skill.cpp 805 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk(uint16 skill_id, map_session_data *sd)
  735. {
  736. nullpo_retr(1,sd);
  737. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  738. return false; // can do any damn thing they want
  739. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  740. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  741. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  742. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  743. return true;
  744. // Epoque:
  745. // This code will compare the player's attack motion value which is influenced by ASPD before
  746. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  747. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  748. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  749. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  750. {// attempted to cast a skill before the attack motion has finished
  751. return true;
  752. }
  753. if (skill_blockpc_get(sd, skill_id) != -1){
  754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  755. return true;
  756. }
  757. /**
  758. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  759. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  760. */
  761. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  762. return false;
  763. uint32 skill_nocast = skill_get_nocast(skill_id);
  764. // Check skill restrictions [Celest]
  765. if (mapdata != nullptr && mapdata->zone->isSkillDisabled(skill_id, sd->bl.type, pc_get_group_level(sd))) {
  766. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  767. return true;
  768. }
  769. if( sd->sc.getSCE(SC_ALL_RIDING) )
  770. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  771. switch (skill_id) {
  772. case AL_WARP:
  773. case RETURN_TO_ELDICASTES:
  774. case ALL_GUARDIAN_RECALL:
  775. case ECLAGE_RECALL:
  776. case ALL_PRONTERA_RECALL:
  777. case ALL_GLASTHEIM_RECALL:
  778. case ALL_THANATOS_RECALL:
  779. case ALL_LIGHTHALZEN_RECALL:
  780. if(mapdata->getMapFlag(MF_NOWARP)) {
  781. clif_skill_teleportmessage(sd,0);
  782. return true;
  783. }
  784. return false;
  785. case AL_TELEPORT:
  786. case NPC_FATALMENACE:
  787. case SC_DIMENSIONDOOR:
  788. case ALL_ODINS_RECALL:
  789. case WE_CALLALLFAMILY:
  790. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  791. clif_skill_teleportmessage(sd,0);
  792. return true;
  793. }
  794. return false; // gonna be checked in 'skill_castend_nodamage_id'
  795. case WE_CALLPARTNER:
  796. case WE_CALLPARENT:
  797. case WE_CALLBABY:
  798. if (mapdata->getMapFlag(MF_NOMEMO)) {
  799. clif_skill_teleportmessage(sd,1);
  800. return true;
  801. }
  802. break;
  803. case MC_VENDING:
  804. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  805. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  806. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  807. return true;
  808. }
  809. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  810. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  811. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  812. return true;
  813. }
  814. if (npc_isnear(&sd->bl)) {
  815. // uncomment to send msg_txt.
  816. //char output[150];
  817. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  818. //clif_displaymessage(sd->fd, output);
  819. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  820. return true;
  821. }
  822. break;
  823. case ALL_BUYING_STORE:
  824. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  825. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  827. return true;
  828. }
  829. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  830. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  832. return true;
  833. }
  834. if( npc_isnear(&sd->bl) ) {
  835. // uncomment to send msg_txt.
  836. //char output[150];
  837. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  838. //clif_displaymessage(sd->fd, output);
  839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  840. return true;
  841. }
  842. break;
  843. case MC_IDENTIFY:
  844. return false; // always allowed
  845. case WZ_ICEWALL:
  846. // noicewall flag [Valaris]
  847. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  849. return true;
  850. }
  851. break;
  852. case GC_DARKILLUSION:
  853. if( mapdata_flag_gvg2(mapdata) ) {
  854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  855. return true;
  856. }
  857. break;
  858. case GD_EMERGENCYCALL:
  859. case GD_ITEMEMERGENCYCALL:
  860. if (
  861. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  862. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  863. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  864. ) {
  865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  866. return true;
  867. }
  868. break;
  869. case WM_SIRCLEOFNATURE:
  870. case WM_SOUND_OF_DESTRUCTION:
  871. case WM_LULLABY_DEEPSLEEP:
  872. case WM_GLOOMYDAY:
  873. case WM_SATURDAY_NIGHT_FEVER:
  874. if( !mapdata_flag_vs(mapdata) ) {
  875. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  876. return true;
  877. }
  878. break;
  879. }
  880. return false;
  881. }
  882. /**
  883. * Check if the homunculus skill is ok to be processed
  884. * After checking from Homunculus side, also check the master condition
  885. * @param hd: Homunculus who casted
  886. * @param skill_id: Skill ID casted
  887. * @param skill_lv: Skill level casted
  888. * @return true: Skill cannot be used, false: otherwise
  889. */
  890. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  891. {
  892. map_session_data *sd = NULL;
  893. status_change *sc;
  894. int8 spiritball = 0;
  895. nullpo_retr(true, hd);
  896. spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. sd = hd->master;
  898. sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = NULL;
  903. if (util::vector_exists(hd->blockskill, skill_id))
  904. return true;
  905. switch(skill_id) {
  906. case HFLI_SBR44:
  907. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  908. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  909. return true;
  910. }
  911. break;
  912. case HVAN_EXPLOSION:
  913. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  914. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  915. return true;
  916. }
  917. break;
  918. case MH_LIGHT_OF_REGENE: // Must be cordial
  919. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  921. return true;
  922. }
  923. break;
  924. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  925. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  926. return true;
  927. break;
  928. case MH_ANGRIFFS_MODUS:
  929. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  930. return true;
  931. break;
  932. case MH_TINDER_BREAKER: // Must be in grappling mode
  933. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  934. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  935. return true;
  936. }
  937. break;
  938. case MH_SONIC_CRAW: // Must be in fighting mode
  939. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  940. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  941. return true;
  942. }
  943. break;
  944. case MH_SILVERVEIN_RUSH:
  945. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  946. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  947. return true;
  948. }
  949. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  950. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  951. return true;
  952. }
  953. break;
  954. case MH_MIDNIGHT_FRENZY:
  955. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  956. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  957. return true;
  958. }
  959. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  960. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  961. return true;
  962. }
  963. break;
  964. case MH_CBC:
  965. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  966. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  967. return true;
  968. }
  969. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  971. return true;
  972. }
  973. break;
  974. case MH_EQC:
  975. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  976. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  977. return true;
  978. }
  979. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  980. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  981. return true;
  982. }
  983. break;
  984. }
  985. if (spiritball) {
  986. if (hd->homunculus.spiritball < spiritball) {
  987. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  988. return true;
  989. }
  990. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  991. if (skill_id != MH_BLAZING_AND_FURIOUS)
  992. hom_delspiritball(hd, spiritball, 1);
  993. }
  994. //Use master's criteria.
  995. return skill_isNotOk(skill_id, hd->master);
  996. }
  997. /**
  998. * Check if the mercenary skill is ok to be processed
  999. * After checking from Homunculus side, also check the master condition
  1000. * @param skill_id: Skill ID that casted
  1001. * @param md: Mercenary who casted
  1002. * @return true: Skill cannot be used, false: otherwise
  1003. */
  1004. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  1005. {
  1006. nullpo_retr(1, md);
  1007. if (util::vector_exists(md->blockskill, skill_id))
  1008. return true;
  1009. return skill_isNotOk(skill_id, md->master);
  1010. }
  1011. /**
  1012. * Check if the skill can be casted near NPC or not
  1013. * @param src Object who casted
  1014. * @param skill_id Skill ID that casted
  1015. * @param skill_lv Skill Lv
  1016. * @param pos_x Position x of the target
  1017. * @param pos_y Position y of the target
  1018. * @return true: Skill cannot be used, false: otherwise
  1019. * @author [Cydh]
  1020. */
  1021. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1022. if (!src)
  1023. return false;
  1024. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1025. return false;
  1026. //if self skill
  1027. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1028. pos_x = src->x;
  1029. pos_y = src->y;
  1030. }
  1031. if (pos_x <= 0) pos_x = src->x;
  1032. if (pos_y <= 0) pos_y = src->y;
  1033. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1034. }
  1035. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1036. {
  1037. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1038. uint8 dir;
  1039. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1040. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1041. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1042. }
  1043. nullpo_retr(NULL, src);
  1044. //Monsters sometimes deploy more units on level 10
  1045. if (src->type == BL_MOB && skill_lv >= 10) {
  1046. if (skill_id == WZ_WATERBALL)
  1047. pos = 4; //9x9 Area
  1048. }
  1049. if (pos != -1) // simple single-definition layout
  1050. return &skill_unit_layout[pos];
  1051. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1052. if (skill_id == MG_FIREWALL)
  1053. return &skill_unit_layout [firewall_unit_pos + dir];
  1054. else if (skill_id == WZ_ICEWALL)
  1055. return &skill_unit_layout [icewall_unit_pos + dir];
  1056. else if( skill_id == WL_EARTHSTRAIN )
  1057. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1058. else if( skill_id == RL_FIRE_RAIN )
  1059. return &skill_unit_layout[firerain_unit_pos + dir];
  1060. else if( skill_id == GN_WALLOFTHORN )
  1061. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1062. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1063. return &skill_unit_layout[0]; // default 1x1 layout
  1064. }
  1065. /** Stores temporary values.
  1066. * Common usages:
  1067. * [0] holds number of targets in area
  1068. * [1] holds the id of the original target
  1069. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1070. */
  1071. static int skill_area_temp[8];
  1072. /*==========================================
  1073. * Add effect to skill when hit succesfully target
  1074. *------------------------------------------*/
  1075. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1076. nullpo_ret(src);
  1077. nullpo_ret(bl);
  1078. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1079. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1080. return 0;
  1081. map_session_data* sd = BL_CAST( BL_PC, src );
  1082. mob_data* md = BL_CAST( BL_MOB, src );
  1083. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1084. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1085. status_change* sc = status_get_sc( src );
  1086. status_change* tsc = status_get_sc( bl );
  1087. status_data* sstatus = status_get_status_data( src );
  1088. status_data* tstatus = status_get_status_data( bl );
  1089. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1090. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1091. // Chance to trigger Taekwon kicks
  1092. if (sc->getSCE(SC_READYSTORM) &&
  1093. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1094. 0, 2, 0,
  1095. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1096. ; //Stance triggered
  1097. else if (sc->getSCE(SC_READYDOWN) &&
  1098. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1099. 0, 2, 0,
  1100. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1101. ; //Stance triggered
  1102. else if (sc->getSCE(SC_READYTURN) &&
  1103. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1104. 0, 2, 0,
  1105. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1106. ; //Stance triggered
  1107. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1108. int rate = 20;
  1109. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1110. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1111. status_change_end(src, SC_SKILLRATE_UP);
  1112. }
  1113. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1114. 0, 2, 0,
  1115. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1116. ; //Stance triggered
  1117. }
  1118. }
  1119. if (!tsc) //skill additional effect is about adding effects to the target...
  1120. //So if the target can't be inflicted with statuses, this is pointless.
  1121. return 0;
  1122. if( sd )
  1123. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1124. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1125. #ifndef RENEWAL
  1126. && skill_id != ASC_BREAKER
  1127. #endif
  1128. ) {
  1129. // Trigger status effects
  1130. for (const auto &it : sd->addeff) {
  1131. int rate = it.rate;
  1132. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1133. rate += it.arrow_rate;
  1134. if( !rate )
  1135. continue;
  1136. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1137. // Trigger has attack type consideration.
  1138. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1139. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1140. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1141. ;
  1142. else
  1143. continue;
  1144. }
  1145. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1146. // Trigger has range consideration.
  1147. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1148. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1149. continue; //Range Failed.
  1150. }
  1151. if (it.flag&ATF_TARGET)
  1152. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1153. if (it.flag&ATF_SELF)
  1154. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1155. }
  1156. }
  1157. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1158. if (sc != nullptr) {
  1159. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1160. unit_data *ud = unit_bl2ud(bl);
  1161. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1162. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1163. }
  1164. }
  1165. if( skill_id ) {
  1166. // Trigger status effects on skills
  1167. for (const auto &it : sd->addeff_onskill) {
  1168. if (skill_id != it.skill_id || !it.rate)
  1169. continue;
  1170. if (it.target&ATF_TARGET)
  1171. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1172. if (it.target&ATF_SELF)
  1173. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1174. }
  1175. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1176. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1177. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1178. #ifdef RENEWAL
  1179. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1180. #else
  1181. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1182. #endif
  1183. clif_emotion(bl,ET_HUK);
  1184. }
  1185. }
  1186. }
  1187. if( dmg_lv < ATK_DEF ) // no damage, return;
  1188. return 0;
  1189. switch(skill_id) {
  1190. case 0:
  1191. { // Normal attacks (no skill used)
  1192. if( attack_type&BF_SKILL )
  1193. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1194. if(sd) {
  1195. int skill;
  1196. // Automatic trigger of Blitz Beat
  1197. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1198. int rate;
  1199. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1200. rate = 5;
  1201. else
  1202. rate = (sd->status.job_level + 9) / 10;
  1203. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1204. }
  1205. // Automatic trigger of Warg Strike
  1206. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1207. int rate = sstatus->luk * 10 / 3 + 1;
  1208. if (pc_isfalcon(sd))
  1209. rate = rate / 3;
  1210. if (rnd() % 1000 <= rate)
  1211. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1212. }
  1213. // Automatic trigger of Hawk Rush
  1214. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1215. int rate = sstatus->con * 10 / 3 + 1;
  1216. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1217. if (rnd() % 1000 <= rate)
  1218. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1219. }
  1220. // Gank
  1221. if(dstmd && sd->status.weapon != W_BOW &&
  1222. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1223. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1224. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1225. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1226. else
  1227. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1228. }
  1229. }
  1230. if (sc) {
  1231. struct status_change_entry *sce;
  1232. // Enchant Poison gives a chance to poison attacked enemies
  1233. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1234. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1235. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1236. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1237. if((sce=sc->getSCE(SC_EDP)))
  1238. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1239. skill_get_time2(ASC_EDP,sce->val1));
  1240. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1241. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1242. }
  1243. }
  1244. break;
  1245. case SM_BASH:
  1246. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1247. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1248. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1249. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1250. }
  1251. break;
  1252. case MER_CRASH:
  1253. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1254. break;
  1255. case AS_VENOMKNIFE:
  1256. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1257. skill_lv = pc_checkskill(sd, TF_POISON);
  1258. [[fallthrough]];
  1259. case TF_POISON:
  1260. case AS_SPLASHER:
  1261. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1262. && sd && skill_id==TF_POISON
  1263. )
  1264. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1265. break;
  1266. case AS_SONICBLOW:
  1267. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1268. break;
  1269. case AS_GRIMTOOTH:
  1270. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1271. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case WZ_FIREPILLAR:
  1274. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1275. break;
  1276. case MG_FROSTDIVER:
  1277. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1279. break;
  1280. case WZ_FROSTNOVA:
  1281. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1282. break;
  1283. case WZ_STORMGUST:
  1284. // Storm Gust counter was dropped in renewal
  1285. #ifdef RENEWAL
  1286. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1287. #else
  1288. //On third hit, there is a 150% to freeze the target
  1289. if(tsc->sg_counter >= 3 &&
  1290. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1291. tsc->sg_counter = 0;
  1292. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1293. else if( tsc->sg_counter > 250 )
  1294. tsc->sg_counter = 0;
  1295. #endif
  1296. break;
  1297. case NPC_STORMGUST2:
  1298. if (skill_lv == 1)
  1299. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1300. else if (skill_lv == 2)
  1301. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1302. else
  1303. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. break;
  1305. case WZ_METEOR:
  1306. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1307. break;
  1308. case WZ_VERMILION:
  1309. #ifdef RENEWAL
  1310. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. #else
  1312. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1313. #endif
  1314. break;
  1315. case WZ_HEAVENDRIVE:
  1316. status_change_end(bl, SC_SV_ROOTTWIST);
  1317. break;
  1318. case HT_FREEZINGTRAP:
  1319. case MA_FREEZINGTRAP:
  1320. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. break;
  1322. case HT_FLASHER:
  1323. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1324. break;
  1325. case HT_LANDMINE:
  1326. case MA_LANDMINE:
  1327. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_SHOCKWAVE:
  1330. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1331. break;
  1332. case HT_SANDMAN:
  1333. case MA_SANDMAN:
  1334. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1335. break;
  1336. case TF_SPRINKLESAND:
  1337. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1338. break;
  1339. case TF_THROWSTONE:
  1340. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1341. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case NPC_DARKCROSS:
  1344. case CR_HOLYCROSS:
  1345. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_GRANDDARKNESS:
  1348. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1349. attack_type |= BF_WEAPON;
  1350. break;
  1351. case CR_GRANDCROSS:
  1352. //Chance to cause blind status vs demon and undead element, but not against players
  1353. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1354. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1355. attack_type |= BF_WEAPON;
  1356. break;
  1357. case AM_ACIDTERROR:
  1358. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1359. #ifdef RENEWAL
  1360. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1361. #else
  1362. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1363. #endif
  1364. clif_emotion(bl,ET_HUK);
  1365. break;
  1366. case AM_DEMONSTRATION:
  1367. #ifdef RENEWAL
  1368. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1369. #else
  1370. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1371. #endif
  1372. break;
  1373. case CR_SHIELDCHARGE:
  1374. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1375. break;
  1376. #ifndef RENEWAL
  1377. case PA_PRESSURE:
  1378. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1379. [[fallthrough]];
  1380. case HW_GRAVITATION:
  1381. //Pressure and Gravitation can trigger physical autospells
  1382. attack_type |= BF_NORMAL;
  1383. attack_type |= BF_WEAPON;
  1384. break;
  1385. #endif
  1386. case RG_RAID:
  1387. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1388. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1389. #ifdef RENEWAL
  1390. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1391. break;
  1392. case RG_BACKSTAP:
  1393. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1394. #endif
  1395. break;
  1396. case BA_FROSTJOKER:
  1397. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1398. break;
  1399. case DC_SCREAM:
  1400. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1401. break;
  1402. case BD_LULLABY:
  1403. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1404. break;
  1405. #ifdef RENEWAL
  1406. case DC_UGLYDANCE:
  1407. // !TODO: How does caster's DEX/AGI play a role?
  1408. status_zap( bl, 0, 2 * skill_lv + 10 );
  1409. break;
  1410. #else
  1411. case DC_UGLYDANCE: {
  1412. int rate = 5 + 5 * skill_lv;
  1413. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1414. if( skill > 0 ){
  1415. rate += 5 + skill;
  1416. }
  1417. status_zap( bl, 0, rate );
  1418. } break;
  1419. #endif
  1420. case SL_STUN:
  1421. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1422. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1423. break;
  1424. case NPC_PETRIFYATTACK:
  1425. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1426. break;
  1427. case NPC_CURSEATTACK:
  1428. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1429. break;
  1430. case NPC_SLEEPATTACK:
  1431. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1432. break;
  1433. case NPC_BLINDATTACK:
  1434. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1435. break;
  1436. case NPC_POISON:
  1437. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1438. break;
  1439. case NPC_SILENCEATTACK:
  1440. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1441. break;
  1442. case NPC_STUNATTACK:
  1443. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1444. break;
  1445. case NPC_BLEEDING:
  1446. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1447. break;
  1448. case NPC_BLEEDING2:
  1449. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1450. break;
  1451. case NPC_CHANGEUNDEAD:
  1452. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1453. break;
  1454. case NPC_ACIDBREATH:
  1455. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1456. break;
  1457. case NPC_ICEBREATH:
  1458. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1459. break;
  1460. case NPC_ICEBREATH2:
  1461. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1462. break;
  1463. case NPC_MENTALBREAKER:
  1464. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1465. //equal to Matk*skLevel.
  1466. int rate = sstatus->matk_min;
  1467. if (rate < sstatus->matk_max)
  1468. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1469. rate*=skill_lv;
  1470. status_zap(bl, 0, rate);
  1471. break;
  1472. }
  1473. // Equipment breaking monster skills [Celest]
  1474. case NPC_ARMORBRAKE:
  1475. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1476. break;
  1477. case NPC_HELMBRAKE:
  1478. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1479. break;
  1480. case NPC_SHIELDBRAKE:
  1481. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1482. break;
  1483. case CH_TIGERFIST: {
  1484. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1485. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1486. if (status_get_class_(bl) == CLASS_BOSS)
  1487. basetime /= 5;
  1488. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1489. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1490. }
  1491. break;
  1492. case LK_SPIRALPIERCE:
  1493. case ML_SPIRALPIERCE:
  1494. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1495. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1496. break;
  1497. case ST_REJECTSWORD:
  1498. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1499. break;
  1500. case PF_FOGWALL:
  1501. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1502. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1503. break;
  1504. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1505. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1506. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1507. break;
  1508. case ASC_METEORASSAULT:
  1509. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1510. switch(rnd()%3) {
  1511. case 0:
  1512. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1513. break;
  1514. case 1:
  1515. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1516. break;
  1517. default:
  1518. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1519. }
  1520. break;
  1521. case HW_NAPALMVULCAN:
  1522. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1523. break;
  1524. case WS_CARTTERMINATION: // Cart termination
  1525. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1526. break;
  1527. case CR_ACIDDEMONSTRATION:
  1528. case GN_FIRE_EXPANSION_ACID:
  1529. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1530. break;
  1531. case TK_DOWNKICK:
  1532. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1533. break;
  1534. case TK_JUMPKICK:
  1535. // debuff the following statuses
  1536. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1537. status_change_end(bl, SC_SPIRIT);
  1538. status_change_end(bl, SC_ADRENALINE2);
  1539. status_change_end(bl, SC_KAITE);
  1540. status_change_end(bl, SC_KAAHI);
  1541. status_change_end(bl, SC_ONEHAND);
  1542. status_change_end(bl, SC_ASPDPOTION2);
  1543. // New soul links confirmed to not dispell with this skill
  1544. // but thats likely a bug since soul links can't stack and
  1545. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1546. status_change_end(bl, SC_SOULGOLEM);
  1547. status_change_end(bl, SC_SOULSHADOW);
  1548. status_change_end(bl, SC_SOULFALCON);
  1549. status_change_end(bl, SC_SOULFAIRY);
  1550. }
  1551. break;
  1552. case TK_TURNKICK:
  1553. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1554. if(attack_type&BF_MISC) //70% base stun chance...
  1555. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1556. break;
  1557. case GS_BULLSEYE: //0.1% coma rate.
  1558. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1559. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1560. break;
  1561. case GS_PIERCINGSHOT:
  1562. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1563. break;
  1564. case NJ_HYOUSYOURAKU:
  1565. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1566. break;
  1567. case GS_FLING:
  1568. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1569. break;
  1570. case GS_DISARM:
  1571. skill_strip_equip(src, bl, skill_id, skill_lv);
  1572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1573. break;
  1574. case NPC_EVILLAND:
  1575. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1576. break;
  1577. case NPC_HELLJUDGEMENT:
  1578. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1579. break;
  1580. case NPC_HELLJUDGEMENT2:
  1581. switch(rnd()%6) {
  1582. case 0:
  1583. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1584. break;
  1585. case 1:
  1586. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1587. break;
  1588. case 2:
  1589. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1590. break;
  1591. case 3:
  1592. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1593. break;
  1594. case 4:
  1595. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1596. break;
  1597. default:
  1598. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1599. break;
  1600. }
  1601. break;
  1602. case NPC_CRITICALWOUND:
  1603. case NPC_WIDECRITICALWOUND:
  1604. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case NPC_FIRESTORM:
  1607. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1608. break;
  1609. case RK_DRAGONBREATH:
  1610. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1611. break;
  1612. case RK_DRAGONBREATH_WATER:
  1613. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1614. break;
  1615. case NPC_DRAGONBREATH:
  1616. if (skill_lv > 5)
  1617. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1618. else
  1619. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1620. break;
  1621. case AB_ADORAMUS:
  1622. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1623. break;
  1624. case WL_COMET:
  1625. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1626. break;
  1627. case NPC_COMET:
  1628. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1629. break;
  1630. case NPC_JACKFROST:
  1631. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1632. break;
  1633. case RA_WUGBITE: {
  1634. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1635. if (wug_rate < 50)
  1636. wug_rate = 50;
  1637. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1638. }
  1639. break;
  1640. case RA_SENSITIVEKEEN:
  1641. if( rnd()%100 < 8 * skill_lv )
  1642. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1643. break;
  1644. case RA_FIRINGTRAP:
  1645. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1646. break;
  1647. case RA_ICEBOUNDTRAP:
  1648. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case NC_PILEBUNKER:
  1651. if( rnd()%100 < 25 + 15*skill_lv ) {
  1652. status_change_end(bl, SC_KYRIE);
  1653. status_change_end(bl, SC_ASSUMPTIO);
  1654. status_change_end(bl, SC_STEELBODY);
  1655. status_change_end(bl, SC_GT_CHANGE);
  1656. status_change_end(bl, SC_GT_REVITALIZE);
  1657. status_change_end(bl, SC_AUTOGUARD);
  1658. status_change_end(bl, SC_REFLECTDAMAGE);
  1659. status_change_end(bl, SC_DEFENDER);
  1660. status_change_end(bl, SC_PRESTIGE);
  1661. status_change_end(bl, SC_BANDING);
  1662. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1663. }
  1664. break;
  1665. case NC_FLAMELAUNCHER:
  1666. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1667. break;
  1668. case NC_COLDSLOWER:
  1669. // Status chances are applied officially through a check
  1670. // The skill first trys to give the frozen status to targets that are hit
  1671. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1672. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1673. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1674. break;
  1675. case NC_POWERSWING:
  1676. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1677. break;
  1678. case GC_WEAPONCRUSH:
  1679. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1680. break;
  1681. case LG_PINPOINTATTACK: {
  1682. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1683. switch( skill_lv ) {
  1684. case 1:
  1685. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1686. break;
  1687. case 2:
  1688. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1689. break;
  1690. case 3:
  1691. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1692. break;
  1693. case 4:
  1694. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1695. break;
  1696. case 5:
  1697. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1698. break;
  1699. }
  1700. } break;
  1701. case LG_MOONSLASHER:
  1702. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1703. break;
  1704. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1705. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1706. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1707. break;
  1708. case NPC_RAYOFGENESIS:
  1709. if (skill_lv < 8)
  1710. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1711. else
  1712. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1713. break;
  1714. case LG_HESPERUSLIT:
  1715. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1716. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1717. break;
  1718. case SR_DRAGONCOMBO:
  1719. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1720. break;
  1721. case SR_WINDMILL:
  1722. if( dstsd )
  1723. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1724. else if( dstmd )
  1725. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1726. break;
  1727. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1728. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1729. break;
  1730. case SR_EARTHSHAKER:
  1731. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1732. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1733. status_change_end(bl, SC_SV_ROOTTWIST);
  1734. break;
  1735. case SO_EARTHGRAVE:
  1736. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1737. break;
  1738. case SO_DIAMONDDUST: {
  1739. int rate = 5 + 5 * skill_lv;
  1740. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1741. rate += (sd ? sd->status.job_level / 5 : 0);
  1742. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1743. } break;
  1744. case SO_VARETYR_SPEAR:
  1745. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. break;
  1747. case SO_POISON_BUSTER:
  1748. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1749. break;
  1750. case GN_SPORE_EXPLOSION:
  1751. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1752. break;
  1753. case GN_SLINGITEM_RANGEMELEEATK:
  1754. if( sd ) {
  1755. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1756. case ITEMID_COCONUT_BOMB:
  1757. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1758. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1759. break;
  1760. case ITEMID_MELON_BOMB:
  1761. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1762. break;
  1763. case ITEMID_BANANA_BOMB:
  1764. {
  1765. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1766. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1767. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1768. break;
  1769. }
  1770. }
  1771. sd->itemid = 0;
  1772. }
  1773. break;
  1774. case GN_HELLS_PLANT_ATK:
  1775. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1776. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1777. break;
  1778. case EL_WIND_SLASH: // Non confirmed rate.
  1779. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1780. break;
  1781. case EL_STONE_HAMMER:
  1782. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1783. break;
  1784. case EL_ROCK_CRUSHER:
  1785. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1786. break;
  1787. case EL_ROCK_CRUSHER_ATK:
  1788. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1789. break;
  1790. case EL_TYPOON_MIS:
  1791. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1792. break;
  1793. case KO_JYUMONJIKIRI:
  1794. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1795. break;
  1796. case SP_SOULEXPLOSION:
  1797. case KO_SETSUDAN: // Remove soul link when hit.
  1798. status_change_end(bl, SC_SPIRIT);
  1799. status_change_end(bl, SC_SOULGOLEM);
  1800. status_change_end(bl, SC_SOULSHADOW);
  1801. status_change_end(bl, SC_SOULFALCON);
  1802. status_change_end(bl, SC_SOULFAIRY);
  1803. break;
  1804. case KO_MAKIBISHI:
  1805. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1806. break;
  1807. case MH_EQC:
  1808. {
  1809. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1810. if (hd) {
  1811. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1812. status_change_end(bl, SC_TINDER_BREAKER2);
  1813. }
  1814. }
  1815. break;
  1816. case MH_STAHL_HORN:
  1817. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1818. break;
  1819. case MH_NEEDLE_OF_PARALYZE:
  1820. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1821. break;
  1822. case MH_TOXIN_OF_MANDARA:
  1823. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1824. break;
  1825. case MH_XENO_SLASHER:
  1826. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1827. break;
  1828. case NPC_MAGMA_ERUPTION:
  1829. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1830. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1833. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1834. break;
  1835. case GN_ILLUSIONDOPING:
  1836. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1837. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1838. break;
  1839. case RL_MASS_SPIRAL:
  1840. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1841. break;
  1842. case RL_SLUGSHOT:
  1843. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1844. break;
  1845. case RL_BANISHING_BUSTER: {
  1846. if (!tsc || !tsc->count)
  1847. break;
  1848. if (status_isimmune(bl))
  1849. break;
  1850. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1851. if (sd)
  1852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1853. break;
  1854. }
  1855. uint16 n = skill_lv;
  1856. for (const auto &it : status_db) {
  1857. sc_type status = static_cast<sc_type>(it.first);
  1858. if (n <= 0)
  1859. break;
  1860. if (!tsc->getSCE(status))
  1861. continue;
  1862. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1863. continue;
  1864. switch (status) {
  1865. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1866. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1867. case SC_FORTUNE: case SC_SERVICE4U:
  1868. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1869. continue; //If in song area don't end it, even if config enabled
  1870. break;
  1871. case SC_ASSUMPTIO:
  1872. if( bl->type == BL_MOB )
  1873. continue;
  1874. break;
  1875. }
  1876. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1877. tsc->getSCE(status)->val2 = 0;
  1878. status_change_end(bl,status);
  1879. n--;
  1880. }
  1881. //Remove bonus_script by Banishing Buster
  1882. if (dstsd)
  1883. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1884. }
  1885. break;
  1886. case RL_S_STORM:
  1887. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1888. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1889. break;
  1890. case RL_AM_BLAST:
  1891. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1892. break;
  1893. case SU_SCRATCH:
  1894. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1895. break;
  1896. case SU_SV_STEMSPEAR:
  1897. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1898. break;
  1899. case SU_CN_METEOR2:
  1900. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1901. break;
  1902. case SU_SCAROFTAROU:
  1903. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1904. break;
  1905. case SU_LUNATICCARROTBEAT2:
  1906. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1907. break;
  1908. case SJ_FULLMOONKICK:
  1909. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1910. break;
  1911. case SJ_STAREMPEROR:
  1912. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1913. break;
  1914. case SP_CURSEEXPLOSION:
  1915. status_change_end(bl, SC_SOULCURSE);
  1916. break;
  1917. case SP_SHA:
  1918. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1919. break;
  1920. case DK_SERVANT_W_PHANTOM:
  1921. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1924. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1925. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1926. break;
  1927. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1928. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1929. break;
  1930. case IQ_OLEUM_SANCTUM:
  1931. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1932. break;
  1933. case IQ_FIRST_BRAND:
  1934. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1935. break;
  1936. case IQ_SECOND_FLAME:
  1937. case IQ_SECOND_FAITH:
  1938. case IQ_SECOND_JUDGEMENT:
  1939. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1940. break;
  1941. case IQ_THIRD_PUNISH:
  1942. case IQ_THIRD_FLAME_BOMB:
  1943. case IQ_THIRD_CONSECRATION:
  1944. status_change_end(bl, SC_SECOND_BRAND);
  1945. break;
  1946. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1947. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1948. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1949. break;
  1950. case SHC_FATAL_SHADOW_CROW:
  1951. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1952. break;
  1953. case ABC_UNLUCKY_RUSH:
  1954. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1955. break;
  1956. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1957. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1958. [[fallthrough]];
  1959. case WM_METALICSOUND:
  1960. case WM_REVERBERATION:
  1961. status_change_end(bl, SC_SOUNDBLEND);
  1962. break;
  1963. case EM_DIAMOND_STORM:
  1964. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1965. break;
  1966. case EM_LIGHTNING_LAND:
  1967. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1968. break;
  1969. case EM_VENOM_SWAMP:
  1970. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1971. break;
  1972. case EM_CONFLAGRATION:
  1973. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1974. break;
  1975. case EM_TERRA_DRIVE:
  1976. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1977. break;
  1978. case MT_RUSH_QUAKE:
  1979. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1980. break;
  1981. } //end switch skill_id
  1982. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1983. { //Pass heritage to Master for status causing effects. [Skotlex]
  1984. sd = map_id2sd(md->master_id);
  1985. src = sd?&sd->bl:src;
  1986. }
  1987. // Coma
  1988. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1989. int rate = 0;
  1990. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1991. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1992. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1993. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1994. }
  1995. if (attack_type&BF_WEAPON) {
  1996. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1997. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1998. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1999. }
  2000. if (rate > 0)
  2001. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  2002. }
  2003. if( attack_type&BF_WEAPON )
  2004. { // Breaking Equipment
  2005. if( sd && battle_config.equip_self_break_rate )
  2006. { // Self weapon breaking
  2007. int rate = battle_config.equip_natural_break_rate;
  2008. #ifndef RENEWAL
  2009. if( sc )
  2010. {
  2011. if(sc->getSCE(SC_OVERTHRUST))
  2012. rate += 10;
  2013. if(sc->getSCE(SC_MAXOVERTHRUST))
  2014. rate += 10;
  2015. }
  2016. #endif
  2017. if( rate )
  2018. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2019. }
  2020. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2021. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2022. // Target weapon breaking
  2023. int rate = 0;
  2024. if( sd )
  2025. rate += sd->bonus.break_weapon_rate;
  2026. if (sc) {
  2027. if (sc->getSCE(SC_MELTDOWN))
  2028. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2029. if (sc->getSCE(SC_WEAPONBREAKER))
  2030. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2031. }
  2032. if( rate )
  2033. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2034. // Target armor breaking
  2035. rate = 0;
  2036. if( sd )
  2037. rate += sd->bonus.break_armor_rate;
  2038. if( sc && sc->getSCE(SC_MELTDOWN) )
  2039. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2040. if( rate )
  2041. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2042. }
  2043. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2044. if (sd->def_set_race[tstatus->race].rate)
  2045. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2046. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2047. if (sd->mdef_set_race[tstatus->race].rate)
  2048. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2049. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2050. if (sd->norecover_state_race[tstatus->race].rate)
  2051. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2052. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2053. }
  2054. }
  2055. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2056. struct unit_data *ud = unit_bl2ud(src);
  2057. int skill;
  2058. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2059. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2060. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2061. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2062. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2063. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2064. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2065. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2066. else
  2067. skill = 0;
  2068. if ( rnd()%100 < 25 && skill ){
  2069. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2070. if (ud) {
  2071. int delay = skill_delayfix(src, skill, skill_lv);
  2072. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2073. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2074. if ( battle_config.display_status_timers )
  2075. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2076. }
  2077. }
  2078. }
  2079. }
  2080. // Autospell when attacking
  2081. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2082. {
  2083. for (const auto &it : sd->autospell) {
  2084. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2085. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2086. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2087. continue; // one or more trigger conditions were not fulfilled
  2088. int skill = it.id;
  2089. sd->state.autocast = 1;
  2090. if ( skill_isNotOk(skill, sd) ) {
  2091. sd->state.autocast = 0;
  2092. continue;
  2093. }
  2094. sd->state.autocast = 0;
  2095. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2096. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2097. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2098. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2099. if (rnd()%1000 >= rate)
  2100. continue;
  2101. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2102. e_cast_type type = skill_get_casttype(skill);
  2103. if (type == CAST_GROUND) {
  2104. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2105. continue;
  2106. }
  2107. if (battle_config.autospell_check_range &&
  2108. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2109. continue;
  2110. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2111. type = CAST_GROUND;
  2112. #ifndef RENEWAL
  2113. else if (skill == AS_SONICBLOW)
  2114. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2115. #endif
  2116. sd->state.autocast = 1;
  2117. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2118. #ifndef RENEWAL
  2119. skill_toggle_magicpower(src, skill);
  2120. #endif
  2121. switch (type) {
  2122. case CAST_GROUND:
  2123. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2124. break;
  2125. case CAST_NODAMAGE:
  2126. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2127. break;
  2128. case CAST_DAMAGE:
  2129. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2130. break;
  2131. }
  2132. sd->state.autocast = 0;
  2133. //Set canact delay. [Skotlex]
  2134. unit_data *ud = unit_bl2ud(src);
  2135. if (ud) {
  2136. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2137. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2138. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2139. if ( battle_config.display_status_timers && sd )
  2140. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2141. }
  2142. }
  2143. }
  2144. }
  2145. // Check for player and pet autobonuses when attacking
  2146. if (sd != nullptr) {
  2147. // Player
  2148. if (!sd->autobonus.empty()) {
  2149. for (auto &it : sd->autobonus) {
  2150. if (it == nullptr)
  2151. continue;
  2152. if (rnd_value(0, 1000) >= it->rate)
  2153. continue;
  2154. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2155. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2156. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2157. continue; // one or more trigger conditions were not fulfilled
  2158. pc_exeautobonus(*sd, &sd->autobonus, it);
  2159. }
  2160. }
  2161. // Pet
  2162. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2163. for (auto &it : sd->pd->autobonus) {
  2164. if (it == nullptr)
  2165. continue;
  2166. if (rnd_value(0, 1000) >= it->rate)
  2167. continue;
  2168. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2169. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2170. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2171. continue; // one or more trigger conditions were not fulfilled
  2172. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2173. }
  2174. }
  2175. }
  2176. //Polymorph
  2177. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2178. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2179. (rnd()%10000 < sd->bonus.classchange))
  2180. {
  2181. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2182. if (class_ != 0 && mobdb_checkid(class_))
  2183. mob_class_change(dstmd,class_);
  2184. }
  2185. if (sd && sc) {
  2186. struct status_change_entry *sce;
  2187. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2188. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2189. }
  2190. return 0;
  2191. }
  2192. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2193. if( sd == nullptr || !skill_id )
  2194. return 0;
  2195. for (auto &it : sd->autospell3) {
  2196. if (it.trigger_skill != skill_id)
  2197. continue;
  2198. if (it.lock)
  2199. continue; // autospell already being executed
  2200. uint16 skill = it.id;
  2201. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2202. if( skill_isNotOk(skill, sd) ) {
  2203. sd->state.autocast = 0;
  2204. continue;
  2205. }
  2206. sd->state.autocast = 0;
  2207. // DANGER DANGER: here force target actually means use yourself as target!
