6690. default:
  6691. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6692. return 0;
  6693. }
  6694. }
  6695. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6696. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6697. diff = DIFF_TICK(tick,ts->tick);
  6698. if (diff < 0)
  6699. return 0;
  6700. ts->tick = tick+sg->interval;
  6701. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6702. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6703. }
  6704. //Temporarily set magic power to have it take effect. [Skotlex]
  6705. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6706. { //Store previous values.
  6707. swap(sstatus->matk_min, sc->mp_matk_min);
  6708. swap(sstatus->matk_max, sc->mp_matk_max);
  6709. //Note to NOT return from the function until this is unset!
  6710. }
  6711. switch (sg->unit_id)
  6712. {
  6713. case UNT_FIREWALL:
  6714. case UNT_KAEN:
  6715. {
  6716. int count=0;
  6717. const int x = bl->x, y = bl->y;
  6718. //Take into account these hit more times than the timer interval can handle.
  6719. do
  6720. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6721. while(--src->val2 && x == bl->x && y == bl->y &&
  6722. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6723. if (src->val2<=0)
  6724. skill_delunit(src);
  6725. }
  6726. break;
  6727. case UNT_SANCTUARY:
  6728. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6729. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6730. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  6731. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6732. }
  6733. else
  6734. {
  6735. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6736. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6737. if( md && mob_is_battleground(md) )
  6738. break;
  6739. if( tstatus->hp >= tstatus->max_hp )
  6740. break;
  6741. if( status_isimmune(bl) )
  6742. heal = 0;
  6743. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6744. status_heal(bl, heal, 0, 0);
  6745. if( diff >= 500 )
  6746. sg->val1--;
  6747. }
  6748. if( sg->val1 <= 0 )
  6749. skill_delunitgroup(sg);
  6750. break;
  6751. case UNT_EVILLAND:
  6752. //Will heal demon and undead element monsters, but not players.
  6753. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6754. { //Damage enemies
  6755. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6756. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6757. } else {
  6758. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  6759. if (tstatus->hp >= tstatus->max_hp)
  6760. break;
  6761. if (status_isimmune(bl))
  6762. heal = 0;
  6763. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6764. status_heal(bl, heal, 0, 0);
  6765. }
  6766. break;
  6767. case UNT_MAGNUS:
  6768. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6769. break;
  6770. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6771. break;
  6772. case UNT_DUMMYSKILL:
  6773. switch (sg->skill_id)
  6774. {
  6775. case SG_SUN_WARM: //SG skills [Komurka]
  6776. case SG_MOON_WARM:
  6777. case SG_STAR_WARM:
  6778. {
  6779. int count = 0;
  6780. const int x = bl->x, y = bl->y;
  6781. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  6782. do
  6783. {
  6784. if( bl->type == BL_PC )
  6785. status_zap(bl, 0, 15); // sp damage to players
  6786. else // mobs
  6787. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6788. {
  6789. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  6790. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  6791. }
  6792. else
  6793. { //should end when out of sp.
  6794. sg->limit = DIFF_TICK(tick,sg->tick);
  6795. break;
  6796. }
  6797. } while( x == bl->x && y == bl->y &&
  6798. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6799. }
  6800. break;
  6801. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  6802. if (tsc)
  6803. tsc->sg_counter++; //SG hit counter.
  6804. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6805. tsc->sg_counter=0; //Attack absorbed.
  6806. break;
  6807. case GS_DESPERADO:
  6808. if (rand()%100 < src->val1)
  6809. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6810. break;
  6811. default:
  6812. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6813. }
  6814. break;
  6815. case UNT_FIREPILLAR_WAITING:
  6816. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6817. skill_delunit(src);
  6818. break;
  6819. case UNT_SKIDTRAP:
  6820. {
  6821. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6822. sg->unit_id = UNT_USED_TRAPS;
  6823. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6824. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6825. }
  6826. break;
  6827. case UNT_ANKLESNARE:
  6828. if( sg->val2 == 0 && tsc )
  6829. {
  6830. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6831. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  6832. {
  6833. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6834. if( td )
  6835. sec = DIFF_TICK(td->tick, tick);
  6836. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  6837. clif_fixpos(bl);
  6838. sg->val2 = bl->id;
  6839. }
  6840. else
  6841. sec = 3000; //Couldn't trap it?
  6842. clif_skillunit_update(&src->bl);
  6843. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6844. sg->interval = -1;
  6845. src->range = 0;
  6846. }
  6847. break;
  6848. case UNT_VENOMDUST:
  6849. if(tsc && !tsc->data[type])
  6850. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6851. break;
  6852. case UNT_LANDMINE:
  6853. case UNT_CLAYMORETRAP:
  6854. case UNT_BLASTMINE:
  6855. case UNT_SHOCKWAVE:
  6856. case UNT_SANDMAN:
  6857. case UNT_FLASHER:
  6858. case UNT_FREEZINGTRAP:
  6859. case UNT_FIREPILLAR_ACTIVE:
  6860. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6861. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6862. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6863. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6864. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6865. break;
  6866. case UNT_TALKIEBOX:
  6867. if (sg->src_id == bl->id)
  6868. break;
  6869. if (sg->val2 == 0){
  6870. clif_talkiebox(&src->bl, sg->valstr);
  6871. sg->unit_id = UNT_USED_TRAPS;
  6872. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6873. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6874. sg->val2 = -1;
  6875. }
  6876. break;
  6877. case UNT_LULLABY:
  6878. if (ss->id == bl->id)
  6879. break;
  6880. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6881. break;
  6882. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6883. if (ss->id != bl->id)
  6884. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  6885. break;
  6886. case UNT_DISSONANCE:
  6887. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6888. break;
  6889. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6890. {
  6891. int heal;
  6892. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6893. break; // affects self only when soullinked
  6894. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  6895. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6896. status_heal(bl, heal, 0, 0);
  6897. break;
  6898. }
  6899. case UNT_TATAMIGAESHI:
  6900. case UNT_DEMONSTRATION:
  6901. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6902. break;
  6903. case UNT_GOSPEL:
  6904. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6905. break;
  6906. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6907. { // Support Effect only on party, not guild
  6908. int heal;
  6909. int i = rand()%13; // Positive buff count
  6910. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6911. switch (i)
  6912. {
  6913. case 0: // Heal 1~9999 HP
  6914. heal = rand() %9999+1;
  6915. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6916. status_heal(bl,heal,0,0);
  6917. break;
  6918. case 1: // End all negative status
  6919. status_change_clear_buffs(bl,2);
  6920. if (tsd) clif_gospel_info(tsd, 0x15);
  6921. break;
  6922. case 2: // Immunity to all status
  6923. sc_start(bl,SC_SCRESIST,100,100,time);
  6924. if (tsd) clif_gospel_info(tsd, 0x16);
  6925. break;
  6926. case 3: // MaxHP +100%
  6927. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6928. if (tsd) clif_gospel_info(tsd, 0x17);
  6929. break;
  6930. case 4: // MaxSP +100%
  6931. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6932. if (tsd) clif_gospel_info(tsd, 0x18);
  6933. break;
  6934. case 5: // All stats +20
  6935. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6936. if (tsd) clif_gospel_info(tsd, 0x19);
  6937. break;
  6938. case 6: // Level 10 Blessing
  6939. sc_start(bl,SC_BLESSING,100,10,time);
  6940. break;
  6941. case 7: // Level 10 Increase AGI
  6942. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6943. break;
  6944. case 8: // Enchant weapon with Holy element
  6945. sc_start(bl,SC_ASPERSIO,100,1,time);
  6946. if (tsd) clif_gospel_info(tsd, 0x1c);
  6947. break;
  6948. case 9: // Enchant armor with Holy element
  6949. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6950. if (tsd) clif_gospel_info(tsd, 0x1d);
  6951. break;
  6952. case 10: // DEF +25%
  6953. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6954. if (tsd) clif_gospel_info(tsd, 0x1e);
  6955. break;
  6956. case 11: // ATK +100%
  6957. sc_start(bl,SC_INCATKRATE,100,100,time);
  6958. if (tsd) clif_gospel_info(tsd, 0x1f);
  6959. break;
  6960. case 12: // HIT/Flee +50
  6961. sc_start(bl,SC_INCHIT,100,50,time);
  6962. sc_start(bl,SC_INCFLEE,100,50,time);
  6963. if (tsd) clif_gospel_info(tsd, 0x20);
  6964. break;
  6965. }
  6966. }
  6967. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6968. { // Offensive Effect
  6969. int i = rand()%9; // Negative buff count
  6970. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6971. switch (i)
  6972. {
  6973. case 0: // Deal 1~9999 damage
  6974. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6975. break;
  6976. case 1: // Curse
  6977. sc_start(bl,SC_CURSE,100,1,time);
  6978. break;
  6979. case 2: // Blind
  6980. sc_start(bl,SC_BLIND,100,1,time);
  6981. break;
  6982. case 3: // Poison
  6983. sc_start(bl,SC_POISON,100,1,time);
  6984. break;
  6985. case 4: // Level 10 Provoke
  6986. sc_start(bl,SC_PROVOKE,100,10,time);
  6987. break;
  6988. case 5: // DEF -100%
  6989. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6990. break;
  6991. case 6: // ATK -100%
  6992. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6993. break;
  6994. case 7: // Flee -100%
  6995. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6996. break;
  6997. case 8: // Speed/ASPD -25%
  6998. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6999. break;
  7000. }
  7001. }
  7002. break;
  7003. case UNT_BASILICA:
  7004. {
  7005. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  7006. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  7007. { // knock-back any enemy except Boss
  7008. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  7009. clif_fixpos(bl);
  7010. }
  7011. if( sg->src_id != bl->id && i <= 0 )
  7012. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  7013. }
  7014. break;
  7015. case UNT_GRAVITATION:
  7016. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  7017. break;
  7018. case UNT_GROUNDDRIFT_WIND:
  7019. case UNT_GROUNDDRIFT_DARK:
  7020. case UNT_GROUNDDRIFT_POISON:
  7021. case UNT_GROUNDDRIFT_WATER:
  7022. case UNT_GROUNDDRIFT_FIRE:
  7023. map_foreachinrange(skill_trap_splash,&src->bl,
  7024. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  7025. &src->bl,tick);
  7026. sg->unit_id = UNT_USED_TRAPS;
  7027. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  7028. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  7029. break;
  7030. }
  7031. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  7032. { //Unset magic power.
  7033. swap(sstatus->matk_min, sc->mp_matk_min);
  7034. swap(sstatus->matk_max, sc->mp_matk_max);
  7035. }
  7036. if (bl->type == BL_MOB && ss != bl)
  7037. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  7038. return skillid;
  7039. }
  7040. /*==========================================
  7041. * Triggered when a char steps out of a skill cell
  7042. *------------------------------------------*/
  7043. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  7044. {
  7045. struct skill_unit_group *sg;
  7046. struct status_change *sc;
  7047. struct status_change_entry *sce;
  7048. enum sc_type type;
  7049. nullpo_ret(src);
  7050. nullpo_ret(bl);
  7051. nullpo_ret(sg=src->group);
  7052. sc = status_get_sc(bl);
  7053. type = status_skill2sc(sg->skill_id);
  7054. sce = (sc && type != -1)?sc->data[type]:NULL;
  7055. if( bl->prev==NULL ||
  7056. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  7057. return 0;
  7058. switch(sg->unit_id){
  7059. case UNT_SAFETYWALL:
  7060. case UNT_PNEUMA:
  7061. if (sce)
  7062. status_change_end(bl, type, INVALID_TIMER);
  7063. break;
  7064. case UNT_BASILICA:
  7065. if( sce && sce->val4 == src->bl.id )
  7066. status_change_end(bl, type, INVALID_TIMER);
  7067. break;
  7068. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7069. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  7070. status_change_end(bl, type, INVALID_TIMER);
  7071. break;
  7072. case UNT_SPIDERWEB:
  7073. {
  7074. struct block_list *target = map_id2bl(sg->val2);
  7075. if (target && target==bl)
  7076. {
  7077. if (sce && sce->val3 == sg->group_id)
  7078. status_change_end(bl, type, INVALID_TIMER);
  7079. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7080. }
  7081. break;
  7082. }
  7083. }
  7084. return sg->skill_id;
  7085. }
  7086. /*==========================================
  7087. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  7088. *------------------------------------------*/
  7089. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7090. {
  7091. struct status_change *sc;
  7092. struct status_change_entry *sce;
  7093. enum sc_type type;
  7094. sc = status_get_sc(bl);
  7095. if (sc && !sc->count)
  7096. sc = NULL;
  7097. type = status_skill2sc(skill_id);
  7098. sce = (sc && type != -1)?sc->data[type]:NULL;
  7099. switch (skill_id)
  7100. {
  7101. case WZ_QUAGMIRE:
  7102. if (bl->type==BL_MOB)
  7103. break;
  7104. if (sce)
  7105. status_change_end(bl, type, INVALID_TIMER);
  7106. break;
  7107. case BD_LULLABY:
  7108. case BD_RICHMANKIM:
  7109. case BD_ETERNALCHAOS:
  7110. case BD_DRUMBATTLEFIELD:
  7111. case BD_RINGNIBELUNGEN:
  7112. case BD_ROKISWEIL:
  7113. case BD_INTOABYSS:
  7114. case BD_SIEGFRIED:
  7115. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  7116. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7117. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7118. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7119. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7120. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7121. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7122. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7123. }
  7124. case MG_SAFETYWALL:
  7125. case AL_PNEUMA:
  7126. case SA_VOLCANO:
  7127. case SA_DELUGE:
  7128. case SA_VIOLENTGALE:
  7129. case CG_HERMODE:
  7130. case HW_GRAVITATION:
  7131. case NJ_SUITON:
  7132. if (sce)
  7133. status_change_end(bl, type, INVALID_TIMER);
  7134. break;
  7135. case BA_POEMBRAGI:
  7136. case BA_WHISTLE:
  7137. case BA_ASSASSINCROSS:
  7138. case BA_APPLEIDUN:
  7139. case DC_HUMMING:
  7140. case DC_DONTFORGETME:
  7141. case DC_FORTUNEKISS:
  7142. case DC_SERVICEFORYOU:
  7143. if (sce)
  7144. {
  7145. delete_timer(sce->timer, status_change_timer);
  7146. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7147. //not possible on our current implementation.
  7148. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7149. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7150. }
  7151. break;
  7152. case PF_FOGWALL:
  7153. if (sce)
  7154. {
  7155. status_change_end(bl, type, INVALID_TIMER);
  7156. if ((sce=sc->data[SC_BLIND]))
  7157. {
  7158. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7159. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7160. else {
  7161. delete_timer(sce->timer, status_change_timer);
  7162. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7163. }
  7164. }
  7165. }
  7166. break;
  7167. }
  7168. return skill_id;
  7169. }
  7170. /*==========================================
  7171. * Invoked when a unit cell has been placed/removed/deleted.
  7172. * flag values:
  7173. * flag&1: Invoke onplace function (otherwise invoke onout)
  7174. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7175. *------------------------------------------*/
  7176. static int skill_unit_effect (struct block_list* bl, va_list ap)
  7177. {
  7178. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7179. struct skill_unit_group* group = unit->group;
  7180. unsigned int tick = va_arg(ap,unsigned int);
  7181. unsigned int flag = va_arg(ap,unsigned int);
  7182. int skill_id;
  7183. bool dissonance;
  7184. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  7185. return 0;
  7186. nullpo_ret(group);
  7187. dissonance = skill_dance_switch(unit, 0);
  7188. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7189. skill_id = group->skill_id;
  7190. //Target-type check.
  7191. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7192. {
  7193. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7194. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7195. }
  7196. else
  7197. {
  7198. if( flag&1 )
  7199. skill_unit_onplace(unit,bl,tick);
  7200. else
  7201. skill_unit_onout(unit,bl,tick);
  7202. if( flag&4 )
  7203. skill_unit_onleft(skill_id, bl, tick);
  7204. }
  7205. if( dissonance ) skill_dance_switch(unit, 1);
  7206. return 0;
  7207. }
  7208. /*==========================================
  7209. *
  7210. *------------------------------------------*/
  7211. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7212. {
  7213. struct skill_unit_group *sg;
  7214. nullpo_ret(src);
  7215. nullpo_ret(sg=src->group);
  7216. switch( sg->unit_id )
  7217. {
  7218. case UNT_SKIDTRAP:
  7219. case UNT_LANDMINE:
  7220. case UNT_SHOCKWAVE:
  7221. case UNT_SANDMAN:
  7222. case UNT_FLASHER:
  7223. case UNT_FREEZINGTRAP:
  7224. case UNT_TALKIEBOX:
  7225. case UNT_ANKLESNARE:
  7226. case UNT_ICEWALL:
  7227. src->val1-=damage;
  7228. break;
  7229. case UNT_BLASTMINE:
  7230. case UNT_CLAYMORETRAP:
  7231. skill_blown(bl, &src->bl, 2, -1, 0);
  7232. break;
  7233. default:
  7234. damage = 0;
  7235. break;
  7236. }
  7237. return damage;
  7238. }
  7239. /*==========================================
  7240. *
  7241. *------------------------------------------*/
  7242. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7243. {
  7244. int *c, skillid;
  7245. struct block_list *src;
  7246. struct map_session_data *sd;
  7247. struct map_session_data *tsd;
  7248. int *p_sd; //Contains the list of characters found.
  7249. nullpo_ret(bl);
  7250. nullpo_ret(tsd=(struct map_session_data*)bl);
  7251. nullpo_ret(src=va_arg(ap,struct block_list *));
  7252. nullpo_ret(sd=(struct map_session_data*)src);
  7253. c=va_arg(ap,int *);
  7254. p_sd = va_arg(ap, int *);
  7255. skillid = va_arg(ap,int);
  7256. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7257. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7258. if (bl == src)
  7259. return 0;
  7260. if(pc_isdead(tsd))
  7261. return 0;
  7262. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7263. return 0;
  7264. switch(skillid)
  7265. {
  7266. case PR_BENEDICTIO:
  7267. {
  7268. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7269. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7270. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7271. && sd->status.sp >= 10)
  7272. p_sd[(*c)++]=tsd->bl.id;
  7273. return 1;
  7274. }
  7275. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7276. {
  7277. int skilllv;
  7278. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7279. return 0;
  7280. if (sd->status.sex != tsd->status.sex &&
  7281. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7282. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7283. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7284. sd->status.party_id && tsd->status.party_id &&
  7285. sd->status.party_id == tsd->status.party_id &&
  7286. !tsd->sc.data[SC_DANCING])
  7287. {
  7288. p_sd[(*c)++]=tsd->bl.id;
  7289. return skilllv;
  7290. } else {
  7291. return 0;
  7292. }
  7293. }
  7294. break;
  7295. }
  7296. return 0;
  7297. }
  7298. /*==========================================
  7299. * Checks and stores partners for ensemble skills [Skotlex]
  7300. *------------------------------------------*/
  7301. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7302. {
  7303. static int c=0;
  7304. static int p_sd[2] = { 0, 0 };
  7305. int i;
  7306. if (!battle_config.player_skill_partner_check ||
  7307. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7308. return 99; //As if there were infinite partners.
  7309. if (cast_flag)
  7310. { //Execute the skill on the partners.
  7311. struct map_session_data* tsd;
  7312. switch (skill_id)
  7313. {
  7314. case PR_BENEDICTIO:
  7315. for (i = 0; i < c; i++)
  7316. {
  7317. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7318. status_charge(&tsd->bl, 0, 10);
  7319. }
  7320. return c;
  7321. default: //Warning: Assuming Ensemble skills here (for speed)
  7322. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7323. {
  7324. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7325. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7326. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7327. tsd->skillid_dance = skill_id;
  7328. tsd->skilllv_dance = *skill_lv;
  7329. }
  7330. return c;
  7331. }
  7332. }
  7333. //Else: new search for partners.
  7334. c = 0;
  7335. memset (p_sd, 0, sizeof(p_sd));
  7336. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7337. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7338. *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.
  7339. return c;
  7340. }
  7341. /*==========================================
  7342. *
  7343. *------------------------------------------*/
  7344. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7345. {
  7346. int *c,src_id,mob_class,skill;
  7347. struct mob_data *md;
  7348. md=(struct mob_data*)bl;
  7349. src_id=va_arg(ap,int);
  7350. mob_class=va_arg(ap,int);
  7351. skill=va_arg(ap,int);
  7352. c=va_arg(ap,int *);
  7353. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7354. return 0; //Non alchemist summoned mobs have nothing to do here.
  7355. if(md->class_==mob_class)
  7356. (*c)++;
  7357. return 1;
  7358. }
  7359. /*==========================================
  7360. * Determines if a given skill should be made to consume ammo
  7361. * when used by the player. [Skotlex]
  7362. *------------------------------------------*/
  7363. int skill_isammotype (struct map_session_data *sd, int skill)
  7364. {
  7365. return (
  7366. battle_config.arrow_decrement==2 &&
  7367. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7368. skill != HT_PHANTASMIC &&
  7369. skill_get_type(skill) == BF_WEAPON &&
  7370. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7371. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7372. );
  7373. }
  7374. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  7375. {
  7376. struct status_data *status;
  7377. struct status_change *sc;
  7378. struct skill_condition require;
  7379. int i;
  7380. nullpo_ret(sd);
  7381. if (lv <= 0 || sd->chatID) return 0;
  7382. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  7383. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7384. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7385. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7386. return 1;
  7387. }
  7388. if( sd->menuskill_id == AM_PHARMACY )
  7389. {
  7390. switch( skill )
  7391. {
  7392. case AM_PHARMACY:
  7393. case AC_MAKINGARROW:
  7394. case BS_REPAIRWEAPON:
  7395. case AM_TWILIGHT1:
  7396. case AM_TWILIGHT2:
  7397. case AM_TWILIGHT3:
  7398. return 0;
  7399. }
  7400. }
  7401. status = &sd->battle_status;
  7402. sc = &sd->sc;
  7403. if( !sc->count )
  7404. sc = NULL;
  7405. if( sd->skillitem == skill )
  7406. {
  7407. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  7408. sd->state.abra_flag = 0;
  7409. else
  7410. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  7411. if( (i = sd->itemindex) == -1 ||
  7412. sd->status.inventory[i].nameid != sd->itemid ||
  7413. sd->inventory_data[i] == NULL ||
  7414. !sd->inventory_data[i]->flag.delay_consume ||
  7415. sd->status.inventory[i].amount < 1
  7416. )
  7417. { //Something went wrong, item exploit?
  7418. sd->itemid = sd->itemindex = -1;
  7419. return 0;
  7420. }
  7421. //Consume
  7422. sd->itemid = sd->itemindex = -1;
  7423. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  7424. ; //Do not consume item.
  7425. else if( sd->status.inventory[i].expire_time == 0 )
  7426. pc_delitem(sd,i,1,0,0); // Rental usable items are not consumed until expiration
  7427. }
  7428. return 1;
  7429. }
  7430. if( pc_is90overweight(sd) )
  7431. {
  7432. clif_skill_fail(sd,skill,9,0);
  7433. return 0;
  7434. }
  7435. switch( skill )
  7436. { // Turn off check.
  7437. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7438. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7439. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7440. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7441. if( sc && sc->data[status_skill2sc(skill)] )
  7442. return 1;
  7443. }
  7444. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7445. return 0;
  7446. require = skill_get_requirement(sd,skill,lv);
  7447. //Can only update state when weapon/arrow info is checked.
  7448. if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
  7449. // perform skill-specific checks (and actions)
  7450. switch( skill )
  7451. {
  7452. case SA_CASTCANCEL:
  7453. if(sd->ud.skilltimer == INVALID_TIMER) {
  7454. clif_skill_fail(sd,skill,0,0);
  7455. return 0;
  7456. }
  7457. break;
  7458. case AL_WARP:
  7459. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7460. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7461. return 0;
  7462. }
  7463. break;
  7464. case MO_CALLSPIRITS:
  7465. if(sd->spiritball >= lv) {
  7466. clif_skill_fail(sd,skill,0,0);
  7467. return 0;
  7468. }
  7469. break;
  7470. case MO_FINGEROFFENSIVE:
  7471. case GS_FLING:
  7472. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  7473. sd->spiritball_old = require.spiritball = sd->spiritball;
  7474. else
  7475. sd->spiritball_old = require.spiritball;
  7476. break;
  7477. case MO_CHAINCOMBO:
  7478. if(!sc)
  7479. return 0;
  7480. if(sc->data[SC_BLADESTOP])
  7481. break;
  7482. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7483. break;
  7484. return 0;
  7485. case MO_COMBOFINISH:
  7486. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7487. return 0;
  7488. break;
  7489. case CH_TIGERFIST:
  7490. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7491. return 0;
  7492. break;
  7493. case CH_CHAINCRUSH:
  7494. if(!(sc && sc->data[SC_COMBO]))
  7495. return 0;
  7496. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7497. return 0;
  7498. break;
  7499. case MO_EXTREMITYFIST:
  7500. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7501. // return 0;
  7502. if( sc && sc->data[SC_BLADESTOP] )
  7503. break;
  7504. if( sc && sc->data[SC_COMBO] )
  7505. {
  7506. switch(sc->data[SC_COMBO]->val1) {
  7507. case MO_COMBOFINISH:
  7508. case CH_TIGERFIST:
  7509. case CH_CHAINCRUSH:
  7510. break;
  7511. default:
  7512. return 0;
  7513. }
  7514. }
  7515. else if( !unit_can_move(&sd->bl) )
  7516. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7517. clif_skill_fail(sd,skill,0,0);
  7518. return 0;
  7519. }
  7520. break;
  7521. case TK_MISSION:
  7522. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7523. {// Cannot be used by Non-Taekwon classes
  7524. clif_skill_fail(sd,skill,0,0);
  7525. return 0;
  7526. }
  7527. break;
  7528. case TK_READYCOUNTER:
  7529. case TK_READYDOWN:
  7530. case TK_READYSTORM:
  7531. case TK_READYTURN:
  7532. case TK_JUMPKICK:
  7533. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7534. {// Soul Linkers cannot use this skill
  7535. clif_skill_fail(sd,skill,0,0);
  7536. return 0;
  7537. }
  7538. break;
  7539. case TK_TURNKICK:
  7540. case TK_STORMKICK:
  7541. case TK_DOWNKICK:
  7542. case TK_COUNTER:
  7543. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7544. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7545. if(!(sc && sc->data[SC_COMBO]))
  7546. return 0; //Combo needs to be ready
  7547. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7548. { //Unlimited Combo
  7549. if (skill == sd->skillid_old) {
  7550. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  7551. sd->skillid_old = sd->skilllv_old = 0;
  7552. return 0; //Can't repeat previous combo skill.
  7553. }
  7554. break;
  7555. }
  7556. if(sc->data[SC_COMBO]->val1 != skill)
  7557. { //Cancel combo wait.
  7558. unit_cancel_combo(&sd->bl);
  7559. return 0;
  7560. }
  7561. break; //Combo ready.
  7562. case BD_ADAPTATION:
  7563. {
  7564. int time;
  7565. if(!(sc && sc->data[SC_DANCING]))
  7566. {
  7567. clif_skill_fail(sd,skill,0,0);
  7568. return 0;
  7569. }
  7570. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7571. if (skill_get_time(
  7572. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7573. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7574. - time <= skill_get_time2(skill,lv))
  7575. {
  7576. clif_skill_fail(sd,skill,0,0);
  7577. return 0;
  7578. }
  7579. }
  7580. break;
  7581. case PR_BENEDICTIO:
  7582. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7583. {
  7584. clif_skill_fail(sd,skill,0,0);
  7585. return 0;
  7586. }
  7587. break;
  7588. case SL_SMA:
  7589. if(!(sc && sc->data[SC_SMA]))
  7590. return 0;
  7591. break;
  7592. case HT_POWER:
  7593. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7594. return 0;
  7595. break;
  7596. case CG_HERMODE:
  7597. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7598. {
  7599. clif_skill_fail(sd,skill,0,0);
  7600. return 0;
  7601. }
  7602. break;
  7603. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7604. {
  7605. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7606. int size = range*2+1;
  7607. for (i=0;i<size*size;i++) {
  7608. x = sd->bl.x+(i%size-range);
  7609. y = sd->bl.y+(i/size-range);
  7610. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7611. clif_skill_fail(sd,skill,0,0);
  7612. return 0;
  7613. }
  7614. }
  7615. }
  7616. break;
  7617. case PR_REDEMPTIO:
  7618. {
  7619. int exp;
  7620. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7621. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7622. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7623. return 0;
  7624. }
  7625. break;
  7626. }
  7627. case AM_TWILIGHT2:
  7628. case AM_TWILIGHT3:
  7629. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7630. {
  7631. clif_skill_fail(sd,skill,0,0);
  7632. return 0;
  7633. }
  7634. break;
  7635. case SG_SUN_WARM:
  7636. case SG_MOON_WARM:
  7637. case SG_STAR_WARM:
  7638. if (sc && sc->data[SC_MIRACLE])
  7639. break;
  7640. i = skill-SG_SUN_WARM;
  7641. if (sd->bl.m == sd->feel_map[i].m)
  7642. break;
  7643. clif_skill_fail(sd,skill,0,0);
  7644. return 0;
  7645. break;
  7646. case SG_SUN_COMFORT:
  7647. case SG_MOON_COMFORT:
  7648. case SG_STAR_COMFORT:
  7649. if (sc && sc->data[SC_MIRACLE])
  7650. break;
  7651. i = skill-SG_SUN_COMFORT;
  7652. if (sd->bl.m == sd->feel_map[i].m &&
  7653. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7654. break;
  7655. clif_skill_fail(sd,skill,0,0);
  7656. return 0;
  7657. case SG_FUSION:
  7658. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7659. break;
  7660. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7661. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7662. if( require.sp > 0 )
  7663. {
  7664. if (status->sp < (unsigned int)require.sp)
  7665. clif_skill_fail(sd,skill,1,0);
  7666. else
  7667. status_zap(&sd->bl, 0, require.sp);
  7668. }
  7669. return 0;
  7670. case GD_BATTLEORDER:
  7671. case GD_REGENERATION:
  7672. case GD_RESTORE:
  7673. if (!map_flag_gvg2(sd->bl.m)) {
  7674. clif_skill_fail(sd,skill,0,0);
  7675. return 0;
  7676. }
  7677. case GD_EMERGENCYCALL:
  7678. // other checks were already done in skillnotok()
  7679. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7680. return 0;
  7681. break;
  7682. case GS_GLITTERING:
  7683. if(sd->spiritball >= 10) {
  7684. clif_skill_fail(sd,skill,0,0);
  7685. return 0;
  7686. }
  7687. break;
  7688. case NJ_ISSEN:
  7689. if (status->hp < 2) {
  7690. clif_skill_fail(sd,skill,0,0);
  7691. return 0;
  7692. }
  7693. case NJ_BUNSINJYUTSU:
  7694. if (!(sc && sc->data[SC_NEN])) {
  7695. clif_skill_fail(sd,skill,0,0);
  7696. return 0;
  7697. }
  7698. break;
  7699. case NJ_ZENYNAGE:
  7700. if(sd->status.zeny < require.zeny) {
  7701. clif_skill_fail(sd,skill,5,0);
  7702. return 0;
  7703. }
  7704. break;
  7705. case PF_HPCONVERSION:
  7706. if (status->sp == status->max_sp)
  7707. return 0; //Unusable when at full SP.