  2208. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2209. if( tbl == nullptr ){
  2210. continue; // No target
  2211. }
  2212. if( rnd()%1000 >= it.rate )
  2213. continue;
  2214. uint16 skill_lv = it.lv ? it.lv : 1;
  2215. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2216. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2217. e_cast_type type = skill_get_casttype(skill);
  2218. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2219. continue;
  2220. if (battle_config.autospell_check_range &&
  2221. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2222. continue;
  2223. sd->state.autocast = 1;
  2224. it.lock = true;
  2225. skill_consume_requirement(sd,skill,skill_lv,1);
  2226. switch( type ) {
  2227. case CAST_GROUND:
  2228. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2229. break;
  2230. case CAST_NODAMAGE:
  2231. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2232. break;
  2233. case CAST_DAMAGE:
  2234. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2235. break;
  2236. }
  2237. it.lock = false;
  2238. sd->state.autocast = 0;
  2239. }
  2240. // Check for player and pet autobonuses when being attacked by skill_id
  2241. if (sd != nullptr) {
  2242. // Player
  2243. if (!sd->autobonus3.empty()) {
  2244. for (auto &it : sd->autobonus3) {
  2245. if (it == nullptr)
  2246. continue;
  2247. if (rnd_value(0, 1000) >= it->rate)
  2248. continue;
  2249. if (it->atk_type != skill_id)
  2250. continue;
  2251. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2252. }
  2253. }
  2254. // Pet
  2255. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2256. for (auto &it : sd->pd->autobonus3) {
  2257. if (it == nullptr)
  2258. continue;
  2259. if (rnd_value(0, 1000) >= it->rate)
  2260. continue;
  2261. if (it->atk_type != skill_id)
  2262. continue;
  2263. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2264. }
  2265. }
  2266. }
  2267. return 1;
  2268. }
  2269. /* Splitted off from skill_additional_effect, which is never called when the
  2270. * attack skill kills the enemy. Place in this function counter status effects
  2271. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2272. * from cards) that will take effect on the source, not the target. [Skotlex]
  2273. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2274. * type of skills, so not every instance of skill_additional_effect needs a call
  2275. * to this one.
  2276. */
  2277. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2278. {
  2279. int rate;
  2280. map_session_data *sd=NULL;
  2281. map_session_data *dstsd=NULL;
  2282. nullpo_ret(src);
  2283. nullpo_ret(bl);
  2284. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2285. sd = BL_CAST(BL_PC, src);
  2286. dstsd = BL_CAST(BL_PC, bl);
  2287. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2288. for (const auto &it : dstsd->addeff_atked) {
  2289. rate = it.rate;
  2290. if (attack_type&BF_LONG)
  2291. rate += it.arrow_rate;
  2292. if (rate == 0)
  2293. continue;
  2294. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2295. // Trigger has attack type consideration.
  2296. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2297. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2298. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2299. ;
  2300. else
  2301. continue;
  2302. }
  2303. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2304. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2305. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2306. continue; //Range Failed.
  2307. }
  2308. if (it.flag&ATF_TARGET && src != bl)
  2309. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2310. if (it.flag&ATF_SELF && !status_isdead(bl))
  2311. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2312. }
  2313. }
  2314. switch(skill_id) {
  2315. case MO_EXTREMITYFIST:
  2316. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2317. break;
  2318. case GS_FULLBUSTER:
  2319. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2320. break;
  2321. case HFLI_SBR44: //[orn]
  2322. if(src->type == BL_HOM){
  2323. struct homun_data *hd = (struct homun_data *)src;
  2324. if (hd != nullptr) {
  2325. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2326. if (hd->master)
  2327. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2328. }
  2329. }
  2330. break;
  2331. case CR_GRANDCROSS:
  2332. case NPC_GRANDDARKNESS:
  2333. attack_type |= BF_WEAPON;
  2334. break;
  2335. case LG_HESPERUSLIT:
  2336. {
  2337. status_change *sc = status_get_sc(src);
  2338. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2339. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2340. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2341. }
  2342. }
  2343. break;
  2344. case SP_SPA:
  2345. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2346. break;
  2347. case SP_SHA:
  2348. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2349. break;
  2350. case SP_SWHOO:
  2351. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2352. break;
  2353. }
  2354. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2355. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2356. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2357. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2358. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2359. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2360. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2361. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2362. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2363. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2364. }
  2365. if( sd && status_isdead(bl) ) {
  2366. int sp = 0, hp = 0;
  2367. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2368. sp += sd->bonus.sp_gain_value;
  2369. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2370. hp += sd->bonus.hp_gain_value;
  2371. }
  2372. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2373. sp += sd->bonus.long_sp_gain_value;
  2374. hp += sd->bonus.long_hp_gain_value;
  2375. }
  2376. if( attack_type&BF_MAGIC ) {
  2377. sp += sd->bonus.magic_sp_gain_value;
  2378. hp += sd->bonus.magic_hp_gain_value;
  2379. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2380. status_change *sc = NULL;
  2381. if( ( sc = status_get_sc(src) ) ) {
  2382. if(sc->getSCE(SC_SPIRIT) &&
  2383. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2384. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2385. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2386. }
  2387. }
  2388. }
  2389. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2390. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2391. }
  2392. }
  2393. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2394. status_change *sc = status_get_sc(bl);
  2395. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2396. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2397. }
  2398. // Trigger counter-spells to retaliate against damage causing skills.
  2399. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2400. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2401. {
  2402. for (const auto &it : dstsd->autospell2) {
  2403. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2404. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2405. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2406. continue; // one or more trigger conditions were not fulfilled
  2407. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2408. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2409. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2410. int autospl_rate = it.rate;
  2411. //Physical range attacks only trigger autospells half of the time
  2412. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2413. autospl_rate /= 2;
  2414. dstsd->state.autocast = 1;
  2415. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2416. dstsd->state.autocast = 0;
  2417. continue;
  2418. }
  2419. dstsd->state.autocast = 0;
  2420. if (rnd()%1000 >= autospl_rate)
  2421. continue;
  2422. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2423. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2424. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2425. continue;
  2426. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2427. continue;
  2428. dstsd->state.autocast = 1;
  2429. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2430. switch (type) {
  2431. case CAST_GROUND:
  2432. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2433. break;
  2434. case CAST_NODAMAGE:
  2435. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2436. break;
  2437. case CAST_DAMAGE:
  2438. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2439. break;
  2440. }
  2441. dstsd->state.autocast = 0;
  2442. //Set canact delay. [Skotlex]
  2443. unit_data *ud = unit_bl2ud(bl);
  2444. if (ud) {
  2445. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2446. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2447. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2448. if ( battle_config.display_status_timers && dstsd )
  2449. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2450. }
  2451. }
  2452. }
  2453. }
  2454. // Check for player and pet autobonuses when attacked
  2455. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2456. // Player
  2457. if (!dstsd->autobonus2.empty()) {
  2458. for (auto &it : dstsd->autobonus2) {
  2459. if (it == nullptr)
  2460. continue;
  2461. if (rnd_value(0, 1000) >= it->rate)
  2462. continue;
  2463. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2464. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2465. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2466. continue; // one or more trigger conditions were not fulfilled
  2467. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2468. }
  2469. }
  2470. // Pet
  2471. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2472. for (auto &it : dstsd->pd->autobonus2) {
  2473. if (it == nullptr)
  2474. continue;
  2475. if (rnd_value(0, 1000) >= it->rate)
  2476. continue;
  2477. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2478. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2479. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2480. continue; // one or more trigger conditions were not fulfilled
  2481. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2482. }
  2483. }
  2484. }
  2485. return 0;
  2486. }
  2487. /*=========================================================================
  2488. Breaks equipment. On-non players causes the corresponding strip effect.
  2489. - rate goes from 0 to 10000 (100.00%)
  2490. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2491. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2492. --------------------------------------------------------------------------*/
  2493. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2494. {
  2495. status_change *src_sc = status_get_sc(src);
  2496. // Grant player skills/items the ability to "break" non-player equipment.
  2497. // WS_MELTDOWN is exempt from this check.
  2498. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2499. return 0;
  2500. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2501. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2502. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2503. status_change *sc = status_get_sc(bl);
  2504. int i;
  2505. TBL_PC *sd;
  2506. sd = BL_CAST(BL_PC, bl);
  2507. if (sc && !sc->count)
  2508. sc = NULL;
  2509. if (sd) {
  2510. if (sd->bonus.unbreakable_equip)
  2511. where &= ~sd->bonus.unbreakable_equip;
  2512. if (sd->bonus.unbreakable)
  2513. rate -= rate*sd->bonus.unbreakable/100;
  2514. if (where&EQP_WEAPON) {
  2515. switch (sd->status.weapon) {
  2516. case W_FIST: //Bare fists should not break :P
  2517. case W_1HAXE:
  2518. case W_2HAXE:
  2519. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2520. case W_2HMACE:
  2521. case W_STAFF:
  2522. case W_2HSTAFF:
  2523. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2524. case W_HUUMA:
  2525. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2526. case W_DOUBLE_DA:
  2527. case W_DOUBLE_SA:
  2528. where &= ~EQP_WEAPON;
  2529. }
  2530. }
  2531. }
  2532. if (flag&BCT_ENEMY) {
  2533. if (battle_config.equip_skill_break_rate != 100)
  2534. rate = rate*battle_config.equip_skill_break_rate/100;
  2535. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2536. if (battle_config.equip_self_break_rate != 100)
  2537. rate = rate*battle_config.equip_self_break_rate/100;
  2538. }
  2539. for (i = 0; i < 6; i++) {
  2540. if (where&where_list[i]) {
  2541. if (sc && sc->count && sc->getSCE(scdef[i]))
  2542. where&=~where_list[i];
  2543. else if (rnd()%10000 >= rate)
  2544. where&=~where_list[i];
  2545. else if (!sd) //Cause Strip effect.
  2546. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2547. }
  2548. }
  2549. if (!where) //Nothing to break.
  2550. return 0;
  2551. if (sd) {
  2552. for (i = 0; i < EQI_MAX; i++) {
  2553. short j = sd->equip_index[i];
  2554. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2555. continue;
  2556. switch(i) {
  2557. case EQI_HEAD_TOP: //Upper Head
  2558. flag = (where&EQP_HELM);
  2559. break;
  2560. case EQI_ARMOR: //Body
  2561. flag = (where&EQP_ARMOR);
  2562. break;
  2563. case EQI_HAND_R: //Left/Right hands
  2564. case EQI_HAND_L:
  2565. flag = (
  2566. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2567. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2568. break;
  2569. case EQI_SHOES:
  2570. flag = (where&EQP_SHOES);
  2571. break;
  2572. case EQI_GARMENT:
  2573. flag = (where&EQP_GARMENT);
  2574. break;
  2575. case EQI_ACC_L:
  2576. flag = (where&EQP_ACC_L);
  2577. break;
  2578. case EQI_ACC_R:
  2579. flag = (where&EQP_ACC_R);
  2580. break;
  2581. case EQI_SHADOW_ARMOR:
  2582. flag = (where&EQP_SHADOW_ARMOR);
  2583. break;
  2584. case EQI_SHADOW_WEAPON:
  2585. flag = (where&EQP_SHADOW_WEAPON);
  2586. break;
  2587. case EQI_SHADOW_SHIELD:
  2588. flag = (where&EQP_SHADOW_SHIELD);
  2589. break;
  2590. case EQI_SHADOW_SHOES:
  2591. flag = (where&EQP_SHADOW_SHOES);
  2592. break;
  2593. case EQI_SHADOW_ACC_R:
  2594. flag = (where&EQP_SHADOW_ACC_R);
  2595. break;
  2596. case EQI_SHADOW_ACC_L:
  2597. flag = (where&EQP_SHADOW_ACC_L);
  2598. break;
  2599. default:
  2600. continue;
  2601. }
  2602. if (flag) {
  2603. sd->inventory.u.items_inventory[j].attribute = 1;
  2604. pc_unequipitem(sd, j, 3);
  2605. }
  2606. }
  2607. clif_equiplist(sd);
  2608. }
  2609. return where; //Return list of pieces broken.
  2610. }
  2611. /**
  2612. * Strip equipment from a target
  2613. * @param src: Source of call
  2614. * @param target: Target to strip
  2615. * @param skill_id: Skill used
  2616. * @param skill_lv: Skill level used
  2617. * @return True on successful strip or false otherwise
  2618. */
  2619. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2620. {
  2621. nullpo_retr(false, src);
  2622. nullpo_retr(false, target);
  2623. status_change *tsc = status_get_sc(target);
  2624. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2625. return false;
  2626. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2627. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2628. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2629. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2630. int rate, time, location, mod = 100;
  2631. switch (skill_id) { // Rate
  2632. case RG_STRIPWEAPON:
  2633. case RG_STRIPARMOR:
  2634. case RG_STRIPSHIELD:
  2635. case RG_STRIPHELM:
  2636. case GC_WEAPONCRUSH:
  2637. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2638. mod = 1000;
  2639. break;
  2640. case ST_FULLSTRIP: {
  2641. int min_rate = 50 + 20 * skill_lv;
  2642. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2643. rate = max(min_rate, rate);
  2644. mod = 1000;
  2645. break;
  2646. }
  2647. case GS_DISARM:
  2648. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2649. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2650. break;
  2651. case WL_EARTHSTRAIN: {
  2652. int job_lv = 0;
  2653. if (src->type == BL_PC)
  2654. job_lv = ((TBL_PC*)src)->status.job_level;
  2655. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2656. break;
  2657. }
  2658. case SC_STRIPACCESSARY:
  2659. rate = 12 + 2 * skill_lv;
  2660. break;
  2661. case ABC_STRIP_SHADOW:
  2662. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2663. mod = 1000;
  2664. break;
  2665. default:
  2666. return false;
  2667. }
  2668. if (rnd()%mod >= rate)
  2669. return false;
  2670. switch (skill_id) { // Duration
  2671. case SC_STRIPACCESSARY:
  2672. case GS_DISARM:
  2673. time = skill_get_time(skill_id, skill_lv);
  2674. break;
  2675. case WL_EARTHSTRAIN:
  2676. case RG_STRIPWEAPON:
  2677. case RG_STRIPARMOR:
  2678. case RG_STRIPSHIELD:
  2679. case RG_STRIPHELM:
  2680. case GC_WEAPONCRUSH:
  2681. case ST_FULLSTRIP:
  2682. case ABC_STRIP_SHADOW:
  2683. if (skill_id == WL_EARTHSTRAIN)
  2684. time = skill_get_time2(skill_id, skill_lv);
  2685. else
  2686. time = skill_get_time(skill_id, skill_lv);
  2687. if (target->type == BL_PC)
  2688. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2689. else {
  2690. time += 15000;
  2691. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2692. }
  2693. break;
  2694. }
  2695. switch (skill_id) { // Location
  2696. case GC_WEAPONCRUSH:
  2697. case RG_STRIPWEAPON:
  2698. case GS_DISARM:
  2699. location = EQP_WEAPON;
  2700. break;
  2701. case RG_STRIPARMOR:
  2702. location = EQP_ARMOR;
  2703. break;
  2704. case RG_STRIPSHIELD:
  2705. location = EQP_SHIELD;
  2706. break;
  2707. case RG_STRIPHELM:
  2708. location = EQP_HELM;
  2709. break;
  2710. case ST_FULLSTRIP:
  2711. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2712. break;
  2713. case SC_STRIPACCESSARY:
  2714. location = EQP_ACC;
  2715. break;
  2716. case ABC_STRIP_SHADOW:
  2717. location = EQP_SHADOW_GEAR;
  2718. break;
  2719. }
  2720. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2721. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2722. location &=~ pos[i];
  2723. }
  2724. if (!location)
  2725. return false;
  2726. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2727. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2728. location &=~ pos[i];
  2729. }
  2730. return location ? true : false;
  2731. }
  2732. /**
  2733. * Used to knock back players, monsters, traps, etc
  2734. * @param src Object that give knock back
  2735. * @param target Object that receive knock back
  2736. * @param count Number of knock back cell requested
  2737. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2738. * @param flag
  2739. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2740. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2741. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2742. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2743. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2744. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2745. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2746. * @return Number of knocked back cells done
  2747. */
  2748. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2749. {
  2750. int dx = 0, dy = 0;
  2751. uint8 checkflag = 0;
  2752. status_change *tsc = status_get_sc(target);
  2753. enum e_unit_blown reason = UB_KNOCKABLE;
  2754. nullpo_ret(src);
  2755. nullpo_ret(target);
  2756. if (!count)
  2757. return count; // Actual knockback distance is 0.
  2758. // Create flag needed in unit_blown_immune
  2759. if(src != target)
  2760. checkflag |= 0x1; // Offensive
  2761. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2762. checkflag |= 0x2; // Knockback type
  2763. if(status_get_class_(src) == CLASS_BOSS)
  2764. checkflag |= 0x4; // Boss attack
  2765. // Get reason and check for flags
  2766. reason = unit_blown_immune(target, checkflag);
  2767. switch(reason) {
  2768. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2769. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2770. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2771. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2772. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2773. }
  2774. if (dir == -1) // <optimized>: do the computation here instead of outside
  2775. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2776. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2777. dx = -dirx[dir];
  2778. dy = -diry[dir];
  2779. }
  2780. if (tsc) {
  2781. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2782. status_change_end(target, SC_SU_STOOP);
  2783. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2784. status_change_end(target, SC_ROLLINGCUTTER);
  2785. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2786. status_change_end(target, SC_CRESCIVEBOLT);
  2787. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2788. return 0;
  2789. }
  2790. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2791. }
  2792. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2793. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2794. // In case of success returns type of reflection, otherwise 0
  2795. // 1 - Regular reflection (Maya)
  2796. // 2 - SL_KAITE reflection
  2797. // 3 - NPC_MAGICMIRROR reflection
  2798. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2799. {
  2800. status_change *sc = status_get_sc(bl);
  2801. map_session_data* sd = BL_CAST(BL_PC, bl);
  2802. // Deadly Projection null's all magic reflection.
  2803. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2804. return 0;
  2805. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2806. // Item-based reflection - Bypasses Boss check
  2807. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2808. return 1;
  2809. // Magic Mirror reflection - Bypasses Boss check
  2810. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2811. return 3;
  2812. }
  2813. if( status_get_class_(src) == CLASS_BOSS )
  2814. return 0;
  2815. // status-based reflection
  2816. if( !sc || sc->count == 0 )
  2817. return 0;
  2818. // Kaite reflection - Does not bypass Boss check
  2819. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2820. #ifdef RENEWAL
  2821. && type // Does not reflect AoE
  2822. #endif
  2823. ) {
  2824. // Kaite only works against non-players if they are low-level.
  2825. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2826. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2827. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2828. status_change_end(bl, SC_KAITE);
  2829. return 2;
  2830. }
  2831. return 0;
  2832. }
  2833. /**
  2834. * Checks whether a skill can be used in combos or not
  2835. * @param skill_id: Target skill
  2836. * @return 0: Skill is not a combo
  2837. * 1: Skill is a normal combo
  2838. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2839. * @author Panikon
  2840. */
  2841. int skill_is_combo(uint16 skill_id) {
  2842. switch(skill_id) {
  2843. case MO_CHAINCOMBO:
  2844. case MO_COMBOFINISH:
  2845. case CH_TIGERFIST:
  2846. case CH_CHAINCRUSH:
  2847. case MO_EXTREMITYFIST:
  2848. case TK_TURNKICK:
  2849. case TK_STORMKICK:
  2850. case TK_DOWNKICK:
  2851. case TK_COUNTER:
  2852. case TK_JUMPKICK:
  2853. case HT_POWER:
  2854. case SR_DRAGONCOMBO:
  2855. return 1;
  2856. case SR_FALLENEMPIRE:
  2857. case SR_TIGERCANNON:
  2858. case SR_GATEOFHELL:
  2859. return 2;
  2860. }
  2861. return 0;
  2862. }
  2863. /*
  2864. * Combo handler, start stop combo status
  2865. */
  2866. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2867. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2868. switch (skill_id) {
  2869. case MH_MIDNIGHT_FRENZY:
  2870. case MH_EQC:
  2871. {
  2872. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2873. short idx = hom_skill_get_index(skill_id2);
  2874. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2875. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2876. if (idx == -1)
  2877. break;
  2878. sd = hd->master;
  2879. hd->homunculus.hskill[idx].flag= flag;
  2880. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2881. }
  2882. break;
  2883. case MO_COMBOFINISH:
  2884. case CH_TIGERFIST:
  2885. case CH_CHAINCRUSH:
  2886. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2887. break;
  2888. case TK_JUMPKICK:
  2889. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2890. break;
  2891. case MO_TRIPLEATTACK:
  2892. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2893. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2894. break;
  2895. case SR_FALLENEMPIRE:
  2896. if (sd){
  2897. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2898. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2899. }
  2900. break;
  2901. }
  2902. }
  2903. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2904. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2905. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2906. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2907. struct status_change_entry *sce;
  2908. TBL_PC *sd = BL_CAST(BL_PC,src);
  2909. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2910. status_change *sc = status_get_sc(src);
  2911. if(sc == NULL) return;
  2912. //End previous combo state after skill is invoked
  2913. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2914. switch (skill_id) {
  2915. case TK_TURNKICK:
  2916. case TK_STORMKICK:
  2917. case TK_DOWNKICK:
  2918. case TK_COUNTER:
  2919. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2920. sce->val1 = skill_id; //Update combo-skill
  2921. sce->val3 = skill_id;
  2922. if( sce->timer != INVALID_TIMER )
  2923. delete_timer(sce->timer, status_change_timer);
  2924. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2925. break;
  2926. }
  2927. unit_cancel_combo(src); // Cancel combo wait
  2928. break;
  2929. default:
  2930. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2931. status_change_end(src, SC_COMBO);
  2932. }
  2933. }
  2934. //start new combo
  2935. if (sd) { //player only
  2936. switch (skill_id) {
  2937. case MO_TRIPLEATTACK:
  2938. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2939. duration = 1;
  2940. target_id = 0; // Will target current auto-target instead
  2941. }
  2942. break;
  2943. case MO_CHAINCOMBO:
  2944. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2945. duration = 1;
  2946. target_id = 0; // Will target current auto-target instead
  2947. }
  2948. break;
  2949. case MO_COMBOFINISH:
  2950. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2951. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2952. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2953. duration = 1;
  2954. target_id = 0; // Will target current auto-target instead
  2955. }
  2956. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2957. case CH_TIGERFIST:
  2958. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2959. duration = 1;
  2960. target_id = 0; // Will target current auto-target instead
  2961. }
  2962. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2963. case CH_CHAINCRUSH:
  2964. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2965. duration = 1;
  2966. target_id = 0; // Will target current auto-target instead
  2967. }
  2968. break;
  2969. case AC_DOUBLE:
  2970. if (pc_checkskill(sd, HT_POWER)) {
  2971. duration = 2000;
  2972. nodelay = 1; //Neither gives walk nor attack delay
  2973. target_id = 0; //Does not need to be used on previous target
  2974. }
  2975. break;
  2976. case SR_DRAGONCOMBO:
  2977. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2978. duration = 1;
  2979. break;
  2980. case SR_FALLENEMPIRE:
  2981. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2982. duration = 1;
  2983. break;
  2984. case SJ_PROMINENCEKICK:
  2985. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2986. duration = 1;
  2987. break;
  2988. }
  2989. }
  2990. else { //other
  2991. switch(skill_id) {
  2992. case MH_TINDER_BREAKER:
  2993. case MH_CBC:
  2994. case MH_SONIC_CRAW:
  2995. case MH_SILVERVEIN_RUSH:
  2996. if(hd->homunculus.spiritball > 0) duration = 2000;
  2997. nodelay = 1;
  2998. break;
  2999. case MH_EQC:
  3000. case MH_MIDNIGHT_FRENZY:
  3001. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3002. nodelay = 1;
  3003. break;
  3004. }
  3005. }
  3006. if (duration) { //Possible to chain
  3007. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3008. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3009. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3010. clif_combo_delay(src, duration);
  3011. }
  3012. }
  3013. /**
  3014. * Copy skill by Plagiarism or Reproduce
  3015. * @param src: The caster
  3016. * @param bl: The target
  3017. * @param skill_id: Skill that casted
  3018. * @param skill_lv: Skill level of the casted skill
  3019. */
  3020. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3021. {
  3022. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3023. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3024. return;
  3025. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3026. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3027. return;
  3028. else {
  3029. uint16 idx;
  3030. uint8 lv;
  3031. skill_id = skill_dummy2skill_id(skill_id);
  3032. //Use skill index, avoiding out-of-bound array [Cydh]
  3033. if (!(idx = skill_get_index(skill_id)))
  3034. return;
  3035. switch (skill_isCopyable(tsd,skill_id)) {
  3036. case 1: //Copied by Plagiarism
  3037. {
  3038. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3039. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3040. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3041. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3042. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3043. }
  3044. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3045. tsd->cloneskill_idx = idx;
  3046. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3047. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3048. }
  3049. break;
  3050. case 2: //Copied by Reproduce
  3051. {
  3052. status_change *tsc = status_get_sc(bl);
  3053. //Already did SC check
  3054. //Skill level copied depends on Reproduce skill that used
  3055. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3056. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3057. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3058. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3059. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3060. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3061. }
  3062. //Level dependent and limitation.
  3063. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3064. lv = min(lv,skill_get_max(skill_id));
  3065. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3066. lv = min(lv,skill_lv);
  3067. tsd->reproduceskill_idx = idx;
  3068. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3069. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3070. }
  3071. break;
  3072. default: return;
  3073. }
  3074. tsd->status.skill[idx].id = skill_id;
  3075. tsd->status.skill[idx].lv = lv;
  3076. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3077. clif_addskill(tsd,skill_id);
  3078. }
  3079. }
  3080. /**
  3081. * Knockback the target on skill_attack
  3082. * @param src is the master behind the attack
  3083. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3084. * @param target is the target to be attacked.
  3085. * @param blewcount
  3086. * @param skill_id
  3087. * @param skill_lv
  3088. * @param damage
  3089. * @param tick
  3090. * @param flag can hold a bunch of information:
  3091. */
  3092. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3093. int8 dir = -1; // Default direction
  3094. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3095. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3096. if (!blewcount || target == dsrc || status_isdead(target))
  3097. return;
  3098. // Skill specific direction
  3099. switch (skill_id) {
  3100. case MG_FIREWALL:
  3101. case EL_FIRE_MANTLE:
  3102. dir = unit_getdir(target); // Backwards
  3103. break;
  3104. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3105. case NPC_STORMGUST2:
  3106. case WZ_STORMGUST:
  3107. if(!battle_config.stormgust_knockback)
  3108. dir = rnd()%8;
  3109. break;
  3110. case MC_CARTREVOLUTION:
  3111. if (battle_config.cart_revo_knockback)
  3112. dir = 6; // Official servers push target to the West
  3113. break;
  3114. case AC_SHOWER:
  3115. case WL_CRIMSONROCK:
  3116. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3117. dir = map_calc_dir(target, src->x, src->y);
  3118. else
  3119. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3120. break;
  3121. case HT_PHANTASMIC: // issue #1378
  3122. if (status_get_hp(target) - damage <= 0) return;
  3123. break;
  3124. }
  3125. // Blown-specific handling
  3126. switch( skill_id ) {
  3127. case SR_KNUCKLEARROW:
  3128. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3129. // Boss & Immune Knockback stay in place and don't get bonus damage
  3130. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3131. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3132. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3133. dir_ka = -1;
  3134. break;
  3135. case RL_R_TRIP:
  3136. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3137. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3138. break;
  3139. default:
  3140. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3141. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3142. TBL_SKILL *su = (TBL_SKILL*)target;
  3143. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3144. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3145. }
  3146. break;
  3147. }
  3148. clif_fixpos(target);
  3149. }
  3150. /*
  3151. * =========================================================================
  3152. * Does a skill attack with the given properties.
  3153. * @param src is the master behind the attack (player/mob/pet)
  3154. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3155. * @param bl is the target to be attacked.
  3156. * @param flag can hold a bunch of information:
  3157. * flag&1
  3158. * flag&2 - Disable re-triggered by double casting
  3159. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3160. * flag&8 - SC_COMBO state used to deal bonus damage
  3161. *
  3162. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3163. * (usually holds number of targets, or just 1 for simple splash attacks)
  3164. *
  3165. * flag&0xF000 - Values from enum e_skill_display
  3166. * flag&0x3F0000 - Values from enum e_battle_check_target
  3167. *
  3168. * flag&0x1000000 - Return 0 if damage was reflected
  3169. *-------------------------------------------------------------------------*/
  3170. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3171. {
  3172. struct Damage dmg;
  3173. struct status_data *sstatus, *tstatus;
  3174. status_change *sc, *tsc;
  3175. map_session_data *sd, *tsd;
  3176. int64 damage;
  3177. bool rmdamage = false;//magic reflected
  3178. int type;
  3179. enum e_damage_type dmg_type;
  3180. bool shadow_flag = false;
  3181. bool additional_effects = true;
  3182. if(skill_id > 0 && !skill_lv)
  3183. return 0;
  3184. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3185. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3186. nullpo_ret(bl); //Target to be attacked.
  3187. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3188. return 0;
  3189. if (src != dsrc) {
  3190. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3191. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3192. return 0;
  3193. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3194. //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]
  3195. if (!status_check_skilluse(src, bl, skill_id, 2))
  3196. return 0;
  3197. }
  3198. sd = BL_CAST(BL_PC, src);
  3199. tsd = BL_CAST(BL_PC, bl);
  3200. sstatus = status_get_status_data(src);
  3201. tstatus = status_get_status_data(bl);
  3202. sc= status_get_sc(src);
  3203. tsc= status_get_sc(bl);
  3204. if (tsc && !tsc->count)
  3205. tsc = NULL; //Don't need it.
  3206. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3207. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3208. return 0;
  3209. #ifndef RENEWAL
  3210. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3211. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3212. return 0;
  3213. #endif
  3214. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3215. //If the damage source is a unit, the damage is not delayed
  3216. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3217. dmg.amotion = 0;
  3218. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3219. // Adjusted to the new system [Skotlex]
  3220. if( src->type == BL_PET ) { // [Valaris]
  3221. struct pet_data *pd = (TBL_PET*)src;
  3222. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3223. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3224. int element = skill_get_ele(skill_id, skill_lv);
  3225. /*if (skill_id == -1) Does it ever worked?
  3226. element = sstatus->rhw.ele;*/
  3227. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3228. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3229. else
  3230. dmg.damage = pd->a_skill->damage; // Fixed damage
  3231. }
  3232. else
  3233. dmg.damage = 1*pd->a_skill->div_;
  3234. dmg.damage2 = 0;
  3235. dmg.div_= pd->a_skill->div_;
  3236. }
  3237. }
  3238. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3239. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3240. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3241. { //Magic reflection, switch caster/target
  3242. struct block_list *tbl = bl;
  3243. rmdamage = true;
  3244. bl = src;
  3245. src = tbl;
  3246. dsrc = tbl;
  3247. sd = BL_CAST(BL_PC, src);
  3248. tsd = BL_CAST(BL_PC, bl);
  3249. tsc = status_get_sc(bl);
  3250. if (tsc && !tsc->count)
  3251. tsc = NULL; //Don't need it.