  7708. break;
  7709. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7710. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7711. clif_skill_fail(sd,skill,0,0);
  7712. return 0;
  7713. }
  7714. break;
  7715. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7716. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7717. {
  7718. clif_skill_fail(sd,skill,0,0);
  7719. return 0;
  7720. }
  7721. break;
  7722. }
  7723. switch(require.state) {
  7724. case ST_HIDING:
  7725. if(!(sc && sc->option&OPTION_HIDE)) {
  7726. clif_skill_fail(sd,skill,0,0);
  7727. return 0;
  7728. }
  7729. break;
  7730. case ST_CLOAKING:
  7731. if(!pc_iscloaking(sd)) {
  7732. clif_skill_fail(sd,skill,0,0);
  7733. return 0;
  7734. }
  7735. break;
  7736. case ST_HIDDEN:
  7737. if(!pc_ishiding(sd)) {
  7738. clif_skill_fail(sd,skill,0,0);
  7739. return 0;
  7740. }
  7741. break;
  7742. case ST_RIDING:
  7743. if(!pc_isriding(sd)) {
  7744. clif_skill_fail(sd,skill,0,0);
  7745. return 0;
  7746. }
  7747. break;
  7748. case ST_FALCON:
  7749. if(!pc_isfalcon(sd)) {
  7750. clif_skill_fail(sd,skill,0,0);
  7751. return 0;
  7752. }
  7753. break;
  7754. case ST_CARTBOOST:
  7755. if(!(sc && sc->data[SC_CARTBOOST])) {
  7756. clif_skill_fail(sd,skill,0,0);
  7757. return 0;
  7758. }
  7759. case ST_CART:
  7760. if(!pc_iscarton(sd)) {
  7761. clif_skill_fail(sd,skill,0,0);
  7762. return 0;
  7763. }
  7764. break;
  7765. case ST_SHIELD:
  7766. if(sd->status.shield <= 0) {
  7767. clif_skill_fail(sd,skill,0,0);
  7768. return 0;
  7769. }
  7770. break;
  7771. case ST_SIGHT:
  7772. if(!(sc && sc->data[SC_SIGHT])) {
  7773. clif_skill_fail(sd,skill,0,0);
  7774. return 0;
  7775. }
  7776. break;
  7777. case ST_EXPLOSIONSPIRITS:
  7778. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7779. clif_skill_fail(sd,skill,0,0);
  7780. return 0;
  7781. }
  7782. break;
  7783. case ST_RECOV_WEIGHT_RATE:
  7784. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7785. clif_skill_fail(sd,skill,0,0);
  7786. return 0;
  7787. }
  7788. break;
  7789. case ST_MOVE_ENABLE:
  7790. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7791. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7792. if (!unit_can_move(&sd->bl)) {
  7793. clif_skill_fail(sd,skill,0,0);
  7794. return 0;
  7795. }
  7796. break;
  7797. case ST_WATER:
  7798. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7799. break;
  7800. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7801. break;
  7802. clif_skill_fail(sd,skill,0,0);
  7803. return 0;
  7804. }
  7805. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  7806. //mhp is the max-hp-requirement, that is,
  7807. //you must have this % or less of HP to cast it.
  7808. clif_skill_fail(sd,skill,2,0);
  7809. return 0;
  7810. }
  7811. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  7812. clif_skill_fail(sd,skill,6,0);
  7813. return 0;
  7814. }
  7815. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  7816. clif_skill_fail(sd,skill,1,0);
  7817. return 0;
  7818. }
  7819. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  7820. clif_skill_fail(sd,skill,5,0);
  7821. return 0;
  7822. }
  7823. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  7824. clif_skill_fail(sd,skill,0,0);
  7825. return 0;
  7826. }
  7827. return 1;
  7828. }
  7829. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  7830. {
  7831. struct skill_condition require;
  7832. struct status_data *status;
  7833. int i;
  7834. int index[MAX_SKILL_ITEM_REQUIRE];
  7835. nullpo_ret(sd);
  7836. if( lv <= 0 || sd->chatID )
  7837. return 0;
  7838. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  7839. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7840. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  7841. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  7842. return 1;
  7843. }
  7844. if( sd->menuskill_id == AM_PHARMACY )
  7845. { // Cast start or cast end??
  7846. switch( skill )
  7847. {
  7848. case AM_PHARMACY:
  7849. case AC_MAKINGARROW:
  7850. case BS_REPAIRWEAPON:
  7851. case AM_TWILIGHT1:
  7852. case AM_TWILIGHT2:
  7853. case AM_TWILIGHT3:
  7854. return 0;
  7855. }
  7856. }
  7857. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  7858. return 1;
  7859. if( pc_is90overweight(sd) )
  7860. {
  7861. clif_skill_fail(sd,skill,9,0);
  7862. return 0;
  7863. }
  7864. // perform skill-specific checks (and actions)
  7865. switch( skill )
  7866. {
  7867. case PR_BENEDICTIO:
  7868. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7869. break;
  7870. case AM_CANNIBALIZE:
  7871. case AM_SPHEREMINE:
  7872. {
  7873. int c=0;
  7874. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7875. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7876. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7877. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7878. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7879. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7880. if(c >= maxcount ||
  7881. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7882. { //Fails when: exceed max limit. There are other plant types already out.
  7883. clif_skill_fail(sd,skill,0,0);
  7884. return 0;
  7885. }
  7886. }
  7887. break;
  7888. }
  7889. }
  7890. status = &sd->battle_status;
  7891. require = skill_get_requirement(sd,skill,lv);
  7892. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  7893. clif_skill_fail(sd,skill,2,0);
  7894. return 0;
  7895. }
  7896. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  7897. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7898. !sd->inventory_data[i] ||
  7899. sd->status.inventory[i].amount < require.ammo_qty
  7900. ) {
  7901. clif_arrow_fail(sd,0);
  7902. return 0;
  7903. }
  7904. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  7905. { //Ammo type check. Send the "wrong weapon type" message
  7906. //which is the closest we have to wrong ammo type. [Skotlex]
  7907. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7908. //clif_skill_fail(sd,skill,6,0);
  7909. return 0;
  7910. }
  7911. }
  7912. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7913. {
  7914. if( !require.itemid[i] )
  7915. continue;
  7916. index[i] = pc_search_inventory(sd,require.itemid[i]);
  7917. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  7918. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  7919. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7920. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  7921. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7922. else
  7923. clif_skill_fail(sd,skill,0,0);
  7924. return 0;
  7925. }
  7926. }
  7927. return 1;
  7928. }
  7929. // type&2: consume items (after skill was used)
  7930. // type&1: consume the others (before skill was used)
  7931. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  7932. {
  7933. int n,i;
  7934. struct skill_condition req;
  7935. nullpo_ret(sd);
  7936. req = skill_get_requirement(sd,skill,lv);
  7937. if( type&1 )
  7938. {
  7939. if( skill == CG_TAROTCARD || sd->state.autocast )
  7940. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  7941. if(req.hp || req.sp)
  7942. status_zap(&sd->bl, req.hp, req.sp);
  7943. if(req.spiritball > 0)
  7944. pc_delspiritball(sd,req.spiritball,0);
  7945. if(req.zeny > 0)
  7946. {
  7947. if( skill == NJ_ZENYNAGE )
  7948. req.zeny = 0; //Zeny is reduced on skill_attack.
  7949. if( sd->status.zeny < req.zeny )
  7950. req.zeny = sd->status.zeny;
  7951. pc_payzeny(sd,req.zeny);
  7952. }
  7953. }
  7954. if( type&2 )
  7955. {
  7956. struct status_change *sc = &sd->sc;
  7957. if( !sc->count )
  7958. sc = NULL;
  7959. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  7960. {
  7961. if( !req.itemid[i] )
  7962. continue;
  7963. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  7964. continue; //Gemstones are checked, but not substracted from inventory.
  7965. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  7966. pc_delitem(sd,n,req.amount[i],0,1);
  7967. }
  7968. }
  7969. return 1;
  7970. }
  7971. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  7972. {
  7973. struct skill_condition req;
  7974. struct status_data *status;
  7975. struct status_change *sc;
  7976. int i,j,hp_rate,sp_rate;
  7977. memset(&req,0,sizeof(req));
  7978. if( !sd )
  7979. return req;
  7980. if( sd->skillitem == skill )
  7981. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  7982. sc = &sd->sc;
  7983. if( !sc->count )
  7984. sc = NULL;
  7985. switch( skill )
  7986. { // Turn off check.
  7987. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  7988. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  7989. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  7990. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  7991. if( sc && sc->data[status_skill2sc(skill)] )
  7992. return req;
  7993. }
  7994. j = skill_get_index(skill);
  7995. if( j == 0 ) // invalid skill id
  7996. return req;
  7997. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7998. return req;
  7999. status = &sd->battle_status;
  8000. req.hp = skill_db[j].hp[lv-1];
  8001. hp_rate = skill_db[j].hp_rate[lv-1];
  8002. if(hp_rate > 0)
  8003. req.hp += (status->hp * hp_rate)/100;
  8004. else
  8005. req.hp += (status->max_hp * (-hp_rate))/100;
  8006. req.sp = skill_db[j].sp[lv-1];
  8007. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  8008. req.sp /= 2;
  8009. sp_rate = skill_db[j].sp_rate[lv-1];
  8010. if(sp_rate > 0)
  8011. req.sp += (status->sp * sp_rate)/100;
  8012. else
  8013. req.sp += (status->max_sp * (-sp_rate))/100;
  8014. if( sd->dsprate!=100 )
  8015. req.sp = req.sp * sd->dsprate / 100;
  8016. req.zeny = skill_db[j].zeny[lv-1];
  8017. req.spiritball = skill_db[j].spiritball[lv-1];
  8018. req.state = skill_db[j].state;
  8019. req.mhp = skill_db[j].mhp[lv-1];
  8020. req.weapon = skill_db[j].weapon;
  8021. req.ammo = skill_db[j].ammo;
  8022. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  8023. if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
  8024. { //Assume this skill is using the weapon, therefore it requires arrows.
  8025. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  8026. req.ammo_qty = 1;
  8027. }
  8028. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8029. {
  8030. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  8031. continue;
  8032. switch( skill )
  8033. {
  8034. case AM_CALLHOMUN:
  8035. if (sd->status.hom_id) //Don't delete items when hom is already out.
  8036. continue;
  8037. break;
  8038. case WZ_FIREPILLAR: // celest
  8039. if (lv <= 5) // no gems required at level 1-5
  8040. continue;
  8041. break;
  8042. }
  8043. req.itemid[i] = skill_db[j].itemid[i];
  8044. req.amount[i] = skill_db[j].amount[i];
  8045. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  8046. {
  8047. if( sd->special_state.no_gemstone )
  8048. { //Make it substract 1 gem rather than skipping the cost.
  8049. if( --req.amount[i] < 1 )
  8050. req.itemid[i] = 0;
  8051. }
  8052. if(sc && sc->data[SC_INTOABYSS])
  8053. {
  8054. if( skill != SA_ABRACADABRA )
  8055. req.itemid[i] = req.amount[i] = 0;
  8056. else if( --req.amount[i] < 1 )
  8057. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  8058. }
  8059. }
  8060. }
  8061. // Check for cost reductions due to skills & SCs
  8062. switch(skill) {
  8063. case MC_MAMMONITE:
  8064. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  8065. req.zeny -= req.zeny*10/100;
  8066. break;
  8067. case AL_HOLYLIGHT:
  8068. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  8069. req.sp *= 5;
  8070. break;
  8071. case SL_SMA:
  8072. case SL_STUN:
  8073. case SL_STIN:
  8074. {
  8075. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  8076. if(kaina_lv==0 || sd->status.base_level<70)
  8077. break;
  8078. if(sd->status.base_level>=90)
  8079. req.sp -= req.sp*7*kaina_lv/100;
  8080. else if(sd->status.base_level>=80)
  8081. req.sp -= req.sp*5*kaina_lv/100;
  8082. else if(sd->status.base_level>=70)
  8083. req.sp -= req.sp*3*kaina_lv/100;
  8084. }
  8085. break;
  8086. case MO_TRIPLEATTACK:
  8087. case MO_CHAINCOMBO:
  8088. case MO_COMBOFINISH:
  8089. case CH_TIGERFIST:
  8090. case CH_CHAINCRUSH:
  8091. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  8092. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  8093. break;
  8094. case MO_BODYRELOCATION:
  8095. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  8096. req.spiritball = 0;
  8097. break;
  8098. case MO_EXTREMITYFIST:
  8099. if( sc )
  8100. {
  8101. if( sc->data[SC_BLADESTOP] )
  8102. req.spiritball--;
  8103. else if( sc->data[SC_COMBO] )
  8104. {
  8105. switch( sc->data[SC_COMBO]->val1 )
  8106. {
  8107. case MO_COMBOFINISH:
  8108. req.spiritball = 4;
  8109. break;
  8110. case CH_TIGERFIST:
  8111. req.spiritball = 3;
  8112. break;
  8113. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  8114. req.spiritball = sd->spiritball?sd->spiritball:1;
  8115. break;
  8116. }
  8117. }
  8118. }
  8119. break;
  8120. }
  8121. return req;
  8122. }
  8123. /*==========================================
  8124. * Does cast-time reductions based on dex, item bonuses and config setting
  8125. *------------------------------------------*/
  8126. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8127. {
  8128. int time = skill_get_cast(skill_id, skill_lv);
  8129. struct map_session_data *sd;
  8130. nullpo_ret(bl);
  8131. sd = BL_CAST(BL_PC, bl);
  8132. // calculate base cast time (reduced by dex)
  8133. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  8134. {
  8135. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8136. if( scale > 0 ) // not instant cast
  8137. time = time * scale / battle_config.castrate_dex_scale;
  8138. else return 0; // instant cast
  8139. }
  8140. // calculate cast time reduced by item/card bonuses
  8141. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  8142. {
  8143. int i;
  8144. if( sd->castrate != 100 )
  8145. time = time * sd->castrate / 100;
  8146. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  8147. {
  8148. if( sd->skillcast[i].id == skill_id )
  8149. {
  8150. time+= time * sd->skillcast[i].val / 100;
  8151. break;
  8152. }
  8153. }
  8154. }
  8155. // config cast time multiplier
  8156. if (battle_config.cast_rate != 100)
  8157. time = time * battle_config.cast_rate / 100;
  8158. // return final cast time
  8159. return (time > 0) ? time : 0;
  8160. }
  8161. /*==========================================
  8162. * Does cast-time reductions based on sc data.
  8163. *------------------------------------------*/
  8164. int skill_castfix_sc (struct block_list *bl, int time)
  8165. {
  8166. struct status_change *sc = status_get_sc(bl);
  8167. if (sc && sc->count) {
  8168. if (sc->data[SC_SLOWCAST])
  8169. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  8170. if (sc->data[SC_SUFFRAGIUM]) {
  8171. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  8172. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  8173. }
  8174. if (sc->data[SC_MEMORIZE]) {
  8175. time>>=1;
  8176. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  8177. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  8178. }
  8179. if (sc->data[SC_POEMBRAGI])
  8180. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  8181. }
  8182. return (time > 0) ? time : 0;
  8183. }
  8184. /*==========================================
  8185. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8186. *------------------------------------------*/
  8187. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8188. {
  8189. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8190. int time = skill_get_delay(skill_id, skill_lv);
  8191. struct map_session_data *sd;
  8192. struct status_change *sc = status_get_sc(bl);
  8193. nullpo_ret(bl);
  8194. sd = BL_CAST(BL_PC, bl);
  8195. if (skill_id == SA_ABRACADABRA)
  8196. return 0; //Will use picked skill's delay.