  3252. /* bugreport:2564 flag&2 disables double casting trigger */
  3253. flag |= 2;
  3254. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3255. flag |= 4;
  3256. //Spirit of Wizard blocks Kaite's reflection
  3257. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3258. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3259. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3260. if (type >= 0) {
  3261. if ( tsd )
  3262. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3263. dmg.damage = dmg.damage2 = 0;
  3264. dmg.dmg_lv = ATK_MISS;
  3265. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3266. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3267. }
  3268. }
  3269. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3270. #if MAGIC_REFLECTION_TYPE
  3271. #ifdef RENEWAL
  3272. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3273. #else
  3274. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3275. // regardless of caster's equipment (Aegis 11.1)
  3276. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3277. #endif
  3278. short s_ele = skill_get_ele(skill_id, skill_lv);
  3279. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3280. s_ele = sstatus->rhw.ele;
  3281. else if (s_ele == ELE_ENDOWED) //Use status element
  3282. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3283. else if( s_ele == ELE_RANDOM) //Use random element
  3284. s_ele = rnd()%ELE_ALL;
  3285. if(type == 3)
  3286. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3287. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3288. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3289. struct status_data *status = status_get_status_data(bl);
  3290. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3291. per /=20; //Uses 20% SP intervals.
  3292. //SP Cost: 1% + 0.5% per every 20% SP
  3293. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3294. status_change_end(bl, SC_ENERGYCOAT);
  3295. //Reduction: 6% + 6% every 20%
  3296. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3297. }
  3298. int64 reduce = 0;
  3299. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3300. reduce += tsd->bonus.reduce_damage_return;
  3301. }
  3302. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3303. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3304. }
  3305. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3306. reduce += 100;
  3307. if (dmg.damage > 0) {
  3308. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3309. dmg.damage = i64max(dmg.damage, dmg.div_);
  3310. }
  3311. }
  3312. #endif
  3313. }
  3314. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3315. int sp = skill_get_sp(skill_id,skill_lv);
  3316. #ifndef RENEWAL
  3317. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3318. #endif
  3319. dmg.damage = dmg.damage2 = 0;
  3320. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3321. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3322. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3323. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3324. status_heal(bl, 0, sp, 2);
  3325. }
  3326. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3327. dmg.damage = dmg.damage2 = 0;
  3328. dmg.dmg_lv = ATK_MISS;
  3329. }
  3330. }
  3331. damage = dmg.damage + dmg.damage2;
  3332. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3333. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3334. sce->val3 = (int)damage;
  3335. sce->val2 = 0;
  3336. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3337. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3338. }
  3339. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3340. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3341. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3342. damage = 1;
  3343. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3344. struct block_list *nbl;
  3345. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3346. if( nbl ){ // Only one target is chosen.
  3347. damage = damage / 2; // Deflect half of the damage to a target nearby
  3348. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3349. }
  3350. }
  3351. //Skill hit type
  3352. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3353. switch( skill_id ) {
  3354. case SC_TRIANGLESHOT:
  3355. if( rnd()%100 > (1 + skill_lv) )
  3356. dmg.blewcount = 0;
  3357. break;
  3358. default:
  3359. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3360. dmg.blewcount = 0; //only pushback when it hit for other
  3361. break;
  3362. }
  3363. switch( skill_id ) {
  3364. case CR_GRANDCROSS:
  3365. case NPC_GRANDDARKNESS:
  3366. if( battle_config.gx_disptype)
  3367. dsrc = src;
  3368. if( src == bl)
  3369. dmg_type = DMG_ENDURE;
  3370. else
  3371. flag|= SD_ANIMATION;
  3372. break;
  3373. case NJ_TATAMIGAESHI: //For correct knockback.
  3374. dsrc = src;
  3375. flag|= SD_ANIMATION;
  3376. break;
  3377. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3378. int level;
  3379. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3380. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3381. }
  3382. break;
  3383. case SL_STIN:
  3384. case SL_STUN:
  3385. if (skill_lv >= 7) {
  3386. status_change *sc_cur = status_get_sc(src);
  3387. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3388. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3389. }
  3390. break;
  3391. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3392. pc_addservantball( *sd );
  3393. break;
  3394. case KN_PIERCE:
  3395. case LK_SPIRALPIERCE:
  3396. case RK_HUNDREDSPEAR:
  3397. case DK_MADNESS_CRUSHER:
  3398. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3399. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3400. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3401. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3402. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3403. clif_specialeffect(bl, 1767, AREA);
  3404. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3405. }
  3406. } else // No count status detected? Start charge count at 1.
  3407. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3408. }
  3409. break;
  3410. }
  3411. //combo handling
  3412. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3413. //Display damage.
  3414. switch( skill_id ) {
  3415. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3416. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3417. break;
  3418. //Skills that need be passed as a normal attack for the client to display correctly.
  3419. case HVAN_EXPLOSION:
  3420. case NPC_SELFDESTRUCTION:
  3421. if(src->type == BL_PC)
  3422. dmg.blewcount = 10;
  3423. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3424. [[fallthrough]];
  3425. case KN_AUTOCOUNTER:
  3426. case NPC_CRITICALSLASH:
  3427. case TF_DOUBLE:
  3428. case GS_CHAINACTION:
  3429. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3430. break;
  3431. case AS_SPLASHER:
  3432. if( flag&SD_ANIMATION ) // the surrounding targets
  3433. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3434. else // the central target doesn't display an animation
  3435. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3436. break;
  3437. case SR_EARTHSHAKER:
  3438. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3439. break;
  3440. case WL_SOULEXPANSION:
  3441. case WL_COMET:
  3442. case NPC_COMET:
  3443. case KO_MUCHANAGE:
  3444. #ifndef RENEWAL
  3445. case NJ_HUUMA:
  3446. #endif
  3447. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3448. break;
  3449. case WL_CHAINLIGHTNING_ATK:
  3450. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3451. break;
  3452. case WL_TETRAVORTEX_FIRE:
  3453. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3454. break;
  3455. case LG_SHIELDPRESS:
  3456. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3457. break;
  3458. case NPC_EARTHQUAKE:
  3459. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3460. break;
  3461. case NPC_DARKPIERCING:
  3462. case EL_FIRE_BOMB:
  3463. case EL_FIRE_BOMB_ATK:
  3464. case EL_FIRE_WAVE:
  3465. case EL_FIRE_WAVE_ATK:
  3466. case EL_FIRE_MANTLE:
  3467. case EL_CIRCLE_OF_FIRE:
  3468. case EL_FIRE_ARROW:
  3469. case EL_ICE_NEEDLE:
  3470. case EL_WATER_SCREW:
  3471. case EL_WATER_SCREW_ATK:
  3472. case EL_WIND_SLASH:
  3473. case EL_TIDAL_WEAPON:
  3474. case EL_ROCK_CRUSHER:
  3475. case EL_ROCK_CRUSHER_ATK:
  3476. case EL_HURRICANE:
  3477. case EL_HURRICANE_ATK:
  3478. case KO_BAKURETSU:
  3479. case GN_HELLS_PLANT_ATK:
  3480. case SU_SV_ROOTTWIST_ATK:
  3481. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3482. break;
  3483. case GN_FIRE_EXPANSION_ACID:
  3484. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3485. break;
  3486. case GN_SLINGITEM_RANGEMELEEATK:
  3487. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3488. break;
  3489. case EL_STONE_RAIN:
  3490. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3491. break;
  3492. case WM_SEVERE_RAINSTORM_MELEE:
  3493. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3494. break;
  3495. case HT_CLAYMORETRAP:
  3496. case HT_BLASTMINE:
  3497. case HT_FLASHER:
  3498. case HT_FREEZINGTRAP:
  3499. case RA_CLUSTERBOMB:
  3500. case RA_FIRINGTRAP:
  3501. case RA_ICEBOUNDTRAP:
  3502. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3503. if( dsrc != src ) // avoid damage display redundancy
  3504. break;
  3505. [[fallthrough]];
  3506. case HT_LANDMINE:
  3507. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3508. break;
  3509. case WZ_SIGHTBLASTER:
  3510. //Sightblaster should never call clif_skill_damage twice
  3511. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3512. break;
  3513. case RL_R_TRIP_PLUSATK:
  3514. case RL_S_STORM:
  3515. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3516. break;
  3517. case SU_LUNATICCARROTBEAT:
  3518. case SU_LUNATICCARROTBEAT2:
  3519. case SP_CURSEEXPLOSION:
  3520. case SP_SPA:
  3521. case SP_SHA:
  3522. if (dmg.div_ < 2)
  3523. type = DMG_SPLASH;
  3524. if (!(flag&SD_ANIMATION))
  3525. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3526. [[fallthrough]];
  3527. case WM_REVERBERATION:
  3528. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3529. break;
  3530. case SJ_FALLINGSTAR_ATK:
  3531. case SJ_FALLINGSTAR_ATK2:
  3532. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3533. break;
  3534. case SJ_NOVAEXPLOSING:
  3535. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3536. break;
  3537. case DK_HACKANDSLASHER_ATK:
  3538. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3539. break;
  3540. case AG_STORM_CANNON:
  3541. case AG_CRIMSON_ARROW:
  3542. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3543. break;
  3544. case TR_ROSEBLOSSOM_ATK:
  3545. case ABC_FROM_THE_ABYSS_ATK:
  3546. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3547. break;
  3548. case TR_SOUNDBLEND:
  3549. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3550. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3551. else
  3552. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3553. break;
  3554. case AB_DUPLELIGHT_MELEE:
  3555. case AB_DUPLELIGHT_MAGIC:
  3556. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3557. [[fallthrough]];
  3558. default:
  3559. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3560. dmg_type = DMG_SPLASH;
  3561. if (src->type == BL_SKILL) {
  3562. TBL_SKILL *su = (TBL_SKILL*)src;
  3563. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3564. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3565. break;
  3566. }
  3567. }
  3568. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3569. break;
  3570. }
  3571. map_freeblock_lock();
  3572. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3573. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3574. skill_do_copy(src,bl,skill_id,skill_lv);
  3575. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3576. { //Skills with can't walk delay also stop normal attacking for that
  3577. //duration when the attack connects. [Skotlex]
  3578. struct unit_data *ud = unit_bl2ud(src);
  3579. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3580. ud->attackabletime = tick + type;
  3581. }
  3582. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3583. // Instant damage
  3584. if( !dmg.amotion ) {
  3585. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3586. #ifndef RENEWAL
  3587. || skill_id == HW_GRAVITATION
  3588. #endif
  3589. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3590. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3591. if( !status_isdead(bl) && additional_effects )
  3592. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3593. if( damage > 0 ) //Counter status effects [Skotlex]
  3594. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3595. }
  3596. // Blow!
  3597. if (!(flag&4))
  3598. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3599. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3600. if( dmg.amotion ) {
  3601. if( shadow_flag ) {
  3602. if( !status_isdead(bl) && additional_effects )
  3603. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3604. if( dmg.flag > ATK_BLOCK )
  3605. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3606. } else
  3607. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3608. } else {
  3609. // Trigger monster skill condition for damage skills with no amotion.
  3610. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3611. if (damage > 0)
  3612. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3613. if (skill_id > 0)
  3614. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3615. }
  3616. }
  3617. // Trigger monster skill condition for damage skills.
  3618. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3619. if (damage > 0)
  3620. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3621. if (skill_id > 0)
  3622. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3623. }
  3624. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3625. #ifndef RENEWAL
  3626. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3627. #endif
  3628. ) {
  3629. if (tsc->getSCE(SC_DEVOTION)) {
  3630. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3631. struct block_list *d_bl = map_id2bl(sce->val1);
  3632. if (d_bl && (
  3633. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3634. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3635. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3636. {
  3637. int64 devotion_damage = damage;
  3638. // Needed to check the devotion master for Rebound Shield status.
  3639. status_change *d_sc = status_get_sc(d_bl);
  3640. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3641. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3642. if (!rmdamage) {
  3643. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3644. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3645. } else {
  3646. bool isDevotRdamage = false;
  3647. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3648. isDevotRdamage = true;
  3649. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3650. // This check is only for magical skill.
  3651. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3652. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3653. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3654. }
  3655. } else {
  3656. status_change_end(bl, SC_DEVOTION);
  3657. if (!dmg.amotion)
  3658. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3659. }
  3660. }
  3661. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3662. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3663. struct block_list *e_bl = map_id2bl(sce->val1);
  3664. if (e_bl) {
  3665. if (!rmdamage) {
  3666. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3667. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3668. } else {
  3669. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3670. status_fix_damage(bl, bl, damage, 0, 0);
  3671. }
  3672. }
  3673. }
  3674. }
  3675. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3676. if( skill_id == RG_INTIMIDATE ) {
  3677. int rate = 50 + skill_lv * 5;
  3678. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3679. if(rnd()%100 < rate)
  3680. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3681. } else if( skill_id == NPC_FATALMENACE ) {
  3682. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3683. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3684. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3685. }
  3686. }
  3687. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3688. dmg.flag |= BF_WEAPON;
  3689. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3690. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3691. {
  3692. if (battle_config.left_cardfix_to_right)
  3693. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3694. else
  3695. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3696. }
  3697. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3698. status_heal(src, 0, 0, 1, 0);
  3699. if( damage > 0 ) { // Post-damage effects
  3700. switch( skill_id ) {
  3701. case GC_VENOMPRESSURE: {
  3702. status_change *ssc = status_get_sc(src);
  3703. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3704. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3705. status_change_end(src,SC_POISONINGWEAPON);
  3706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3707. }
  3708. }
  3709. break;
  3710. }
  3711. if( sd )
  3712. skill_onskillusage(sd, bl, skill_id, tick);
  3713. }
  3714. if (!(flag&2)) {
  3715. switch (skill_id) {
  3716. case MG_COLDBOLT:
  3717. case MG_FIREBOLT:
  3718. case MG_LIGHTNINGBOLT:
  3719. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3720. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3721. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3722. break;
  3723. case SU_BITE:
  3724. case SU_SCRATCH:
  3725. case SU_SV_STEMSPEAR:
  3726. case SU_SCAROFTAROU:
  3727. case SU_PICKYPECK:
  3728. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3729. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3730. break;
  3731. }
  3732. }
  3733. map_freeblock_unlock();
  3734. if ((flag&0x1000000) && rmdamage)
  3735. return 0; //Should return 0 when damage was reflected
  3736. return damage;
  3737. }
  3738. /*==========================================
  3739. * Sub function for recursive skill call.
  3740. * Checking bl battle flag and display damage
  3741. * then call func with source,target,skill_id,skill_lv,tick,flag
  3742. *------------------------------------------*/
  3743. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3744. int skill_area_sub(struct block_list *bl, va_list ap)
  3745. {
  3746. struct block_list *src;
  3747. uint16 skill_id,skill_lv;
  3748. int flag;
  3749. t_tick tick;
  3750. SkillFunc func;
  3751. nullpo_ret(bl);
  3752. src = va_arg(ap,struct block_list *);
  3753. skill_id = va_arg(ap,int);
  3754. skill_lv = va_arg(ap,int);
  3755. tick = va_arg(ap,t_tick);
  3756. flag = va_arg(ap,int);
  3757. func = va_arg(ap,SkillFunc);
  3758. if (flag&BCT_WOS && src == bl)
  3759. return 0;
  3760. if(battle_check_target(src,bl,flag) > 0) {
  3761. // several splash skills need this initial dummy packet to display correctly
  3762. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3763. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3764. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3765. skill_area_temp[2]++;
  3766. return func(src,bl,skill_id,skill_lv,tick,flag);
  3767. }
  3768. return 0;
  3769. }
  3770. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3771. {
  3772. struct skill_unit *unit;
  3773. uint16 skill_id,g_skill_id;
  3774. unit = (struct skill_unit *)bl;
  3775. if(bl->prev == NULL || bl->type != BL_SKILL)
  3776. return 0;
  3777. if(!unit->alive)
  3778. return 0;
  3779. skill_id = va_arg(ap,int);
  3780. g_skill_id = unit->group->skill_id;
  3781. switch (skill_id) {
  3782. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3783. if(g_skill_id == SA_LANDPROTECTOR)
  3784. break;
  3785. [[fallthrough]];
  3786. case MH_STEINWAND:
  3787. case MG_SAFETYWALL:
  3788. case SC_MAELSTROM:
  3789. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3790. return 0;
  3791. break;
  3792. case AL_WARP:
  3793. case HT_SKIDTRAP:
  3794. case MA_SKIDTRAP:
  3795. case HT_LANDMINE:
  3796. case MA_LANDMINE:
  3797. case HT_ANKLESNARE:
  3798. case HT_SHOCKWAVE:
  3799. case HT_SANDMAN:
  3800. case MA_SANDMAN:
  3801. case HT_FLASHER:
  3802. case HT_FREEZINGTRAP:
  3803. case MA_FREEZINGTRAP:
  3804. case HT_BLASTMINE:
  3805. case HT_CLAYMORETRAP:
  3806. case HT_TALKIEBOX:
  3807. #ifndef RENEWAL
  3808. case HP_BASILICA:
  3809. #endif
  3810. case RA_ELECTRICSHOCKER:
  3811. case RA_CLUSTERBOMB:
  3812. case RA_MAGENTATRAP:
  3813. case RA_COBALTTRAP:
  3814. case RA_MAIZETRAP:
  3815. case RA_VERDURETRAP:
  3816. case RA_FIRINGTRAP:
  3817. case RA_ICEBOUNDTRAP:
  3818. case SC_DIMENSIONDOOR:
  3819. case SC_BLOODYLUST:
  3820. case NPC_REVERBERATION:
  3821. case GN_THORNS_TRAP:
  3822. case RL_B_TRAP:
  3823. case SC_ESCAPE:
  3824. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3825. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3826. return 0;
  3827. break;
  3828. default: //Avoid stacking with same kind of trap. [Skotlex]
  3829. if (g_skill_id != skill_id)
  3830. return 0;
  3831. break;
  3832. }
  3833. return 1;
  3834. }
  3835. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3836. {
  3837. //Non players do not check for the skill's splash-trigger area.
  3838. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3839. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3840. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3841. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3842. return 0;
  3843. }
  3844. range += layout_type;
  3845. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3846. }
  3847. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3848. {
  3849. uint16 skill_id;
  3850. if(bl->prev == NULL)
  3851. return 0;
  3852. skill_id = va_arg(ap,int);
  3853. if( status_isdead(bl) && skill_id != AL_WARP )
  3854. return 0;
  3855. #ifndef RENEWAL
  3856. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3857. return 0;
  3858. #endif
  3859. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3860. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3861. return 1;
  3862. }
  3863. /**
  3864. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3865. * @param bl Object that casted skill
  3866. * @param x Position x of the target
  3867. * @param y Position y of the target
  3868. * @param skill_id The casted skill
  3869. * @param skill_lv The skill Lv
  3870. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3871. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3872. */
  3873. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3874. {
  3875. int range = 0, type;
  3876. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3877. if (isNearNPC)
  3878. range = skill_get_splash(skill_id,skill_lv);
  3879. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3880. if (!isNearNPC || !range) {
  3881. switch (skill_id) { // to be expanded later
  3882. case WZ_ICEWALL:
  3883. range = 2;
  3884. break;
  3885. case SC_MANHOLE:
  3886. range = 0;
  3887. break;
  3888. default: {
  3889. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3890. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3891. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3892. return 0;
  3893. }
  3894. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3895. }
  3896. break;
  3897. }
  3898. }
  3899. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3900. //Check the additional range [Cydh]
  3901. if (isNearNPC && skill_npc_range > 0)
  3902. range += skill_npc_range;
  3903. if (!isNearNPC) { //Doesn't check the NPC range
  3904. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3905. if (bl->type&battle_config.skill_nofootset)
  3906. type = BL_CHAR;
  3907. else if(bl->type == BL_MOB)
  3908. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3909. else
  3910. return 0; //Don't check
  3911. } else
  3912. type = BL_NPC;
  3913. return (!isNearNPC) ?
  3914. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3915. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3916. //isNearNPC is used to check range from NPC
  3917. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3918. }
  3919. /*==========================================
  3920. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3921. * Flag:
  3922. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3923. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3924. *------------------------------------------*/
  3925. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3926. {
  3927. struct status_data *status;
  3928. map_session_data *sd = NULL;
  3929. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3930. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3931. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3932. nullpo_retr(0, bl);
  3933. switch( bl->type )
  3934. {
  3935. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3936. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3937. }
  3938. status = status_get_status_data(bl);
  3939. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3940. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3941. if (skill == nullptr)
  3942. return 0;
  3943. // Requirements
  3944. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3945. {
  3946. itemid[i] = skill->require.itemid[i];
  3947. amount[i] = skill->require.amount[i];
  3948. }
  3949. hp = skill->require.hp[skill_lv - 1];
  3950. sp = skill->require.sp[skill_lv - 1];
  3951. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3952. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3953. state = skill->require.state;
  3954. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3955. hp += (status->max_hp * mhp) / 100;
  3956. if( hp_rate > 0 )
  3957. hp += (status->hp * hp_rate) / 100;
  3958. else
  3959. hp += (status->max_hp * (-hp_rate)) / 100;
  3960. if( sp_rate > 0 )
  3961. sp += (status->sp * sp_rate) / 100;
  3962. else
  3963. sp += (status->max_sp * (-sp_rate)) / 100;
  3964. if( !(type&2) )
  3965. {
  3966. if( hp > 0 && status->hp <= (unsigned int)hp )
  3967. {
  3968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3969. return 0;
  3970. }
  3971. if( sp > 0 && status->sp <= (unsigned int)sp )
  3972. {
  3973. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3974. return 0;
  3975. }
  3976. }
  3977. if( !type )
  3978. switch( state )
  3979. {
  3980. case ST_MOVE_ENABLE:
  3981. if( !unit_can_move(bl) )
  3982. {
  3983. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3984. return 0;
  3985. }
  3986. break;
  3987. }
  3988. if( !(type&1) )
  3989. return 1;
  3990. // Check item existences
  3991. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3992. {
  3993. index[i] = -1;
  3994. if( itemid[i] == 0 ) continue; // No item
  3995. index[i] = pc_search_inventory(sd, itemid[i]);
  3996. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3997. {
  3998. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3999. return 0;
  4000. }
  4001. }
  4002. // Consume items
  4003. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4004. {
  4005. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4006. }
  4007. if( type&2 )
  4008. return 1;
  4009. if( sp || hp )
  4010. status_zap(bl, hp, sp);
  4011. return 1;
  4012. }
  4013. /*==========================================
  4014. *
  4015. *------------------------------------------*/
  4016. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4017. {
  4018. switch (skill_id) {
  4019. case RL_QD_SHOT:
  4020. {
  4021. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4022. struct unit_data *ud = unit_bl2ud(src);
  4023. if (ud && ud->target == target->id)
  4024. return 1;
  4025. }
  4026. }
  4027. }
  4028. return 1;
  4029. }
  4030. /*==========================================
  4031. *
  4032. *------------------------------------------*/
  4033. static TIMER_FUNC(skill_timerskill){
  4034. struct block_list *src = map_id2bl(id),*target;
  4035. struct unit_data *ud = unit_bl2ud(src);
  4036. struct skill_timerskill *skl;
  4037. struct skill_unit *unit = NULL;
  4038. int range;
  4039. nullpo_ret(src);
  4040. nullpo_ret(ud);
  4041. skl = ud->skilltimerskill[data];
  4042. nullpo_ret(skl);
  4043. ud->skilltimerskill[data] = NULL;
  4044. do {
  4045. if(src->prev == NULL)
  4046. break; // Source not on Map
  4047. if(skl->target_id) {
  4048. target = map_id2bl(skl->target_id);
  4049. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4050. target = src; //Required since it has to warp.
  4051. if (skl->skill_id == SR_SKYNETBLOW) {
  4052. skill_area_temp[1] = 0;
  4053. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4054. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4055. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4056. break;
  4057. }
  4058. if(target == NULL)
  4059. break; // Target offline?
  4060. if(target->prev == NULL)
  4061. break; // Target not on Map
  4062. if(src->m != target->m)
  4063. break; // Different Maps
  4064. if(status_isdead(src)) {
  4065. switch(skl->skill_id) {
  4066. case WL_CHAINLIGHTNING_ATK:
  4067. case WL_TETRAVORTEX_FIRE:
  4068. case WL_TETRAVORTEX_WATER:
  4069. case WL_TETRAVORTEX_WIND:
  4070. case WL_TETRAVORTEX_GROUND:
  4071. // For SR_FLASHCOMBO
  4072. case SR_DRAGONCOMBO:
  4073. case SR_FALLENEMPIRE:
  4074. case SR_TIGERCANNON:
  4075. case NPC_DANCINGBLADE_ATK:
  4076. if (src->type != BL_PC)
  4077. continue;
  4078. break; // Exceptions
  4079. default:
  4080. continue; // Caster is Dead
  4081. }
  4082. }
  4083. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4084. break;
  4085. switch(skl->skill_id) {
  4086. case KN_AUTOCOUNTER:
  4087. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4088. break;
  4089. case RG_INTIMIDATE:
  4090. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4091. short x,y;
  4092. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4093. if (target != src && !status_isdead(target))
  4094. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4095. }
  4096. break;
  4097. case BA_FROSTJOKER:
  4098. case DC_SCREAM:
  4099. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4100. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4101. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4102. break;
  4103. case PR_LEXDIVINA:
  4104. if (src->type == BL_MOB) {
  4105. // Monsters use the default duration when casting Lex Divina
  4106. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4107. break;
  4108. }
  4109. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4110. break;
  4111. case PR_STRECOVERY:
  4112. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4113. break;
  4114. case BS_HAMMERFALL:
  4115. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4116. break;
  4117. case MER_LEXDIVINA:
  4118. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4119. break;
  4120. case WZ_WATERBALL:
  4121. {
  4122. //Get the next waterball cell to consume
  4123. struct s_skill_unit_layout *layout;
  4124. int i;
  4125. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4126. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4127. int ux = skl->x + layout->dx[i];
  4128. int uy = skl->y + layout->dy[i];
  4129. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4130. if (unit)
  4131. break;
  4132. }
  4133. }
  4134. [[fallthrough]];
  4135. case WZ_JUPITEL:
  4136. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4137. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4138. // Apply canact delay here to prevent hacks (unlimited casting)
  4139. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4140. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4141. }
  4142. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4143. skill_delunit(unit); // Consume unit for next waterball
  4144. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4145. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4146. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4147. } else {
  4148. status_change *sc = status_get_sc(src);
  4149. if(sc) {
  4150. if(sc->getSCE(SC_SPIRIT) &&
  4151. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4152. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4153. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4154. }
  4155. }
  4156. break;
  4157. case NPC_DANCINGBLADE_ATK:
  4158. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4159. if (skl->type < 4) {
  4160. struct block_list *nbl = NULL;
  4161. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4162. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4163. }
  4164. break;
  4165. case WL_CHAINLIGHTNING_ATK: {
  4166. #ifndef RENEWAL
  4167. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4168. #endif
  4169. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4170. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4171. { // Remaining Chains Hit
  4172. struct block_list *nbl = NULL; // Next Target of Chain
  4173. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4174. splash_target(src), target->id); // Search for a new Target around current one...
  4175. if( nbl == NULL )
  4176. skl->x++;
  4177. else
  4178. skl->x = 0;
  4179. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4180. }
  4181. }
  4182. break;
  4183. case WL_TETRAVORTEX_FIRE:
  4184. case WL_TETRAVORTEX_WATER:
  4185. case WL_TETRAVORTEX_WIND:
  4186. case WL_TETRAVORTEX_GROUND:
  4187. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4188. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4189. if (skl->type >= 3) { // Final Hit
  4190. if (!status_isdead(target)) { // Final Status Effect
  4191. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4192. applyeffects[4] = { 0, 0, 0, 0 },
  4193. i, j = 0, k = 0;
  4194. for(i = 1; i <= 8; i = i + i) {
  4195. if (skl->x&i) {
  4196. applyeffects[j] = effects[k];
  4197. j++;
  4198. }
  4199. k++;
  4200. }
  4201. if (j) {
  4202. i = applyeffects[rnd()%j];
  4203. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4204. }
  4205. }
  4206. }
  4207. break;
  4208. case NPC_REVERBERATION_ATK:
  4209. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4210. break;
  4211. case NPC_FATALMENACE:
  4212. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4213. break;
  4214. case SR_WINDMILL:
  4215. if( target->type == BL_PC ) {
  4216. map_session_data *tsd = NULL;
  4217. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4218. pc_setsit(tsd);
  4219. skill_sit(tsd, true);
  4220. clif_sitting(&tsd->bl);
  4221. }
  4222. }
  4223. break;
  4224. case SR_KNUCKLEARROW:
  4225. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4226. break;
  4227. case CH_PALMSTRIKE:
  4228. {
  4229. status_change* tsc = status_get_sc(target);
  4230. status_change* sc = status_get_sc(src);
  4231. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4232. ( sc && sc->option&OPTION_HIDE ) ){
  4233. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4234. break;
  4235. }
  4236. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4237. break;
  4238. }
  4239. // For SR_FLASHCOMBO
  4240. case SR_DRAGONCOMBO:
  4241. case SR_FALLENEMPIRE:
  4242. case SR_TIGERCANNON:
  4243. if( src->type == BL_PC ) {
  4244. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4245. break;
  4246. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4247. }
  4248. break;
  4249. case SU_SV_ROOTTWIST_ATK: {
  4250. status_change *tsc = status_get_sc(target);
  4251. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4252. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4253. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4254. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4255. }
  4256. }
  4257. break;
  4258. case NPC_PULSESTRIKE2:
  4259. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4260. break;
  4261. case ABC_DEFT_STAB:
  4262. case ABC_FRENZY_SHOT:
  4263. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4264. break;
  4265. default:
  4266. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4267. break;
  4268. }
  4269. }
  4270. else {
  4271. if(src->m != skl->map)
  4272. break;
  4273. switch( skl->skill_id )
  4274. {
  4275. case GN_CRAZYWEED_ATK:
  4276. {
  4277. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4278. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4279. }
  4280. [[fallthrough]];
  4281. case WL_EARTHSTRAIN:
  4282. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4283. break;
  4284. case RL_FIRE_RAIN: {
  4285. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4286. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4287. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4288. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4289. }
  4290. break;
  4291. case NPC_MAGMA_ERUPTION:
  4292. case NC_MAGMA_ERUPTION:
  4293. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4294. break;
  4295. }
  4296. }
  4297. } while (0);
  4298. //Free skl now that it is no longer needed.
  4299. ers_free(skill_timer_ers, skl);
  4300. return 0;
  4301. }
  4302. /*==========================================
  4303. *
  4304. *------------------------------------------*/
  4305. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4306. {
  4307. int i;
  4308. struct unit_data *ud;
  4309. nullpo_retr(1, src);
  4310. if (src->prev == NULL)
  4311. return 0;
  4312. ud = unit_bl2ud(src);
  4313. nullpo_retr(1, ud);
  4314. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4315. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4316. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4317. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4318. ud->skilltimerskill[i]->src_id = src->id;
  4319. ud->skilltimerskill[i]->target_id = target;
  4320. ud->skilltimerskill[i]->skill_id = skill_id;
  4321. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4322. ud->skilltimerskill[i]->map = src->m;
  4323. ud->skilltimerskill[i]->x = x;
  4324. ud->skilltimerskill[i]->y = y;
  4325. ud->skilltimerskill[i]->type = type;
  4326. ud->skilltimerskill[i]->flag = flag;
  4327. return 0;
  4328. }
  4329. /*==========================================
  4330. *
  4331. *------------------------------------------*/
  4332. int skill_cleartimerskill (struct block_list *src)
  4333. {
  4334. int i;
  4335. struct unit_data *ud;
  4336. nullpo_ret(src);
  4337. ud = unit_bl2ud(src);
  4338. nullpo_ret(ud);
  4339. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4340. if(ud->skilltimerskill[i]) {
  4341. switch(ud->skilltimerskill[i]->skill_id) {
  4342. case WL_TETRAVORTEX_FIRE:
  4343. case WL_TETRAVORTEX_WATER:
  4344. case WL_TETRAVORTEX_WIND:
  4345. case WL_TETRAVORTEX_GROUND:
  4346. // For SR_FLASHCOMBO
  4347. case SR_DRAGONCOMBO:
  4348. case SR_FALLENEMPIRE:
  4349. case SR_TIGERCANNON:
  4350. if (src->type != BL_PC)
  4351. break;
  4352. continue;
  4353. }
  4354. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4355. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4356. ud->skilltimerskill[i]=NULL;
  4357. }
  4358. }
  4359. return 1;
  4360. }
  4361. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4362. skill_unit *su = (skill_unit*)bl;
  4363. nullpo_ret(su);
  4364. if (bl->type != BL_SKILL)
  4365. return 0;
  4366. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4367. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4368. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4369. su->limit = DIFF_TICK(gettick(), sg->tick);
  4370. sg->unit_id = UNT_USED_TRAPS;
  4371. }
  4372. return 1;
  4373. }
  4374. /**
  4375. * Reveal hidden trap
  4376. **/
  4377. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4378. {
  4379. TBL_SKILL *su = (TBL_SKILL*)bl;
  4380. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4381. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4382. //clif_changetraplook(bl, su->group->unit_id);
  4383. su->hidden = false;
  4384. skill_getareachar_skillunit_visibilty(su, AREA);
  4385. return 1;
  4386. }
  4387. return 0;
  4388. }
  4389. /**
  4390. * Attempt to reveal trap in area
  4391. * @param src Skill caster
  4392. * @param range Affected range
  4393. * @param x
  4394. * @param y
  4395. * TODO: Remove hardcode usages for this function
  4396. **/
  4397. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4398. if (!battle_config.traps_setting)
  4399. return;
  4400. nullpo_retv(src);
  4401. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4402. }
  4403. /*========================================== [Playtester]
  4404. * Process tarot card's effects
  4405. * @param src: Source of the tarot card effect
  4406. * @param target: Target of the tartor card effect
  4407. * @param skill_id: ID of the skill used
  4408. * @param skill_lv: Level of the skill used
  4409. * @param tick: Processing tick time
  4410. * @return Card number
  4411. *------------------------------------------*/
  4412. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4413. {
  4414. int card = 0;
  4415. if (battle_config.tarotcard_equal_chance) {
  4416. //eAthena equal chances
  4417. card = rnd() % 14 + 1;
  4418. }
  4419. else {
  4420. //Official chances
  4421. int rate = rnd() % 100;
  4422. if (rate < 10) card = 1; // THE FOOL
  4423. else if (rate < 20) card = 2; // THE MAGICIAN
  4424. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4425. else if (rate < 37) card = 4; // THE CHARIOT
  4426. else if (rate < 47) card = 5; // STRENGTH
  4427. else if (rate < 62) card = 6; // THE LOVERS
  4428. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4429. else if (rate < 69) card = 8; // THE HANGED MAN
  4430. else if (rate < 74) card = 9; // DEATH
  4431. else if (rate < 82) card = 10; // TEMPERANCE
  4432. else if (rate < 83) card = 11; // THE DEVIL
  4433. else if (rate < 85) card = 12; // THE TOWER
  4434. else if (rate < 90) card = 13; // THE STAR
  4435. else card = 14; // THE SUN
  4436. }
  4437. switch (card) {
  4438. case 1: // THE FOOL - heals SP to 0
  4439. {
  4440. status_percent_damage(src, target, 0, 100, false);
  4441. break;
  4442. }
  4443. case 2: // THE MAGICIAN - matk halved
  4444. {
  4445. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4446. break;
  4447. }
  4448. case 3: // THE HIGH PRIESTESS - all buffs removed
  4449. {
  4450. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4451. break;
  4452. }
  4453. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4454. {
  4455. status_fix_damage(src, target, 1000, 0, skill_id);
  4456. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4457. if (!status_isdead(target))
  4458. {
  4459. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4460. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4461. }
  4462. break;
  4463. }
  4464. case 5: // STRENGTH - atk halved
  4465. {
  4466. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4467. break;
  4468. }
  4469. case 6: // THE LOVERS - 2000HP heal, random teleported
  4470. {
  4471. status_heal(target, 2000, 0, 0);
  4472. if (!map_flag_vs(target->m))
  4473. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4474. break;
  4475. }
  4476. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4477. {
  4478. // Recursive call
  4479. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4480. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4481. break;
  4482. }
  4483. case 8: // THE HANGED MAN - stop, freeze or stoned
  4484. {
  4485. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4486. uint8 rand_eff = rnd() % 3;
  4487. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4488. if (sc[rand_eff] == SC_STONEWAIT)
  4489. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4490. else
  4491. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4492. break;
  4493. }
  4494. case 9: // DEATH - curse, coma and poison
  4495. {
  4496. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4497. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4498. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4499. break;
  4500. }
  4501. case 10: // TEMPERANCE - confusion
  4502. {
  4503. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4504. break;
  4505. }
  4506. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4507. {
  4508. status_fix_damage(src, target, 6666, 0, skill_id);
  4509. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4510. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4511. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4512. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4513. break;
  4514. }
  4515. case 12: // THE TOWER - 4444 damage
  4516. {
  4517. status_fix_damage(src, target, 4444, 0, skill_id);
  4518. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4519. break;
  4520. }
  4521. case 13: // THE STAR - stun
  4522. {
  4523. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4524. break;
  4525. }
  4526. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4527. {
  4528. #ifdef RENEWAL
  4529. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4530. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4531. #endif
  4532. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4533. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4534. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4535. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4536. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4537. return 14; //To make sure a valid number is returned
  4538. }
  4539. }
  4540. return card;
  4541. }
  4542. /*==========================================
  4543. *
  4544. *
  4545. *------------------------------------------*/
  4546. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4547. {
  4548. map_session_data *sd = NULL;
  4549. struct status_data *tstatus;
  4550. status_change *sc, *tsc;
  4551. if (skill_id > 0 && !skill_lv) return 0;
  4552. nullpo_retr(1, src);
  4553. nullpo_retr(1, bl);
  4554. if (src->m != bl->m)
  4555. return 1;
  4556. if (bl->prev == NULL)
  4557. return 1;
  4558. sd = BL_CAST(BL_PC, src);
  4559. if (status_isdead(bl))
  4560. return 1;
  4561. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4562. { //GTB makes all targetted magic display miss with a single bolt.
  4563. sc_type sct = skill_get_sc(skill_id);
  4564. if(sct != SC_NONE)
  4565. status_change_end(bl, sct);
  4566. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4567. return 1;
  4568. }
  4569. sc = status_get_sc(src);
  4570. tsc = status_get_sc(bl);
  4571. if (sc && !sc->count)
  4572. sc = NULL; //Unneeded
  4573. if (tsc && !tsc->count)
  4574. tsc = NULL;
  4575. tstatus = status_get_status_data(bl);
  4576. map_freeblock_lock();
  4577. switch(skill_id) {
  4578. case MER_CRASH:
  4579. case SM_BASH:
  4580. case MS_BASH:
  4581. case MC_MAMMONITE:
  4582. case TF_DOUBLE:
  4583. case AC_DOUBLE:
  4584. case MA_DOUBLE:
  4585. case AS_SONICBLOW:
  4586. case KN_PIERCE:
  4587. case ML_PIERCE:
  4588. case KN_SPEARBOOMERANG:
  4589. case TF_POISON:
  4590. case TF_SPRINKLESAND:
  4591. case AC_CHARGEARROW:
  4592. case MA_CHARGEARROW:
  4593. case RG_INTIMIDATE:
  4594. case AM_ACIDTERROR:
  4595. case BA_MUSICALSTRIKE:
  4596. case DC_THROWARROW:
  4597. case BA_DISSONANCE:
  4598. case CR_HOLYCROSS:
  4599. case NPC_DARKCROSS:
  4600. case CR_SHIELDCHARGE:
  4601. case CR_SHIELDBOOMERANG:
  4602. case NPC_PIERCINGATT:
  4603. case NPC_MENTALBREAKER:
  4604. case NPC_RANGEATTACK:
  4605. case NPC_CRITICALSLASH:
  4606. case NPC_COMBOATTACK:
  4607. case NPC_GUIDEDATTACK:
  4608. case NPC_POISON:
  4609. case NPC_RANDOMATTACK:
  4610. case NPC_WATERATTACK:
  4611. case NPC_GROUNDATTACK:
  4612. case NPC_FIREATTACK:
  4613. case NPC_WINDATTACK:
  4614. case NPC_POISONATTACK:
  4615. case NPC_HOLYATTACK:
  4616. case NPC_DARKNESSATTACK:
  4617. case NPC_TELEKINESISATTACK:
  4618. case NPC_UNDEADATTACK:
  4619. case NPC_CHANGEUNDEAD:
  4620. case NPC_ARMORBRAKE:
  4621. case NPC_HELMBRAKE:
  4622. case NPC_SHIELDBRAKE:
  4623. case NPC_BLINDATTACK:
  4624. case NPC_SILENCEATTACK:
  4625. case NPC_STUNATTACK:
  4626. case NPC_PETRIFYATTACK:
  4627. case NPC_CURSEATTACK:
  4628. case NPC_SLEEPATTACK:
  4629. #ifdef RENEWAL
  4630. case CR_ACIDDEMONSTRATION:
  4631. #endif
  4632. case LK_AURABLADE:
  4633. case LK_SPIRALPIERCE:
  4634. case ML_SPIRALPIERCE:
  4635. case CG_ARROWVULCAN:
  4636. case HW_MAGICCRASHER:
  4637. case ITM_TOMAHAWK:
  4638. case CH_CHAINCRUSH:
  4639. case CH_TIGERFIST:
  4640. case PA_SHIELDCHAIN: // Shield Chain
  4641. case PA_SACRIFICE:
  4642. case WS_CARTTERMINATION: // Cart Termination
  4643. case AS_VENOMKNIFE:
  4644. case HT_PHANTASMIC:
  4645. case TK_DOWNKICK:
  4646. case TK_COUNTER:
  4647. case GS_CHAINACTION:
  4648. case GS_TRIPLEACTION:
  4649. #ifndef RENEWAL
  4650. case GS_MAGICALBULLET:
  4651. #endif
  4652. case GS_TRACKING:
  4653. case GS_PIERCINGSHOT:
  4654. case GS_RAPIDSHOWER:
  4655. case GS_DUST:
  4656. case GS_DISARM: // Added disarm. [Reddozen]
  4657. case GS_FULLBUSTER:
  4658. case NJ_SYURIKEN:
  4659. case NJ_KUNAI:
  4660. case ASC_BREAKER:
  4661. case HFLI_MOON: //[orn]
  4662. case HFLI_SBR44: //[orn]
  4663. case NPC_BLEEDING:
  4664. case NPC_BLEEDING2:
  4665. case NPC_CRITICALWOUND:
  4666. case NPC_HELLPOWER:
  4667. case RK_SONICWAVE:
  4668. case AB_DUPLELIGHT_MELEE:
  4669. case RA_AIMEDBOLT:
  4670. case NC_BOOSTKNUCKLE:
  4671. case NC_PILEBUNKER:
  4672. case NC_AXEBOOMERANG:
  4673. case NC_POWERSWING:
  4674. case NPC_MAGMA_ERUPTION:
  4675. case NC_MAGMA_ERUPTION:
  4676. case GC_WEAPONCRUSH:
  4677. case GC_VENOMPRESSURE:
  4678. case SC_TRIANGLESHOT:
  4679. case SC_FEINTBOMB:
  4680. case LG_BANISHINGPOINT:
  4681. case LG_SHIELDPRESS:
  4682. case LG_RAGEBURST:
  4683. case LG_HESPERUSLIT:
  4684. case SR_DRAGONCOMBO:
  4685. case SR_FALLENEMPIRE:
  4686. case SR_CRESCENTELBOW_AUTOSPELL:
  4687. case SR_GATEOFHELL:
  4688. case SR_GENTLETOUCH_QUIET:
  4689. case WM_SEVERE_RAINSTORM_MELEE:
  4690. case WM_GREAT_ECHO:
  4691. case GN_SLINGITEM_RANGEMELEEATK:
  4692. case KO_SETSUDAN:
  4693. case RL_MASS_SPIRAL:
  4694. case RL_BANISHING_BUSTER:
  4695. case RL_SLUGSHOT:
  4696. case RL_AM_BLAST:
  4697. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4698. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4699. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4700. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4701. case ABC_CHAIN_REACTION_SHOT_ATK:
  4702. case ABR_BATTLE_BUSTER:
  4703. case ABR_DUAL_CANNON_FIRE:
  4704. case ABR_INFINITY_BUSTER:
  4705. case MT_TRIPLE_LASER:
  4706. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4707. break;
  4708. case DK_DRAGONIC_AURA:
  4709. case DK_STORMSLASH:
  4710. case CD_EFFLIGO:
  4711. case ABC_FRENZY_SHOT:
  4712. case WH_HAWKRUSH:
  4713. case WH_HAWKBOOMERANG:
  4714. case TR_ROSEBLOSSOM:
  4715. case TR_RHYTHMSHOOTING:
  4716. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4717. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4718. if (skill_id == DK_DRAGONIC_AURA)
  4719. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4720. break;
  4721. case SHC_ETERNAL_SLASH:
  4722. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4723. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4724. else
  4725. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4726. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4727. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4728. break;
  4729. case SHC_SHADOW_STAB:
  4730. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4731. flag |= 2;// Flag to deal 3 hits.
  4732. status_change_end(src, SC_CLOAKING);
  4733. status_change_end(src, SC_CLOAKINGEXCEED);
  4734. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4735. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4736. break;
  4737. case WH_CRESCIVE_BOLT:
  4738. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4739. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4740. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4741. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4742. else
  4743. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4744. break;
  4745. case ABC_UNLUCKY_RUSH:
  4746. // Jump to the target before attacking.
  4747. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4748. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4749. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4750. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4751. break;
  4752. case MO_TRIPLEATTACK:
  4753. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4754. break;
  4755. case LK_HEADCRUSH:
  4756. if (status_get_class_(bl) == CLASS_BOSS) {
  4757. if (sd)
  4758. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4759. break;
  4760. }
  4761. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4762. break;
  4763. case LK_JOINTBEAT:
  4764. flag = 1 << rnd() % 6;
  4765. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4766. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4767. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4768. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4769. break;
  4770. case MO_COMBOFINISH:
  4771. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4772. { //Becomes a splash attack when Soul Linked.
  4773. map_foreachinshootrange(skill_area_sub, bl,
  4774. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4775. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4776. skill_castend_damage_id);
  4777. } else
  4778. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4779. break;
  4780. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4782. skill_area_temp[1] = 0;
  4783. map_foreachinshootrange(skill_attack_area, src,
  4784. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4785. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4786. break;
  4787. case KN_CHARGEATK:
  4788. {
  4789. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4790. #ifdef RENEWAL
  4791. int dist = skill_get_blewcount(skill_id, skill_lv);
  4792. #else
  4793. unsigned int dist = distance_bl(src, bl);
  4794. #endif
  4795. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4796. // teleport to target (if not on WoE grounds)
  4797. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4798. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4799. // cause damage and knockback if the path to target was a straight one
  4800. if (path) {
  4801. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4802. #ifdef RENEWAL
  4803. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4804. dist += 2; // Knockback is 4 on PvP maps
  4805. #endif
  4806. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4807. }
  4808. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4809. // make the caster look in the direction of the target
  4810. unit_setdir(src, (dir+4)%8);
  4811. }
  4812. }
  4813. break;
  4814. case NC_FLAMELAUNCHER:
  4815. skill_area_temp[1] = bl->id;
  4816. if (battle_config.skill_eightpath_algorithm) {
  4817. //Use official AoE algorithm
  4818. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4819. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4820. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4821. } else {
  4822. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4823. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4824. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4825. }
  4826. break;
  4827. #ifndef RENEWAL
  4828. case SN_SHARPSHOOTING:
  4829. flag |= 2; // Flag for specific mob damage formula
  4830. [[fallthrough]];
  4831. #endif
  4832. case MA_SHARPSHOOTING:
  4833. case NJ_KAMAITACHI:
  4834. case NPC_DARKPIERCING:
  4835. case NPC_ACIDBREATH:
  4836. case NPC_DARKNESSBREATH:
  4837. case NPC_FIREBREATH:
  4838. case NPC_ICEBREATH:
  4839. case NPC_ICEBREATH2:
  4840. case NPC_THUNDERBREATH:
  4841. case AG_STORM_CANNON:
  4842. case AG_CRIMSON_ARROW:
  4843. skill_area_temp[1] = bl->id;
  4844. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4845. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4846. if (battle_config.skill_eightpath_algorithm) {
  4847. //Use official AoE algorithm
  4848. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4849. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4850. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4851. #ifndef RENEWAL
  4852. if (skill_id == SN_SHARPSHOOTING)
  4853. flag &= ~2; // Only targets in the splash area are affected
  4854. #endif
  4855. //These skills hit at least the target if the AoE doesn't hit
  4856. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4857. }
  4858. } else {
  4859. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4860. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4861. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4862. }
  4863. if (skill_id == AG_CRIMSON_ARROW)
  4864. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4865. break;
  4866. case MO_INVESTIGATE:
  4867. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4868. status_change_end(src, SC_BLADESTOP);
  4869. break;
  4870. case RG_BACKSTAP:
  4871. {
  4872. if (!check_distance_bl(src, bl, 0)) {
  4873. #ifdef RENEWAL
  4874. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4875. short x, y;
  4876. if (dir > 0 && dir < 4)
  4877. x = -1;
  4878. else if (dir > 4)
  4879. x = 1;
  4880. else
  4881. x = 0;
  4882. if (dir > 2 && dir < 6)
  4883. y = -1;
  4884. else if (dir == 7 || dir < 2)
  4885. y = 1;
  4886. else
  4887. y = 0;
  4888. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4889. #else
  4890. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4891. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4892. #endif
  4893. status_change_end(src, SC_HIDING);
  4894. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4895. unit_setdir(bl,dir);
  4896. #ifdef RENEWAL
  4897. clif_blown(src);
  4898. #endif
  4899. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4900. }
  4901. else if (sd)
  4902. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4903. }
  4904. }
  4905. break;
  4906. case MO_FINGEROFFENSIVE:
  4907. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4908. if (battle_config.finger_offensive_type && sd) {
  4909. for (int i = 1; i < sd->spiritball_old; i++)
  4910. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4911. }
  4912. status_change_end(src, SC_BLADESTOP);
  4913. break;
  4914. case MO_CHAINCOMBO:
  4915. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4916. status_change_end(src, SC_BLADESTOP);
  4917. break;
  4918. #ifndef RENEWAL
  4919. case NJ_ISSEN:
  4920. #endif
  4921. case MO_EXTREMITYFIST:
  4922. {
  4923. struct block_list *mbl = bl; // For NJ_ISSEN
  4924. short x, y, i = 2; // Move 2 cells (From target)
  4925. short dir = map_calc_dir(src,bl->x,bl->y);
  4926. #ifdef RENEWAL
  4927. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4928. flag |= 1; // Give +100% damage increase
  4929. #endif
  4930. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4931. if (skill_id == MO_EXTREMITYFIST) {
  4932. status_set_sp(src, 0, 0);
  4933. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4934. status_change_end(src, SC_BLADESTOP);
  4935. #ifdef RENEWAL
  4936. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4937. #endif
  4938. } else {
  4939. status_set_hp(src, 1, 0);
  4940. status_change_end(src, SC_NEN);
  4941. status_change_end(src, SC_HIDING);
  4942. }
  4943. if (skill_id == MO_EXTREMITYFIST) {
  4944. mbl = src; // For MO_EXTREMITYFIST
  4945. i = 3; // Move 3 cells (From caster)
  4946. }
  4947. if (dir > 0 && dir < 4)
  4948. x = -i;
  4949. else if (dir > 4)
  4950. x = i;
  4951. else
  4952. x = 0;
  4953. if (dir > 2 && dir < 6)
  4954. y = -i;
  4955. else if (dir == 7 || dir < 2)
  4956. y = i;
  4957. else
  4958. y = 0;
  4959. // Ashura Strike still has slide effect in GVG
  4960. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4961. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4962. clif_blown(src);
  4963. clif_spiritball(src);
  4964. }
  4965. }
  4966. break;
  4967. case HT_POWER:
  4968. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4969. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4970. break;
  4971. case SU_PICKYPECK:
  4972. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4973. [[fallthrough]];
  4974. case SU_BITE:
  4975. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4976. break;
  4977. case SU_SVG_SPIRIT:
  4978. skill_area_temp[1] = bl->id;
  4979. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4980. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4981. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4982. break;
  4983. //Splash attack skills.
  4984. case AS_GRIMTOOTH:
  4985. case MC_CARTREVOLUTION:
  4986. case NPC_SPLASHATTACK:
  4987. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4988. [[fallthrough]];
  4989. case AS_SPLASHER:
  4990. case HT_BLITZBEAT:
  4991. case AC_SHOWER:
  4992. case MA_SHOWER:
  4993. case MG_NAPALMBEAT:
  4994. case MG_FIREBALL:
  4995. case RG_RAID:
  4996. #ifdef RENEWAL
  4997. case SN_SHARPSHOOTING:
  4998. #endif
  4999. case HW_NAPALMVULCAN:
  5000. case NJ_HUUMA:
  5001. case ASC_METEORASSAULT:
  5002. case GS_SPREADATTACK:
  5003. case NPC_PULSESTRIKE:
  5004. case NPC_PULSESTRIKE2:
  5005. case NPC_HELLJUDGEMENT:
  5006. case NPC_HELLJUDGEMENT2:
  5007. case NPC_VAMPIRE_GIFT:
  5008. case NPC_MAXPAIN_ATK:
  5009. case NPC_JACKFROST:
  5010. case NPC_REVERBERATION_ATK:
  5011. case NPC_ARROWSTORM:
  5012. case NPC_KILLING_AURA:
  5013. case NPC_IGNITIONBREAK:
  5014. case RK_IGNITIONBREAK:
  5015. case RK_HUNDREDSPEAR:
  5016. case AB_JUDEX:
  5017. case AB_ADORAMUS:
  5018. case WL_SOULEXPANSION:
  5019. case WL_CRIMSONROCK:
  5020. case WL_JACKFROST:
  5021. case RA_ARROWSTORM:
  5022. case RA_WUGDASH:
  5023. case NC_VULCANARM:
  5024. case NC_COLDSLOWER:
  5025. case NC_SELFDESTRUCTION:
  5026. case NC_AXETORNADO:
  5027. case GC_ROLLINGCUTTER:
  5028. case GC_COUNTERSLASH:
  5029. case LG_CANNONSPEAR:
  5030. case LG_OVERBRAND:
  5031. case LG_MOONSLASHER:
  5032. case LG_RAYOFGENESIS:
  5033. case NPC_RAYOFGENESIS:
  5034. case LG_EARTHDRIVE:
  5035. case SR_RAMPAGEBLASTER:
  5036. case SR_SKYNETBLOW:
  5037. case SR_WINDMILL:
  5038. case SR_RIDEINLIGHTNING:
  5039. case SO_VARETYR_SPEAR:
  5040. case SO_POISON_BUSTER:
  5041. case GN_CART_TORNADO:
  5042. case GN_CARTCANNON:
  5043. case GN_SPORE_EXPLOSION:
  5044. case GN_DEMONIC_FIRE:
  5045. case GN_FIRE_EXPANSION_ACID:
  5046. case GN_HELLS_PLANT_ATK:
  5047. case KO_HAPPOKUNAI:
  5048. case KO_HUUMARANKA:
  5049. case KO_MUCHANAGE:
  5050. case KO_BAKURETSU:
  5051. case GN_ILLUSIONDOPING:
  5052. case RL_FIREDANCE:
  5053. case RL_S_STORM:
  5054. case RL_R_TRIP:
  5055. case MH_XENO_SLASHER:
  5056. case MH_HEILIGE_PFERD:
  5057. case MH_THE_ONE_FIGHTER_RISES:
  5058. case NC_ARMSCANNON:
  5059. case SU_SCRATCH:
  5060. case SU_LUNATICCARROTBEAT:
  5061. case SU_LUNATICCARROTBEAT2:
  5062. case SJ_FULLMOONKICK:
  5063. case SJ_NEWMOONKICK:
  5064. case SJ_SOLARBURST:
  5065. case SJ_PROMINENCEKICK:
  5066. case SJ_STAREMPEROR:
  5067. case SJ_FALLINGSTAR_ATK2:
  5068. case SP_CURSEEXPLOSION:
  5069. case SP_SHA:
  5070. case SP_SWHOO:
  5071. case DK_SERVANTWEAPON_ATK:
  5072. case DK_SERVANT_W_PHANTOM:
  5073. case DK_SERVANT_W_DEMOL:
  5074. case DK_MADNESS_CRUSHER:
  5075. case DK_HACKANDSLASHER:
  5076. case DK_DRAGONIC_BREATH:
  5077. case AG_CRIMSON_ARROW_ATK:
  5078. case AG_DESTRUCTIVE_HURRICANE:
  5079. case AG_SOUL_VC_STRIKE:
  5080. case AG_CRYSTAL_IMPACT:
  5081. case AG_CRYSTAL_IMPACT_ATK:
  5082. case AG_ROCK_DOWN:
  5083. case AG_FROZEN_SLASH:
  5084. case IQ_OLEUM_SANCTUM:
  5085. case IQ_MASSIVE_F_BLASTER:
  5086. case IQ_EXPOSION_BLASTER:
  5087. case IQ_FIRST_BRAND:
  5088. case IQ_SECOND_FLAME:
  5089. case IQ_SECOND_FAITH:
  5090. case IQ_SECOND_JUDGEMENT:
  5091. case IQ_THIRD_PUNISH:
  5092. case IQ_THIRD_FLAME_BOMB:
  5093. case IQ_THIRD_CONSECRATION:
  5094. case IG_OVERSLASH:
  5095. case CD_ARBITRIUM_ATK:
  5096. case CD_PETITIO:
  5097. case CD_FRAMEN:
  5098. case SHC_DANCING_KNIFE:
  5099. case SHC_SAVAGE_IMPACT:
  5100. case SHC_IMPACT_CRATER:
  5101. case SHC_FATAL_SHADOW_CROW:
  5102. case MT_AXE_STOMP:
  5103. case MT_MIGHTY_SMASH:
  5104. case MT_RUSH_QUAKE:
  5105. case MT_A_MACHINE:
  5106. case MT_SPARK_BLASTER:
  5107. case ABC_ABYSS_DAGGER:
  5108. case ABC_CHAIN_REACTION_SHOT:
  5109. case ABC_DEFT_STAB:
  5110. case WH_GALESTORM:
  5111. case BO_ACIDIFIED_ZONE_WATER:
  5112. case BO_ACIDIFIED_ZONE_GROUND:
  5113. case BO_ACIDIFIED_ZONE_WIND:
  5114. case BO_ACIDIFIED_ZONE_FIRE:
  5115. case TR_ROSEBLOSSOM_ATK:
  5116. case ABC_FROM_THE_ABYSS_ATK:
  5117. case EM_ELEMENTAL_BUSTER_FIRE:
  5118. case EM_ELEMENTAL_BUSTER_WATER:
  5119. case EM_ELEMENTAL_BUSTER_WIND:
  5120. case EM_ELEMENTAL_BUSTER_GROUND:
  5121. case EM_ELEMENTAL_BUSTER_POISON:
  5122. case EM_EL_FLAMEROCK:
  5123. case EM_EL_AGE_OF_ICE:
  5124. case EM_EL_STORM_WIND:
  5125. case EM_EL_AVALANCHE:
  5126. case EM_EL_DEADLY_POISON:
  5127. case BO_EXPLOSIVE_POWDER:
  5128. case BO_MAYHEMIC_THORNS:
  5129. case NPC_WIDECRITICALWOUND:
  5130. case IG_SHIELD_SHOOTING:
  5131. case TR_METALIC_FURY:
  5132. case IG_GRAND_JUDGEMENT:
  5133. if( flag&1 ) {//Recursive invocation
  5134. int sflag = skill_area_temp[0] & 0xFFF;
  5135. int heal = 0;
  5136. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5137. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5138. break; // Under Hovering characters are immune to select trap and ground target skills.
  5139. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5140. break; // No damage should happen if the target is on Land Protector
  5141. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5142. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5143. break;
  5144. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5145. if (skill_id == ABC_DEFT_STAB && flag&2)
  5146. sflag |= 2;
  5147. if( flag&SD_LEVEL )
  5148. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5149. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5150. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5151. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5152. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5153. break;
  5154. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5155. switch (skill_id) {
  5156. case NPC_VAMPIRE_GIFT:
  5157. if (heal > 0) {
  5158. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5159. status_heal(src, heal, 0, 0);
  5160. }
  5161. break;
  5162. #ifdef RENEWAL
  5163. case SN_SHARPSHOOTING:
  5164. status_change_end(src, SC_CAMOUFLAGE);
  5165. break;
  5166. #endif
  5167. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5168. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5169. break;
  5170. }
  5171. } else {
  5172. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5173. skill_area_temp[0] = 0;
  5174. skill_area_temp[1] = bl->id;
  5175. skill_area_temp[2] = 0;
  5176. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5177. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5178. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5179. break;
  5180. }
  5181. if (skill_id == SP_SWHOO)
  5182. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5183. switch ( skill_id ) {
  5184. case LG_EARTHDRIVE:
  5185. case GN_CARTCANNON:
  5186. case SU_SCRATCH:
  5187. case BO_MAYHEMIC_THORNS:
  5188. case DK_DRAGONIC_BREATH:
  5189. case DK_HACKANDSLASHER:
  5190. case MT_SPARK_BLASTER:
  5191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5192. break;
  5193. #ifdef RENEWAL
  5194. case NJ_HUUMA:
  5195. #endif
  5196. case LG_MOONSLASHER:
  5197. case MH_XENO_SLASHER:
  5198. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5199. break;
  5200. case NPC_REVERBERATION_ATK:
  5201. case NC_ARMSCANNON:
  5202. skill_area_temp[1] = 0;
  5203. starget = splash_target(src);
  5204. break;
  5205. case WL_CRIMSONROCK:
  5206. skill_area_temp[4] = bl->x;
  5207. skill_area_temp[5] = bl->y;
  5208. break;
  5209. case SU_LUNATICCARROTBEAT:
  5210. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5211. skill_id = SU_LUNATICCARROTBEAT2;
  5212. break;
  5213. case DK_SERVANT_W_PHANTOM:
  5214. // Jump to the target before attacking.
  5215. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5216. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5217. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5218. break;
  5219. case SHC_SAVAGE_IMPACT: {
  5220. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5221. skill_area_temp[0] = 2;
  5222. status_change_end( src, SC_CLOAKINGEXCEED );
  5223. }
  5224. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5225. if (bl->x != src->x || bl->y != src->y)
  5226. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5227. // Move the player 1 cell near the target, between the target and the player
  5228. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5229. clif_blown(src);
  5230. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5231. break;
  5232. }
  5233. case SHC_FATAL_SHADOW_CROW: {
  5234. uint8 dir = DIR_NORTHEAST;
  5235. if (bl->x != src->x || bl->y != src->y)
  5236. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5237. // Move the player 1 cell near the target, between the target and the player
  5238. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5239. clif_blown(src);
  5240. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5241. break;
  5242. }
  5243. case AG_CRYSTAL_IMPACT_ATK:
  5244. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5245. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5246. break;
  5247. case AG_ROCK_DOWN:
  5248. case IQ_FIRST_BRAND:
  5249. case IQ_SECOND_FLAME:
  5250. case IQ_SECOND_FAITH:
  5251. case IQ_SECOND_JUDGEMENT:
  5252. case CD_PETITIO:
  5253. case CD_FRAMEN:
  5254. case ABC_DEFT_STAB:
  5255. case EM_EL_FLAMEROCK:
  5256. case EM_EL_AGE_OF_ICE:
  5257. case EM_EL_STORM_WIND:
  5258. case EM_EL_AVALANCHE:
  5259. case EM_EL_DEADLY_POISON:
  5260. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5261. break;
  5262. case ABC_CHAIN_REACTION_SHOT:
  5263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5264. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5265. break;
  5266. case IQ_THIRD_PUNISH:
  5267. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5268. if (sd) {
  5269. uint8 limit = 5;
  5270. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5271. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5272. for (uint8 i = 0; i < limit; i++)
  5273. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5274. }
  5275. break;
  5276. case IQ_THIRD_FLAME_BOMB:
  5277. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5278. if (sd && sd->spiritball / 5 > 1)
  5279. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5280. break;
  5281. case IQ_THIRD_CONSECRATION:
  5282. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5283. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5284. break;
  5285. case IG_OVERSLASH:
  5286. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5287. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5288. break;
  5289. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5290. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5291. status_heal(src, 0, 0, 10, 0);
  5292. break;
  5293. case BO_ACIDIFIED_ZONE_WATER:
  5294. case BO_ACIDIFIED_ZONE_GROUND:
  5295. case BO_ACIDIFIED_ZONE_WIND:
  5296. case BO_ACIDIFIED_ZONE_FIRE:
  5297. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5298. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5299. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5300. break;
  5301. case MT_RUSH_QUAKE:
  5302. // Jump to the target before attacking.
  5303. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5304. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5305. }
  5306. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5307. clif_blown( src );
  5308. // TODO: does this buff start before or after dealing damage? [Muh]
  5309. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5310. break;
  5311. case IG_SHIELD_SHOOTING:
  5312. case IG_GRAND_JUDGEMENT:
  5313. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5314. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5315. break;
  5316. }
  5317. // if skill damage should be split among targets, count them
  5318. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5319. //special case: Venom Splasher uses a different range for searching than for splashing
  5320. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5321. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5322. // recursive invocation of skill_castend_damage_id() with flag|1
  5323. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5324. if (skill_id == RA_ARROWSTORM)
  5325. status_change_end(src, SC_CAMOUFLAGE);
  5326. if( skill_id == AS_SPLASHER ) {
  5327. map_freeblock_unlock(); // Don't consume a second gemstone.
  5328. return 0;
  5329. }
  5330. }
  5331. break;
  5332. //Place units around target
  5333. case NJ_BAKUENRYU:
  5334. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5335. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5336. break;
  5337. case SM_MAGNUM:
  5338. case MS_MAGNUM:
  5339. if( flag&1 ) {
  5340. // For players, damage depends on distance, so add it to flag if it is > 1
  5341. // Cannot hit hidden targets
  5342. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5343. }
  5344. break;
  5345. #ifdef RENEWAL
  5346. case KN_BRANDISHSPEAR:
  5347. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5348. break;
  5349. #else
  5350. case KN_BRANDISHSPEAR:
  5351. #endif
  5352. case ML_BRANDISH:
  5353. //Coded apart for it needs the flag passed to the damage calculation.