  8197. if (bl->type&battle_config.no_skill_delay)
  8198. return battle_config.min_skill_delay_limit;
  8199. if (time < 0)
  8200. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  8201. // Delay reductions
  8202. switch (skill_id)
  8203. { //Monk combo skills have their delay reduced by agi/dex.
  8204. case MO_TRIPLEATTACK:
  8205. case MO_CHAINCOMBO:
  8206. case MO_COMBOFINISH:
  8207. case CH_TIGERFIST:
  8208. case CH_CHAINCRUSH:
  8209. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8210. break;
  8211. case HP_BASILICA:
  8212. if( sc && !sc->data[SC_BASILICA] )
  8213. time = 0; // There is no Delay on Basilica creation, only on cancel
  8214. break;
  8215. default:
  8216. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8217. { // if skill delay is allowed to be reduced by dex
  8218. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8219. if (scale > 0)
  8220. time = time * scale / battle_config.castrate_dex_scale;
  8221. else //To be capped later to minimum.
  8222. time = 0;
  8223. }
  8224. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8225. { // if skill delay is allowed to be reduced by agi
  8226. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8227. if (scale > 0)
  8228. time = time * scale / battle_config.castrate_dex_scale;
  8229. else //To be capped later to minimum.
  8230. time = 0;
  8231. }
  8232. }
  8233. if ( sc && sc->data[SC_SPIRIT] )
  8234. {
  8235. switch (skill_id) {
  8236. case CR_SHIELDBOOMERANG:
  8237. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  8238. time /= 2;
  8239. break;
  8240. case AS_SONICBLOW:
  8241. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  8242. time /= 2;
  8243. break;
  8244. }
  8245. }
  8246. if (!(delaynodex&2))
  8247. {
  8248. if (sc && sc->count) {
  8249. if (sc->data[SC_POEMBRAGI])
  8250. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  8251. }
  8252. }
  8253. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  8254. time = time * sd->delayrate / 100;
  8255. if (battle_config.delay_rate != 100)
  8256. time = time * battle_config.delay_rate / 100;
  8257. if (time < status_get_amotion(bl))
  8258. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  8259. return max(time, battle_config.min_skill_delay_limit);
  8260. }
  8261. /*=========================================
  8262. *
  8263. *-----------------------------------------*/
  8264. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8265. {
  8266. nullpo_retv(tc);
  8267. if(dir == 0){
  8268. tc->val1[0]=x-2;
  8269. tc->val1[1]=x-1;
  8270. tc->val1[2]=x;
  8271. tc->val1[3]=x+1;
  8272. tc->val1[4]=x+2;
  8273. tc->val2[0]=
  8274. tc->val2[1]=
  8275. tc->val2[2]=
  8276. tc->val2[3]=
  8277. tc->val2[4]=y-1;
  8278. }
  8279. else if(dir==2){
  8280. tc->val1[0]=
  8281. tc->val1[1]=
  8282. tc->val1[2]=
  8283. tc->val1[3]=
  8284. tc->val1[4]=x+1;
  8285. tc->val2[0]=y+2;
  8286. tc->val2[1]=y+1;
  8287. tc->val2[2]=y;
  8288. tc->val2[3]=y-1;
  8289. tc->val2[4]=y-2;
  8290. }
  8291. else if(dir==4){
  8292. tc->val1[0]=x-2;
  8293. tc->val1[1]=x-1;
  8294. tc->val1[2]=x;
  8295. tc->val1[3]=x+1;
  8296. tc->val1[4]=x+2;
  8297. tc->val2[0]=
  8298. tc->val2[1]=
  8299. tc->val2[2]=
  8300. tc->val2[3]=
  8301. tc->val2[4]=y+1;
  8302. }
  8303. else if(dir==6){
  8304. tc->val1[0]=
  8305. tc->val1[1]=
  8306. tc->val1[2]=
  8307. tc->val1[3]=
  8308. tc->val1[4]=x-1;
  8309. tc->val2[0]=y+2;
  8310. tc->val2[1]=y+1;
  8311. tc->val2[2]=y;
  8312. tc->val2[3]=y-1;
  8313. tc->val2[4]=y-2;
  8314. }
  8315. else if(dir==1){
  8316. tc->val1[0]=x-1;
  8317. tc->val1[1]=x;
  8318. tc->val1[2]=x+1;
  8319. tc->val1[3]=x+2;
  8320. tc->val1[4]=x+3;
  8321. tc->val2[0]=y-4;
  8322. tc->val2[1]=y-3;
  8323. tc->val2[2]=y-1;
  8324. tc->val2[3]=y;
  8325. tc->val2[4]=y+1;
  8326. }
  8327. else if(dir==3){
  8328. tc->val1[0]=x+3;
  8329. tc->val1[1]=x+2;
  8330. tc->val1[2]=x+1;
  8331. tc->val1[3]=x;
  8332. tc->val1[4]=x-1;
  8333. tc->val2[0]=y-1;
  8334. tc->val2[1]=y;
  8335. tc->val2[2]=y+1;
  8336. tc->val2[3]=y+2;
  8337. tc->val2[4]=y+3;
  8338. }
  8339. else if(dir==5){
  8340. tc->val1[0]=x+1;
  8341. tc->val1[1]=x;
  8342. tc->val1[2]=x-1;
  8343. tc->val1[3]=x-2;
  8344. tc->val1[4]=x-3;
  8345. tc->val2[0]=y+3;
  8346. tc->val2[1]=y+2;
  8347. tc->val2[2]=y+1;
  8348. tc->val2[3]=y;
  8349. tc->val2[4]=y-1;
  8350. }
  8351. else if(dir==7){
  8352. tc->val1[0]=x-3;
  8353. tc->val1[1]=x-2;
  8354. tc->val1[2]=x-1;
  8355. tc->val1[3]=x;
  8356. tc->val1[4]=x+1;
  8357. tc->val2[1]=y;
  8358. tc->val2[0]=y+1;
  8359. tc->val2[2]=y-1;
  8360. tc->val2[3]=y-2;
  8361. tc->val2[4]=y-3;
  8362. }
  8363. }
  8364. /*=========================================
  8365. *
  8366. *-----------------------------------------*/
  8367. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8368. {
  8369. int c;
  8370. nullpo_retv(tc);
  8371. for( c = 0; c < 5; c++ )
  8372. {
  8373. switch( dir )
  8374. {
  8375. case 0: tc->val2[c]+=are; break;
  8376. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8377. case 2: tc->val1[c]-=are; break;
  8378. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8379. case 4: tc->val2[c]-=are; break;
  8380. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8381. case 6: tc->val1[c]+=are; break;
  8382. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8383. }
  8384. }
  8385. }
  8386. /*==========================================
  8387. * Weapon Repair [Celest/DracoRPG]
  8388. *------------------------------------------*/
  8389. void skill_repairweapon (struct map_session_data *sd, int idx)
  8390. {
  8391. int material;
  8392. int materials[4] = { 1002, 998, 999, 756 };
  8393. struct item *item;
  8394. struct map_session_data *target_sd;
  8395. nullpo_retv(sd);
  8396. target_sd = map_id2sd(sd->menuskill_val);
  8397. if (!target_sd) //Failed....
  8398. return;
  8399. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8400. return;
  8401. if(idx < 0 || idx >= MAX_INVENTORY)
  8402. return; //Invalid index??
  8403. item = &target_sd->status.inventory[idx];
  8404. if(item->nameid <= 0 || item->attribute == 0)
  8405. return; //Again invalid item....
  8406. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8407. clif_item_repaireffect(sd,item->nameid,1);
  8408. return;
  8409. }
  8410. if (itemdb_type(item->nameid)==IT_WEAPON)
  8411. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8412. else
  8413. material = materials [2]; // Armors consume 1 Steel
  8414. if (pc_search_inventory(sd,material) < 0 ) {
  8415. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8416. return;
  8417. }
  8418. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8419. item->attribute=0;
  8420. clif_equiplist(target_sd);
  8421. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0);
  8422. clif_item_repaireffect(sd,item->nameid,0);
  8423. if(sd!=target_sd)
  8424. clif_item_repaireffect(target_sd,item->nameid,0);
  8425. }
  8426. /*==========================================
  8427. * Item Appraisal
  8428. *------------------------------------------*/
  8429. void skill_identify (struct map_session_data *sd, int idx)
  8430. {
  8431. int flag=1;
  8432. nullpo_retv(sd);
  8433. if(idx >= 0 && idx < MAX_INVENTORY) {
  8434. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8435. flag=0;
  8436. sd->status.inventory[idx].identify=1;
  8437. }
  8438. }
  8439. clif_item_identified(sd,idx,flag);
  8440. }
  8441. /*==========================================
  8442. * Weapon Refine [Celest]
  8443. *------------------------------------------*/
  8444. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8445. {
  8446. int i = 0, ep = 0, per;
  8447. int material[5] = { 0, 1010, 1011, 984, 984 };
  8448. struct item *item;
  8449. nullpo_retv(sd);
  8450. if (idx >= 0 && idx < MAX_INVENTORY)
  8451. {
  8452. struct item_data *ditem = sd->inventory_data[idx];
  8453. item = &sd->status.inventory[idx];
  8454. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  8455. {
  8456. if( item->refine >= sd->menuskill_val
  8457. || item->refine >= MAX_REFINE // if it's no longer refineable
  8458. || ditem->flag.no_refine // if the item isn't refinable
  8459. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8460. {
  8461. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8462. return;
  8463. }
  8464. per = percentrefinery [ditem->wlv][(int)item->refine];
  8465. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8466. pc_delitem(sd, i, 1, 0, 0);
  8467. if (per > rand() % 100) {
  8468. item->refine++;
  8469. if(item->equip) {
  8470. ep = item->equip;
  8471. pc_unequipitem(sd,idx,3);
  8472. }
  8473. clif_refine(sd->fd,0,idx,item->refine);
  8474. clif_delitem(sd,idx,1,3);
  8475. clif_additem(sd,idx,1,0);
  8476. if (ep)
  8477. pc_equipitem(sd,idx,ep);
  8478. clif_misceffect(&sd->bl,3);
  8479. if(item->refine == MAX_REFINE &&
  8480. item->card[0] == CARD0_FORGE &&
  8481. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8482. { // Fame point system [DracoRPG]
  8483. switch(ditem->wlv){
  8484. case 1:
  8485. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8486. break;
  8487. case 2:
  8488. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8489. break;
  8490. case 3:
  8491. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8492. break;
  8493. }
  8494. }
  8495. } else {
  8496. item->refine = 0;
  8497. if(item->equip)
  8498. pc_unequipitem(sd,idx,3);
  8499. clif_refine(sd->fd,1,idx,item->refine);
  8500. pc_delitem(sd,idx,1,0,2);
  8501. clif_misceffect(&sd->bl,2);
  8502. clif_emotion(&sd->bl, E_OMG);
  8503. }
  8504. }
  8505. }
  8506. }
  8507. /*==========================================
  8508. *
  8509. *------------------------------------------*/
  8510. int skill_autospell (struct map_session_data *sd, int skillid)
  8511. {
  8512. int skilllv;
  8513. int maxlv=1,lv;
  8514. nullpo_ret(sd);
  8515. skilllv = sd->menuskill_val;
  8516. lv=pc_checkskill(sd,skillid);
  8517. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8518. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8519. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8520. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8521. maxlv =10; //Soul Linker bonus. [Skotlex]
  8522. else if(skilllv==2) maxlv=1;
  8523. else if(skilllv==3) maxlv=2;
  8524. else if(skilllv>=4) maxlv=3;
  8525. }
  8526. else if(skillid==MG_SOULSTRIKE){
  8527. if(skilllv==5) maxlv=1;
  8528. else if(skilllv==6) maxlv=2;
  8529. else if(skilllv>=7) maxlv=3;
  8530. }
  8531. else if(skillid==MG_FIREBALL){
  8532. if(skilllv==8) maxlv=1;
  8533. else if(skilllv>=9) maxlv=2;
  8534. }
  8535. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8536. else return 0;
  8537. if(maxlv > lv)
  8538. maxlv = lv;
  8539. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8540. skill_get_time(SA_AUTOSPELL,skilllv));
  8541. return 0;
  8542. }
  8543. /*==========================================
  8544. * Sitting skills functions.
  8545. *------------------------------------------*/
  8546. static int skill_sit_count (struct block_list *bl, va_list ap)
  8547. {
  8548. struct map_session_data *sd;
  8549. int type =va_arg(ap,int);
  8550. sd=(struct map_session_data*)bl;
  8551. if(!pc_issit(sd))
  8552. return 0;
  8553. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8554. return 1;
  8555. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8556. return 1;
  8557. return 0;
  8558. }
  8559. static int skill_sit_in (struct block_list *bl, va_list ap)
  8560. {
  8561. struct map_session_data *sd;
  8562. int type =va_arg(ap,int);
  8563. sd=(struct map_session_data*)bl;
  8564. if(!pc_issit(sd))
  8565. return 0;
  8566. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8567. sd->state.gangsterparadise=1;
  8568. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8569. {
  8570. sd->state.rest=1;
  8571. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8572. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8573. }
  8574. return 0;
  8575. }
  8576. static int skill_sit_out (struct block_list *bl, va_list ap)
  8577. {
  8578. struct map_session_data *sd;
  8579. int type =va_arg(ap,int);
  8580. sd=(struct map_session_data*)bl;
  8581. if(sd->state.gangsterparadise && type&1)
  8582. sd->state.gangsterparadise=0;
  8583. if(sd->state.rest && type&2) {
  8584. sd->state.rest=0;
  8585. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8586. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8587. }
  8588. return 0;
  8589. }
  8590. int skill_sit (struct map_session_data *sd, int type)
  8591. {
  8592. int flag = 0;
  8593. int range = 0, lv;
  8594. nullpo_ret(sd);
  8595. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8596. flag|=1;
  8597. range = skill_get_splash(RG_GANGSTER, lv);
  8598. }
  8599. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8600. flag|=2;
  8601. range = skill_get_splash(TK_HPTIME, lv);
  8602. }
  8603. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8604. flag|=2;
  8605. range = skill_get_splash(TK_SPTIME, lv);
  8606. }
  8607. if (!flag) return 0;
  8608. if(type) {
  8609. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8610. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8611. } else {
  8612. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8613. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8614. }
  8615. return 0;
  8616. }
  8617. /*==========================================
  8618. *
  8619. *------------------------------------------*/
  8620. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8621. {
  8622. struct block_list *src;
  8623. int skillnum,skilllv;
  8624. unsigned int tick;
  8625. nullpo_ret(bl);
  8626. nullpo_ret(src=va_arg(ap,struct block_list*));
  8627. skillnum=va_arg(ap,int);
  8628. skilllv=va_arg(ap,int);
  8629. if(skilllv <= 0) return 0;
  8630. tick=va_arg(ap,unsigned int);
  8631. if (src == bl || status_isdead(bl))
  8632. return 0;
  8633. if (bl->type == BL_PC) {
  8634. struct map_session_data *sd = (struct map_session_data *)bl;
  8635. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8636. return 0;
  8637. }
  8638. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8639. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8640. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8641. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8642. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  8643. return 0;
  8644. }
  8645. /*==========================================
  8646. *
  8647. *------------------------------------------*/
  8648. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8649. {
  8650. int range = skill_get_unit_range(skill_num,skill_lv);
  8651. int x,y;
  8652. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8653. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8654. map_setcell(src->bl.m, x, y, cell, flag);
  8655. }
  8656. /*==========================================
  8657. *
  8658. *------------------------------------------*/
  8659. int skill_attack_area (struct block_list *bl, va_list ap)
  8660. {
  8661. struct block_list *src,*dsrc;
  8662. int atk_type,skillid,skilllv,flag,type;
  8663. unsigned int tick;
  8664. if(status_isdead(bl))
  8665. return 0;
  8666. atk_type = va_arg(ap,int);
  8667. src=va_arg(ap,struct block_list*);
  8668. dsrc=va_arg(ap,struct block_list*);
  8669. skillid=va_arg(ap,int);
  8670. skilllv=va_arg(ap,int);
  8671. tick=va_arg(ap,unsigned int);
  8672. flag=va_arg(ap,int);
  8673. type=va_arg(ap,int);
  8674. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8675. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8676. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8677. !status_check_skilluse(NULL, bl, skillid, 2))
  8678. return 0;
  8679. switch (skillid) {
  8680. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8681. case NPC_ACIDBREATH:
  8682. case NPC_DARKNESSBREATH:
  8683. case NPC_FIREBREATH:
  8684. case NPC_ICEBREATH:
  8685. case NPC_THUNDERBREATH:
  8686. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8687. default:
  8688. //Area-splash, disable skill animation.