  5354. if (skill_area_temp[1] != bl->id)
  5355. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5356. else
  5357. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5358. break;
  5359. #ifdef RENEWAL
  5360. case KN_BOWLINGBASH:
  5361. if (flag & 1) {
  5362. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5363. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5364. } else {
  5365. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5366. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5367. }
  5368. break;
  5369. #else
  5370. case KN_BOWLINGBASH:
  5371. #endif
  5372. case MS_BOWLINGBASH:
  5373. {
  5374. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5375. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5376. c = (skill_lv-(flag&0xFFF)+1)/2;
  5377. // Determine the Bowling Bash area depending on configuration
  5378. if (battle_config.bowling_bash_area == 0) {
  5379. // Gutter line system
  5380. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5381. if(min_x < 0) min_x = 0;
  5382. max_x = min_x + 39;
  5383. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5384. if(min_y < 0) min_y = 0;
  5385. max_y = min_y + 39;
  5386. } else if (battle_config.bowling_bash_area == 1) {
  5387. // Gutter line system without demi gutter bug
  5388. min_x = src->x - (src->x)%40;
  5389. max_x = min_x + 39;
  5390. min_y = src->y - (src->y)%40;
  5391. max_y = min_y + 39;
  5392. } else {
  5393. // Area around caster
  5394. min_x = src->x - battle_config.bowling_bash_area;
  5395. max_x = src->x + battle_config.bowling_bash_area;
  5396. min_y = src->y - battle_config.bowling_bash_area;
  5397. max_y = src->y + battle_config.bowling_bash_area;
  5398. }
  5399. // Initialization, break checks, direction
  5400. if((flag&0xFFF) > 0) {
  5401. // Ignore monsters outside area
  5402. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5403. break;
  5404. // Ignore monsters already in list
  5405. if(idb_exists(bowling_db, bl->id))
  5406. break;
  5407. // Random direction
  5408. dir = rnd()%8;
  5409. } else {
  5410. // Create an empty list of already hit targets
  5411. db_clear(bowling_db);
  5412. // Direction is walkpath
  5413. dir = (unit_getdir(src)+4)%8;
  5414. }
  5415. // Add current target to the list of already hit targets
  5416. idb_put(bowling_db, bl->id, bl);
  5417. // Keep moving target in direction square by square
  5418. tx = bl->x;
  5419. ty = bl->y;
  5420. for(i=0;i<c;i++) {
  5421. // Target coordinates (get changed even if knockback fails)
  5422. tx -= dirx[dir];
  5423. ty -= diry[dir];
  5424. // If target cell is a wall then break
  5425. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5426. break;
  5427. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5428. int count;
  5429. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5430. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5431. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5432. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5433. // Recursive call
  5434. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5435. // Self-collision
  5436. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5437. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5438. break;
  5439. }
  5440. }
  5441. // Original hit or chain hit depending on flag
  5442. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5443. }
  5444. break;
  5445. case KN_SPEARSTAB:
  5446. if(flag&1) {
  5447. if (bl->id==skill_area_temp[1])
  5448. break;
  5449. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5450. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5451. } else {
  5452. int x=bl->x,y=bl->y,i,dir;
  5453. dir = map_calc_dir(bl,src->x,src->y);
  5454. skill_area_temp[1] = bl->id;
  5455. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5456. // all the enemies between the caster and the target are hit, as well as the target
  5457. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5458. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5459. for (i=0;i<4;i++) {
  5460. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5461. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5462. x += dirx[dir];
  5463. y += diry[dir];
  5464. }
  5465. }
  5466. break;
  5467. case TK_TURNKICK:
  5468. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5469. {
  5470. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5471. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5472. map_foreachinallrange(skill_area_sub,bl,
  5473. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5474. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5475. skill_castend_nodamage_id);
  5476. }
  5477. break;
  5478. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5479. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5480. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5481. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5482. break;
  5483. case PR_TURNUNDEAD:
  5484. case ALL_RESURRECTION:
  5485. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5486. break;
  5487. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5488. break;
  5489. case AL_HOLYLIGHT:
  5490. status_change_end(bl, SC_P_ALTER);
  5491. [[fallthrough]];
  5492. case MG_SOULSTRIKE:
  5493. case NPC_DARKSTRIKE:
  5494. case MG_COLDBOLT:
  5495. case MG_FIREBOLT:
  5496. case MG_LIGHTNINGBOLT:
  5497. case WZ_EARTHSPIKE:
  5498. case AL_HEAL:
  5499. case NPC_DARKTHUNDER:
  5500. case NPC_FIRESTORM:
  5501. case PR_ASPERSIO:
  5502. case MG_FROSTDIVER:
  5503. case WZ_SIGHTBLASTER:
  5504. case WZ_SIGHTRASHER:
  5505. #ifdef RENEWAL
  5506. case PA_PRESSURE:
  5507. #endif
  5508. case NJ_KOUENKA:
  5509. case NJ_HYOUSENSOU:
  5510. case NJ_HUUJIN:
  5511. case AB_HIGHNESSHEAL:
  5512. case AB_DUPLELIGHT_MAGIC:
  5513. case WM_METALICSOUND:
  5514. case KO_KAIHOU:
  5515. case MH_ERASER_CUTTER:
  5516. case AG_ASTRAL_STRIKE:
  5517. case AG_ASTRAL_STRIKE_ATK:
  5518. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5519. case CD_ARBITRIUM:
  5520. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5521. break;
  5522. case IG_JUDGEMENT_CROSS:
  5523. case TR_SOUNDBLEND:
  5524. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5525. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5526. break;
  5527. case AG_DEADLY_PROJECTION:
  5528. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5529. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5530. break;
  5531. case NPC_MAGICALATTACK:
  5532. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5533. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5534. break;
  5535. case HVAN_CAPRICE: //[blackhole89]
  5536. {
  5537. int ran=rnd()%4;
  5538. int sid = 0;
  5539. switch(ran)
  5540. {
  5541. case 0: sid=MG_COLDBOLT; break;
  5542. case 1: sid=MG_FIREBOLT; break;
  5543. case 2: sid=MG_LIGHTNINGBOLT; break;
  5544. case 3: sid=WZ_EARTHSPIKE; break;
  5545. }
  5546. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5547. }
  5548. break;
  5549. case WZ_WATERBALL:
  5550. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5551. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5552. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5553. break;
  5554. case WZ_JUPITEL:
  5555. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5556. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5557. break;
  5558. case PR_BENEDICTIO:
  5559. //Should attack undead and demons. [Skotlex]
  5560. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5561. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5562. break;
  5563. case SJ_NOVAEXPLOSING:
  5564. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5565. // We can end Dimension here since the cooldown code is processed before this point.
  5566. if (sc && sc->getSCE(SC_DIMENSION))
  5567. status_change_end(src, SC_DIMENSION);
  5568. else // Dimension not active? Activate the 2 second skill block penalty.
  5569. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5570. break;
  5571. case SP_SOULEXPLOSION:
  5572. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5573. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5574. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5575. if (sd)
  5576. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5577. break;
  5578. }
  5579. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5580. break;
  5581. case SL_SMA:
  5582. status_change_end(src, SC_SMA);
  5583. [[fallthrough]];
  5584. case SL_STIN:
  5585. case SL_STUN:
  5586. case SP_SPA:
  5587. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5588. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5590. break;
  5591. }
  5592. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5593. break;
  5594. case NPC_DARKBREATH:
  5595. clif_emotion(src,ET_ANGER);
  5596. if (rnd() % 2 == 0)
  5597. break; // 50% chance
  5598. [[fallthrough]];
  5599. case SN_FALCONASSAULT:
  5600. #ifndef RENEWAL
  5601. case PA_PRESSURE:
  5602. case CR_ACIDDEMONSTRATION:
  5603. #endif
  5604. case TF_THROWSTONE:
  5605. case NPC_SMOKING:
  5606. case GS_FLING:
  5607. case NJ_ZENYNAGE:
  5608. case GN_THORNS_TRAP:
  5609. case RL_B_TRAP:
  5610. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5611. break;
  5612. #ifdef RENEWAL
  5613. case NJ_ISSEN: {
  5614. short x, y;
  5615. short dir = map_calc_dir(src, bl->x, bl->y);
  5616. // Move 2 cells (From target)
  5617. if (dir > 0 && dir < 4)
  5618. x = -2;
  5619. else if (dir > 4)
  5620. x = 2;
  5621. else
  5622. x = 0;
  5623. if (dir > 2 && dir < 6)
  5624. y = -2;
  5625. else if (dir == 7 || dir < 2)
  5626. y = 2;
  5627. else
  5628. y = 0;
  5629. // Doesn't have slide effect in GVG
  5630. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5631. clif_blown(src);
  5632. clif_spiritball(src);
  5633. }
  5634. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5635. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5636. status_change_end(src, SC_NEN);
  5637. status_change_end(src, SC_HIDING);
  5638. }
  5639. break;
  5640. #endif
  5641. case RK_DRAGONBREATH_WATER:
  5642. case RK_DRAGONBREATH:
  5643. case NPC_DRAGONBREATH:
  5644. if( tsc && tsc->getSCE(SC_HIDING) )
  5645. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5646. else {
  5647. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5648. }
  5649. break;
  5650. case NPC_SELFDESTRUCTION:
  5651. if( tsc && tsc->getSCE(SC_HIDING) )
  5652. break;
  5653. [[fallthrough]];
  5654. case HVAN_EXPLOSION:
  5655. if (src != bl)
  5656. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5657. break;
  5658. // Celest
  5659. case PF_SOULBURN:
  5660. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5661. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5662. if (skill_lv == 5)
  5663. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5664. status_percent_damage(src, bl, 0, 100, false);
  5665. } else {
  5666. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5667. if (skill_lv == 5)
  5668. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5669. status_percent_damage(src, src, 0, 100, false);
  5670. }
  5671. break;
  5672. case NPC_BLOODDRAIN:
  5673. case NPC_ENERGYDRAIN:
  5674. {
  5675. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5676. src, src, bl, skill_id, skill_lv, tick, flag);
  5677. if (heal > 0){
  5678. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5679. status_heal(src, heal, 0, 0);
  5680. }
  5681. }
  5682. break;
  5683. case GS_BULLSEYE:
  5684. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5685. break;
  5686. case NJ_KASUMIKIRI:
  5687. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5688. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5689. break;
  5690. case NJ_KIRIKAGE:
  5691. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5692. { //You don't move on GVG grounds.
  5693. short x, y;
  5694. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5695. if (unit_movepos(src, x, y, 0, 0)) {
  5696. clif_blown(src);
  5697. }
  5698. }
  5699. status_change_end(src, SC_HIDING);
  5700. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5701. break;
  5702. case RK_PHANTOMTHRUST:
  5703. case NPC_PHANTOMTHRUST:
  5704. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5705. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5706. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5707. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5708. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5709. break;
  5710. case RK_WINDCUTTER:
  5711. case RK_STORMBLAST:
  5712. if( flag&1 )
  5713. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5714. else {
  5715. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5716. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5717. }
  5718. break;
  5719. case GC_DARKILLUSION:
  5720. {
  5721. short x, y;
  5722. short dir = map_calc_dir(src,bl->x,bl->y);
  5723. if( dir > 0 && dir < 4) x = 2;
  5724. else if( dir > 4 ) x = -2;
  5725. else x = 0;
  5726. if( dir > 2 && dir < 6 ) y = 2;
  5727. else if( dir == 7 || dir < 2 ) y = -2;
  5728. else y = 0;
  5729. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5730. clif_blown(src);
  5731. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5732. if( rnd()%100 < 4 * skill_lv )
  5733. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5734. }
  5735. }
  5736. break;
  5737. case GC_CROSSRIPPERSLASHER:
  5738. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5739. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5740. else
  5741. {
  5742. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5743. }
  5744. break;
  5745. case GC_CROSSIMPACT: {
  5746. uint8 dir = DIR_NORTHEAST;
  5747. if (bl->x != src->x || bl->y != src->y)
  5748. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5749. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5750. clif_blown(src);
  5751. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5752. } else {
  5753. if (sd)
  5754. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5755. }
  5756. break;
  5757. }
  5758. case GC_PHANTOMMENACE:
  5759. if (flag&1) { // Only Hits Invisible Targets
  5760. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5761. status_change_end(bl, SC_CLOAKINGEXCEED);
  5762. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5763. }
  5764. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5765. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5766. }
  5767. break;
  5768. case GC_DARKCROW:
  5769. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5770. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5771. break;
  5772. case WL_DRAINLIFE:
  5773. {
  5774. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5775. int rate = 70 + 5 * skill_lv;
  5776. heal = heal * (5 + 5 * skill_lv) / 100;
  5777. if( bl->type == BL_SKILL )
  5778. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5779. if( heal && rnd()%100 < rate )
  5780. {
  5781. status_heal(src, heal, 0, 0);
  5782. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5783. }
  5784. }
  5785. break;
  5786. case WL_TETRAVORTEX_FIRE:
  5787. case WL_TETRAVORTEX_WATER:
  5788. case WL_TETRAVORTEX_WIND:
  5789. case WL_TETRAVORTEX_GROUND:
  5790. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5791. break;
  5792. case WL_TETRAVORTEX:
  5793. if (sd == nullptr) { // Monster usage
  5794. uint8 i = 0;
  5795. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5796. { WL_TETRAVORTEX_WIND, 4 },
  5797. { WL_TETRAVORTEX_WATER, 2 },
  5798. { WL_TETRAVORTEX_GROUND, 8 } };
  5799. for (const auto &skill : tetra_skills) {
  5800. if (skill_lv > 5) {
  5801. skill_area_temp[0] = i;
  5802. skill_area_temp[1] = skill[1];
  5803. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5804. } else
  5805. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5806. i++;
  5807. }
  5808. } else if (sc) { // No SC? No spheres
  5809. int i, k = 0;
  5810. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5811. status_change_end(src, SC_SPHERE_1);
  5812. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5813. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5814. continue;
  5815. uint16 subskill = 0;
  5816. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5817. case WLS_FIRE:
  5818. subskill = WL_TETRAVORTEX_FIRE;
  5819. k |= 1;
  5820. break;
  5821. case WLS_WIND:
  5822. subskill = WL_TETRAVORTEX_WIND;
  5823. k |= 4;
  5824. break;
  5825. case WLS_WATER:
  5826. subskill = WL_TETRAVORTEX_WATER;
  5827. k |= 2;
  5828. break;
  5829. case WLS_STONE:
  5830. subskill = WL_TETRAVORTEX_GROUND;
  5831. k |= 8;
  5832. break;
  5833. }
  5834. if (skill_lv > 5) {
  5835. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5836. skill_area_temp[1] = k;
  5837. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5838. } else
  5839. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5840. status_change_end(src, static_cast<sc_type>(i));
  5841. }
  5842. }
  5843. break;
  5844. case WL_RELEASE:
  5845. if (sc == nullptr)
  5846. break;
  5847. if (sd) {
  5848. int i;
  5849. #ifndef RENEWAL
  5850. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5851. #endif
  5852. if (skill_lv == 1) { // SpellBook
  5853. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5854. break;
  5855. bool found_spell = false;
  5856. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5857. if (sc->getSCE(i) != nullptr) {
  5858. found_spell = true;
  5859. break;
  5860. }
  5861. }
  5862. if (!found_spell)
  5863. break;
  5864. // Now extract the data from the preserved spell
  5865. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5866. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5867. uint16 point = sc->getSCE(i)->val3;
  5868. status_change_end(src, static_cast<sc_type>(i));
  5869. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5870. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5871. else // Last spell to be released
  5872. status_change_end(src, SC_FREEZE_SP);
  5873. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5874. break;
  5875. // Get the requirement for the preserved skill
  5876. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5877. switch( skill_get_casttype(pres_skill_id) )
  5878. {
  5879. case CAST_GROUND:
  5880. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5881. break;
  5882. case CAST_NODAMAGE:
  5883. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5884. break;
  5885. case CAST_DAMAGE:
  5886. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5887. break;
  5888. }
  5889. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5890. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5891. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5892. if( cooldown > 0 )
  5893. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5894. } else { // Summoned Balls
  5895. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5896. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5897. continue;
  5898. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5899. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5900. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5901. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5902. }
  5903. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5904. }
  5905. }
  5906. break;
  5907. case WL_FROSTMISTY:
  5908. // Causes Freezing status through walls.
  5909. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5910. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5911. // Doesn't deal damage through non-shootable walls.
  5912. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5913. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5914. break;
  5915. case WL_HELLINFERNO:
  5916. if (flag & 1) {
  5917. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5918. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5919. } else {
  5920. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5921. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5922. }
  5923. break;
  5924. case RA_WUGSTRIKE:
  5925. if( sd && pc_isridingwug(sd) ){
  5926. short x[8]={0,-1,-1,-1,0,1,1,1};
  5927. short y[8]={1,1,0,-1,-1,-1,0,1};
  5928. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5929. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5930. clif_blown(src);
  5931. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5932. }
  5933. break;
  5934. }
  5935. [[fallthrough]];
  5936. case RA_WUGBITE:
  5937. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5938. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5939. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5940. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5941. break;
  5942. case RA_SENSITIVEKEEN:
  5943. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5944. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5945. status_change_end(bl, SC_CLOAKINGEXCEED);
  5946. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5947. }
  5948. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5949. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5950. } else {
  5951. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5952. std::shared_ptr<s_skill_unit_group> sg;
  5953. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5954. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5955. {
  5956. struct item item_tmp;
  5957. memset(&item_tmp,0,sizeof(item_tmp));
  5958. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5959. item_tmp.identify = 1;
  5960. if( item_tmp.nameid )
  5961. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5962. }
  5963. skill_delunit(su);
  5964. }
  5965. }
  5966. break;
  5967. case NC_INFRAREDSCAN:
  5968. if( flag&1 ) {
  5969. status_change_end(bl, SC_HIDING);
  5970. status_change_end(bl, SC_CLOAKING);
  5971. status_change_end(bl, SC_CLOAKINGEXCEED);
  5972. status_change_end(bl, SC_CAMOUFLAGE);
  5973. status_change_end(bl, SC_NEWMOON);
  5974. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5975. status_change_end(bl, SC__SHADOWFORM);
  5976. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5977. } else {
  5978. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5979. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5980. }
  5981. break;
  5982. case SC_FATALMENACE:
  5983. if( flag&1 )
  5984. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5985. else {
  5986. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5987. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5988. }
  5989. break;
  5990. case NPC_FATALMENACE: // todo should it teleport the target ?
  5991. if( flag&1 )
  5992. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5993. else {
  5994. short x, y;
  5995. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5996. // Destination area
  5997. skill_area_temp[4] = x;
  5998. skill_area_temp[5] = y;
  5999. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6000. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6001. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6002. }
  6003. break;
  6004. case LG_PINPOINTATTACK:
  6005. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6006. clif_blown(src);
  6007. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6008. break;
  6009. case SR_KNUCKLEARROW:
  6010. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6011. dir_ka = map_calc_dir(bl, src->x, src->y);
  6012. // Has slide effect
  6013. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6014. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6015. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6016. break;
  6017. case SR_HOWLINGOFLION:
  6018. status_change_end(bl, SC_SWINGDANCE);
  6019. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6020. status_change_end(bl, SC_MOONLITSERENADE);
  6021. status_change_end(bl, SC_RUSHWINDMILL);
  6022. status_change_end(bl, SC_ECHOSONG);
  6023. status_change_end(bl, SC_HARMONIZE);
  6024. status_change_end(bl, SC_NETHERWORLD);
  6025. status_change_end(bl, SC_VOICEOFSIREN);
  6026. status_change_end(bl, SC_DEEPSLEEP);
  6027. status_change_end(bl, SC_SIRCLEOFNATURE);
  6028. status_change_end(bl, SC_GLOOMYDAY);
  6029. status_change_end(bl, SC_GLOOMYDAY_SK);
  6030. status_change_end(bl, SC_SONGOFMANA);
  6031. status_change_end(bl, SC_DANCEWITHWUG);
  6032. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6033. status_change_end(bl, SC_LERADSDEW);
  6034. status_change_end(bl, SC_MELODYOFSINK);
  6035. status_change_end(bl, SC_BEYONDOFWARCRY);
  6036. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6037. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6038. break;
  6039. case SR_EARTHSHAKER:
  6040. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6041. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6042. status_change_end(bl, SC_CLOAKINGEXCEED);
  6043. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6044. status_change_end(bl, SC__SHADOWFORM);
  6045. } else {
  6046. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6047. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6048. }
  6049. break;
  6050. case SR_TIGERCANNON:
  6051. if (flag & 1) {
  6052. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6053. } else if (sd) {
  6054. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6055. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6056. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6057. }
  6058. break;
  6059. case WM_REVERBERATION:
  6060. if (flag & 1)
  6061. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6062. else {
  6063. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6064. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6065. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6066. }
  6067. break;
  6068. case NPC_POISON_BUSTER:
  6069. if( tsc && tsc->getSCE(SC_POISON) ) {
  6070. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6071. status_change_end(bl, SC_POISON);
  6072. }
  6073. else if( sd )
  6074. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6075. break;
  6076. case KO_JYUMONJIKIRI: {
  6077. short x, y;
  6078. short dir = map_calc_dir(src,bl->x,bl->y);
  6079. if (dir > 0 && dir < 4)
  6080. x = 2;
  6081. else if (dir > 4)
  6082. x = -2;
  6083. else
  6084. x = 0;
  6085. if (dir > 2 && dir < 6)
  6086. y = 2;
  6087. else if (dir == 7 || dir < 2)
  6088. y = -2;
  6089. else
  6090. y = 0;
  6091. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6092. clif_blown(src);
  6093. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6094. }
  6095. }
  6096. break;
  6097. case EL_FIRE_BOMB:
  6098. case EL_FIRE_WAVE:
  6099. case EL_WATER_SCREW:
  6100. case EL_HURRICANE:
  6101. case EL_TYPOON_MIS:
  6102. if( flag&1 )
  6103. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6104. else {
  6105. int i = skill_get_splash(skill_id,skill_lv);
  6106. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6107. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6108. if( rnd()%100 < 30 )
  6109. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6110. else
  6111. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6112. }
  6113. break;
  6114. case EL_ROCK_CRUSHER:
  6115. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6116. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6117. if( rnd()%100 < 50 )
  6118. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6119. else
  6120. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6121. break;
  6122. case EL_STONE_RAIN:
  6123. if( flag&1 )
  6124. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6125. else {
  6126. int i = skill_get_splash(skill_id,skill_lv);
  6127. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6128. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6129. if( rnd()%100 < 30 )
  6130. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6131. else
  6132. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6133. }
  6134. break;
  6135. case EL_FIRE_ARROW:
  6136. case EL_ICE_NEEDLE:
  6137. case EL_WIND_SLASH:
  6138. case EL_STONE_HAMMER:
  6139. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6140. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6141. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6142. break;
  6143. case EL_TIDAL_WEAPON:
  6144. if( src->type == BL_ELEM ) {
  6145. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6146. status_change *tsc_ele = status_get_sc(&ele->bl);
  6147. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6148. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6149. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6150. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6151. status_change_end(battle_get_master(src),type);
  6152. status_change_end(src,type2);
  6153. }
  6154. if( rnd()%100 < 50 )
  6155. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6156. else {
  6157. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6158. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6159. }
  6160. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6161. }
  6162. break;
  6163. //recursive homon skill
  6164. case MH_ABSOLUTE_ZEPHYR:
  6165. case MH_TOXIN_OF_MANDARA:
  6166. case MH_BLAZING_AND_FURIOUS:
  6167. case MH_MAGMA_FLOW:
  6168. case MH_HEILIGE_STANGE:
  6169. if(flag&1){
  6170. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6171. break;//chance to not trigger atk for magma
  6172. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6173. }
  6174. else
  6175. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6176. break;
  6177. case MH_TWISTER_CUTTER:
  6178. case MH_GLANZEN_SPIES:
  6179. case MH_STAHL_HORN:
  6180. case MH_NEEDLE_OF_PARALYZE:
  6181. case MH_NEEDLE_STINGER:
  6182. case MH_SONIC_CRAW:
  6183. case MH_MIDNIGHT_FRENZY:
  6184. case MH_SILVERVEIN_RUSH:
  6185. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6186. break;
  6187. case MH_TINDER_BREAKER:
  6188. case MH_CBC:
  6189. case MH_EQC:
  6190. {
  6191. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6192. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6193. sc_type type;
  6194. if( skill_id == MH_TINDER_BREAKER ){
  6195. type = SC_TINDER_BREAKER2;
  6196. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6197. clif_blown(src);
  6198. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6199. }
  6200. }else if( skill_id == MH_CBC ){
  6201. type = SC_CBC;
  6202. }else if( skill_id == MH_EQC ){
  6203. type = SC_EQC;
  6204. }
  6205. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6206. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6207. }
  6208. break;
  6209. case RL_H_MINE:
  6210. if (!(flag&1)) {
  6211. // Direct attack
  6212. if (!sd || !sd->flicker) {
  6213. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6214. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6215. break;
  6216. }
  6217. // Triggered by RL_FLICKER
  6218. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6219. // Splash damage around it!
  6220. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6221. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6222. flag |= 1; // Don't consume requirement
  6223. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6224. status_change_end(bl, SC_H_MINE);
  6225. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6226. }
  6227. }
  6228. else
  6229. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6230. if (sd && sd->flicker)
  6231. flag |= 1; // Don't consume requirement
  6232. break;
  6233. case RL_QD_SHOT:
  6234. if (skill_area_temp[1] == bl->id)
  6235. break;
  6236. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6237. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6238. break;
  6239. case RL_D_TAIL:
  6240. case RL_HAMMER_OF_GOD:
  6241. if (flag&1)
  6242. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6243. else {
  6244. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6245. int i;
  6246. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6247. if (i < MAX_SKILL_CRIMSON_MARKER)
  6248. flag |= 8;
  6249. }
  6250. if (skill_id == RL_HAMMER_OF_GOD)
  6251. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6252. else
  6253. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6254. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6255. }
  6256. break;
  6257. case SU_SCAROFTAROU:
  6258. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6259. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6260. break;
  6261. case SU_SV_STEMSPEAR:
  6262. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6263. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6264. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6265. break;
  6266. case 0:/* no skill - basic/normal attack */
  6267. if(sd) {
  6268. if (flag & 3){
  6269. if (bl->id != skill_area_temp[1])
  6270. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6271. } else {
  6272. skill_area_temp[1] = bl->id;
  6273. map_foreachinallrange(skill_area_sub, bl,
  6274. sd->bonus.splash_range, BL_CHAR,
  6275. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6276. skill_castend_damage_id);
  6277. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6278. }
  6279. }
  6280. break;
  6281. case SJ_FALLINGSTAR_ATK:
  6282. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6283. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6284. int8 i = 0;
  6285. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6286. if (i < MAX_STELLAR_MARKS) {
  6287. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6288. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6289. }
  6290. }
  6291. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6292. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6293. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6294. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6295. }
  6296. break;
  6297. case SJ_FLASHKICK: {
  6298. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6299. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6300. // Only players and monsters can be tagged....I think??? [Rytech]
  6301. // Lets only allow players and monsters to use this skill for safety reasons.
  6302. if ((!tsd && !tmd) || !sd && !md) {
  6303. if (sd)
  6304. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6305. break;
  6306. }
  6307. // Check if the target is already tagged by another source.
  6308. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6309. // Can't tag a player that was already tagged from another source.
  6310. if (sd)
  6311. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6312. map_freeblock_unlock();
  6313. return 1;
  6314. }
  6315. if (sd) { // Tagging the target.
  6316. int i;
  6317. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6318. if (i == MAX_STELLAR_MARKS) {
  6319. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6320. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6321. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6322. map_freeblock_unlock();
  6323. return 1;
  6324. }
  6325. }
  6326. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6327. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6328. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6329. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6330. sd->stellar_mark[i] = bl->id;
  6331. // Val4 flags if the status was applied by a player or a monster.
  6332. // This will be important for other skills that work together with this one.
  6333. // 1 = Player, 2 = Monster.
  6334. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6335. // apply the status here. We can't pass this data to skill_additional_effect.
  6336. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6337. }
  6338. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6339. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6340. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6341. }
  6342. }
  6343. break;
  6344. case NPC_VENOMIMPRESS:
  6345. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6346. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6347. break;
  6348. default:
  6349. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6350. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6351. 0, abs(skill_get_num(skill_id, skill_lv)),
  6352. skill_id, skill_lv, skill_get_hit(skill_id));
  6353. map_freeblock_unlock();
  6354. return 1;
  6355. }
  6356. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6357. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6358. map_freeblock_unlock();
  6359. if( sd && !(flag&1) )
  6360. {// ensure that the skill last-cast tick is recorded
  6361. sd->canskill_tick = gettick();
  6362. if( sd->state.arrow_atk )
  6363. {// consume arrow on last invocation to this skill.
  6364. battle_consume_ammo(sd, skill_id, skill_lv);
  6365. }
  6366. // perform skill requirement consumption
  6367. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6368. }
  6369. return 0;
  6370. }
  6371. /**
  6372. * Give a song's buff/debuff or damage to all targets around
  6373. * @param target: Target
  6374. * @param ap: Argument list
  6375. * @return 1 on success or 0 otherwise
  6376. */
  6377. static int skill_apply_songs(struct block_list* target, va_list ap)
  6378. {
  6379. int flag = va_arg(ap, int);
  6380. struct block_list* src = va_arg(ap, struct block_list*);
  6381. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6382. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6383. t_tick tick = va_arg(ap, t_tick);
  6384. if (flag & BCT_WOS && src == target)
  6385. return 0;
  6386. if (battle_check_target(src, target, flag) > 0) {
  6387. switch (skill_id) {
  6388. // Attack type songs
  6389. case BA_DISSONANCE:
  6390. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6391. return 1;
  6392. case DC_UGLYDANCE:
  6393. case BD_LULLABY:
  6394. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6395. default: // Buff/Debuff type songs
  6396. if (skill_id == CG_HERMODE && src->id != target->id)
  6397. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6398. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6399. }
  6400. }
  6401. return 0;
  6402. }
  6403. /**
  6404. * Calculate a song's bonus values
  6405. * @param src: Caster
  6406. * @param skill_id: Song skill ID
  6407. * @param skill_lv: Song skill level
  6408. * @param tick: Timer tick
  6409. * @return Number of targets or 0 otherwise
  6410. */
  6411. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6412. {
  6413. nullpo_ret(src);
  6414. if (src->type != BL_PC) {
  6415. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6416. return 0;
  6417. }
  6418. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6419. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6420. return 0;
  6421. }
  6422. map_session_data* sd = BL_CAST(BL_PC, src);
  6423. int flag = BCT_PARTY;
  6424. switch (skill_id) {
  6425. case BD_ROKISWEIL:
  6426. flag = BCT_ENEMY | BCT_WOS;
  6427. break;
  6428. case BD_LULLABY:
  6429. case BD_ETERNALCHAOS:
  6430. case BA_DISSONANCE:
  6431. case DC_UGLYDANCE:
  6432. case DC_DONTFORGETME:
  6433. flag = BCT_ENEMY;
  6434. break;
  6435. case CG_HERMODE:
  6436. flag |= BCT_GUILD;
  6437. break;
  6438. }
  6439. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6440. sd->skill_id_dance = skill_id;
  6441. sd->skill_lv_dance = skill_lv;
  6442. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6443. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6444. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6445. }
  6446. /**
  6447. * Use no-damage skill from 'src' to 'bl
  6448. * @param src Caster
  6449. * @param bl Target of the skill, bl maybe same with src for self skill
  6450. * @param skill_id
  6451. * @param skill_lv
  6452. * @param tick
  6453. * @param flag Various value, &1: Recursive effect
  6454. **/
  6455. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6456. {
  6457. map_session_data *sd, *dstsd;
  6458. struct mob_data *md, *dstmd;
  6459. struct homun_data *hd;
  6460. s_mercenary_data *mer;
  6461. struct status_data *sstatus, *tstatus;
  6462. status_change *tsc;
  6463. struct status_change_entry *tsce;
  6464. int i = 0;
  6465. enum sc_type type;
  6466. if(skill_id > 0 && !skill_lv) return 0; // celest
  6467. nullpo_retr(1, src);
  6468. nullpo_retr(1, bl);
  6469. if (src->m != bl->m)
  6470. return 1;
  6471. sd = BL_CAST(BL_PC, src);
  6472. hd = BL_CAST(BL_HOM, src);
  6473. md = BL_CAST(BL_MOB, src);
  6474. mer = BL_CAST(BL_MER, src);
  6475. dstsd = BL_CAST(BL_PC, bl);
  6476. dstmd = BL_CAST(BL_MOB, bl);
  6477. if(bl->prev == NULL)
  6478. return 1;
  6479. if(status_isdead(src))
  6480. return 1;
  6481. if( src != bl && status_isdead(bl) ) {
  6482. switch( skill_id ) { // Skills that may be cast on dead targets
  6483. case NPC_WIDESOULDRAIN:
  6484. case PR_REDEMPTIO:
  6485. case ALL_RESURRECTION:
  6486. case WM_DEADHILLHERE:
  6487. case WE_ONEFOREVER:
  6488. break;
  6489. default:
  6490. return 1;
  6491. }
  6492. }
  6493. tstatus = status_get_status_data(bl);
  6494. sstatus = status_get_status_data(src);
  6495. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6496. switch (skill_id) {
  6497. case HLIF_HEAL: //[orn]
  6498. if (bl->type != BL_HOM) {
  6499. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6500. break ;
  6501. }
  6502. [[fallthrough]];
  6503. case AL_HEAL:
  6504. case ALL_RESURRECTION:
  6505. case PR_ASPERSIO:
  6506. case AB_HIGHNESSHEAL:
  6507. //Apparently only player casted skills can be offensive like this.
  6508. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6509. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6510. //Offensive heal does not works on non-enemies. [Skotlex]
  6511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6512. return 0;
  6513. }
  6514. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6515. }
  6516. break;
  6517. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6518. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6519. case MH_STEINWAND: {
  6520. struct block_list *s_src = battle_get_master(src);
  6521. short ret = 0;
  6522. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6523. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6524. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6525. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6526. if (hd)
  6527. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6528. return ret;
  6529. }
  6530. break;
  6531. default:
  6532. //Skill is actually ground placed.
  6533. if (src == bl && skill_get_unit_id(skill_id))
  6534. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6535. }
  6536. type = skill_get_sc(skill_id);
  6537. tsc = status_get_sc(bl);
  6538. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6539. if (src!=bl && type > SC_NONE &&
  6540. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6541. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6542. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6543. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6544. map_freeblock_lock();
  6545. switch(skill_id)
  6546. {
  6547. case HLIF_HEAL: //[orn]
  6548. case AL_HEAL:
  6549. case AB_HIGHNESSHEAL:
  6550. {
  6551. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6552. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6553. heal = 0;
  6554. if( tsc && tsc->count ) {
  6555. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6556. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6557. status_change_end(bl, SC_KAITE);
  6558. if (src == bl)
  6559. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6560. else {
  6561. bl = src;
  6562. dstsd = sd;
  6563. }
  6564. }
  6565. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6566. heal = 0; //Needed so that it actually displays 0 when healing.
  6567. }
  6568. if (skill_id == AL_HEAL)
  6569. status_change_end(bl, SC_BITESCAR);
  6570. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6571. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6572. heal = ~heal + 1;
  6573. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6574. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6575. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6576. if (heal_get_jobexp <= 0)
  6577. heal_get_jobexp = 1;
  6578. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6579. }
  6580. }
  6581. break;
  6582. case CD_REPARATIO: {
  6583. if (bl->type != BL_PC) { // Only works on players.
  6584. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6585. break;
  6586. }
  6587. int heal_amount = 0;
  6588. if (!status_isimmune(bl))
  6589. heal_amount = tstatus->max_hp;
  6590. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6591. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6592. status_heal(bl, heal_amount, 0, 0);
  6593. }
  6594. break;
  6595. case PR_REDEMPTIO:
  6596. if (sd && !(flag&1)) {
  6597. if (sd->status.party_id == 0) {
  6598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6599. break;
  6600. }
  6601. skill_area_temp[0] = 0;
  6602. party_foreachsamemap(skill_area_sub,
  6603. sd,skill_get_splash(skill_id, skill_lv),
  6604. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6605. skill_castend_nodamage_id);
  6606. if (skill_area_temp[0] == 0) {
  6607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6608. break;
  6609. }
  6610. #ifndef RENEWAL
  6611. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6612. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6613. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6614. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6615. }
  6616. status_set_sp(src, 0, 0);
  6617. #endif
  6618. status_set_hp(src, 1, 0);
  6619. break;
  6620. } else if (!(status_isdead(bl) && flag&1)) {
  6621. //Invalid target, skip resurrection.
  6622. break;
  6623. }
  6624. //Revive
  6625. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6626. skill_lv = 3; //Resurrection level 3 is used
  6627. [[fallthrough]];
  6628. case ALL_RESURRECTION:
  6629. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6630. { //No reviving in WoE grounds!