  8689. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8690. }
  8691. }
  8692. /*==========================================
  8693. *
  8694. *------------------------------------------*/
  8695. int skill_clear_group (struct block_list *bl, int flag)
  8696. {
  8697. struct unit_data *ud = unit_bl2ud(bl);
  8698. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8699. int i, count=0;
  8700. nullpo_ret(bl);
  8701. if (!ud) return 0;
  8702. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8703. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8704. {
  8705. switch (ud->skillunit[i]->skill_id) {
  8706. case SA_DELUGE:
  8707. case SA_VOLCANO:
  8708. case SA_VIOLENTGALE:
  8709. case SA_LANDPROTECTOR:
  8710. case NJ_SUITON:
  8711. case NJ_KAENSIN:
  8712. if (flag&1)
  8713. group[count++]= ud->skillunit[i];
  8714. break;
  8715. default:
  8716. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8717. group[count++]= ud->skillunit[i];
  8718. break;
  8719. }
  8720. }
  8721. for (i=0;i<count;i++)
  8722. skill_delunitgroup(group[i]);
  8723. return count;
  8724. }
  8725. /*==========================================
  8726. * Returns the first element field found [Skotlex]
  8727. *------------------------------------------*/
  8728. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8729. {
  8730. struct unit_data *ud = unit_bl2ud(bl);
  8731. int i;
  8732. nullpo_ret(bl);
  8733. if (!ud) return NULL;
  8734. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8735. switch (ud->skillunit[i]->skill_id) {
  8736. case SA_DELUGE:
  8737. case SA_VOLCANO:
  8738. case SA_VIOLENTGALE:
  8739. case SA_LANDPROTECTOR:
  8740. case NJ_SUITON:
  8741. return ud->skillunit[i];
  8742. }
  8743. }
  8744. return NULL;
  8745. }
  8746. // for graffiti cleaner [Valaris]
  8747. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8748. {
  8749. struct skill_unit *unit=NULL;
  8750. nullpo_ret(bl);
  8751. nullpo_ret(ap);
  8752. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8753. return 0;
  8754. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8755. skill_delunit(unit);
  8756. return 0;
  8757. }
  8758. int skill_greed (struct block_list *bl, va_list ap)
  8759. {
  8760. struct block_list *src;
  8761. struct map_session_data *sd=NULL;
  8762. struct flooritem_data *fitem=NULL;
  8763. nullpo_ret(bl);
  8764. nullpo_ret(src = va_arg(ap, struct block_list *));
  8765. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8766. pc_takeitem(sd, fitem);
  8767. return 0;
  8768. }
  8769. /*==========================================
  8770. *
  8771. *------------------------------------------*/
  8772. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8773. {
  8774. int skillid;
  8775. int *alive;
  8776. struct skill_unit *unit;
  8777. struct block_list *src;
  8778. skillid = va_arg(ap,int);
  8779. alive = va_arg(ap,int *);
  8780. src = va_arg(ap,struct block_list *);
  8781. unit = (struct skill_unit *)bl;
  8782. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8783. return 0;
  8784. switch (skillid)
  8785. {
  8786. case SA_LANDPROTECTOR:
  8787. if( unit->group->skill_id == SA_LANDPROTECTOR )
  8788. { //Check for offensive Land Protector to delete both. [Skotlex]
  8789. (*alive) = 0;
  8790. skill_delunit(unit);
  8791. return 1;
  8792. }
  8793. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8794. { //It deletes everything except songs/dances and traps
  8795. skill_delunit(unit);
  8796. return 1;
  8797. }
  8798. break;
  8799. case HW_GANBANTEIN:
  8800. if( !(unit->group->state.song_dance&0x1) )
  8801. {// Don't touch song/dance.
  8802. skill_delunit(unit);
  8803. return 1;
  8804. }
  8805. break;
  8806. case SA_VOLCANO:
  8807. case SA_DELUGE:
  8808. case SA_VIOLENTGALE:
  8809. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8810. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8811. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8812. if (unit->range <= 0)
  8813. {
  8814. (*alive) = 0;
  8815. return 1;
  8816. }
  8817. /*
  8818. switch (unit->group->skill_id)
  8819. { //These cannot override each other.
  8820. case SA_VOLCANO:
  8821. case SA_DELUGE:
  8822. case SA_VIOLENTGALE:
  8823. (*alive) = 0;
  8824. return 1;
  8825. }
  8826. */
  8827. break;
  8828. case PF_FOGWALL:
  8829. switch(unit->group->skill_id)
  8830. {
  8831. case SA_VOLCANO: //Can't be placed on top of these
  8832. case SA_VIOLENTGALE:
  8833. (*alive) = 0;
  8834. return 1;
  8835. case SA_DELUGE:
  8836. case NJ_SUITON:
  8837. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8838. (*alive) = 2;
  8839. break;
  8840. }
  8841. break;
  8842. case HP_BASILICA:
  8843. if (unit->group->skill_id == HP_BASILICA)
  8844. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8845. (*alive) = 0;
  8846. return 1;
  8847. }
  8848. break;
  8849. }
  8850. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8851. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8852. { //It deletes everything except songs/dances/traps
  8853. (*alive) = 0;
  8854. return 1;
  8855. }
  8856. return 0;
  8857. }
  8858. /*==========================================
  8859. *
  8860. *------------------------------------------*/
  8861. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8862. {
  8863. struct mob_data* md;
  8864. struct unit_data*ud = unit_bl2ud(bl);
  8865. struct block_list *from_bl;
  8866. struct block_list *to_bl;
  8867. md = (struct mob_data*)bl;
  8868. from_bl = va_arg(ap,struct block_list *);
  8869. to_bl = va_arg(ap,struct block_list *);
  8870. if(ud && ud->target == from_bl->id)
  8871. ud->target = to_bl->id;
  8872. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8873. md->target_id = to_bl->id;
  8874. return 0;
  8875. }
  8876. /*==========================================
  8877. *
  8878. *------------------------------------------*/
  8879. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8880. {
  8881. struct block_list *src;
  8882. int tick;
  8883. struct skill_unit *unit;
  8884. struct skill_unit_group *sg;
  8885. struct block_list *ss;
  8886. src = va_arg(ap,struct block_list *);
  8887. unit = (struct skill_unit *)src;
  8888. tick = va_arg(ap,int);
  8889. if( !unit->alive || bl->prev == NULL )
  8890. return 0;
  8891. nullpo_ret(sg = unit->group);
  8892. nullpo_ret(ss = map_id2bl(sg->src_id));
  8893. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8894. return 0;
  8895. switch(sg->unit_id){
  8896. case UNT_SHOCKWAVE:
  8897. case UNT_SANDMAN:
  8898. case UNT_FLASHER:
  8899. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  8900. break;
  8901. case UNT_GROUNDDRIFT_WIND:
  8902. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8903. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8904. break;
  8905. case UNT_GROUNDDRIFT_DARK:
  8906. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8907. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8908. break;
  8909. case UNT_GROUNDDRIFT_POISON:
  8910. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8911. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8912. break;
  8913. case UNT_GROUNDDRIFT_WATER:
  8914. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8915. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8916. break;
  8917. case UNT_GROUNDDRIFT_FIRE:
  8918. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8919. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8920. break;
  8921. default:
  8922. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8923. break;
  8924. }
  8925. return 1;
  8926. }
  8927. /*==========================================
  8928. *
  8929. *------------------------------------------*/
  8930. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8931. {
  8932. struct status_change *sc;
  8933. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8934. int i;
  8935. nullpo_ret(bl);
  8936. nullpo_ret(sc= status_get_sc(bl));
  8937. if (!sc->count) return 0;
  8938. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8939. if (type != scs[i] && sc->data[scs[i]])
  8940. status_change_end(bl, scs[i], INVALID_TIMER);
  8941. return 0;
  8942. }
  8943. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8944. {
  8945. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8946. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8947. bool wall = true;
  8948. int i;
  8949. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8950. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8951. { //Check for walls.
  8952. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8953. if( i == 8 )
  8954. wall = false;
  8955. }
  8956. if( sce )
  8957. {
  8958. if( !wall )
  8959. {
  8960. if( sce->val1 < 3 ) //End cloaking.
  8961. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8962. else
  8963. if( sce->val4&1 )
  8964. { //Remove wall bonus
  8965. sce->val4&=~1;
  8966. status_calc_bl(bl,SCB_SPEED);
  8967. }
  8968. }
  8969. else
  8970. {
  8971. if( !(sce->val4&1) )
  8972. { //Add wall speed bonus
  8973. sce->val4|=1;
  8974. status_calc_bl(bl,SCB_SPEED);
  8975. }
  8976. }
  8977. }
  8978. return wall;
  8979. }
  8980. /*==========================================
  8981. *
  8982. *------------------------------------------*/
  8983. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8984. {
  8985. struct skill_unit *unit;
  8986. nullpo_retr(NULL, group);
  8987. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8988. nullpo_retr(NULL, unit=&group->unit[idx]);
  8989. if(!unit->alive)
  8990. group->alive_count++;
  8991. unit->bl.id=map_get_new_object_id();
  8992. unit->bl.type=BL_SKILL;
  8993. unit->bl.m=group->map;
  8994. unit->bl.x=x;
  8995. unit->bl.y=y;
  8996. unit->group=group;
  8997. unit->alive=1;
  8998. unit->val1=val1;
  8999. unit->val2=val2;
  9000. idb_put(skillunit_db, unit->bl.id, unit);
  9001. map_addiddb(&unit->bl);
  9002. map_addblock(&unit->bl);
  9003. // perform oninit actions
  9004. switch (group->skill_id) {
  9005. case WZ_ICEWALL:
  9006. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  9007. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  9008. break;
  9009. case SA_LANDPROTECTOR:
  9010. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  9011. break;
  9012. case HP_BASILICA:
  9013. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  9014. break;
  9015. default:
  9016. if (group->state.song_dance&0x1) //Check for dissonance.
  9017. skill_dance_overlap(unit, 1);
  9018. break;
  9019. }
  9020. clif_skill_setunit(unit);
  9021. return unit;
  9022. }
  9023. /*==========================================
  9024. *
  9025. *------------------------------------------*/
  9026. int skill_delunit (struct skill_unit* unit)
  9027. {
  9028. struct skill_unit_group *group;
  9029. nullpo_ret(unit);
  9030. if( !unit->alive )
  9031. return 0;
  9032. unit->alive=0;
  9033. nullpo_ret(group=unit->group);
  9034. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  9035. skill_dance_overlap(unit, 0);
  9036. // invoke onout event
  9037. if( !unit->range )
  9038. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9039. // perform ondelete actions
  9040. switch (group->skill_id) {
  9041. case HT_ANKLESNARE:
  9042. {
  9043. struct block_list* target = map_id2bl(group->val2);
  9044. if( target )
  9045. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  9046. }
  9047. break;
  9048. case WZ_ICEWALL:
  9049. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  9050. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  9051. break;
  9052. case SA_LANDPROTECTOR:
  9053. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  9054. break;
  9055. case HP_BASILICA:
  9056. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  9057. break;
  9058. }
  9059. clif_skill_delunit(unit);
  9060. unit->group=NULL;
  9061. map_delblock(&unit->bl); // don't free yet
  9062. map_deliddb(&unit->bl);
  9063. idb_remove(skillunit_db, unit->bl.id);
  9064. if(--group->alive_count==0)
  9065. skill_delunitgroup(group);
  9066. return 0;
  9067. }
  9068. /*==========================================
  9069. *
  9070. *------------------------------------------*/
  9071. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  9072. /// Returns the target skill_unit_group or NULL if not found.
  9073. struct skill_unit_group* skill_id2group(int group_id)
  9074. {
  9075. return (struct skill_unit_group*)idb_get(group_db, group_id);
  9076. }
  9077. static int skill_unit_group_newid = MAX_SKILL_DB;
  9078. /// Returns a new group_id that isn't being used in group_db.
  9079. /// Fatal error if nothing is available.
  9080. static int skill_get_new_group_id(void)
  9081. {
  9082. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  9083. return skill_unit_group_newid++;// available
  9084. {// find next id
  9085. int base_id = skill_unit_group_newid;
  9086. while( base_id != ++skill_unit_group_newid )
  9087. {
  9088. if( skill_unit_group_newid < MAX_SKILL_DB )
  9089. skill_unit_group_newid = MAX_SKILL_DB;
  9090. if( skill_id2group(skill_unit_group_newid) == NULL )
  9091. return skill_unit_group_newid++;// available
  9092. }
  9093. // full loop, nothing available
  9094. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  9095. exit(1);
  9096. }
  9097. }
  9098. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  9099. {
  9100. struct unit_data* ud = unit_bl2ud( src );
  9101. struct skill_unit_group* group;
  9102. int i;
  9103. if(skillid <= 0 || skilllv <= 0) return 0;
  9104. nullpo_retr(NULL, src);
  9105. nullpo_retr(NULL, ud);
  9106. // find a free spot to store the new unit group
  9107. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9108. if(i == MAX_SKILLUNITGROUP)
  9109. {
  9110. // array is full, make room by discarding oldest group
  9111. int j=0;
  9112. unsigned maxdiff=0,x,tick=gettick();
  9113. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9114. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9115. maxdiff=x;
  9116. j=i;
  9117. }
  9118. skill_delunitgroup(ud->skillunit[j]);
  9119. //Since elements must have shifted, we use the last slot.