  6631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6632. break;
  6633. }
  6634. if (!status_isdead(bl))
  6635. break;
  6636. {
  6637. int per = 0, sper = 0;
  6638. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6639. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6640. break;
  6641. }
  6642. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6643. break;
  6644. switch(skill_lv){
  6645. case 1: per=10; break;
  6646. case 2: per=30; break;
  6647. case 3: per=50; break;
  6648. case 4: per=80; break;
  6649. }
  6650. if(dstsd && dstsd->special_state.restart_full_recover)
  6651. per = sper = 100;
  6652. if (status_revive(bl, per, sper))
  6653. {
  6654. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6655. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6656. {
  6657. t_exp exp = 0,jexp = 0;
  6658. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6659. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6660. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6661. if (exp < 1) exp = 1;
  6662. }
  6663. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6664. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6665. if (jexp < 1) jexp = 1;
  6666. }
  6667. if(exp > 0 || jexp > 0)
  6668. pc_gainexp (sd, bl, exp, jexp, 0);
  6669. }
  6670. }
  6671. }
  6672. break;
  6673. case AL_DECAGI:
  6674. case MER_DECAGI:
  6675. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6676. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6677. break;
  6678. case AL_CRUCIS:
  6679. if (flag&1)
  6680. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6681. else {
  6682. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6683. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6684. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6685. }
  6686. break;
  6687. case SP_SOULCURSE:
  6688. if (flag&1)
  6689. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6690. else {
  6691. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6692. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6693. }
  6694. break;
  6695. case PR_LEXDIVINA:
  6696. case MER_LEXDIVINA:
  6697. if (tsce)
  6698. status_change_end(bl, type);
  6699. else
  6700. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6701. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6702. break;
  6703. case SA_ABRACADABRA:
  6704. if (abra_db.empty()) {
  6705. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6706. break;
  6707. }
  6708. else {
  6709. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6710. do {
  6711. auto abra_spell = abra_db.random();
  6712. abra_skill_id = abra_spell->skill_id;
  6713. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6714. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6715. break;
  6716. }
  6717. } while (checked++ < checked_max);
  6718. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6719. if( sd )
  6720. {// player-casted
  6721. sd->state.abra_flag = 1;
  6722. sd->skillitem = abra_skill_id;
  6723. sd->skillitemlv = abra_skill_lv;
  6724. sd->skillitem_keep_requirement = false;
  6725. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6726. }
  6727. else
  6728. {// mob-casted
  6729. struct unit_data *ud = unit_bl2ud(src);
  6730. int inf = skill_get_inf(abra_skill_id);
  6731. if (!ud) break;
  6732. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6733. if (src->type == BL_PET)
  6734. bl = (struct block_list*)((TBL_PET*)src)->master;
  6735. if (!bl) bl = src;
  6736. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6737. } else { //Assume offensive skills
  6738. int target_id = 0;
  6739. if (ud->target)
  6740. target_id = ud->target;
  6741. else switch (src->type) {
  6742. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6743. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6744. }
  6745. if (!target_id)
  6746. break;
  6747. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6748. bl = map_id2bl(target_id);
  6749. if (!bl) bl = src;
  6750. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6751. } else
  6752. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6753. }
  6754. }
  6755. }
  6756. break;
  6757. case SA_COMA:
  6758. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6759. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6760. break;
  6761. case SA_FULLRECOVERY:
  6762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6763. if (status_isimmune(bl))
  6764. break;
  6765. status_percent_heal(bl, 100, 100);
  6766. break;
  6767. case NPC_ALLHEAL:
  6768. {
  6769. int heal;
  6770. if( status_isimmune(bl) )
  6771. break;
  6772. heal = status_percent_heal(bl, 100, 0);
  6773. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6774. if( dstmd )
  6775. { // Reset Damage Logs
  6776. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6777. dstmd->tdmg = 0;
  6778. }
  6779. }
  6780. break;
  6781. case SA_SUMMONMONSTER:
  6782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6783. if (sd)
  6784. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6785. break;
  6786. case SA_LEVELUP:
  6787. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6788. if (sd && pc_nextbaseexp(sd))
  6789. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6790. break;
  6791. case SA_INSTANTDEATH:
  6792. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6793. status_kill(src);
  6794. break;
  6795. case SA_QUESTION:
  6796. clif_emotion(src,ET_QUESTION);
  6797. [[fallthrough]];
  6798. case SA_GRAVITY:
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. break;
  6801. case SA_CLASSCHANGE:
  6802. case SA_MONOCELL:
  6803. if (dstmd)
  6804. {
  6805. int class_;
  6806. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6808. break;
  6809. }
  6810. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6812. mob_class_change(dstmd,class_);
  6813. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6814. 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 };
  6815. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6816. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6817. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6818. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6819. }
  6820. }
  6821. break;
  6822. case SA_DEATH:
  6823. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6824. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6825. break;
  6826. }
  6827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6828. status_kill(bl);
  6829. break;
  6830. case SA_REVERSEORCISH:
  6831. case ALL_REVERSEORCISH:
  6832. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6833. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6834. break;
  6835. case SA_FORTUNE:
  6836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6837. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6838. break;
  6839. case SA_TAMINGMONSTER:
  6840. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6841. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6842. pet_catch_process1(sd, dstmd->mob_id);
  6843. }
  6844. break;
  6845. case CR_PROVIDENCE:
  6846. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6847. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6849. map_freeblock_unlock();
  6850. return 1;
  6851. }
  6852. }
  6853. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6854. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6855. break;
  6856. case CG_MARIONETTE:
  6857. {
  6858. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6859. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6861. map_freeblock_unlock();
  6862. return 1;
  6863. }
  6864. status_change* sc = status_get_sc(src);
  6865. if( sc && tsc )
  6866. {
  6867. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6868. {
  6869. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6870. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6871. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6872. }
  6873. else
  6874. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6875. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6876. {
  6877. status_change_end(src, SC_MARIONETTE);
  6878. status_change_end(bl, SC_MARIONETTE2);
  6879. }
  6880. else
  6881. {
  6882. if( sd )
  6883. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6884. map_freeblock_unlock();
  6885. return 1;
  6886. }
  6887. }
  6888. }
  6889. break;
  6890. case RG_CLOSECONFINE:
  6891. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6892. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6893. break;
  6894. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6895. case SA_FROSTWEAPON:
  6896. case SA_LIGHTNINGLOADER:
  6897. case SA_SEISMICWEAPON:
  6898. if (dstsd && dstsd->status.weapon == W_FIST) {
  6899. if (sd)
  6900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6901. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6902. break;
  6903. }
  6904. #ifdef RENEWAL
  6905. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6906. #else
  6907. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6908. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6909. if (dstsd){
  6910. short index = dstsd->equip_index[EQI_HAND_R];
  6911. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6912. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6913. }
  6914. if (sd)
  6915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6916. }
  6917. #endif
  6918. break;
  6919. case PR_ASPERSIO:
  6920. if (sd && dstmd) {
  6921. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6922. break;
  6923. }
  6924. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6925. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6926. break;
  6927. case ITEM_ENCHANTARMS:
  6928. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6929. break;
  6930. case TK_SEVENWIND:
  6931. switch(skill_get_ele(skill_id,skill_lv)) {
  6932. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6933. case ELE_WIND : type = SC_WINDWEAPON; break;
  6934. case ELE_WATER : type = SC_WATERWEAPON; break;
  6935. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6936. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6937. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6938. case ELE_HOLY : type = SC_ASPERSIO; break;
  6939. }
  6940. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6941. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6942. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6943. break;
  6944. case NPC_MOVE_COORDINATE:
  6945. {
  6946. int16 px = bl->x, py = bl->y;
  6947. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  6948. return 0;
  6949. }
  6950. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6951. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6952. clif_blown(bl);
  6953. // If caster is not a boss, switch coordinates with the target
  6954. if (status_get_class_(src) != CLASS_BOSS) {
  6955. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  6956. return 0;
  6957. }
  6958. clif_blown(src);
  6959. }
  6960. }
  6961. break;
  6962. case NPC_IMMUNE_PROPERTY:
  6963. switch (skill_lv) {
  6964. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  6965. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  6966. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  6967. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  6968. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  6969. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  6970. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  6971. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  6972. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  6973. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  6974. }
  6975. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6976. break;
  6977. case PR_KYRIE:
  6978. case MER_KYRIE:
  6979. case SU_TUNAPARTY:
  6980. case SU_GROOMING:
  6981. case SU_CHATTERING:
  6982. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6983. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6984. break;
  6985. //Passive Magnum, should had been casted on yourself.
  6986. case SM_MAGNUM:
  6987. case MS_MAGNUM:
  6988. skill_area_temp[1] = 0;
  6989. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6990. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6991. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6992. // Initiate 20% of your damage becomes fire element.
  6993. #ifdef RENEWAL
  6994. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6995. #else
  6996. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6997. #endif
  6998. break;
  6999. case MH_BLAZING_AND_FURIOUS:
  7000. case TK_JUMPKICK:
  7001. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7002. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7003. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7004. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7005. clif_blown(src);
  7006. }
  7007. } else
  7008. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7009. break;
  7010. case PR_BENEDICTIO:
  7011. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7012. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7013. break;
  7014. case AL_INCAGI:
  7015. case AL_BLESSING:
  7016. case MER_INCAGI:
  7017. case MER_BLESSING:
  7018. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7019. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7020. if (tstatus->hp > 1)
  7021. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7022. break;
  7023. }
  7024. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7025. break;
  7026. case CR_REFLECTSHIELD:
  7027. case MS_REFLECTSHIELD:
  7028. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7029. if (sd)
  7030. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7031. break;
  7032. }
  7033. [[fallthrough]];
  7034. case PR_SLOWPOISON:
  7035. case PR_LEXAETERNA:
  7036. #ifndef RENEWAL
  7037. case PR_IMPOSITIO:
  7038. case PR_SUFFRAGIUM:
  7039. #endif
  7040. case LK_BERSERK:
  7041. case MS_BERSERK:
  7042. case KN_TWOHANDQUICKEN:
  7043. case KN_ONEHAND:
  7044. case MER_QUICKEN:
  7045. case CR_SPEARQUICKEN:
  7046. case AS_POISONREACT:
  7047. #ifndef RENEWAL
  7048. case MC_LOUD:
  7049. #endif
  7050. case MG_ENERGYCOAT:
  7051. case MO_EXPLOSIONSPIRITS:
  7052. case MO_STEELBODY:
  7053. case MO_BLADESTOP:
  7054. case LK_AURABLADE:
  7055. case LK_PARRYING:
  7056. case MS_PARRYING:
  7057. case LK_CONCENTRATION:
  7058. #ifdef RENEWAL
  7059. case HP_BASILICA:
  7060. #endif
  7061. case WS_CARTBOOST:
  7062. case SN_SIGHT:
  7063. case WS_MELTDOWN:
  7064. case WS_OVERTHRUSTMAX:
  7065. case ST_REJECTSWORD:
  7066. case HW_MAGICPOWER:
  7067. case PF_MEMORIZE:
  7068. case PA_SACRIFICE:
  7069. #ifndef RENEWAL
  7070. case ASC_EDP:
  7071. #endif
  7072. case PF_DOUBLECASTING:
  7073. case SG_SUN_COMFORT:
  7074. case SG_MOON_COMFORT:
  7075. case SG_STAR_COMFORT:
  7076. case GS_MADNESSCANCEL:
  7077. case GS_ADJUSTMENT:
  7078. case GS_INCREASING:
  7079. #ifdef RENEWAL
  7080. case GS_MAGICALBULLET:
  7081. #endif
  7082. case NJ_KASUMIKIRI:
  7083. case NJ_UTSUSEMI:
  7084. case NJ_NEN:
  7085. case NPC_DEFENDER:
  7086. case NPC_MAGICMIRROR:
  7087. case ST_PRESERVE:
  7088. case NPC_KEEPING:
  7089. case NPC_WEAPONBRAKER:
  7090. case NPC_BARRIER:
  7091. case NPC_INVINCIBLE:
  7092. case NPC_INVINCIBLEOFF:
  7093. case MER_INVINCIBLEOFF2:
  7094. case RK_DEATHBOUND:
  7095. case AB_EXPIATIO:
  7096. case AB_DUPLELIGHT:
  7097. case AB_SECRAMENT:
  7098. case AB_OFFERTORIUM:
  7099. case NC_ACCELERATION:
  7100. case NC_HOVERING:
  7101. case NC_SHAPESHIFT:
  7102. case WL_MARSHOFABYSS:
  7103. case WL_RECOGNIZEDSPELL:
  7104. case GC_VENOMIMPRESS:
  7105. case SC_DEADLYINFECT:
  7106. case LG_EXEEDBREAK:
  7107. case LG_PRESTIGE:
  7108. case LG_INSPIRATION:
  7109. case SR_CRESCENTELBOW:
  7110. case SR_LIGHTNINGWALK:
  7111. case GN_CARTBOOST:
  7112. case GN_BLOOD_SUCKER:
  7113. case GN_HELLS_PLANT:
  7114. case KO_MEIKYOUSISUI:
  7115. case ALL_ODINS_POWER:
  7116. case ALL_FULL_THROTTLE:
  7117. case RA_UNLIMIT:
  7118. case WL_TELEKINESIS_INTENSE:
  7119. case RL_HEAT_BARREL:
  7120. case RL_P_ALTER:
  7121. case RL_E_CHAIN:
  7122. case SU_FRESHSHRIMP:
  7123. case SU_ARCLOUSEDASH:
  7124. case NPC_MAXPAIN:
  7125. case NPC_KILLING_AURA:
  7126. case SP_SOULREAPER:
  7127. case SJ_LIGHTOFMOON:
  7128. case SJ_LIGHTOFSTAR:
  7129. case SJ_FALLINGSTAR:
  7130. case SJ_LIGHTOFSUN:
  7131. case SJ_BOOKOFDIMENSION:
  7132. case NPC_HALLUCINATIONWALK:
  7133. case DK_CHARGINGPIERCE:
  7134. case DK_VIGOR:
  7135. case AG_CLIMAX:
  7136. case IQ_POWERFUL_FAITH:
  7137. case IQ_FIRM_FAITH:
  7138. case IQ_SINCERE_FAITH:
  7139. case IQ_FIRST_FAITH_POWER:
  7140. case IQ_JUDGE:
  7141. case IQ_THIRD_EXOR_FLAME:
  7142. case IG_REBOUND_SHIELD:
  7143. case IG_HOLY_SHIELD:
  7144. case CD_ARGUTUS_VITA:
  7145. case CD_ARGUTUS_TELUM:
  7146. case CD_PRESENS_ACIES:
  7147. case CD_RELIGIO:
  7148. case CD_BENEDICTUM:
  7149. case SHC_SHADOW_EXCEED:
  7150. case SHC_POTENT_VENOM:
  7151. case SHC_ENCHANTING_SHADOW:
  7152. case MT_D_MACHINE:
  7153. case ABC_ABYSS_SLAYER:
  7154. case WH_WIND_SIGN:
  7155. case WH_CALAMITYGALE:
  7156. case BO_RESEARCHREPORT:
  7157. case TR_MYSTIC_SYMPHONY:
  7158. case TR_KVASIR_SONATA:
  7159. case EM_SPELL_ENCHANTING:
  7160. case NPC_DAMAGE_HEAL:
  7161. case NPC_RELIEVE_ON:
  7162. case NPC_RELIEVE_OFF:
  7163. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7164. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7165. break;
  7166. case NPC_GRADUAL_GRAVITY:
  7167. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7168. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7169. break;
  7170. case NPC_ALL_STAT_DOWN:
  7171. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7172. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7173. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7174. break;
  7175. #ifdef RENEWAL
  7176. // EDP also give +25% WATK poison pseudo element to user.
  7177. case ASC_EDP:
  7178. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7179. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7180. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7181. break;
  7182. #endif
  7183. case LG_SHIELDSPELL:
  7184. if (skill_lv == 1)
  7185. type = SC_SHIELDSPELL_HP;
  7186. else if (skill_lv == 2)
  7187. type = SC_SHIELDSPELL_SP;
  7188. else
  7189. type = SC_SHIELDSPELL_ATK;
  7190. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7191. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7192. break;
  7193. case DK_SERVANTWEAPON:
  7194. case ABC_FROM_THE_ABYSS:
  7195. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7196. break;
  7197. case TR_SOUNDBLEND:
  7198. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7199. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7200. break;
  7201. case AG_VIOLENT_QUAKE:
  7202. case AG_ALL_BLOOM:
  7203. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7204. break;
  7205. case AG_DESTRUCTIVE_HURRICANE:
  7206. case AG_CRYSTAL_IMPACT:
  7207. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7208. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7209. } else {
  7210. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7211. status_change *sc = status_get_sc(src);
  7212. if (sc && sc->getSCE(SC_CLIMAX))
  7213. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7214. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7215. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7216. splash_size = 9; // 19x19
  7217. else if(skill_id == AG_CRYSTAL_IMPACT)
  7218. splash_size = 7; // 15x15
  7219. }
  7220. skill_area_temp[1] = 0;
  7221. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7222. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7223. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7224. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7225. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7226. else {
  7227. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7228. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7229. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7230. }
  7231. }
  7232. break;
  7233. case CD_MEDIALE_VOTUM:
  7234. case CD_DILECTIO_HEAL:
  7235. if (flag & 1) {
  7236. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7237. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7238. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7239. status_heal(bl, heal_amount, 0, 0);
  7240. } else if (sd)
  7241. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7242. } else {
  7243. if (skill_id == CD_MEDIALE_VOTUM)
  7244. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7245. else { // Dilectio Heal
  7246. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7247. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7248. }
  7249. }
  7250. break;
  7251. case CD_COMPETENTIA:
  7252. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7253. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7254. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7255. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7256. status_heal(bl, hp_amount, 0, 0);
  7257. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7258. status_heal(bl, 0, sp_amount, 0);
  7259. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7260. } else if (sd)
  7261. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7262. break;
  7263. case BO_ADVANCE_PROTECTION:
  7264. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7265. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7266. map_freeblock_unlock(); // Don't consume item requirements
  7267. return 0;
  7268. }
  7269. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7270. break;
  7271. case EM_ACTIVITY_BURN:
  7272. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7273. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7274. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7275. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7276. } else
  7277. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7278. break;
  7279. case EM_INCREASING_ACTIVITY:
  7280. if (bl->type == BL_PC) {
  7281. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7282. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7283. } else
  7284. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7285. break;
  7286. case SJ_GRAVITYCONTROL: {
  7287. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7288. if (bl->type == BL_PC)
  7289. fall_damage += dstsd->weight / 10 - tstatus->def;
  7290. else // Monster's don't have weight. Put something in its place.
  7291. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7292. fall_damage = max(1, fall_damage);
  7293. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7294. }
  7295. break;
  7296. case NPC_HALLUCINATION:
  7297. case NPC_HELLPOWER:
  7298. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7299. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7300. break;
  7301. case KN_AUTOCOUNTER:
  7302. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7303. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7304. break;
  7305. case SO_STRIKING:
  7306. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7307. int bonus = 0;
  7308. if (dstsd) {
  7309. short index = dstsd->equip_index[EQI_HAND_R];
  7310. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7311. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7312. }
  7313. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7314. } else if (sd)
  7315. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7316. break;
  7317. case NPC_STOP:
  7318. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7319. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7320. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7321. break;
  7322. case HP_ASSUMPTIO:
  7323. if( sd && dstmd )
  7324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7325. else
  7326. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7327. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7328. break;
  7329. case MG_SIGHT:
  7330. case MER_SIGHT:
  7331. case AL_RUWACH:
  7332. case WZ_SIGHTBLASTER:
  7333. case NPC_WIDESIGHT:
  7334. case NPC_STONESKIN:
  7335. case NPC_ANTIMAGIC:
  7336. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7337. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7338. break;
  7339. case HLIF_AVOID:
  7340. case HAMI_DEFENCE:
  7341. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7342. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7343. break;
  7344. case NJ_BUNSINJYUTSU:
  7345. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7346. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7347. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7348. status_change_end(bl, SC_NEN);
  7349. break;
  7350. /* Was modified to only affect targetted char. [Skotlex]
  7351. case HP_ASSUMPTIO:
  7352. if (flag&1)
  7353. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7354. else
  7355. {
  7356. map_foreachinallrange(skill_area_sub, bl,
  7357. skill_get_splash(skill_id, skill_lv), BL_PC,
  7358. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7359. skill_castend_nodamage_id);
  7360. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7361. }
  7362. break;
  7363. */
  7364. case SM_ENDURE:
  7365. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7366. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7367. break;
  7368. case AS_ENCHANTPOISON:
  7369. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7370. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7371. }else{
  7372. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7373. if( sd != nullptr ){
  7374. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7375. }
  7376. }
  7377. break;
  7378. case LK_TENSIONRELAX:
  7379. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7380. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7381. skill_get_time(skill_id,skill_lv)));
  7382. break;
  7383. case MC_CHANGECART:
  7384. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7385. break;
  7386. case MC_CARTDECORATE:
  7387. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7388. if( sd ) {
  7389. clif_SelectCart(sd);
  7390. }
  7391. break;
  7392. case TK_MISSION:
  7393. if (sd) {
  7394. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7395. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7397. break;
  7398. }
  7399. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7400. if (!id) {
  7401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7402. break;
  7403. }
  7404. sd->mission_mobid = id;
  7405. sd->mission_count = 0;
  7406. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7407. clif_mission_info(sd, id, 0);
  7408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7409. }
  7410. break;
  7411. case AC_CONCENTRATION:
  7412. {
  7413. int splash = skill_get_splash(skill_id, skill_lv);
  7414. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7415. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7416. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7417. map_foreachinallrange( status_change_timer_sub, src,
  7418. splash, BL_CHAR, src, NULL, type, tick);
  7419. }
  7420. break;
  7421. case SM_PROVOKE:
  7422. case SM_SELFPROVOKE:
  7423. case MER_PROVOKE:
  7424. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7425. map_freeblock_unlock();
  7426. return 1;
  7427. }
  7428. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7429. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7430. {
  7431. if( sd )
  7432. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7433. map_freeblock_unlock();
  7434. return 0;
  7435. }
  7436. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7437. unit_skillcastcancel(bl, 2);
  7438. if( dstmd )
  7439. {
  7440. dstmd->state.provoke_flag = src->id;
  7441. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7442. }
  7443. break;
  7444. case ML_DEVOTION:
  7445. case CR_DEVOTION:
  7446. {
  7447. int count, lv;
  7448. if( !dstsd || (!sd && !mer) )
  7449. { // Only players can be devoted
  7450. if( sd )
  7451. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7452. break;
  7453. }
  7454. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7455. lv = -lv;
  7456. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7457. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7458. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7459. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7460. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7461. {
  7462. if( sd )
  7463. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7464. map_freeblock_unlock();
  7465. return 1;
  7466. }
  7467. i = 0;
  7468. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7469. if( sd )
  7470. { // Player Devoting Player
  7471. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7472. if( i == count )
  7473. {
  7474. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7475. if( i == count )
  7476. { // No free slots, skill Fail
  7477. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7478. map_freeblock_unlock();
  7479. return 1;
  7480. }
  7481. }
  7482. sd->devotion[i] = bl->id;
  7483. }
  7484. else
  7485. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7486. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7487. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7488. clif_devotion(src, NULL);
  7489. }
  7490. break;
  7491. case SP_SOULUNITY: {
  7492. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7493. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7494. if (!dstsd || !sd) { // Only put player's souls in unity.
  7495. if (sd)
  7496. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7497. break;
  7498. }
  7499. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7500. if (sd)
  7501. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7502. map_freeblock_unlock();
  7503. return 1;
  7504. }
  7505. if (sd) { // Unite player's soul with caster's soul.
  7506. i = 0;
  7507. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7508. if (i == count) {
  7509. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7510. if(i == count) { // No more free slots? Fail the skill.
  7511. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7512. map_freeblock_unlock();
  7513. return 1;
  7514. }
  7515. }
  7516. sd->united_soul[i] = bl->id;
  7517. }
  7518. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7519. } else if (sd)
  7520. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7521. }
  7522. break;
  7523. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7524. // Only players and monsters can be marked....I think??? [Rytech]
  7525. // Lets only allow players and monsters to use this skill for safety reasons.
  7526. if ((!dstsd && !dstmd) || !sd && !md) {
  7527. if (sd)
  7528. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7529. break;
  7530. }
  7531. // Check if the target is already marked by another source.
  7532. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7533. if (sd)
  7534. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7535. map_freeblock_unlock();
  7536. return 1;
  7537. }
  7538. // Mark the target.
  7539. if( sd ){
  7540. int8 count = MAX_SERVANT_SIGN;
  7541. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7542. if (i == count) {
  7543. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7544. if (i == count) { // Max number of targets marked. Fail the skill.
  7545. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7546. map_freeblock_unlock();
  7547. return 1;
  7548. }
  7549. // Add the ID of the marked target to the player's sign list.
  7550. sd->servant_sign[i] = bl->id;
  7551. }
  7552. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7553. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7554. } else if (md) // Monster's cant track with this skill. Just give the status.
  7555. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7556. break;
  7557. case MO_CALLSPIRITS:
  7558. if(sd) {
  7559. int limit = skill_lv;
  7560. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7561. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7563. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7564. }
  7565. break;
  7566. case CH_SOULCOLLECT:
  7567. if(sd) {
  7568. int limit = 5;
  7569. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7570. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7571. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7572. for (i = 0; i < limit; i++)
  7573. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7574. }
  7575. break;
  7576. case MO_KITRANSLATION:
  7577. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7578. //Require will define how many spiritballs will be transferred
  7579. struct s_skill_condition require;
  7580. require = skill_get_requirement(sd,skill_id,skill_lv);
  7581. pc_delspiritball(sd,require.spiritball,0);
  7582. for (i = 0; i < require.spiritball; i++)
  7583. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7584. } else {
  7585. if(sd)
  7586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7587. map_freeblock_unlock();
  7588. return 0;
  7589. }
  7590. break;
  7591. case TK_TURNKICK:
  7592. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7593. if (skill_area_temp[1] != bl->id) {
  7594. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7595. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7596. }
  7597. break;
  7598. case MO_ABSORBSPIRITS:
  7599. i = 0;
  7600. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7601. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7602. if (dstsd->spiritball > 0) {
  7603. i = dstsd->spiritball * 7;
  7604. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7605. }
  7606. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7607. i += dstsd->spiritcharm * 7;
  7608. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7609. }
  7610. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7611. i = 2 * dstmd->level;
  7612. mob_target(dstmd,src,0);
  7613. } else {
  7614. if (sd)
  7615. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7616. break;
  7617. }
  7618. if (i) status_heal(src, 0, i, 3);
  7619. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7620. break;
  7621. case AC_MAKINGARROW:
  7622. if(sd) {
  7623. clif_arrow_create_list(sd);
  7624. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7625. }
  7626. break;
  7627. case AM_PHARMACY:
  7628. if(sd) {
  7629. clif_skill_produce_mix_list(sd,skill_id,22);
  7630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7631. }
  7632. break;
  7633. case SA_CREATECON:
  7634. if(sd) {
  7635. clif_elementalconverter_list(sd);
  7636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7637. }
  7638. break;
  7639. case BS_HAMMERFALL:
  7640. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7641. break;
  7642. case RG_RAID:
  7643. skill_area_temp[1] = 0;
  7644. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7645. map_foreachinrange(skill_area_sub, bl,
  7646. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7647. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7648. skill_castend_damage_id);
  7649. status_change_end(src, SC_HIDING);
  7650. break;
  7651. //List of self skills that give damage around caster
  7652. case ASC_METEORASSAULT:
  7653. case GS_SPREADATTACK:
  7654. case RK_WINDCUTTER:
  7655. case RK_STORMBLAST:
  7656. case NC_AXETORNADO:
  7657. case GC_COUNTERSLASH:
  7658. case SR_SKYNETBLOW:
  7659. case SR_RAMPAGEBLASTER:
  7660. case SR_HOWLINGOFLION:
  7661. case LG_CANNONSPEAR:
  7662. case LG_OVERBRAND:
  7663. case NPC_RAYOFGENESIS:
  7664. case LG_RAYOFGENESIS:
  7665. case MH_THE_ONE_FIGHTER_RISES:
  7666. case MH_HEILIGE_PFERD:
  7667. case KO_HAPPOKUNAI:
  7668. case RL_FIREDANCE:
  7669. case RL_R_TRIP:
  7670. case SJ_FULLMOONKICK:
  7671. case SJ_NEWMOONKICK:
  7672. case SJ_SOLARBURST:
  7673. case SJ_STAREMPEROR:
  7674. case SJ_FALLINGSTAR_ATK:
  7675. case DK_SERVANT_W_DEMOL:
  7676. case AG_FROZEN_SLASH:
  7677. case IQ_OLEUM_SANCTUM:
  7678. case IQ_MASSIVE_F_BLASTER:
  7679. case IQ_EXPOSION_BLASTER:
  7680. case SHC_IMPACT_CRATER:
  7681. case MT_AXE_STOMP:
  7682. case MT_MIGHTY_SMASH:
  7683. case ABC_ABYSS_DAGGER:
  7684. case BO_EXPLOSIVE_POWDER:
  7685. {
  7686. status_change *sc = status_get_sc(src);
  7687. int starget = BL_CHAR|BL_SKILL;
  7688. if (skill_id == SR_HOWLINGOFLION)
  7689. starget = splash_target(src);
  7690. if (skill_id == SJ_NEWMOONKICK) {
  7691. if (tsce) {
  7692. status_change_end(bl, type);
  7693. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7694. break;
  7695. } else
  7696. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7697. }
  7698. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7699. if (sd) {
  7700. // Remove old shields if any exist.
  7701. pc_delspiritball(sd, sd->spiritball, 0);
  7702. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7703. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7704. }
  7705. status_change_end(src, SC_DIMENSION);
  7706. }
  7707. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7708. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7709. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7710. hom_addspiritball(hd, MAX_SPIRITBALL);
  7711. }
  7712. skill_area_temp[1] = 0;
  7713. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7714. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7715. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7716. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7717. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7718. }
  7719. break;
  7720. case SHC_DANCING_KNIFE:
  7721. if (flag & 1) {
  7722. skill_area_temp[1] = 0;
  7723. // Note: doesn't force player to stand before attacking
  7724. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7725. } else {
  7726. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7727. }
  7728. break;
  7729. case MT_A_MACHINE:
  7730. if (flag & 1) {
  7731. skill_area_temp[1] = 0;
  7732. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7733. pc_setstand(sd, true);
  7734. skill_sit(sd, false);
  7735. }
  7736. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7737. } else {
  7738. if (dstsd) {
  7739. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7740. if (lv > battle_config.attack_machine_level_difference) {
  7741. if (sd)
  7742. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7743. map_freeblock_unlock();
  7744. return 0;
  7745. }
  7746. }
  7747. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7748. }
  7749. break;
  7750. case EM_ELEMENTAL_BUSTER: {
  7751. if (sd == nullptr)
  7752. break;
  7753. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7754. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7755. map_freeblock_unlock();
  7756. return 0;
  7757. }
  7758. uint16 buster_element;
  7759. switch (sd->ed->elemental.class_) {
  7760. case ELEMENTALID_ARDOR:
  7761. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7762. break;
  7763. case ELEMENTALID_DILUVIO:
  7764. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7765. break;
  7766. case ELEMENTALID_PROCELLA:
  7767. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7768. break;
  7769. case ELEMENTALID_TERREMOTUS:
  7770. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7771. break;
  7772. case ELEMENTALID_SERPENS:
  7773. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7774. break;
  7775. }
  7776. skill_area_temp[1] = 0;
  7777. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7778. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7779. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7780. }
  7781. break;
  7782. case NPC_IGNITIONBREAK:
  7783. case RK_IGNITIONBREAK:
  7784. skill_area_temp[1] = 0;
  7785. #if PACKETVER >= 20180207
  7786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7787. #else
  7788. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7789. #endif
  7790. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7791. break;
  7792. case SR_TIGERCANNON:
  7793. case SR_WINDMILL:
  7794. case GN_CART_TORNADO:
  7795. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7796. [[fallthrough]];
  7797. case SR_EARTHSHAKER:
  7798. case NC_INFRAREDSCAN:
  7799. case NPC_VAMPIRE_GIFT:
  7800. case NPC_HELLJUDGEMENT:
  7801. case NPC_HELLJUDGEMENT2:
  7802. case NPC_PULSESTRIKE:
  7803. case LG_MOONSLASHER:
  7804. case NPC_WIDECRITICALWOUND:
  7805. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7806. break;
  7807. #ifdef RENEWAL
  7808. case KN_BRANDISHSPEAR:
  7809. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7810. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7811. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7812. skill_castend_damage_id);
  7813. break;
  7814. #else
  7815. case KN_BRANDISHSPEAR:
  7816. #endif
  7817. case ML_BRANDISH:
  7818. skill_area_temp[1] = bl->id;
  7819. if(skill_lv >= 10)
  7820. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7821. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7822. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7823. skill_castend_damage_id);
  7824. if(skill_lv >= 7)
  7825. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7826. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7827. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7828. skill_castend_damage_id);
  7829. if(skill_lv >= 4)
  7830. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7831. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7832. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7833. skill_castend_damage_id);
  7834. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7835. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7836. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7837. skill_castend_damage_id);
  7838. break;
  7839. case WZ_SIGHTRASHER:
  7840. //Passive side of the attack.
  7841. status_change_end(src, SC_SIGHT);
  7842. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7843. map_foreachinshootrange(skill_area_sub,src,
  7844. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7845. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7846. skill_castend_damage_id);
  7847. break;
  7848. case WZ_FROSTNOVA:
  7849. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7850. skill_area_temp[1] = 0;
  7851. map_foreachinshootrange(skill_attack_area, src,
  7852. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7853. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7854. break;
  7855. case HVAN_EXPLOSION: //[orn]
  7856. case NPC_SELFDESTRUCTION:
  7857. //Self Destruction hits everyone in range (allies+enemies)
  7858. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7859. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7860. BCT_ENEMY:BCT_ALL;
  7861. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7862. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7863. map_foreachinshootrange(skill_area_sub, bl,
  7864. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7865. src, skill_id, skill_lv, tick, flag|i,
  7866. skill_castend_damage_id);
  7867. if(map_addblock(src)) {
  7868. map_freeblock_unlock();
  7869. return 1;
  7870. }
  7871. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7872. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7873. struct homun_data *hd = (struct homun_data *)src;
  7874. if (hd != nullptr) {
  7875. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7876. if (hd->master)
  7877. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7878. }
  7879. }
  7880. break;
  7881. case AL_ANGELUS:
  7882. #ifdef RENEWAL
  7883. case PR_SUFFRAGIUM:
  7884. case PR_IMPOSITIO:
  7885. #endif
  7886. case PR_MAGNIFICAT:
  7887. case PR_GLORIA:
  7888. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7889. // Animations don't play when outside visible range
  7890. if (check_distance_bl(src, bl, AREA_SIZE))
  7891. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7892. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7893. }
  7894. else if (sd)
  7895. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  7896. break;
  7897. #ifdef RENEWAL
  7898. case MC_LOUD:
  7899. #endif
  7900. case SN_WINDWALK:
  7901. case CASH_BLESSING:
  7902. case CASH_INCAGI:
  7903. case CASH_ASSUMPTIO:
  7904. case WM_FRIGG_SONG:
  7905. case NV_HELPANGEL:
  7906. case IG_GUARDIAN_SHIELD:
  7907. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7908. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7909. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7910. else if (sd)
  7911. {
  7912. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7913. status_set_hp(src, 1, 0);
  7914. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7915. }
  7916. break;
  7917. case MER_MAGNIFICAT:
  7918. if( mer != NULL )
  7919. {
  7920. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7921. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7922. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7923. else if( mer->master && !(flag&1) )
  7924. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7925. }
  7926. break;
  7927. case BS_ADRENALINE:
  7928. case BS_ADRENALINE2:
  7929. case BS_WEAPONPERFECT:
  7930. case BS_OVERTHRUST:
  7931. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7932. int weapontype = skill_get_weapontype(skill_id);
  7933. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7934. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7935. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7936. }
  7937. } else if (sd) {
  7938. party_foreachsamemap(skill_area_sub,
  7939. sd,skill_get_splash(skill_id, skill_lv),
  7940. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7941. skill_castend_nodamage_id);
  7942. }
  7943. break;
  7944. case BS_MAXIMIZE:
  7945. case NV_TRICKDEAD:
  7946. case CR_DEFENDER:
  7947. case ML_DEFENDER:
  7948. case CR_AUTOGUARD:
  7949. case ML_AUTOGUARD:
  7950. case TK_READYSTORM:
  7951. case TK_READYDOWN:
  7952. case TK_READYTURN:
  7953. case TK_READYCOUNTER:
  7954. case TK_DODGE:
  7955. case CR_SHRINK:
  7956. case SG_FUSION:
  7957. case GS_GATLINGFEVER:
  7958. case SJ_LUNARSTANCE:
  7959. case SJ_STARSTANCE:
  7960. case SJ_UNIVERSESTANCE:
  7961. case SJ_SUNSTANCE:
  7962. case SP_SOULCOLLECT:
  7963. case IG_GUARD_STANCE:
  7964. case IG_ATTACK_STANCE:
  7965. if( tsce )
  7966. {
  7967. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7968. map_freeblock_unlock();
  7969. return 0;
  7970. }
  7971. if( skill_id == SP_SOULCOLLECT ){
  7972. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  7973. }else{
  7974. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7975. }
  7976. break;
  7977. case SL_KAITE:
  7978. case SL_KAAHI:
  7979. case SL_KAIZEL:
  7980. case SL_KAUPE:
  7981. case SP_KAUTE:
  7982. if (sd) {
  7983. if (!dstsd || !(
  7984. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  7985. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7986. dstsd->status.char_id == sd->status.char_id ||
  7987. dstsd->status.char_id == sd->status.partner_id ||
  7988. dstsd->status.char_id == sd->status.child ||
  7989. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  7990. )) {
  7991. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7993. break;
  7994. }
  7995. }
  7996. if (skill_id == SP_KAUTE) {
  7997. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7998. if (sd)
  7999. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  8000. break;
  8001. }
  8002. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8003. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8004. } else
  8005. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8006. break;
  8007. case SM_AUTOBERSERK:
  8008. case MER_AUTOBERSERK:
  8009. if( tsce )
  8010. i = status_change_end(bl, type);
  8011. else
  8012. i = sc_start(src,bl,type,100,skill_lv,60000);
  8013. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8014. break;
  8015. case TF_HIDING:
  8016. case ST_CHASEWALK:
  8017. case KO_YAMIKUMO:
  8018. if (tsce)
  8019. {
  8020. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8021. map_freeblock_unlock();
  8022. return 0;
  8023. }
  8024. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8025. break;
  8026. case TK_RUN:
  8027. if (tsce)
  8028. {
  8029. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8030. map_freeblock_unlock();
  8031. return 0;
  8032. }
  8033. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8034. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8035. clif_walkok(sd); // So aegis has to resend the walk ok.
  8036. break;
  8037. case AS_CLOAKING:
  8038. case GC_CLOAKINGEXCEED:
  8039. case LG_FORCEOFVANGUARD:
  8040. case SC_REPRODUCE:
  8041. case SC_INVISIBILITY:
  8042. case RA_CAMOUFLAGE:
  8043. if (tsce) {
  8044. i = status_change_end(bl, type);
  8045. if( i )
  8046. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8047. else if( sd )
  8048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8049. map_freeblock_unlock();
  8050. return 0;
  8051. }
  8052. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8053. if( i )
  8054. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8055. else if( sd )
  8056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8057. break;
  8058. case CG_SPECIALSINGER:
  8059. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8060. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8061. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8062. }
  8063. break;
  8064. case BD_ADAPTATION:
  8065. #ifdef RENEWAL
  8066. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8067. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8068. #else
  8069. if(tsc && tsc->getSCE(SC_DANCING)){
  8070. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8071. status_change_end(bl, SC_DANCING);
  8072. }
  8073. #endif
  8074. break;
  8075. case BA_FROSTJOKER:
  8076. case DC_SCREAM:
  8077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8078. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8079. if (md) {
  8080. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8081. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8082. char temp[70];
  8083. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8084. clif_disp_overhead(&md->bl,temp);
  8085. }
  8086. break;
  8087. case BA_PANGVOICE:
  8088. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8089. #ifdef RENEWAL
  8090. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8091. #endif
  8092. break;
  8093. case DC_WINKCHARM:
  8094. if( dstsd ) {
  8095. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8096. #ifdef RENEWAL
  8097. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8098. #endif
  8099. } else
  8100. if( dstmd )
  8101. {
  8102. if( status_get_lv(src) > status_get_lv(bl)
  8103. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8104. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8105. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8106. else
  8107. {
  8108. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8109. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8110. }
  8111. }
  8112. break;
  8113. #ifdef RENEWAL
  8114. case BD_LULLABY:
  8115. case BD_RICHMANKIM:
  8116. case BD_ETERNALCHAOS:
  8117. case BD_DRUMBATTLEFIELD:
  8118. case BD_RINGNIBELUNGEN:
  8119. case BD_ROKISWEIL:
  8120. case BD_INTOABYSS:
  8121. case BD_SIEGFRIED:
  8122. case BA_DISSONANCE:
  8123. case BA_POEMBRAGI:
  8124. case BA_WHISTLE:
  8125. case BA_ASSASSINCROSS:
  8126. case BA_APPLEIDUN:
  8127. case DC_UGLYDANCE:
  8128. case DC_HUMMING:
  8129. case DC_DONTFORGETME:
  8130. case DC_FORTUNEKISS:
  8131. case DC_SERVICEFORYOU:
  8132. skill_castend_song(src, skill_id, skill_lv, tick);
  8133. break;
  8134. #endif
  8135. case TF_STEAL:
  8136. if(sd) {
  8137. if(pc_steal_item(sd,bl,skill_lv))
  8138. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8139. else
  8140. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8141. }
  8142. break;
  8143. case RG_STEALCOIN:
  8144. if(sd) {
  8145. if(pc_steal_coin(sd,bl))
  8146. {
  8147. dstmd->state.provoke_flag = src->id;
  8148. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8149. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8150. }
  8151. else
  8152. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8153. }
  8154. break;
  8155. case MG_STONECURSE:
  8156. {
  8157. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8158. if (sd)
  8159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8160. break;
  8161. }
  8162. if(status_isimmune(bl) || !tsc)
  8163. break;
  8164. int32 brate = 0;
  8165. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8166. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8167. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8168. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8169. else if(sd) {
  8170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8171. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8172. if (skill_lv > 5)
  8173. { // not to consume items
  8174. map_freeblock_unlock();
  8175. return 0;
  8176. }
  8177. }
  8178. }
  8179. break;
  8180. case NV_FIRSTAID:
  8181. clif_skill_nodamage(src,bl,skill_id,5,1);
  8182. status_heal(bl,5,0,0);
  8183. break;
  8184. case AL_CURE:
  8185. if(status_isimmune(bl)) {
  8186. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8187. break;
  8188. }
  8189. status_change_end(bl, SC_SILENCE);
  8190. status_change_end(bl, SC_BLIND);
  8191. status_change_end(bl, SC_CONFUSION);
  8192. status_change_end(bl, SC_BITESCAR);
  8193. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8194. break;
  8195. case TF_DETOXIFY:
  8196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8197. status_change_end(bl, SC_POISON);
  8198. status_change_end(bl, SC_DPOISON);
  8199. break;
  8200. case PR_STRECOVERY:
  8201. if(status_isimmune(bl)) {
  8202. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8203. break;
  8204. }
  8205. if (tsc) {
  8206. status_change_end(bl, SC_FREEZE);
  8207. status_change_end(bl, SC_STONEWAIT);
  8208. status_change_end(bl, SC_STONE);
  8209. status_change_end(bl, SC_SLEEP);
  8210. status_change_end(bl, SC_STUN);
  8211. status_change_end(bl, SC_WHITEIMPRISON);
  8212. status_change_end(bl, SC_STASIS);
  8213. status_change_end(bl, SC_NETHERWORLD);
  8214. }
  8215. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8216. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8217. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8218. if(dstmd)
  8219. mob_unlocktarget(dstmd,tick);
  8220. break;
  8221. // Mercenary Supportive Skills
  8222. case MER_BENEDICTION:
  8223. status_change_end(bl, SC_CURSE);
  8224. status_change_end(bl, SC_BLIND);
  8225. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8226. break;
  8227. case MER_COMPRESS:
  8228. status_change_end(bl, SC_BLEEDING);
  8229. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8230. break;
  8231. case MER_MENTALCURE:
  8232. status_change_end(bl, SC_CONFUSION);
  8233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8234. break;
  8235. case MER_RECUPERATE:
  8236. status_change_end(bl, SC_POISON);
  8237. status_change_end(bl, SC_DPOISON);
  8238. status_change_end(bl, SC_SILENCE);
  8239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8240. break;
  8241. case MER_REGAIN:
  8242. status_change_end(bl, SC_SLEEP);
  8243. status_change_end(bl, SC_STUN);
  8244. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8245. break;
  8246. case MER_TENDER:
  8247. status_change_end(bl, SC_FREEZE);
  8248. status_change_end(bl, SC_STONE);
  8249. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8250. break;
  8251. case MER_SCAPEGOAT:
  8252. if( mer && mer->master )
  8253. {
  8254. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8255. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8256. }
  8257. break;
  8258. case MER_ESTIMATION:
  8259. if( !mer )
  8260. break;
  8261. sd = mer->master;
  8262. [[fallthrough]];
  8263. case WZ_ESTIMATION:
  8264. if( sd == NULL )
  8265. break;
  8266. if( dstsd )
  8267. { // Fail on Players
  8268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8269. break;
  8270. }
  8271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8272. clif_skill_estimation(sd, bl);
  8273. if( skill_id == MER_ESTIMATION )
  8274. sd = NULL;
  8275. break;
  8276. case BS_REPAIRWEAPON:
  8277. if(sd && dstsd)
  8278. clif_item_repair_list(sd,dstsd,skill_lv);
  8279. break;
  8280. case MC_IDENTIFY:
  8281. if(sd) {
  8282. clif_item_identify_list(sd);
  8283. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8284. map_freeblock_unlock();
  8285. return 1;
  8286. }
  8287. else { // consume sp only if succeeded
  8288. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8289. status_zap(src,0,req.sp);
  8290. }
  8291. }
  8292. break;
  8293. // Weapon Refining [Celest]
  8294. case WS_WEAPONREFINE:
  8295. if(sd)
  8296. clif_item_refine_list(sd);
  8297. break;
  8298. case MC_VENDING:
  8299. if(sd)
  8300. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8301. if ( !pc_can_give_items(sd) )
  8302. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8303. else {
  8304. sd->state.prevend = 1;
  8305. sd->state.workinprogress = WIP_DISABLE_ALL;
  8306. sd->vend_skill_lv = skill_lv;
  8307. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8308. if (i < MAX_CART) {
  8309. // Save the cart before opening the vending UI
  8310. sd->state.pending_vending_ui = true;
  8311. intif_storage_save(sd, &sd->cart);
  8312. }
  8313. else{
  8314. // Instantly open the vending UI
  8315. sd->state.pending_vending_ui = false;
  8316. clif_openvendingreq(sd,2+skill_lv);
  8317. }
  8318. }
  8319. }
  8320. break;
  8321. case AL_TELEPORT:
  8322. case ALL_ODINS_RECALL:
  8323. if(sd)
  8324. {
  8325. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8326. clif_skill_teleportmessage(sd,0);
  8327. break;
  8328. }
  8329. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8330. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8331. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8332. break;
  8333. }
  8334. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8335. sd->hd->blockskill.clear();
  8336. sd->hd->blockskill.shrink_to_fit();
  8337. }
  8338. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8339. {
  8340. if( skill_lv == 1 )
  8341. pc_randomwarp(sd,CLR_TELEPORT);
  8342. else
  8343. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8344. break;
  8345. }
  8346. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8347. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8348. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8349. else
  8350. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8351. } else
  8352. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8353. break;
  8354. case NPC_EXPULSION:
  8355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8356. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8357. break;
  8358. case AL_HOLYWATER:
  8359. if(sd) {
  8360. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8361. struct skill_unit* su;
  8362. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8363. skill_delunit(su);
  8364. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8365. }
  8366. else
  8367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8368. }
  8369. break;
  8370. case TF_PICKSTONE:
  8371. if(sd) {
  8372. unsigned char eflag;
  8373. struct item item_tmp;
  8374. struct block_list tbl;
  8375. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8376. memset(&item_tmp,0,sizeof(item_tmp));
  8377. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8378. item_tmp.nameid = ITEMID_STONE;
  8379. item_tmp.identify = 1;
  8380. tbl.id = 0;
  8381. // Commented because of duplicate animation [Lemongrass]
  8382. // At the moment this displays the pickup animation a second time
  8383. // If this is required in older clients, we need to add a version check here
  8384. //clif_takeitem(&sd->bl,&tbl);
  8385. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8386. if(eflag) {
  8387. clif_additem(sd,0,0,eflag);
  8388. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8389. }
  8390. }
  8391. break;
  8392. case ASC_CDP:
  8393. if(sd) {
  8394. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8396. else
  8397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8398. }
  8399. break;
  8400. case RG_STRIPWEAPON:
  8401. case RG_STRIPSHIELD:
  8402. case RG_STRIPARMOR:
  8403. case RG_STRIPHELM:
  8404. case ST_FULLSTRIP:
  8405. case GC_WEAPONCRUSH:
  8406. case SC_STRIPACCESSARY:
  8407. case ABC_STRIP_SHADOW: {
  8408. bool i;
  8409. //Special message when trying to use strip on FCP [Jobbie]
  8410. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8411. {
  8412. clif_gospel_info(sd, 0x28);
  8413. break;
  8414. }
  8415. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8416. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8417. //Nothing stripped.
  8418. if( sd && !i )
  8419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8420. break;
  8421. }
  8422. case AM_BERSERKPITCHER:
  8423. case AM_POTIONPITCHER:
  8424. {
  8425. int j,hp = 0,sp = 0;
  8426. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8427. map_freeblock_unlock();
  8428. return 1;
  8429. }
  8430. if( sd ) {
  8431. int x,bonus=100;
  8432. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8433. x = skill_lv%11 - 1;
  8434. j = pc_search_inventory(sd, require.itemid[x]);
  8435. if (j < 0 || require.itemid[x] <= 0) {
  8436. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8437. map_freeblock_unlock();
  8438. return 1;
  8439. }
  8440. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8442. map_freeblock_unlock();
  8443. return 1;
  8444. }
  8445. if( skill_id == AM_BERSERKPITCHER ) {
  8446. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8448. map_freeblock_unlock();
  8449. return 1;
  8450. }
  8451. }
  8452. potion_flag = 1;
  8453. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8454. potion_target = bl->id;
  8455. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8456. potion_flag = potion_target = 0;
  8457. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8458. bonus += sd->status.base_level;
  8459. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8460. hp = tstatus->max_hp * potion_per_hp / 100;
  8461. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8462. if( dstsd ) {
  8463. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8464. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8465. }
  8466. } else {
  8467. if( potion_hp > 0 ) {
  8468. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8469. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8470. if( dstsd )
  8471. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8472. }
  8473. if( potion_sp > 0 ) {
  8474. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8475. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8476. if( dstsd )
  8477. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8478. }
  8479. }
  8480. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8481. hp += hp * bonus / 100;
  8482. }
  8483. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8484. sp += sp * bonus / 100;
  8485. }
  8486. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8487. hp += hp * j / 100;
  8488. sp += sp * j / 100;
  8489. }
  8490. } else {
  8491. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8492. switch (skill_lv) {
  8493. case 1: hp = 45; break;
  8494. case 2: hp = 105; break;
  8495. case 3: hp = 175; break;
  8496. default: hp = 325; break;
  8497. }
  8498. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8499. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8500. if( dstsd )
  8501. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8502. }
  8503. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8504. hp += hp * j / 100;
  8505. sp += sp * j / 100;
  8506. }
  8507. // Final heal increased by HPlus.
  8508. // Is this the right place for this??? [Rytech]
  8509. // Can HPlus also affect SP recovery???
  8510. if (sd && sstatus->hplus > 0) {
  8511. hp += hp * sstatus->hplus / 100;
  8512. sp += sp * sstatus->hplus / 100;
  8513. }
  8514. if (tsc && tsc->count) {
  8515. uint8 penalty = 0;
  8516. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8517. hp += hp / 10;
  8518. sp += sp / 10;
  8519. }
  8520. if (tsc->getSCE(SC_CRITICALWOUND))
  8521. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8522. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8523. penalty += 20;
  8524. if (tsc->getSCE(SC_NORECOVER_STATE))
  8525. penalty = 100;
  8526. if (penalty > 0) {
  8527. hp -= hp * penalty / 100;
  8528. sp -= sp * penalty / 100;
  8529. }
  8530. }
  8531. #ifdef RENEWAL
  8532. if (bl->type == BL_HOM)
  8533. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8534. #endif
  8535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8536. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8537. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8538. if( sp > 0 )
  8539. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8540. if (tsc) {
  8541. #ifdef RENEWAL
  8542. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8543. sp = 0;
  8544. #endif
  8545. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8546. hp = 0;
  8547. sp = 0;
  8548. }
  8549. }
  8550. status_heal(bl,hp,sp,0);
  8551. }
  8552. break;
  8553. case AM_CP_WEAPON:
  8554. case AM_CP_SHIELD:
  8555. case AM_CP_ARMOR:
  8556. case AM_CP_HELM:
  8557. {
  8558. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8559. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8561. map_freeblock_unlock(); // Don't consume item requirements
  8562. return 0;
  8563. }
  8564. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8565. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8566. }
  8567. break;
  8568. case AM_TWILIGHT1:
  8569. if (sd) {
  8570. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8571. //Prepare 200 White Potions.
  8572. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8574. }
  8575. break;
  8576. case AM_TWILIGHT2:
  8577. if (sd) {
  8578. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8579. //Prepare 200 Slim White Potions.
  8580. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8582. }
  8583. break;
  8584. case AM_TWILIGHT3:
  8585. if (sd) {
  8586. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8587. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8588. if( ebottle >= 0 )
  8589. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8590. //check if you can produce all three, if not, then fail:
  8591. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8592. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8593. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8594. || ebottle < 200 //200 empty bottle are required at total.
  8595. ) {
  8596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8597. break;
  8598. }
  8599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8600. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8601. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8602. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8603. }
  8604. break;
  8605. case SA_DISPELL:
  8606. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8607. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8608. break; // Outside PvP it should only affect party members and no skill fail message
  8609. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8610. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8611. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8612. || rnd()%100 >= 50+10*skill_lv)
  8613. {
  8614. if (sd)
  8615. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8616. break;
  8617. }
  8618. if(status_isimmune(bl))
  8619. break;
  8620. //Remove bonus_script by Dispell
  8621. if (dstsd)
  8622. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8623. if(!tsc || !tsc->count)
  8624. break;
  8625. //Statuses that can't be Dispelled
  8626. for (const auto &it : status_db) {
  8627. sc_type status = static_cast<sc_type>(it.first);
  8628. if (!tsc->getSCE(status))
  8629. continue;
  8630. if (it.second->flag[SCF_NODISPELL])
  8631. continue;
  8632. switch (status) {
  8633. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8634. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8635. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8636. case SC_FORTUNE: case SC_SERVICE4U:
  8637. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8638. continue; //If in song area don't end it, even if config enabled
  8639. break;
  8640. case SC_ASSUMPTIO:
  8641. if( bl->type == BL_MOB )
  8642. continue;
  8643. break;
  8644. }
  8645. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8646. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8647. status_change_end(bl, status);
  8648. }
  8649. break;
  8650. }
  8651. //Affect all targets on splash area.
  8652. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8653. src, skill_id, skill_lv, tick, flag|1,
  8654. skill_castend_damage_id);
  8655. break;
  8656. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8657. {
  8658. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8659. #ifdef RENEWAL
  8660. |BLOWN_DONT_SEND_PACKET
  8661. #endif
  8662. ));
  8663. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8664. #ifdef RENEWAL
  8665. if(blew_count > 0)
  8666. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8667. #else
  8668. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8669. #endif
  8670. }
  8671. break;
  8672. case TK_HIGHJUMP:
  8673. {
  8674. int x,y, dir = unit_getdir(src);
  8675. struct map_data *mapdata = &map[src->m];
  8676. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8677. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8678. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8679. ) {
  8680. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8681. break;
  8682. } else if(dir%2) {
  8683. //Diagonal
  8684. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8685. y = src->y + diry[dir]*(skill_lv*4)/3;
  8686. } else {
  8687. x = src->x + dirx[dir]*skill_lv*2;
  8688. y = src->y + diry[dir]*skill_lv*2;
  8689. }
  8690. int x1 = x + dirx[dir];
  8691. int y1 = y + diry[dir];
  8692. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8693. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8694. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8695. unit_movepos(src, x, y, 1, 0))
  8696. clif_blown(src);
  8697. }
  8698. break;
  8699. case SA_CASTCANCEL:
  8700. case SO_SPELLFIST:
  8701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8702. unit_skillcastcancel(src,1);
  8703. if(sd) {
  8704. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8705. if( skill_id == SO_SPELLFIST ){
  8706. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8707. sd->skill_id_old = sd->skill_lv_old = 0;
  8708. break;
  8709. }
  8710. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8711. if(sp < 0) sp = 0;
  8712. status_zap(src, 0, sp);
  8713. }
  8714. break;
  8715. case SA_SPELLBREAKER:
  8716. {
  8717. int sp;
  8718. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8719. sp = skill_get_sp(skill_id,skill_lv);
  8720. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8721. if(sp < 1) sp = 1;
  8722. status_heal(bl,0,sp,2);
  8723. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8724. } else {
  8725. struct unit_data *ud = unit_bl2ud(bl);
  8726. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8727. if (!ud || ud->skilltimer == INVALID_TIMER)
  8728. break; //Nothing to cancel.
  8729. bl_skill_id = ud->skill_id;
  8730. bl_skill_lv = ud->skill_lv;
  8731. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8732. if (rnd()%100 < 90)
  8733. {
  8734. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8735. break;
  8736. }
  8737. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8738. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8739. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8740. unit_skillcastcancel(bl,0);
  8741. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8742. status_zap(bl, hp, sp);
  8743. if (hp && skill_lv >= 5)
  8744. hp /= 2; //Recover half damaged HP at level 5 [Skotlex]
  8745. else
  8746. hp = 0;
  8747. if (sp) //Recover some of the SP used
  8748. sp = sp*(25*(skill_lv-1))/100;
  8749. if(hp || sp)
  8750. status_heal(src, hp, sp, 2);
  8751. }
  8752. }
  8753. break;
  8754. case SA_MAGICROD:
  8755. #ifdef RENEWAL
  8756. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8757. #endif
  8758. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8759. break;
  8760. case SA_AUTOSPELL:
  8761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8762. if (sd) {
  8763. sd->state.workinprogress = WIP_DISABLE_ALL;
  8764. clif_autospell(sd,skill_lv);
  8765. } else {
  8766. int maxlv=1,spellid=0;
  8767. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8768. if(skill_lv >= 10) {
  8769. spellid = MG_FROSTDIVER;
  8770. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8771. // maxlv = 10;
  8772. // else
  8773. maxlv = skill_lv - 9;
  8774. }
  8775. else if(skill_lv >=8) {
  8776. spellid = MG_FIREBALL;
  8777. maxlv = skill_lv - 7;
  8778. }
  8779. else if(skill_lv >=5) {
  8780. spellid = MG_SOULSTRIKE;
  8781. maxlv = skill_lv - 4;
  8782. }
  8783. else if(skill_lv >=2) {
  8784. int i_rnd = rnd()%3;
  8785. spellid = spellarray[i_rnd];
  8786. maxlv = skill_lv - 1;
  8787. }
  8788. else if(skill_lv > 0) {
  8789. spellid = MG_NAPALMBEAT;
  8790. maxlv = 3;
  8791. }
  8792. if(spellid > 0)
  8793. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8794. skill_get_time(SA_AUTOSPELL,skill_lv));
  8795. }
  8796. break;
  8797. case BS_GREED:
  8798. if(sd){
  8799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8800. map_foreachinallrange(skill_greed,bl,
  8801. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8802. }
  8803. break;
  8804. case SA_ELEMENTWATER:
  8805. case SA_ELEMENTFIRE:
  8806. case SA_ELEMENTGROUND:
  8807. case SA_ELEMENTWIND:
  8808. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8809. break;
  8810. [[fallthrough]];
  8811. case NPC_ATTRICHANGE:
  8812. case NPC_CHANGEWATER:
  8813. case NPC_CHANGEGROUND:
  8814. case NPC_CHANGEFIRE:
  8815. case NPC_CHANGEWIND:
  8816. case NPC_CHANGEPOISON:
  8817. case NPC_CHANGEHOLY:
  8818. case NPC_CHANGEDARKNESS:
  8819. case NPC_CHANGETELEKINESIS:
  8820. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8821. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8822. skill_get_time(skill_id, skill_lv)));
  8823. break;
  8824. case NPC_PROVOCATION:
  8825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8826. if (md) mob_unlocktarget(md, tick);
  8827. break;
  8828. case NPC_REBIRTH:
  8829. if( md && md->state.rebirth )
  8830. break; // only works once
  8831. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8832. break;
  8833. case NPC_DARKBLESSING:
  8834. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8835. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8836. break;
  8837. case NPC_LICK:
  8838. status_zap(bl, 0, 100);
  8839. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8840. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8841. break;
  8842. case NPC_SUICIDE:
  8843. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8844. status_kill(src); //When suiciding, neither exp nor drops is given.
  8845. break;
  8846. case NPC_SUMMONSLAVE:
  8847. case NPC_SUMMONMONSTER:
  8848. case NPC_DEATHSUMMON:
  8849. if(md && md->skill_idx >= 0)
  8850. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8851. break;
  8852. case NPC_CALLSLAVE:
  8853. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8854. break;
  8855. case NPC_RANDOMMOVE:
  8856. if (md) {
  8857. md->next_walktime = tick - 1;
  8858. if (md->special_state.ai == AI_SPHERE)
  8859. unit_escape(&md->bl, bl, 7, 2);
  8860. else
  8861. mob_randomwalk(md,tick);
  8862. }
  8863. break;
  8864. case NPC_SPEEDUP:
  8865. {
  8866. // or does it increase casting rate? just a guess xD
  8867. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8868. if (i_type > SC_ASPDPOTION3)
  8869. i_type = SC_ASPDPOTION3;
  8870. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8871. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8872. }
  8873. break;
  8874. case NPC_REVENGE:
  8875. // not really needed... but adding here anyway ^^
  8876. if (md && md->master_id > 0) {
  8877. struct block_list *mbl, *tbl;
  8878. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8879. (tbl = battle_gettargeted(mbl)) == NULL)
  8880. break;
  8881. md->state.provoke_flag = tbl->id;
  8882. mob_target(md, tbl, sstatus->rhw.range);
  8883. }
  8884. break;
  8885. case NPC_RUN:
  8886. if (md) {
  8887. block_list* tbl = map_id2bl(md->target_id);
  8888. if (tbl) {
  8889. md->state.can_escape = 1;
  8890. mob_unlocktarget(md, tick);
  8891. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8892. }
  8893. }
  8894. break;
  8895. case NPC_TRANSFORMATION:
  8896. case NPC_METAMORPHOSIS:
  8897. if(md && md->skill_idx >= 0) {
  8898. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8899. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8900. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8901. if (class_) mob_class_change(md, class_);
  8902. }
  8903. break;
  8904. case NPC_EMOTION_ON:
  8905. case NPC_EMOTION:
  8906. //val[0] is the emotion to use.
  8907. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8908. //val[1] 'sets' the mode
  8909. //val[2] adds to the current mode
  8910. //val[3] removes from the current mode
  8911. //val[4] if set, asks to delete the previous mode change.
  8912. if(md && md->skill_idx >= 0 && tsc)
  8913. {
  8914. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8915. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8916. status_change_end(bl, type);
  8917. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8918. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8919. mob_unlocktarget(md,tick);
  8920. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8921. sc_start4(src,src, type, 100, skill_lv,
  8922. md->db->skill[md->skill_idx]->val[1],
  8923. md->db->skill[md->skill_idx]->val[2],
  8924. md->db->skill[md->skill_idx]->val[3],
  8925. skill_get_time(skill_id, skill_lv));
  8926. //Reset aggressive state depending on resulting mode
  8927. if (!battle_config.npc_emotion_behavior)
  8928. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8929. }
  8930. break;
  8931. case NPC_POWERUP:
  8932. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8933. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8934. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8935. break;
  8936. case NPC_AGIUP:
  8937. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8938. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8939. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8940. break;
  8941. case NPC_INVISIBLE:
  8942. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8943. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8944. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8945. break;
  8946. case NPC_SIEGEMODE:
  8947. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8948. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8949. break;
  8950. case WE_MALE: {
  8951. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8952. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8953. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8954. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8955. }
  8956. }
  8957. break;
  8958. case WE_FEMALE: {
  8959. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8960. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8961. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8962. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8963. }
  8964. }
  8965. break;
  8966. // parent-baby skills
  8967. case WE_BABY:
  8968. if(sd){
  8969. map_session_data *f_sd = pc_get_father(sd);
  8970. map_session_data *m_sd = pc_get_mother(sd);
  8971. if( (!f_sd && !m_sd) // if neither was found
  8972. || (sd->status.party_id != 0 && //not in same party
  8973. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8974. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8975. ))
  8976. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8977. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8978. ) {
  8979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8980. map_freeblock_unlock();
  8981. return 0;
  8982. }
  8983. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8984. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8985. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8986. }
  8987. break;
  8988. case WE_CALLALLFAMILY:
  8989. if (sd) {
  8990. map_session_data *p_sd = pc_get_partner(sd);
  8991. map_session_data *c_sd = pc_get_child(sd);
  8992. if (!p_sd && !c_sd) { // Fail if no family members are found
  8993. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8994. map_freeblock_unlock();
  8995. return 1;
  8996. }
  8997. // Partner must be on the same map and in same party
  8998. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8999. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9000. // Child must be on the same map and in same party as the parent casting
  9001. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9002. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9003. }
  9004. break;
  9005. case WE_ONEFOREVER:
  9006. if (sd) {
  9007. map_session_data *p_sd = pc_get_partner(sd);
  9008. map_session_data *c_sd = pc_get_child(sd);
  9009. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9010. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9011. map_freeblock_unlock();
  9012. return 1;
  9013. }
  9014. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9015. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9016. break;
  9017. }
  9018. if (status_isdead(bl)) {
  9019. int per = 30, sper = 0;
  9020. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9021. break;
  9022. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9023. break;
  9024. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9025. break;
  9026. if (dstsd->special_state.restart_full_recover)
  9027. per = sper = 100;
  9028. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9029. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9030. }
  9031. }
  9032. break;
  9033. case WE_CHEERUP:
  9034. if (sd) {
  9035. map_session_data *f_sd = pc_get_father(sd);
  9036. map_session_data *m_sd = pc_get_mother(sd);
  9037. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9038. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9039. map_freeblock_unlock();
  9040. return 1;
  9041. }
  9042. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9043. if (dstsd == f_sd || dstsd == m_sd)
  9044. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9045. } else
  9046. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9047. }
  9048. break;
  9049. case PF_HPCONVERSION:
  9050. {
  9051. int hp, sp;
  9052. hp = sstatus->max_hp/10;
  9053. sp = hp * 10 * skill_lv / 100;
  9054. if (!status_charge(src,hp,0)) {
  9055. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9056. break;
  9057. }
  9058. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9059. status_heal(bl,0,sp,2);
  9060. }
  9061. break;
  9062. case MA_REMOVETRAP:
  9063. case HT_REMOVETRAP:
  9064. {
  9065. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9066. std::shared_ptr<s_skill_unit_group> sg;
  9067. std::shared_ptr<s_skill_db> skill_group;
  9068. // Mercenaries can remove any trap
  9069. // Players can only remove their own traps or traps on Vs maps.
  9070. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9071. {
  9072. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9073. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9074. { // prevent picking up expired traps
  9075. if( battle_config.skill_removetrap_type )
  9076. { // get back all items used to deploy the trap
  9077. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9078. {
  9079. if( skill_group->require.itemid[i] > 0 )
  9080. {
  9081. int flag2;
  9082. struct item item_tmp;
  9083. memset(&item_tmp,0,sizeof(item_tmp));
  9084. item_tmp.nameid = skill_group->require.itemid[i];
  9085. item_tmp.identify = 1;
  9086. item_tmp.amount = skill_group->require.amount[i];
  9087. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9088. clif_additem(sd,0,0,flag2);
  9089. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9090. }
  9091. }
  9092. }
  9093. }
  9094. else
  9095. { // get back 1 trap
  9096. struct item item_tmp;
  9097. memset(&item_tmp,0,sizeof(item_tmp));
  9098. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9099. item_tmp.identify = 1;
  9100. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9101. {
  9102. clif_additem(sd,0,0,flag);
  9103. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9104. }
  9105. }
  9106. }
  9107. skill_delunit(su);
  9108. }else if(sd)
  9109. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9110. }
  9111. break;
  9112. case HT_SPRINGTRAP:
  9113. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9114. {
  9115. struct skill_unit *su=NULL;
  9116. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9117. switch(su->group->unit_id){
  9118. case UNT_ANKLESNARE: // ankle snare
  9119. if (su->group->val2 != 0)
  9120. // if it is already trapping something don't spring it,
  9121. // remove trap should be used instead
  9122. break;
  9123. [[fallthrough]];
  9124. case UNT_BLASTMINE:
  9125. case UNT_SKIDTRAP:
  9126. case UNT_LANDMINE:
  9127. case UNT_SHOCKWAVE:
  9128. case UNT_SANDMAN:
  9129. case UNT_FLASHER:
  9130. case UNT_FREEZINGTRAP:
  9131. case UNT_CLAYMORETRAP:
  9132. case UNT_TALKIEBOX:
  9133. su->group->unit_id = UNT_USED_TRAPS;
  9134. clif_changetraplook(bl, UNT_USED_TRAPS);
  9135. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9136. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9137. }
  9138. }
  9139. }
  9140. break;
  9141. case BD_ENCORE:
  9142. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9143. if(sd)
  9144. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9145. break;
  9146. case TR_RETROSPECTION:
  9147. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9148. if (sd)
  9149. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9150. break;
  9151. case AS_SPLASHER:
  9152. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9153. // Renewal dropped the 3/4 hp requirement
  9154. #ifndef RENEWAL
  9155. || tstatus-> hp > tstatus->max_hp*3/4
  9156. #endif
  9157. ) {
  9158. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9159. map_freeblock_unlock();
  9160. return 1;
  9161. }
  9162. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9163. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9164. #ifndef RENEWAL
  9165. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9166. #endif
  9167. break;
  9168. case PF_MINDBREAKER:
  9169. {
  9170. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9171. map_freeblock_unlock();
  9172. return 1;
  9173. }
  9174. if (tsce)
  9175. { //HelloKitty2 (?) explained that this silently fails when target is
  9176. //already inflicted. [Skotlex]
  9177. map_freeblock_unlock();
  9178. return 1;
  9179. }
  9180. //Has a 55% + skill_lv*5% success chance.