  9120. i = MAX_SKILLUNITGROUP-1;
  9121. }
  9122. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9123. group->src_id = src->id;
  9124. group->party_id = status_get_party_id(src);
  9125. group->guild_id = status_get_guild_id(src);
  9126. group->bg_id = bg_team_get_id(src);
  9127. group->group_id = skill_get_new_group_id();
  9128. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9129. group->unit_count = count;
  9130. group->alive_count = 0;
  9131. group->val1 = 0;
  9132. group->val2 = 0;
  9133. group->val3 = 0;
  9134. group->skill_id = skillid;
  9135. group->skill_lv = skilllv;
  9136. group->unit_id = unit_id;
  9137. group->map = src->m;
  9138. group->limit = limit;
  9139. group->interval = interval;
  9140. group->tick = gettick();
  9141. group->valstr = NULL;
  9142. ud->skillunit[i] = group;
  9143. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9144. group->tick += 1500;
  9145. idb_put(group_db, group->group_id, group);
  9146. return group;
  9147. }
  9148. /*==========================================
  9149. *
  9150. *------------------------------------------*/
  9151. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  9152. {
  9153. struct block_list* src;
  9154. struct unit_data *ud;
  9155. int i,j;
  9156. if( group == NULL )
  9157. {
  9158. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  9159. return 0;
  9160. }
  9161. src=map_id2bl(group->src_id);
  9162. ud = unit_bl2ud(src);
  9163. if(!src || !ud) {
  9164. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9165. return 0;
  9166. }
  9167. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9168. {
  9169. struct status_change* sc = status_get_sc(src);
  9170. if (sc && sc->data[SC_DANCING])
  9171. {
  9172. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9173. status_change_end(src, SC_DANCING, INVALID_TIMER);
  9174. }
  9175. }
  9176. // end Gospel's status change on 'src'
  9177. // (needs to be done when the group is deleted by other means than skill deactivation)
  9178. if (group->unit_id == UNT_GOSPEL) {
  9179. struct status_change *sc = status_get_sc(src);
  9180. if(sc && sc->data[SC_GOSPEL]) {
  9181. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  9182. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9183. }
  9184. }
  9185. if (group->skill_id == SG_SUN_WARM ||
  9186. group->skill_id == SG_MOON_WARM ||
  9187. group->skill_id == SG_STAR_WARM) {
  9188. struct status_change *sc = status_get_sc(src);
  9189. if(sc && sc->data[SC_WARM]) {
  9190. sc->data[SC_WARM]->val4 = 0;
  9191. status_change_end(src, SC_WARM, INVALID_TIMER);
  9192. }
  9193. }
  9194. if (src->type==BL_PC && group->state.ammo_consume)
  9195. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9196. group->alive_count=0;
  9197. // remove all unit cells
  9198. if(group->unit != NULL)
  9199. for( i = 0; i < group->unit_count; i++ )
  9200. skill_delunit(&group->unit[i]);
  9201. // clear Talkie-box string
  9202. if( group->valstr != NULL )
  9203. {
  9204. aFree(group->valstr);
  9205. group->valstr = NULL;
  9206. }
  9207. idb_remove(group_db, group->group_id);
  9208. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  9209. group->unit=NULL;
  9210. group->group_id=0;
  9211. group->unit_count=0;
  9212. // locate this group, swap with the last entry and delete it
  9213. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9214. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9215. if( i < MAX_SKILLUNITGROUP )
  9216. {
  9217. ud->skillunit[i] = ud->skillunit[j];
  9218. ud->skillunit[j] = NULL;
  9219. ers_free(skill_unit_ers, group);
  9220. }
  9221. else
  9222. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9223. return 1;
  9224. }
  9225. /*==========================================
  9226. *
  9227. *------------------------------------------*/
  9228. int skill_clear_unitgroup (struct block_list *src)
  9229. {
  9230. struct unit_data *ud = unit_bl2ud(src);
  9231. nullpo_ret(ud);
  9232. while (ud->skillunit[0])
  9233. skill_delunitgroup(ud->skillunit[0]);
  9234. return 1;
  9235. }
  9236. /*==========================================
  9237. *
  9238. *------------------------------------------*/
  9239. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9240. {
  9241. int i,j=-1,k,s,id;
  9242. struct unit_data *ud;
  9243. struct skill_unit_group_tickset *set;
  9244. nullpo_ret(bl);
  9245. if (group->interval==-1)
  9246. return NULL;
  9247. ud = unit_bl2ud(bl);
  9248. if (!ud) return NULL;
  9249. set = ud->skillunittick;
  9250. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9251. id = s = group->skill_id;
  9252. else
  9253. id = s = group->group_id;
  9254. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9255. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9256. if (set[k].id == id)
  9257. return &set[k];
  9258. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9259. j=k;
  9260. }
  9261. if (j == -1) {
  9262. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9263. j = id % MAX_SKILLUNITGROUPTICKSET;
  9264. }
  9265. set[j].id = id;
  9266. set[j].tick = tick;
  9267. return &set[j];
  9268. }
  9269. /*==========================================
  9270. *
  9271. *------------------------------------------*/
  9272. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9273. {
  9274. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9275. struct skill_unit_group* group = unit->group;
  9276. unsigned int tick = va_arg(ap,unsigned int);
  9277. if( !unit->alive || bl->prev == NULL )
  9278. return 0;
  9279. nullpo_ret(group);
  9280. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9281. return 0; //AoE skills are ineffective. [Skotlex]
  9282. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9283. return 0;
  9284. skill_unit_onplace_timer(unit,bl,tick);
  9285. return 1;
  9286. }
  9287. /*==========================================
  9288. *
  9289. *------------------------------------------*/
  9290. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9291. {
  9292. struct skill_unit* unit = (struct skill_unit*)data;
  9293. struct skill_unit_group* group = unit->group;
  9294. unsigned int tick = va_arg(ap,unsigned int);
  9295. bool dissonance;
  9296. struct block_list* bl = &unit->bl;
  9297. if( !unit->alive )
  9298. return 0;
  9299. nullpo_ret(group);
  9300. // check for expiration
  9301. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9302. {// skill unit expired (inlined from skill_unit_onlimit())
  9303. switch( group->unit_id )
  9304. {
  9305. case UNT_BLASTMINE:
  9306. case UNT_GROUNDDRIFT_WIND:
  9307. case UNT_GROUNDDRIFT_DARK:
  9308. case UNT_GROUNDDRIFT_POISON:
  9309. case UNT_GROUNDDRIFT_WATER:
  9310. case UNT_GROUNDDRIFT_FIRE:
  9311. group->unit_id = UNT_USED_TRAPS;
  9312. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9313. group->limit=DIFF_TICK(tick+1500,group->tick);
  9314. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9315. break;
  9316. case UNT_ANKLESNARE:
  9317. if( group->val2 > 0 ) {
  9318. // Used Trap don't returns back to item
  9319. skill_delunit(unit);
  9320. break;
  9321. }
  9322. case UNT_SKIDTRAP:
  9323. case UNT_LANDMINE:
  9324. case UNT_SHOCKWAVE:
  9325. case UNT_SANDMAN:
  9326. case UNT_FLASHER:
  9327. case UNT_FREEZINGTRAP:
  9328. case UNT_CLAYMORETRAP:
  9329. case UNT_TALKIEBOX:
  9330. {
  9331. struct block_list* src;
  9332. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9333. { // revert unit back into a trap
  9334. struct item item_tmp;
  9335. memset(&item_tmp,0,sizeof(item_tmp));
  9336. item_tmp.nameid = ITEMID_TRAP;
  9337. item_tmp.identify = 1;
  9338. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9339. }
  9340. skill_delunit(unit);
  9341. }
  9342. break;
  9343. case UNT_WARP_ACTIVE:
  9344. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9345. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9346. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9347. // restart timers
  9348. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9349. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9350. // apply effect to all units standing on it
  9351. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9352. break;
  9353. case UNT_CALLFAMILY:
  9354. {
  9355. struct map_session_data *sd = NULL;
  9356. if(group->val1) {
  9357. sd = map_charid2sd(group->val1);
  9358. group->val1 = 0;
  9359. if (sd && !map[sd->bl.m].flag.nowarp)
  9360. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  9361. }
  9362. if(group->val2) {
  9363. sd = map_charid2sd(group->val2);
  9364. group->val2 = 0;
  9365. if (sd && !map[sd->bl.m].flag.nowarp)
  9366. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  9367. }
  9368. skill_delunit(unit);
  9369. }
  9370. break;
  9371. default:
  9372. skill_delunit(unit);
  9373. }
  9374. }
  9375. else
  9376. {// skill unit is still active
  9377. switch( group->unit_id )
  9378. {
  9379. case UNT_ICEWALL:
  9380. // icewall loses 50 hp every second
  9381. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9382. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9383. unit->limit = DIFF_TICK(tick+700,group->tick);
  9384. break;
  9385. case UNT_SKIDTRAP:
  9386. case UNT_LANDMINE:
  9387. case UNT_SHOCKWAVE:
  9388. case UNT_SANDMAN:
  9389. case UNT_FLASHER:
  9390. case UNT_FREEZINGTRAP:
  9391. case UNT_TALKIEBOX:
  9392. case UNT_ANKLESNARE:
  9393. if( unit->val1 <= 0 ) {
  9394. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9395. skill_delunit(unit);
  9396. else {
  9397. group->unit_id = UNT_USED_TRAPS;
  9398. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9399. }
  9400. }
  9401. break;
  9402. }
  9403. }
  9404. //Don't continue if unit or even group is expired and has been deleted.
  9405. if( !group || !unit->alive )
  9406. return 0;
  9407. dissonance = skill_dance_switch(unit, 0);
  9408. if( unit->range >= 0 && group->interval != -1 )
  9409. {
  9410. if( battle_config.skill_wall_check )
  9411. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9412. else
  9413. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9414. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9415. group->unit_id = UNT_USED_TRAPS;
  9416. if( group->unit_id == UNT_TATAMIGAESHI )
  9417. {
  9418. unit->range = -1; //Disable processed cell.
  9419. if (--group->val1 <= 0) // number of live cells
  9420. { //All tiles were processed, disable skill.
  9421. group->target_flag=BCT_NOONE;
  9422. group->bl_flag= BL_NUL;
  9423. }
  9424. }
  9425. }
  9426. if( dissonance ) skill_dance_switch(unit, 1);
  9427. return 0;
  9428. }
  9429. /*==========================================
  9430. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9431. *------------------------------------------*/
  9432. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9433. {
  9434. map_freeblock_lock();
  9435. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9436. map_freeblock_unlock();
  9437. return 0;
  9438. }
  9439. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9440. /*==========================================
  9441. *
  9442. *------------------------------------------*/
  9443. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9444. {
  9445. struct skill_unit* unit = (struct skill_unit *)bl;
  9446. struct skill_unit_group* group = unit->group;
  9447. struct block_list* target = va_arg(ap,struct block_list*);
  9448. unsigned int tick = va_arg(ap,unsigned int);
  9449. int flag = va_arg(ap,int);
  9450. bool dissonance;
  9451. int skill_id;
  9452. int i;
  9453. nullpo_ret(group);
  9454. if( !unit->alive || target->prev == NULL )
  9455. return 0;
  9456. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  9457. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  9458. dissonance = skill_dance_switch(unit, 0);
  9459. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9460. skill_id = unit->group->skill_id;
  9461. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9462. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9463. if( dissonance ) skill_dance_switch(unit, 1);
  9464. return 0;
  9465. }
  9466. //Target-type check.
  9467. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9468. {
  9469. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9470. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9471. if( flag&1 )
  9472. {
  9473. if( flag&2 )
  9474. { //Clear this skill id.
  9475. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9476. if( i < ARRAYLENGTH(skill_unit_temp) )
  9477. skill_unit_temp[i] = 0;
  9478. }
  9479. }
  9480. else
  9481. {
  9482. if( flag&2 )
  9483. { //Store this skill id.
  9484. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9485. if( i < ARRAYLENGTH(skill_unit_temp) )
  9486. skill_unit_temp[i] = skill_id;
  9487. else
  9488. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9489. }
  9490. }
  9491. if( flag&4 )
  9492. skill_unit_onleft(skill_id,target,tick);
  9493. }
  9494. if( dissonance ) skill_dance_switch(unit, 1);
  9495. return 0;
  9496. }
  9497. else
  9498. {
  9499. if( flag&1 )
  9500. {
  9501. int result = skill_unit_onplace(unit,target,tick);
  9502. if( flag&2 && result )
  9503. { //Clear skill ids we have stored in onout.
  9504. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9505. if( i < ARRAYLENGTH(skill_unit_temp) )
  9506. skill_unit_temp[i] = 0;
  9507. }
  9508. }
  9509. else
  9510. {
  9511. int result = skill_unit_onout(unit,target,tick);
  9512. if( flag&2 && result )
  9513. { //Store this unit id.
  9514. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9515. if( i < ARRAYLENGTH(skill_unit_temp) )
  9516. skill_unit_temp[i] = skill_id;
  9517. else
  9518. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9519. }
  9520. }
  9521. //TODO: Normally, this is dangerous since the unit and group could be freed
  9522. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9523. //cells do not get deleted within them. [Skotlex]
  9524. if( dissonance ) skill_dance_switch(unit, 1);
  9525. if( flag&4 )
  9526. skill_unit_onleft(skill_id,target,tick);
  9527. return 1;
  9528. }
  9529. }
  9530. /*==========================================
  9531. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9532. * Flag values:
  9533. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9534. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9535. * units to figure out when they have left a group.
  9536. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9537. *------------------------------------------*/
  9538. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9539. {
  9540. nullpo_ret(bl);
  9541. if( bl->prev == NULL )
  9542. return 0;
  9543. if( flag&2 && !(flag&1) )
  9544. { //Onout, clear data
  9545. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9546. }
  9547. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9548. if( flag&2 && flag&1 )
  9549. { //Onplace, check any skill units you have left.
  9550. int i;
  9551. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9552. if( skill_unit_temp[i] )
  9553. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9554. }
  9555. return 0;
  9556. }
  9557. /*==========================================
  9558. *
  9559. *------------------------------------------*/
  9560. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9561. {
  9562. int i,j;
  9563. unsigned int tick = gettick();
  9564. int *m_flag;
  9565. struct skill_unit *unit1;
  9566. struct skill_unit *unit2;
  9567. if (group == NULL)
  9568. return 0;
  9569. if (group->unit_count<=0)
  9570. return 0;
  9571. if (group->unit==NULL)
  9572. return 0;
  9573. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9574. return 0; //Ensembles may not be moved around.
  9575. if( group->unit_id == UNT_ICEWALL )
  9576. return 0; //Icewalls don't get knocked back
  9577. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9578. // m_flag
  9579. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9580. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9581. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9582. // 3: Both 1+2.
  9583. for(i=0;i<group->unit_count;i++){
  9584. unit1=&group->unit[i];
  9585. if (!unit1->alive || unit1->bl.m!=m)
  9586. continue;
  9587. for(j=0;j<group->unit_count;j++){
  9588. unit2=&group->unit[j];
  9589. if (!unit2->alive)
  9590. continue;
  9591. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9592. m_flag[i] |= 0x1;
  9593. }
  9594. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9595. m_flag[i] |= 0x2;
  9596. }
  9597. }
  9598. }
  9599. j = 0;
  9600. for (i=0;i<group->unit_count;i++) {
  9601. unit1=&group->unit[i];
  9602. if (!unit1->alive)
  9603. continue;
  9604. if (!(m_flag[i]&0x2)) {
  9605. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9606. skill_dance_overlap(unit1, 0);
  9607. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9608. }
  9609. //Move Cell using "smart" criteria (avoid useless moving around)
  9610. switch(m_flag[i])
  9611. {
  9612. case 0:
  9613. //Cell moves independently, safely move it.
  9614. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9615. break;
  9616. case 1:
  9617. //Cell moves unto another cell, look for a replacement cell that won't collide
  9618. //and has no cell moving into it (flag == 2)
  9619. for(;j<group->unit_count;j++)
  9620. {
  9621. if(m_flag[j]!=2 || !group->unit[j].alive)
  9622. continue;
  9623. //Move to where this cell would had moved.
  9624. unit2 = &group->unit[j];
  9625. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9626. j++; //Skip this cell as we have used it.
  9627. break;
  9628. }
  9629. break;
  9630. case 2:
  9631. case 3:
  9632. break; //Don't move the cell as a cell will end on this tile anyway.
  9633. }
  9634. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9635. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9636. skill_dance_overlap(unit1, 1);
  9637. clif_skill_setunit(unit1);
  9638. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9639. }
  9640. }
  9641. aFree(m_flag);
  9642. return 0;
  9643. }
  9644. /*==========================================
  9645. *
  9646. *------------------------------------------*/
  9647. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9648. {
  9649. int i,j;
  9650. nullpo_ret(sd);
  9651. if(nameid<=0)
  9652. return 0;
  9653. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9654. if(skill_produce_db[i].nameid == nameid )
  9655. break;
  9656. }
  9657. if( i >= MAX_SKILL_PRODUCE_DB )
  9658. return 0;
  9659. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  9660. {// cannot carry the produced stuff
  9661. return 0;
  9662. }
  9663. if(trigger>=0){
  9664. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9665. if(skill_produce_db[i].itemlv!=trigger)
  9666. return 0;
  9667. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9668. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9669. return 0;
  9670. } else { // Weapon (itemlv must be higher or equal)
  9671. if(skill_produce_db[i].itemlv>trigger)
  9672. return 0;
  9673. }
  9674. }
  9675. if((j=skill_produce_db[i].req_skill)>0 &&
  9676. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9677. return 0;
  9678. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9679. int id,x,y;
  9680. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9681. continue;
  9682. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9683. if(pc_search_inventory(sd,id) < 0)
  9684. return 0;
  9685. }
  9686. else {
  9687. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9688. if( sd->status.inventory[y].nameid == id )
  9689. x+=sd->status.inventory[y].amount;
  9690. if(x<qty*skill_produce_db[i].mat_amount[j])
  9691. return 0;
  9692. }
  9693. }
  9694. return i+1;
  9695. }
  9696. /*==========================================
  9697. *
  9698. *------------------------------------------*/
  9699. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9700. {
  9701. int slot[3];
  9702. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9703. int num = -1; // exclude the recipe
  9704. struct status_data *status;
  9705. nullpo_ret(sd);
  9706. status = status_get_status_data(&sd->bl);
  9707. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9708. return 0;
  9709. idx--;
  9710. if (qty < 1)
  9711. qty = 1;
  9712. if (!skill_id) //A skill can be specified for some override cases.
  9713. skill_id = skill_produce_db[idx].req_skill;
  9714. slot[0]=slot1;
  9715. slot[1]=slot2;
  9716. slot[2]=slot3;
  9717. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9718. int j;
  9719. if( slot[i]<=0 )
  9720. continue;
  9721. j = pc_search_inventory(sd,slot[i]);
  9722. if(j < 0)
  9723. continue;
  9724. if(slot[i]==1000){ /* Star Crumb */
  9725. pc_delitem(sd,j,1,1,0);
  9726. sc++;
  9727. }
  9728. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9729. static const int ele_table[4]={3,1,4,2};
  9730. pc_delitem(sd,j,1,1,0);
  9731. ele=ele_table[slot[i]-994];
  9732. }
  9733. }
  9734. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9735. int j,id,x;
  9736. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9737. continue;
  9738. num++;
  9739. x=qty*skill_produce_db[idx].mat_amount[i];
  9740. do{
  9741. int y=0;
  9742. j = pc_search_inventory(sd,id);
  9743. if(j >= 0){
  9744. y = sd->status.inventory[j].amount;
  9745. if(y>x)y=x;
  9746. pc_delitem(sd,j,y,0,0);
  9747. } else
  9748. ShowError("skill_produce_mix: material item error\n");
  9749. x-=y;
  9750. }while( j>=0 && x>0 );
  9751. }
  9752. if((equip=itemdb_isequip(nameid)))
  9753. wlv = itemdb_wlv(nameid);
  9754. if(!equip) {
  9755. switch(skill_id){
  9756. case BS_IRON:
  9757. case BS_STEEL:
  9758. case BS_ENCHANTEDSTONE:
  9759. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9760. i = pc_checkskill(sd,skill_id);
  9761. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9762. switch(nameid){
  9763. case 998: // Iron
  9764. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9765. break;
  9766. case 999: // Steel
  9767. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9768. break;
  9769. case 1000: //Star Crumb
  9770. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9771. break;
  9772. default: // Enchanted Stones
  9773. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9774. break;
  9775. }
  9776. break;
  9777. case ASC_CDP:
  9778. make_per = (2000 + 40*status->dex + 20*status->luk);
  9779. break;
  9780. case AL_HOLYWATER:
  9781. make_per = 100000; //100% success
  9782. break;
  9783. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9784. case AM_TWILIGHT1:
  9785. case AM_TWILIGHT2:
  9786. case AM_TWILIGHT3:
  9787. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9788. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9789. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9790. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9791. int skill;
  9792. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9793. make_per += skill*100; //+1% bonus per level
  9794. }
  9795. switch(nameid){
  9796. case 501: // Red Potion
  9797. case 503: // Yellow Potion
  9798. case 504: // White Potion
  9799. make_per += (1+rand()%100)*10 + 2000;
  9800. break;
  9801. case 970: // Alcohol
  9802. make_per += (1+rand()%100)*10 + 1000;
  9803. break;
  9804. case 7135: // Bottle Grenade
  9805. case 7136: // Acid Bottle
  9806. case 7137: // Plant Bottle
  9807. case 7138: // Marine Sphere Bottle
  9808. make_per += (1+rand()%100)*10;
  9809. break;
  9810. case 546: // Condensed Yellow Potion
  9811. make_per -= (1+rand()%50)*10;
  9812. break;
  9813. case 547: // Condensed White Potion
  9814. case 7139: // Glistening Coat
  9815. make_per -= (1+rand()%100)*10;
  9816. break;
  9817. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9818. case 505: // Blue Potion
  9819. case 545: // Condensed Red Potion
  9820. case 605: // Anodyne
  9821. case 606: // Aloevera
  9822. default:
  9823. break;
  9824. }
  9825. if(battle_config.pp_rate != 100)
  9826. make_per = make_per * battle_config.pp_rate / 100;
  9827. break;
  9828. case SA_CREATECON: // Elemental Converter Creation
  9829. make_per = 100000; // should be 100% success rate
  9830. break;
  9831. default:
  9832. if (sd->menuskill_id == AM_PHARMACY &&
  9833. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9834. { //Assume Cooking Dish
  9835. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9836. make_per = 10000; //100% Success
  9837. else
  9838. make_per = 1200 * (sd->menuskill_val - 10)
  9839. + 20 * (sd->status.base_level + 1)
  9840. + 20 * (status->dex + 1)
  9841. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  9842. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  9843. - 10 * (100 - status->luk + 1)
  9844. - 500 * (num - 1)
  9845. - 100 * (rand()%4 + 1);
  9846. break;
  9847. }
  9848. make_per = 5000;
  9849. break;
  9850. }
  9851. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9852. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9853. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9854. 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
  9855. 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
  9856. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9857. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9858. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9859. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9860. if(battle_config.wp_rate != 100)
  9861. make_per = make_per * battle_config.wp_rate / 100;
  9862. }
  9863. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9864. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9865. if(make_per < 1) make_per = 1;
  9866. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9867. struct item tmp_item;
  9868. memset(&tmp_item,0,sizeof(tmp_item));
  9869. tmp_item.nameid=nameid;
  9870. tmp_item.amount=1;
  9871. tmp_item.identify=1;
  9872. if(equip){
  9873. tmp_item.card[0]=CARD0_FORGE;
  9874. tmp_item.card[1]=((sc*5)<<8)+ele;
  9875. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9876. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9877. } else {
  9878. //Flag is only used on the end, so it can be used here. [Skotlex]
  9879. switch (skill_id) {
  9880. case BS_DAGGER:
  9881. case BS_SWORD:
  9882. case BS_TWOHANDSWORD:
  9883. case BS_AXE:
  9884. case BS_MACE:
  9885. case BS_KNUCKLE:
  9886. case BS_SPEAR:
  9887. flag = battle_config.produce_item_name_input&0x1;
  9888. break;
  9889. case AM_PHARMACY:
  9890. case AM_TWILIGHT1:
  9891. case AM_TWILIGHT2:
  9892. case AM_TWILIGHT3:
  9893. flag = battle_config.produce_item_name_input&0x2;
  9894. break;
  9895. case AL_HOLYWATER:
  9896. flag = battle_config.produce_item_name_input&0x8;
  9897. break;
  9898. case ASC_CDP:
  9899. flag = battle_config.produce_item_name_input&0x10;
  9900. break;
  9901. default:
  9902. flag = battle_config.produce_item_name_input&0x80;
  9903. break;
  9904. }
  9905. if (flag) {
  9906. tmp_item.card[0]=CARD0_CREATE;
  9907. tmp_item.card[1]=0;
  9908. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9909. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9910. }
  9911. }
  9912. // if(log_config.produce > 0)
  9913. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9914. //TODO update PICKLOG
  9915. if(equip){
  9916. clif_produceeffect(sd,0,nameid);
  9917. clif_misceffect(&sd->bl,3);
  9918. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9919. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9920. } else {
  9921. int fame = 0;
  9922. tmp_item.amount = 0;
  9923. for (i=0; i< qty; i++)
  9924. { //Apply quantity modifiers.
  9925. if (rand()%10000 < make_per || qty == 1)
  9926. { //Success
  9927. tmp_item.amount++;
  9928. if(nameid < 545 || nameid > 547)
  9929. continue;
  9930. if(skill_id != AM_PHARMACY &&
  9931. skill_id != AM_TWILIGHT1 &&
  9932. skill_id != AM_TWILIGHT2 &&
  9933. skill_id != AM_TWILIGHT3)
  9934. continue;
  9935. //Add fame as needed.
  9936. switch(++sd->potion_success_counter) {
  9937. case 3:
  9938. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9939. break;
  9940. case 5:
  9941. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9942. break;
  9943. case 7:
  9944. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9945. break;
  9946. case 10:
  9947. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9948. sd->potion_success_counter = 0;
  9949. break;
  9950. }
  9951. } else //Failure
  9952. sd->potion_success_counter = 0;
  9953. }
  9954. if (fame)
  9955. pc_addfame(sd,fame);
  9956. //Visual effects and the like.
  9957. switch (skill_id) {
  9958. case AM_PHARMACY:
  9959. case AM_TWILIGHT1:
  9960. case AM_TWILIGHT2:
  9961. case AM_TWILIGHT3:
  9962. case ASC_CDP:
  9963. clif_produceeffect(sd,2,nameid);
  9964. clif_misceffect(&sd->bl,5);
  9965. break;
  9966. case BS_IRON:
  9967. case BS_STEEL:
  9968. case BS_ENCHANTEDSTONE:
  9969. clif_produceeffect(sd,0,nameid);
  9970. clif_misceffect(&sd->bl,3);
  9971. break;
  9972. default: //Those that don't require a skill?
  9973. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  9974. { //Cooking items.
  9975. clif_specialeffect(&sd->bl, 608, AREA);
  9976. if( sd->cook_mastery < 1999 )
  9977. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  9978. }
  9979. break;
  9980. }
  9981. }
  9982. if (tmp_item.amount) { //Success
  9983. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9984. clif_additem(sd,0,0,flag);
  9985. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9986. }
  9987. return 1;
  9988. }
  9989. }
  9990. //Failure
  9991. // if(log_config.produce)
  9992. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9993. //TODO update PICKLOG
  9994. if(equip){
  9995. clif_produceeffect(sd,1,nameid);
  9996. clif_misceffect(&sd->bl,2);
  9997. } else {
  9998. switch (skill_id) {
  9999. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  10000. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  10001. case AM_PHARMACY:
  10002. case AM_TWILIGHT1:
  10003. case AM_TWILIGHT2:
  10004. case AM_TWILIGHT3:
  10005. clif_produceeffect(sd,3,nameid);
  10006. clif_misceffect(&sd->bl,6);
  10007. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  10008. break;
  10009. case BS_IRON:
  10010. case BS_STEEL:
  10011. case BS_ENCHANTEDSTONE:
  10012. clif_produceeffect(sd,1,nameid);
  10013. clif_misceffect(&sd->bl,2);
  10014. break;
  10015. default:
  10016. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  10017. { //Cooking items.
  10018. clif_specialeffect(&sd->bl, 609, AREA);
  10019. if( sd->cook_mastery > 0 )
  10020. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  10021. }
  10022. }
  10023. }
  10024. return 0;
  10025. }
  10026. int skill_arrow_create (struct map_session_data *sd, int nameid)
  10027. {
  10028. int i,j,flag,index=-1;
  10029. struct item tmp_item;
  10030. nullpo_ret(sd);
  10031. if(nameid <= 0)
  10032. return 1;
  10033. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  10034. if(nameid == skill_arrow_db[i].nameid) {
  10035. index = i;
  10036. break;
  10037. }
  10038. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  10039. return 1;
  10040. pc_delitem(sd,j,1,0,0);
  10041. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  10042. memset(&tmp_item,0,sizeof(tmp_item));
  10043. tmp_item.identify = 1;
  10044. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10045. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10046. if(battle_config.produce_item_name_input&0x4) {
  10047. tmp_item.card[0]=CARD0_CREATE;
  10048. tmp_item.card[1]=0;
  10049. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  10050. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  10051. }
  10052. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10053. continue;
  10054. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10055. clif_additem(sd,0,0,flag);
  10056. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10057. }
  10058. }
  10059. return 0;
  10060. }
  10061. /*==========================================
  10062. *
  10063. *------------------------------------------*/
  10064. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  10065. {
  10066. struct map_session_data *sd = map_id2sd(id);
  10067. if (data <= 0 || data >= MAX_SKILL)
  10068. return 0;
  10069. if (!sd) return 0;
  10070. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  10071. sd->blockskill[data] = 0;
  10072. return 1;
  10073. }
  10074. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10075. {
  10076. nullpo_retr (-1, sd);
  10077. skillid = skill_get_index(skillid);
  10078. if (skillid == 0)
  10079. return -1;
  10080. if (tick < 1) {
  10081. sd->blockskill[skillid] = 0;
  10082. return -1;
  10083. }
  10084. if( battle_config.display_status_timers )
  10085. clif_skill_cooldown(sd, skillid, tick);
  10086. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  10087. return 0;
  10088. }
  10089. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10090. {
  10091. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10092. if (data <= 0 || data >= MAX_SKILL)
  10093. return 0;
  10094. if (hd) hd->blockskill[data] = 0;
  10095. return 1;
  10096. }
  10097. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10098. {
  10099. nullpo_retr (-1, hd);
  10100. skillid = skill_get_index(skillid);
  10101. if (skillid == 0)
  10102. return -1;
  10103. if (tick < 1) {
  10104. hd->blockskill[skillid] = 0;
  10105. return -1;
  10106. }
  10107. hd->blockskill[skillid] = 1;
  10108. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  10109. }
  10110. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  10111. {
  10112. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  10113. if( data <= 0 || data >= MAX_SKILL )
  10114. return 0;
  10115. if( md ) md->blockskill[data] = 0;
  10116. return 1;
  10117. }
  10118. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  10119. {
  10120. nullpo_retr (-1, md);
  10121. if( (skillid = skill_get_index(skillid)) == 0 )
  10122. return -1;
  10123. if( tick < 1 )
  10124. {
  10125. md->blockskill[skillid] = 0;
  10126. return -1;
  10127. }
  10128. md->blockskill[skillid] = 1;
  10129. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  10130. }
  10131. /*
  10132. *
  10133. */
  10134. int skill_split_str (char *str, char **val, int num)
  10135. {
  10136. int i;
  10137. for( i = 0; i < num && str; i++ )
  10138. {
  10139. val[i] = str;
  10140. str = strchr(str,',');
  10141. if( str )
  10142. *str++=0;
  10143. }
  10144. return i;
  10145. }
  10146. /*
  10147. *
  10148. */
  10149. int skill_split_atoi (char *str, int *val)
  10150. {
  10151. int i, j, diff, step = 1;
  10152. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10153. if (!str) break;
  10154. val[i] = atoi(str);
  10155. str = strchr(str,':');
  10156. if (str)
  10157. *str++=0;
  10158. }
  10159. if(i==0) //No data found.
  10160. return 0;
  10161. if(i==1)
  10162. { //Single value, have the whole range have the same value.
  10163. for (; i < MAX_SKILL_LEVEL; i++)
  10164. val[i] = val[i-1];
  10165. return i;
  10166. }
  10167. //Check for linear change with increasing steps until we reach half of the data acquired.
  10168. for (step = 1; step <= i/2; step++)
  10169. {
  10170. diff = val[i-1] - val[i-step-1];
  10171. for(j = i-1; j >= step; j--)
  10172. if ((val[j]-val[j-step]) != diff)
  10173. break;
  10174. if (j>=step) //No match, try next step.
  10175. continue;
  10176. for(; i < MAX_SKILL_LEVEL; i++)
  10177. { //Apply linear increase
  10178. val[i] = val[i-step]+diff;
  10179. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10180. { val[i] = 1; diff = 0; step = 1; }
  10181. }
  10182. return i;
  10183. }
  10184. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10185. for (;i<MAX_SKILL_LEVEL; i++)
  10186. val[i] = val[i-1];
  10187. return i;
  10188. }
  10189. /*
  10190. *
  10191. */
  10192. void skill_init_unit_layout (void)
  10193. {
  10194. int i,j,size,pos = 0;
  10195. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10196. // standard square layouts go first
  10197. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10198. size = i*2+1;
  10199. skill_unit_layout[i].count = size*size;
  10200. for (j=0; j<size*size; j++) {
  10201. skill_unit_layout[i].dx[j] = (j%size-i);
  10202. skill_unit_layout[i].dy[j] = (j/size-i);
  10203. }
  10204. }
  10205. // afterwards add special ones
  10206. pos = i;
  10207. for (i=0;i<MAX_SKILL_DB;i++) {
  10208. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10209. continue;
  10210. switch (i) {
  10211. case MG_FIREWALL:
  10212. case WZ_ICEWALL:
  10213. // these will be handled later
  10214. break;
  10215. case PR_SANCTUARY:
  10216. case NPC_EVILLAND:
  10217. {
  10218. static const int dx[] = {
  10219. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10220. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10221. static const int dy[]={
  10222. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10223. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10224. skill_unit_layout[pos].count = 21;
  10225. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10226. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10227. break;
  10228. }
  10229. case PR_MAGNUS:
  10230. {
  10231. static const int dx[] = {
  10232. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10233. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10234. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10235. static const int dy[] = {
  10236. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10237. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10238. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10239. skill_unit_layout[pos].count = 33;
  10240. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10241. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10242. break;
  10243. }
  10244. case AS_VENOMDUST:
  10245. {
  10246. static const int dx[] = {-1, 0, 0, 0, 1};
  10247. static const int dy[] = { 0,-1, 0, 1, 0};
  10248. skill_unit_layout[pos].count = 5;
  10249. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10250. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10251. break;
  10252. }
  10253. case CR_GRANDCROSS:
  10254. case NPC_GRANDDARKNESS:
  10255. {
  10256. static const int dx[] = {
  10257. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10258. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10259. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10260. static const int dy[] = {
  10261. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10262. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10263. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10264. skill_unit_layout[pos].count = 29;
  10265. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10266. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10267. break;
  10268. }
  10269. case PF_FOGWALL:
  10270. {
  10271. static const int dx[] = {
  10272. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10273. static const int dy[] = {
  10274. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10275. skill_unit_layout[pos].count = 15;
  10276. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10277. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10278. break;
  10279. }
  10280. case PA_GOSPEL:
  10281. {
  10282. static const int dx[] = {
  10283. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10284. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10285. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10286. -1, 0, 1};
  10287. static const int dy[] = {
  10288. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10289. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10290. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10291. 3, 3, 3};
  10292. skill_unit_layout[pos].count = 33;
  10293. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10294. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10295. break;
  10296. }
  10297. case NJ_KAENSIN:
  10298. {
  10299. 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};
  10300. 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};
  10301. skill_unit_layout[pos].count = 24;
  10302. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10303. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10304. break;
  10305. }
  10306. case NJ_TATAMIGAESHI:
  10307. {
  10308. //Level 1 (count 4, cross of 3x3)
  10309. static const int dx1[] = {-1, 1, 0, 0};
  10310. static const int dy1[] = { 0, 0,-1, 1};
  10311. //Level 2-3 (count 8, cross of 5x5)
  10312. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10313. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10314. //Level 4-5 (count 12, cross of 7x7
  10315. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10316. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10317. //lv1
  10318. j = 0;
  10319. skill_unit_layout[pos].count = 4;
  10320. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10321. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10322. skill_db[i].unit_layout_type[j] = pos;
  10323. //lv2/3
  10324. j++;
  10325. pos++;
  10326. skill_unit_layout[pos].count = 8;
  10327. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10328. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10329. skill_db[i].unit_layout_type[j] = pos;
  10330. skill_db[i].unit_layout_type[++j] = pos;
  10331. //lv4/5
  10332. j++;
  10333. pos++;
  10334. skill_unit_layout[pos].count = 12;
  10335. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10336. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10337. skill_db[i].unit_layout_type[j] = pos;
  10338. skill_db[i].unit_layout_type[++j] = pos;
  10339. //Fill in the rest using lv 5.
  10340. for (;j<MAX_SKILL_LEVEL;j++)
  10341. skill_db[i].unit_layout_type[j] = pos;
  10342. //Skip, this way the check below will fail and continue to the next skill.
  10343. pos++;
  10344. break;
  10345. }
  10346. default:
  10347. ShowError("unknown unit layout at skill %d\n",i);
  10348. break;
  10349. }
  10350. if (!skill_unit_layout[pos].count)
  10351. continue;
  10352. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10353. skill_db[i].unit_layout_type[j] = pos;
  10354. pos++;
  10355. }
  10356. // firewall and icewall have 8 layouts (direction-dependent)
  10357. firewall_unit_pos = pos;
  10358. for (i=0;i<8;i++) {
  10359. if (i&1) {
  10360. skill_unit_layout[pos].count = 5;
  10361. if (i&0x2) {
  10362. int dx[] = {-1,-1, 0, 0, 1};
  10363. int dy[] = { 1, 0, 0,-1,-1};
  10364. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10365. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10366. } else {
  10367. int dx[] = { 1, 1 ,0, 0,-1};
  10368. int dy[] = { 1, 0, 0,-1,-1};
  10369. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10370. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10371. }
  10372. } else {
  10373. skill_unit_layout[pos].count = 3;
  10374. if (i%4==0) {
  10375. int dx[] = {-1, 0, 1};
  10376. int dy[] = { 0, 0, 0};
  10377. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10378. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10379. } else {
  10380. int dx[] = { 0, 0, 0};
  10381. int dy[] = {-1, 0, 1};
  10382. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10383. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10384. }
  10385. }
  10386. pos++;
  10387. }
  10388. icewall_unit_pos = pos;
  10389. for (i=0;i<8;i++) {
  10390. skill_unit_layout[pos].count = 5;
  10391. if (i&1) {
  10392. if (i&0x2) {
  10393. int dx[] = {-2,-1, 0, 1, 2};
  10394. int dy[] = { 2, 1, 0,-1,-2};
  10395. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10396. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10397. } else {
  10398. int dx[] = { 2, 1 ,0,-1,-2};
  10399. int dy[] = { 2, 1, 0,-1,-2};
  10400. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10401. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10402. }
  10403. } else {
  10404. if (i%4==0) {
  10405. int dx[] = {-2,-1, 0, 1, 2};
  10406. int dy[] = { 0, 0, 0, 0, 0};
  10407. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10408. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10409. } else {
  10410. int dx[] = { 0, 0, 0, 0, 0};
  10411. int dy[] = {-2,-1, 0, 1, 2};
  10412. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10413. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10414. }
  10415. }
  10416. pos++;
  10417. }
  10418. }
  10419. /*==========================================
  10420. * DB reading.
  10421. * skill_db.txt
  10422. * skill_require_db.txt
  10423. * skill_cast_db.txt
  10424. * skill_castnodex_db.txt
  10425. * skill_nocast_db.txt
  10426. * skill_unit_db.txt
  10427. * produce_db.txt
  10428. * create_arrow_db.txt
  10429. * abra_db.txt
  10430. *------------------------------------------*/
  10431. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10432. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10433. int id = atoi(split[0]);
  10434. int i;
  10435. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10436. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10437. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10438. {
  10439. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10440. return false;
  10441. }
  10442. i = skill_get_index(id);
  10443. if( !i ) // invalid skill id
  10444. return false;
  10445. skill_split_atoi(split[1],skill_db[i].range);
  10446. skill_db[i].hit = atoi(split[2]);
  10447. skill_db[i].inf = atoi(split[3]);
  10448. skill_split_atoi(split[4],skill_db[i].element);
  10449. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10450. skill_split_atoi(split[6],skill_db[i].splash);
  10451. skill_db[i].max = atoi(split[7]);
  10452. skill_split_atoi(split[8],skill_db[i].num);
  10453. if( strcmpi(split[9],"yes") == 0 )
  10454. skill_db[i].castcancel = 1;
  10455. else
  10456. skill_db[i].castcancel = 0;
  10457. skill_db[i].cast_def_rate = atoi(split[10]);
  10458. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10459. skill_split_atoi(split[12],skill_db[i].maxcount);
  10460. if( strcmpi(split[13],"weapon") == 0 )
  10461. skill_db[i].skill_type = BF_WEAPON;
  10462. else if( strcmpi(split[13],"magic") == 0 )
  10463. skill_db[i].skill_type = BF_MAGIC;
  10464. else if( strcmpi(split[13],"misc") == 0 )
  10465. skill_db[i].skill_type = BF_MISC;
  10466. else
  10467. skill_db[i].skill_type = 0;
  10468. skill_split_atoi(split[14],skill_db[i].blewcount);
  10469. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10470. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10471. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10472. return true;
  10473. }
  10474. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10475. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  10476. char* p;
  10477. int j;
  10478. int i = atoi(split[0]);
  10479. i = skill_get_index(i);
  10480. if( !i ) // invalid skill id
  10481. return false;
  10482. skill_split_atoi(split[1],skill_db[i].hp);
  10483. skill_split_atoi(split[2],skill_db[i].mhp);
  10484. skill_split_atoi(split[3],skill_db[i].sp);
  10485. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10486. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10487. skill_split_atoi(split[6],skill_db[i].zeny);
  10488. //FIXME: document this
  10489. p = split[7];
  10490. for( j = 0; j < 32; j++ )
  10491. {
  10492. int l = atoi(p);
  10493. if( l == 99 ) // magic value?
  10494. {
  10495. skill_db[i].weapon = 0xffffffff;
  10496. break;
  10497. }
  10498. else
  10499. skill_db[i].weapon |= 1<<l;
  10500. p = strchr(p,':');
  10501. if(!p)
  10502. break;
  10503. p++;
  10504. }
  10505. //FIXME: document this
  10506. p = split[8];
  10507. for( j = 0; j < 32; j++ )
  10508. {
  10509. int l = atoi(p);
  10510. if( l == 99 ) // magic value?
  10511. {
  10512. skill_db[i].ammo = 0xffffffff;
  10513. break;
  10514. }
  10515. else if( l ) // 0 not allowed?
  10516. skill_db[i].ammo |= 1<<l;
  10517. p = strchr(p,':');
  10518. if( !p )
  10519. break;
  10520. p++;
  10521. }
  10522. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10523. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10524. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10525. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10526. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10527. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10528. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10529. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10530. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10531. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10532. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10533. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10534. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10535. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10536. else skill_db[i].state = ST_NONE;
  10537. skill_split_atoi(split[11],skill_db[i].spiritball);
  10538. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  10539. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10540. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10541. }
  10542. return true;
  10543. }
  10544. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10545. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10546. int i = atoi(split[0]);
  10547. i = skill_get_index(i);
  10548. if( !i ) // invalid skill id
  10549. return false;
  10550. skill_split_atoi(split[1],skill_db[i].cast);
  10551. skill_split_atoi(split[2],skill_db[i].delay);
  10552. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10553. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10554. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10555. return true;
  10556. }
  10557. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10558. {// Skill id,Cast,Delay (optional)
  10559. int i = atoi(split[0]);
  10560. i = skill_get_index(i);
  10561. if( !i ) // invalid skill id
  10562. return false;
  10563. skill_split_atoi(split[1],skill_db[i].castnodex);
  10564. if( split[2] ) // optional column
  10565. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10566. return true;
  10567. }
  10568. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10569. {// SkillID,Flag
  10570. int i = atoi(split[0]);
  10571. i = skill_get_index(i);
  10572. if( !i ) // invalid skill id
  10573. return false;
  10574. skill_db[i].nocast |= atoi(split[1]);
  10575. return true;
  10576. }
  10577. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10578. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10579. int i = atoi(split[0]);
  10580. i = skill_get_index(i);
  10581. if( !i ) // invalid skill id
  10582. return false;
  10583. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10584. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10585. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10586. skill_split_atoi(split[4],skill_db[i].unit_range);
  10587. skill_db[i].unit_interval = atoi(split[5]);
  10588. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10589. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10590. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10591. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10592. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10593. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10594. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10595. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10596. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10597. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10598. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10599. skill_db[i].unit_target = BCT_NOENEMY;
  10600. //By default, target just characters.
  10601. skill_db[i].unit_target |= BL_CHAR;
  10602. if (skill_db[i].unit_flag&UF_NOPC)
  10603. skill_db[i].unit_target &= ~BL_PC;
  10604. if (skill_db[i].unit_flag&UF_NOMOB)
  10605. skill_db[i].unit_target &= ~BL_MOB;
  10606. if (skill_db[i].unit_flag&UF_SKILL)
  10607. skill_db[i].unit_target |= BL_SKILL;
  10608. return true;
  10609. }
  10610. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10611. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10612. int x,y;
  10613. int i = atoi(split[0]);
  10614. if( !i )
  10615. return false;
  10616. skill_produce_db[current].nameid = i;
  10617. skill_produce_db[current].itemlv = atoi(split[1]);
  10618. skill_produce_db[current].req_skill = atoi(split[2]);
  10619. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10620. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10621. {
  10622. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10623. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10624. }
  10625. return true;
  10626. }
  10627. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10628. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10629. int x,y;
  10630. int i = atoi(split[0]);
  10631. if( !i )
  10632. return false;
  10633. skill_arrow_db[current].nameid = i;
  10634. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10635. {
  10636. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10637. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10638. }
  10639. return true;
  10640. }
  10641. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10642. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10643. int i = atoi(split[0]);
  10644. if( !skill_get_index(i) || !skill_get_max(i) )
  10645. {
  10646. ShowError("abra_db: Invalid skill ID %d\n", i);
  10647. return false;
  10648. }
  10649. if ( !skill_get_inf(i) )
  10650. {
  10651. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10652. return false;
  10653. }
  10654. skill_abra_db[current].skillid = i;
  10655. skill_abra_db[current].req_lv = atoi(split[2]);
  10656. skill_abra_db[current].per = atoi(split[3]);
  10657. return true;
  10658. }
  10659. static void skill_readdb(void)
  10660. {
  10661. // init skill db structures
  10662. db_clear(skilldb_name2id);
  10663. memset(skill_db,0,sizeof(skill_db));
  10664. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10665. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10666. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10667. // load skill databases
  10668. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10669. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10670. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10671. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10672. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10673. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10674. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10675. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10676. skill_init_unit_layout();
  10677. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10678. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10679. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10680. }
  10681. void skill_reload (void)
  10682. {
  10683. skill_readdb();
  10684. }
  10685. /*==========================================
  10686. *
  10687. *------------------------------------------*/
  10688. int do_init_skill (void)
  10689. {
  10690. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10691. skill_readdb();
  10692. group_db = idb_alloc(DB_OPT_BASE);
  10693. skillunit_db = idb_alloc(DB_OPT_BASE);
  10694. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10695. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10696. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10697. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10698. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10699. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10700. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10701. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10702. return 0;
  10703. }
  10704. int do_final_skill(void)
  10705. {
  10706. db_destroy(skilldb_name2id);
  10707. db_destroy(group_db);
  10708. db_destroy(skillunit_db);
  10709. ers_destroy(skill_unit_ers);
  10710. ers_destroy(skill_timer_ers);
  10711. return 0;
  10712. }