  9181. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9182. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9183. {
  9184. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9185. map_freeblock_unlock();
  9186. return 0;
  9187. }
  9188. unit_skillcastcancel(bl,0);
  9189. if (dstmd)
  9190. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9191. }
  9192. break;
  9193. case PF_SOULCHANGE:
  9194. {
  9195. unsigned int sp1 = 0, sp2 = 0;
  9196. if (dstmd) {
  9197. if (dstmd->state.soul_change_flag) {
  9198. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9199. break;
  9200. }
  9201. dstmd->state.soul_change_flag = 1;
  9202. sp2 = sstatus->max_sp * 3 /100;
  9203. status_heal(src, 0, sp2, 2);
  9204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9205. break;
  9206. }
  9207. sp1 = sstatus->sp;
  9208. sp2 = tstatus->sp;
  9209. #ifdef RENEWAL
  9210. sp1 = sp1 / 2;
  9211. sp2 = sp2 / 2;
  9212. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9213. sp1 = tstatus->sp;
  9214. #endif
  9215. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9216. sp1 = tstatus->sp;
  9217. status_set_sp(src, sp2, 3);
  9218. status_set_sp(bl, sp1, 3);
  9219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9220. }
  9221. break;
  9222. // Slim Pitcher
  9223. case CR_SLIMPITCHER:
  9224. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9225. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9226. break;
  9227. if (potion_hp || potion_sp) {
  9228. int hp = potion_hp, sp = potion_sp;
  9229. hp = hp * (100 + (tstatus->vit * 2))/100;
  9230. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9231. if (dstsd) {
  9232. if (hp)
  9233. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9234. if (sp)
  9235. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9236. }
  9237. if (tsc && tsc->count) {
  9238. uint8 penalty = 0;
  9239. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9240. hp += hp / 10;
  9241. sp += sp / 10;
  9242. }
  9243. if (tsc->getSCE(SC_CRITICALWOUND))
  9244. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9245. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9246. penalty += 20;
  9247. if (tsc->getSCE(SC_NORECOVER_STATE))
  9248. penalty = 100;
  9249. if (penalty > 0) {
  9250. hp -= hp * penalty / 100;
  9251. sp -= sp * penalty / 100;
  9252. }
  9253. }
  9254. if(hp > 0)
  9255. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9256. if(sp > 0)
  9257. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9258. status_heal(bl,hp,sp,0);
  9259. }
  9260. break;
  9261. // Full Chemical Protection
  9262. case CR_FULLPROTECTION:
  9263. {
  9264. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9265. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9266. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9267. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9268. continue;
  9269. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9270. s++;
  9271. }
  9272. if( sd && !s ){
  9273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9274. map_freeblock_unlock(); // Don't consume item requirements
  9275. return 0;
  9276. }
  9277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9278. }
  9279. break;
  9280. case RG_CLEANER: //AppleGirl
  9281. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9282. break;
  9283. #ifndef RENEWAL
  9284. case CG_LONGINGFREEDOM:
  9285. {
  9286. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9287. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9288. {
  9289. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9290. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9291. }
  9292. }
  9293. break;
  9294. #endif
  9295. case CG_TAROTCARD:
  9296. {
  9297. int card = -1;
  9298. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9299. //Target currently has the SUN tarot card effect and is immune to any other effect
  9300. map_freeblock_unlock();
  9301. return 0;
  9302. }
  9303. if( rnd() % 100 > skill_lv * 8 ||
  9304. #ifndef RENEWAL
  9305. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9306. #endif
  9307. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9308. if( sd )
  9309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9310. map_freeblock_unlock();
  9311. return 0;
  9312. }
  9313. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9314. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9315. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9317. }
  9318. break;
  9319. case SL_ALCHEMIST:
  9320. case SL_ASSASIN:
  9321. case SL_BARDDANCER:
  9322. case SL_BLACKSMITH:
  9323. case SL_CRUSADER:
  9324. case SL_HUNTER:
  9325. case SL_KNIGHT:
  9326. case SL_MONK:
  9327. case SL_PRIEST:
  9328. case SL_ROGUE:
  9329. case SL_SAGE:
  9330. case SL_SOULLINKER:
  9331. case SL_STAR:
  9332. case SL_SUPERNOVICE:
  9333. case SL_WIZARD:
  9334. case SL_HIGH:
  9335. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9336. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9337. // 1% chance to erase death count on successful cast
  9338. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9339. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9340. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9341. status_calc_pc( dstsd, SCO_NONE );
  9342. }
  9343. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9344. }else{
  9345. if( sd ){
  9346. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9347. }
  9348. }
  9349. break;
  9350. case SP_SOULGOLEM:
  9351. case SP_SOULSHADOW:
  9352. case SP_SOULFALCON:
  9353. case SP_SOULFAIRY:
  9354. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9355. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9356. }else{
  9357. if( sd ){
  9358. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9359. }
  9360. }
  9361. break;
  9362. case SP_SOULREVOLVE:
  9363. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9364. if (sd)
  9365. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9366. break;
  9367. }
  9368. status_heal(bl, 0, 50*skill_lv, 2);
  9369. status_change_end(bl, SC_SPIRIT);
  9370. status_change_end(bl, SC_SOULGOLEM);
  9371. status_change_end(bl, SC_SOULSHADOW);
  9372. status_change_end(bl, SC_SOULFALCON);
  9373. status_change_end(bl, SC_SOULFAIRY);
  9374. break;
  9375. case SL_SWOO:
  9376. if (tsce) {
  9377. if(sd)
  9378. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9379. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9380. status_change_end(bl, SC_SWOO);
  9381. break;
  9382. }
  9383. [[fallthrough]];
  9384. case SL_SKA: // [marquis007]
  9385. case SL_SKE:
  9386. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9388. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9389. break;
  9390. }
  9391. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9392. if (skill_id == SL_SKE)
  9393. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9394. break;
  9395. // New guild skills [Celest]
  9396. case GD_BATTLEORDER:
  9397. case GD_REGENERATION:
  9398. case GD_RESTORE:
  9399. case GD_EMERGENCY_MOVE:
  9400. if(flag&1) {
  9401. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9402. if( skill_id == GD_RESTORE )
  9403. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9404. else
  9405. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9406. }
  9407. } else if (status_get_guild_id(src)) {
  9408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9409. map_foreachinallrange(skill_area_sub, src,
  9410. skill_get_splash(skill_id, skill_lv), BL_PC,
  9411. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9412. skill_castend_nodamage_id);
  9413. if (sd)
  9414. #ifdef RENEWAL
  9415. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9416. #else
  9417. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9418. #endif
  9419. }
  9420. break;
  9421. case GD_EMERGENCYCALL:
  9422. case GD_ITEMEMERGENCYCALL:
  9423. {
  9424. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9425. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9426. uint8 j = 0, calls = 0, called = 0;
  9427. // i don't know if it actually summons in a circle, but oh well. ;P
  9428. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9429. if (!g)
  9430. break;
  9431. if (skill_id == GD_ITEMEMERGENCYCALL)
  9432. switch (skill_lv) {
  9433. case 1: calls = 7; break;
  9434. case 2: calls = 12; break;
  9435. case 3: calls = 20; break;
  9436. default: calls = 0; break;
  9437. }
  9438. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9439. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9440. if (j > 8)
  9441. j = 0;
  9442. if ((dstsd = g->guild.member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9443. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9444. continue;
  9445. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9446. continue;
  9447. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9448. dx[j] = dy[j] = 0;
  9449. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9450. called++;
  9451. }
  9452. }
  9453. if (sd)
  9454. #ifdef RENEWAL
  9455. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9456. #else
  9457. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9458. #endif
  9459. }
  9460. break;
  9461. case GD_CHARGESHOUT_FLAG:
  9462. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9463. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9464. if (md) {
  9465. sd->guild->chargeshout_flag_id = md->bl.id;
  9466. md->master_id = src->id;
  9467. if (md->deletetimer != INVALID_TIMER)
  9468. delete_timer(md->deletetimer, mob_timer_delete);
  9469. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9470. mob_spawn(md);
  9471. }
  9472. }
  9473. break;
  9474. case GD_CHARGESHOUT_BEATING:
  9475. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9476. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9477. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9478. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9479. else
  9480. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9481. } else
  9482. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9483. break;
  9484. case SG_FEEL:
  9485. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9486. if (sd) {
  9487. if(!sd->feel_map[skill_lv-1].index)
  9488. clif_feel_req(sd->fd,sd, skill_lv);
  9489. else
  9490. clif_feel_info(sd, skill_lv-1, 1);
  9491. }
  9492. break;
  9493. case SG_HATE:
  9494. if (sd) {
  9495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9496. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9497. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9498. }
  9499. break;
  9500. case SJ_DOCUMENT:
  9501. if (sd) {
  9502. switch (skill_lv) {
  9503. case 1:
  9504. pc_resetfeel(sd);
  9505. break;
  9506. case 2:
  9507. pc_resethate(sd);
  9508. break;
  9509. case 3:
  9510. pc_resetfeel(sd);
  9511. pc_resethate(sd);
  9512. break;
  9513. }
  9514. }
  9515. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9516. break;
  9517. case GS_GLITTERING:
  9518. if(sd) {
  9519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9520. if(rnd()%100 < (20+10*skill_lv))
  9521. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9522. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9523. pc_delspiritball(sd,1,0);
  9524. }
  9525. break;
  9526. case GS_CRACKER:
  9527. /* per official standards, this skill works on players and mobs. */
  9528. if (sd && (dstsd || dstmd))
  9529. {
  9530. i =65 -5*distance_bl(src,bl); //Base rate
  9531. if (i < 30) i = 30;
  9532. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9533. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9534. }
  9535. break;
  9536. case AM_CALLHOMUN: //[orn]
  9537. if (sd && !hom_call(sd))
  9538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9539. #ifdef RENEWAL
  9540. else if (sd && hom_is_active(sd->hd))
  9541. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9542. #endif
  9543. break;
  9544. case AM_REST:
  9545. if (sd) {
  9546. if (hom_vaporize(sd,HOM_ST_REST))
  9547. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9548. else
  9549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9550. }
  9551. break;
  9552. case HAMI_CASTLE: //[orn]
  9553. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9554. int x = src->x, y = src->y;
  9555. if (hd)
  9556. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9557. // Move source
  9558. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9559. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9560. clif_blown(src);
  9561. // Move target
  9562. if (unit_movepos(bl,x,y,0,0)) {
  9563. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9564. clif_blown(bl);
  9565. }
  9566. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9567. }
  9568. }
  9569. else if (hd && hd->master) // Failed
  9570. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9571. else if (sd)
  9572. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9573. break;
  9574. case HVAN_CHAOTIC: //[orn]
  9575. {
  9576. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9577. int r = rnd()%100;
  9578. i = (skill_lv-1)%5;
  9579. if(r<per[i][0]) //Self
  9580. bl = src;
  9581. else if(r<per[i][1]) //Master
  9582. bl = battle_get_master(src);
  9583. else //Enemy
  9584. bl = map_id2bl(battle_gettarget(src));
  9585. if (!bl) bl = src;
  9586. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9587. //Eh? why double skill packet?
  9588. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9589. clif_skill_nodamage(src,bl,skill_id,i,1);
  9590. status_heal(bl, i, 0, 0);
  9591. }
  9592. break;
  9593. //Homun single-target support skills [orn]
  9594. case HAMI_BLOODLUST:
  9595. case HFLI_FLEET:
  9596. case HFLI_SPEED:
  9597. case HLIF_CHANGE:
  9598. case MH_ANGRIFFS_MODUS:
  9599. case MH_GOLDENE_FERSE:
  9600. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9601. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9602. if (hd)
  9603. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9604. break;
  9605. case NPC_DRAGONFEAR:
  9606. if (flag&1) {
  9607. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9608. int j;
  9609. j = i = rnd()%ARRAYLENGTH(sc);
  9610. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9611. i++;
  9612. if ( i == ARRAYLENGTH(sc) )
  9613. i = 0;
  9614. if (i == j)
  9615. break;
  9616. }
  9617. break;
  9618. }
  9619. [[fallthrough]];
  9620. case NPC_WIDEBLEEDING:
  9621. case NPC_WIDEBLEEDING2:
  9622. case NPC_WIDECONFUSE:
  9623. case NPC_WIDECONFUSE2:
  9624. case NPC_WIDECURSE:
  9625. case NPC_WIDECURSE2:
  9626. case NPC_WIDEFREEZE:
  9627. case NPC_WIDEFREEZE2:
  9628. case NPC_WIDESLEEP:
  9629. case NPC_WIDESLEEP2:
  9630. case NPC_WIDESILENCE:
  9631. case NPC_WIDESILENCE2:
  9632. case NPC_WIDESTONE:
  9633. case NPC_WIDESTONE2:
  9634. case NPC_WIDESTUN:
  9635. case NPC_WIDESTUN2:
  9636. case NPC_SLOWCAST:
  9637. case NPC_WIDEHELLDIGNITY:
  9638. case NPC_WIDEHEALTHFEAR:
  9639. case NPC_WIDEBODYBURNNING:
  9640. case NPC_WIDEFROSTMISTY:
  9641. case NPC_WIDECOLD:
  9642. case NPC_WIDE_DEEP_SLEEP:
  9643. case NPC_WIDESIREN:
  9644. case NPC_WIDEWEB:
  9645. if (flag&1){
  9646. switch ( type ) {
  9647. case SC_BURNING:
  9648. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9649. break;
  9650. case SC_STONEWAIT:
  9651. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9652. break;
  9653. default:
  9654. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9655. }
  9656. }
  9657. else {
  9658. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9659. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9660. map_foreachinallrange(skill_area_sub, bl,
  9661. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9662. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9663. skill_castend_nodamage_id);
  9664. }
  9665. break;
  9666. case NPC_WIDESOULDRAIN:
  9667. if (flag&1)
  9668. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9669. else {
  9670. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9672. map_foreachinallrange(skill_area_sub, bl,
  9673. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9674. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9675. skill_castend_nodamage_id);
  9676. }
  9677. break;
  9678. case NPC_FIRESTORM: {
  9679. int sflag = flag;
  9680. if( skill_lv > 1 )
  9681. sflag |= 4;
  9682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9683. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9684. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9685. }
  9686. break;
  9687. case ALL_PARTYFLEE:
  9688. if( sd && !(flag&1) ) {
  9689. if( !sd->status.party_id ) {
  9690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9691. break;
  9692. }
  9693. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9694. } else
  9695. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9696. break;
  9697. case NPC_TALK:
  9698. case ALL_WEWISH:
  9699. case ALL_CATCRY:
  9700. case ALL_DREAM_SUMMERNIGHT:
  9701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9702. break;
  9703. case ALL_BUYING_STORE:
  9704. if( sd )
  9705. {// players only, skill allows 5 buying slots
  9706. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9707. }
  9708. break;
  9709. case RK_ENCHANTBLADE:
  9710. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9711. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9712. break;
  9713. case RK_DRAGONHOWLING:
  9714. if( flag&1)
  9715. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9716. else
  9717. {
  9718. skill_area_temp[2] = 0;
  9719. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9720. map_foreachinallrange(skill_area_sub, src,
  9721. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9722. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9723. skill_castend_nodamage_id);
  9724. }
  9725. break;
  9726. case LG_EARTHDRIVE: {
  9727. int dummy = 1;
  9728. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9729. i = skill_get_splash(skill_id,skill_lv);
  9730. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9731. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9732. }
  9733. break;
  9734. case RK_LUXANIMA:
  9735. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9736. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9737. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9738. break;
  9739. case RK_GIANTGROWTH:
  9740. case RK_STONEHARDSKIN:
  9741. case RK_VITALITYACTIVATION:
  9742. case RK_ABUNDANCE:
  9743. case RK_CRUSHSTRIKE:
  9744. case RK_REFRESH:
  9745. case RK_MILLENNIUMSHIELD:
  9746. if (sd) {
  9747. uint8 rune_level = 1; // RK_GIANTGROWTH
  9748. if (skill_id == RK_VITALITYACTIVATION)
  9749. rune_level = 2;
  9750. else if (skill_id == RK_STONEHARDSKIN)
  9751. rune_level = 4;
  9752. else if (skill_id == RK_ABUNDANCE)
  9753. rune_level = 6;
  9754. else if (skill_id == RK_CRUSHSTRIKE)
  9755. rune_level = 7;
  9756. else if (skill_id == RK_REFRESH)
  9757. rune_level = 8;
  9758. else if (skill_id == RK_MILLENNIUMSHIELD)
  9759. rune_level = 9;
  9760. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9761. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9762. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9763. else if (skill_id == RK_STONEHARDSKIN)
  9764. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9765. } else
  9766. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9767. }
  9768. break;
  9769. case NPC_MILLENNIUMSHIELD:
  9770. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9771. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9772. break;
  9773. case RK_FIGHTINGSPIRIT: {
  9774. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9775. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9776. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9777. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9779. break;
  9780. }
  9781. case GC_ROLLINGCUTTER:
  9782. {
  9783. short count = 1;
  9784. skill_area_temp[2] = 0;
  9785. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9786. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9787. { // Every time the skill is casted the status change is reseted adding a counter.
  9788. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9789. if( count > 10 )
  9790. count = 10; // Max coounter
  9791. status_change_end(bl, SC_ROLLINGCUTTER);
  9792. }
  9793. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9794. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9795. }
  9796. break;
  9797. case GC_WEAPONBLOCKING:
  9798. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9799. status_change_end(bl, SC_WEAPONBLOCKING);
  9800. else
  9801. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9803. break;
  9804. case GC_CREATENEWPOISON:
  9805. if( sd )
  9806. {
  9807. clif_skill_produce_mix_list(sd,skill_id,25);
  9808. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9809. }
  9810. break;
  9811. case GC_POISONINGWEAPON:
  9812. if( sd ) {
  9813. clif_poison_list(sd,skill_lv);
  9814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9815. }
  9816. break;
  9817. case GC_ANTIDOTE:
  9818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9819. if( tsc )
  9820. {
  9821. status_change_end(bl, SC_PARALYSE);
  9822. status_change_end(bl, SC_PYREXIA);
  9823. status_change_end(bl, SC_DEATHHURT);
  9824. status_change_end(bl, SC_LEECHESEND);
  9825. status_change_end(bl, SC_VENOMBLEED);
  9826. status_change_end(bl, SC_MAGICMUSHROOM);
  9827. status_change_end(bl, SC_TOXIN);
  9828. status_change_end(bl, SC_OBLIVIONCURSE);
  9829. }
  9830. break;
  9831. case GC_PHANTOMMENACE:
  9832. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9833. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9834. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9835. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9836. break;
  9837. case GC_HALLUCINATIONWALK:
  9838. {
  9839. int heal = status_get_max_hp(bl) / 10;
  9840. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9841. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9842. break;
  9843. }
  9844. if( !status_charge(bl,heal,0) )
  9845. {
  9846. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9847. break;
  9848. }
  9849. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9850. }
  9851. break;
  9852. case AB_ANCILLA:
  9853. if( sd ) {
  9854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9855. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9856. }
  9857. break;
  9858. case AB_CLEMENTIA:
  9859. case AB_CANTO:
  9860. {
  9861. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9862. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9863. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9864. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9865. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9866. else if( sd )
  9867. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9868. }
  9869. break;
  9870. case AB_PRAEFATIO:
  9871. case AB_RENOVATIO:
  9872. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9873. if (skill_id == AB_PRAEFATIO)
  9874. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9875. else
  9876. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9877. } else if( sd )
  9878. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9879. break;
  9880. case AB_CHEAL:
  9881. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9882. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9883. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9884. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9885. if( partycount > 1 )
  9886. i += (i / 100) * (partycount * 10) / 4;
  9887. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9888. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9889. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9890. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9891. i = ~i + 1;
  9892. status_heal(bl, i, 0, 0);
  9893. }
  9894. } else if( sd )
  9895. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9896. break;
  9897. case NPC_CHEAL:
  9898. if( flag&1 ) {
  9899. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9900. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9901. if (status_isimmune(bl))
  9902. i = 0;
  9903. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9904. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9905. i = ~i + 1;
  9906. status_heal(bl, i, 0, 0);
  9907. }
  9908. }
  9909. else {
  9910. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9911. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9912. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9913. }
  9914. break;
  9915. case AB_ORATIO:
  9916. if( flag&1 )
  9917. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9918. else {
  9919. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9920. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9921. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9922. }
  9923. break;
  9924. case AB_LAUDAAGNUS:
  9925. if( flag&1 || !sd || !sd->status.party_id ) {
  9926. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  9927. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  9928. // Success Chance: (60 + 10 * Skill Level) %
  9929. if( rnd()%100 > 60+10*skill_lv ) break;
  9930. status_change_end(bl, SC_FREEZE);
  9931. status_change_end(bl, SC_STONE);
  9932. status_change_end(bl, SC_BLIND);
  9933. status_change_end(bl, SC_BURNING);
  9934. status_change_end(bl, SC_FREEZING);
  9935. status_change_end(bl, SC_CRYSTALIZE);
  9936. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9937. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9938. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9939. } else if( sd )
  9940. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9941. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9942. break;
  9943. case AB_LAUDARAMUS:
  9944. if( flag&1 || !sd || !sd->status.party_id ) {
  9945. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  9946. // Success Chance: (60 + 10 * Skill Level) %
  9947. if( rnd()%100 > 60+10*skill_lv ) break;
  9948. status_change_end(bl, SC_SLEEP);
  9949. status_change_end(bl, SC_STUN);
  9950. status_change_end(bl, SC_MANDRAGORA);
  9951. status_change_end(bl, SC_SILENCE);
  9952. status_change_end(bl, SC_DEEPSLEEP);
  9953. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9954. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9955. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9956. } else if( sd )
  9957. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9958. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9959. break;
  9960. case AB_CLEARANCE:
  9961. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9962. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9963. break;
  9964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9965. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9966. if (sd)
  9967. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9968. break;
  9969. }
  9970. if(status_isimmune(bl))
  9971. break;
  9972. //Remove bonus_script by Clearance
  9973. if (dstsd)
  9974. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9975. if(!tsc || !tsc->count)
  9976. break;
  9977. //Statuses change that can't be removed by Cleareance
  9978. for (const auto &it : status_db) {
  9979. sc_type status = static_cast<sc_type>(it.first);
  9980. if (!tsc->getSCE(status))
  9981. continue;
  9982. if (it.second->flag[SCF_NOCLEARANCE])
  9983. continue;
  9984. switch (status) {
  9985. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9986. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9987. case SC_FORTUNE: case SC_SERVICE4U:
  9988. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9989. continue; //If in song area don't end it, even if config enabled
  9990. break;
  9991. case SC_ASSUMPTIO:
  9992. if (bl->type == BL_MOB)
  9993. continue;
  9994. break;
  9995. }
  9996. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9997. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9998. status_change_end(bl,status);
  9999. }
  10000. break;
  10001. }
  10002. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10003. break;
  10004. case AB_SILENTIUM:
  10005. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10006. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10007. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10008. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10009. break;
  10010. case WL_STASIS:
  10011. if (flag&1)
  10012. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10013. else {
  10014. struct map_data *mapdata = map_getmapdata(src->m);
  10015. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10016. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10017. }
  10018. break;
  10019. case NPC_DANCINGBLADE:
  10020. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10021. break;
  10022. case WL_CHAINLIGHTNING:
  10023. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10024. break;
  10025. case WL_WHITEIMPRISON:
  10026. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10027. {
  10028. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10029. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10030. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10031. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10032. if( sd )
  10033. skill_blockpc_start(sd,skill_id,4000);
  10034. if( !(tsc && tsc->getSCE(type)) ){
  10035. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10036. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10037. if( !i )
  10038. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10039. }
  10040. }else
  10041. if( sd )
  10042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  10043. break;
  10044. case NPC_JACKFROST:
  10045. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10046. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10047. break;
  10048. case WL_SIENNAEXECRATE:
  10049. if( status_isimmune(bl) || !tsc )
  10050. break;
  10051. if( flag&1 ) {
  10052. if( bl->id == skill_area_temp[1] )
  10053. break; // Already work on this target
  10054. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10055. } else {
  10056. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10057. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10058. if( rnd()%100 < rate ) { // Success on First Target
  10059. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10060. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10061. skill_area_temp[1] = bl->id;
  10062. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10063. }
  10064. // Doesn't send failure packet if it fails on defense.
  10065. }
  10066. else if( sd ) // Failure on Rate
  10067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10068. }
  10069. break;
  10070. case WL_SUMMONFB:
  10071. case WL_SUMMONBL:
  10072. case WL_SUMMONWB:
  10073. case WL_SUMMONSTONE:
  10074. {
  10075. status_change *sc = status_get_sc(src);
  10076. if (sc == nullptr)
  10077. break;
  10078. e_wl_spheres element;
  10079. switch (skill_id) { // Set val2. The SC element for this ball
  10080. case WL_SUMMONFB:
  10081. element = WLS_FIRE;
  10082. break;
  10083. case WL_SUMMONBL:
  10084. element = WLS_WIND;
  10085. break;
  10086. case WL_SUMMONWB:
  10087. element = WLS_WATER;
  10088. break;
  10089. case WL_SUMMONSTONE:
  10090. element = WLS_STONE;
  10091. break;
  10092. }
  10093. if (skill_lv == 1) {
  10094. sc_type sphere = SC_NONE;
  10095. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10096. if (sc->getSCE(i) == nullptr) {
  10097. sphere = static_cast<sc_type>(i); // Take the free SC
  10098. break;
  10099. }
  10100. }
  10101. if (sphere == SC_NONE) {
  10102. if (sd) // No free slots to put SC
  10103. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  10104. break;
  10105. }
  10106. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10107. } else {
  10108. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10109. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10110. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10111. }
  10112. }
  10113. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10114. }
  10115. break;
  10116. case WL_READING_SB_READING:
  10117. if (sd) {
  10118. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10119. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  10120. break;
  10121. }
  10122. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10123. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10124. }
  10125. break;
  10126. case RA_FEARBREEZE:
  10127. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10128. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10129. break;
  10130. case RA_WUGMASTERY:
  10131. if( sd ) {
  10132. if( !pc_iswug(sd) )
  10133. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10134. else
  10135. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10137. }
  10138. break;
  10139. case RA_WUGRIDER:
  10140. if( sd ) {
  10141. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10142. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10143. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10144. } else if( pc_isridingwug(sd) ) {
  10145. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10146. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10147. }
  10148. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10149. }
  10150. break;
  10151. case RA_WUGDASH:
  10152. if( tsce ) {
  10153. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10154. map_freeblock_unlock();
  10155. return 0;
  10156. }
  10157. if( sd && pc_isridingwug(sd) ) {
  10158. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10159. clif_walkok(sd);
  10160. }
  10161. break;
  10162. case RA_SENSITIVEKEEN:
  10163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10164. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10165. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10166. break;
  10167. case NC_F_SIDESLIDE:
  10168. case NC_B_SIDESLIDE:
  10169. {
  10170. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10171. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10173. }
  10174. break;
  10175. case NC_SELFDESTRUCTION:
  10176. if( sd ) {
  10177. if( pc_ismadogear(sd) )
  10178. pc_setmadogear(sd, false);
  10179. skill_area_temp[1] = 0;
  10180. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10181. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10182. status_set_sp(src, 0, 0);
  10183. skill_clear_unitgroup(src);
  10184. }
  10185. break;
  10186. case NC_EMERGENCYCOOL:
  10187. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10188. if (sd) {
  10189. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10190. int16 limit[] = { -45, -75, -105 };
  10191. i = 0;
  10192. for (const auto &reqItem : req.eqItem) {
  10193. if (pc_search_inventory(sd, reqItem) != -1)
  10194. break;
  10195. i++;
  10196. }
  10197. pc_overheat(*sd, limit[min(i, 2)]);
  10198. }
  10199. break;
  10200. case NC_ANALYZE:
  10201. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10202. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10203. break;
  10204. case NC_MAGNETICFIELD:
  10205. if (flag & 1) {
  10206. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10207. } else {
  10208. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10209. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10210. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10211. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10212. }
  10213. break;
  10214. case NC_REPAIR:
  10215. if( sd ) {
  10216. int heal, hp = 0;
  10217. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10218. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10219. break;
  10220. }
  10221. switch(skill_lv) {
  10222. case 1: hp = 4; break;
  10223. case 2: hp = 7; break;
  10224. case 3: hp = 13; break;
  10225. case 4: hp = 17; break;
  10226. case 5: default: hp = 23; break;
  10227. }
  10228. heal = dstsd->status.max_hp * hp / 100;
  10229. status_heal(bl,heal,0,2);
  10230. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10231. }
  10232. break;
  10233. case NC_DISJOINT:
  10234. {
  10235. if( bl->type != BL_MOB ) break;
  10236. md = map_id2md(bl->id);
  10237. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10238. status_kill(bl);
  10239. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10240. }
  10241. break;
  10242. case SC_AUTOSHADOWSPELL:
  10243. if( sd ) {
  10244. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10245. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10246. {
  10247. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10248. clif_autoshadowspell_list(sd);
  10249. clif_skill_nodamage(src,bl,skill_id,1,1);
  10250. }
  10251. else
  10252. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10253. }
  10254. break;
  10255. case SC_SHADOWFORM:
  10256. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10257. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10258. dstsd->shadowform_id = src->id;
  10259. }
  10260. else if( sd )
  10261. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10262. break;
  10263. case SC_BODYPAINT:
  10264. if( flag&1 ) {
  10265. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10266. status_change_end(bl,SC_HIDING);
  10267. status_change_end(bl,SC_CLOAKING);
  10268. status_change_end(bl,SC_CLOAKINGEXCEED);
  10269. status_change_end(bl,SC_CAMOUFLAGE);
  10270. status_change_end(bl,SC_NEWMOON);
  10271. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10272. status_change_end(bl, SC__SHADOWFORM);
  10273. }
  10274. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10275. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10276. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10277. } else {
  10278. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10279. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10280. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10281. }
  10282. break;
  10283. case SC_ENERVATION:
  10284. case SC_GROOMY:
  10285. case SC_LAZINESS:
  10286. case SC_UNLUCKY:
  10287. case SC_WEAKNESS:
  10288. if( !(tsc && tsc->getSCE(type)) ) {
  10289. int rate;
  10290. if (status_get_class_(bl) == CLASS_BOSS)
  10291. break;
  10292. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10293. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10294. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10295. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10296. } else if( sd )
  10297. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10298. break;
  10299. case SC_IGNORANCE:
  10300. if( !(tsc && tsc->getSCE(type)) ) {
  10301. int rate;
  10302. if (status_get_class_(bl) == CLASS_BOSS)
  10303. break;
  10304. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10305. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10306. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10307. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10308. int sp = 100 * skill_lv;
  10309. if( dstmd )
  10310. sp = dstmd->level;
  10311. if( !dstmd )
  10312. status_zap(bl, 0, sp);
  10313. status_heal(src, 0, sp / 2, 3);
  10314. } else if( sd )
  10315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10316. } else if( sd )
  10317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10318. break;
  10319. case LG_TRAMPLE:
  10320. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10321. if (rnd()%100 < (25 + 25 * skill_lv))
  10322. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10323. status_change_end(bl, SC_SV_ROOTTWIST);
  10324. break;
  10325. case LG_REFLECTDAMAGE:
  10326. if( tsc && tsc->getSCE(type) )
  10327. status_change_end(bl,type);
  10328. else
  10329. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10330. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10331. break;
  10332. case LG_PIETY:
  10333. if( flag&1 )
  10334. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10335. else {
  10336. skill_area_temp[2] = 0;
  10337. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10339. }
  10340. break;
  10341. case SR_CURSEDCIRCLE:
  10342. if( flag&1 ) {
  10343. if( status_get_class_(bl) == CLASS_BOSS )
  10344. break;
  10345. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10346. if( bl->type == BL_MOB )
  10347. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10348. clif_bladestop(src, bl->id, 1);
  10349. map_freeblock_unlock();
  10350. return 1;
  10351. }
  10352. } else {
  10353. int count = 0;
  10354. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10355. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10356. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10357. if( sd ) pc_delspiritball(sd, count, 0);
  10358. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10359. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10360. }
  10361. break;
  10362. case NPC_SR_CURSEDCIRCLE:
  10363. if( flag&1 ) {
  10364. if( status_get_class_(bl) == CLASS_BOSS )
  10365. break;
  10366. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10367. if( bl->type == BL_MOB )
  10368. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10369. clif_bladestop(src, bl->id, 1);
  10370. map_freeblock_unlock();
  10371. return 1;
  10372. }
  10373. } else {
  10374. int count = 0;
  10375. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10376. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10377. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10378. if( sd ) pc_delspiritball(sd, count, 0);
  10379. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10380. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10381. }
  10382. break;
  10383. case SR_RAISINGDRAGON:
  10384. if( sd ) {
  10385. short max = 5 + skill_lv;
  10386. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10387. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10388. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10389. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10390. }
  10391. break;
  10392. case SR_ASSIMILATEPOWER:
  10393. if (flag&1) {
  10394. i = 0;
  10395. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10396. if (dstsd->spiritball > 0) {
  10397. i = dstsd->spiritball;
  10398. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10399. }
  10400. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10401. i += dstsd->spiritcharm;
  10402. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10403. }
  10404. }
  10405. if (i)
  10406. status_percent_heal(src, 0, i);
  10407. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10408. } else {
  10409. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10410. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10411. }
  10412. break;
  10413. case SR_POWERVELOCITY:
  10414. if( !dstsd )
  10415. break;
  10416. if( sd && dstsd->spiritball <= 5 ) {
  10417. for(i = 0; i <= 5; i++) {
  10418. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10419. pc_delspiritball(sd, sd->spiritball, 0);
  10420. }
  10421. }
  10422. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10423. break;
  10424. case SR_GENTLETOUCH_CURE:
  10425. {
  10426. unsigned int heal;
  10427. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10428. heal = 0;
  10429. else {
  10430. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10431. status_heal(bl, heal, 0, 0);
  10432. }
  10433. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10434. status_change_end(bl, SC_STONE);
  10435. status_change_end(bl, SC_FREEZE);
  10436. status_change_end(bl, SC_STUN);
  10437. status_change_end(bl, SC_POISON);
  10438. status_change_end(bl, SC_SILENCE);
  10439. status_change_end(bl, SC_BLIND);
  10440. status_change_end(bl, SC_HALLUCINATION);
  10441. }
  10442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10443. }
  10444. break;
  10445. case SR_GENTLETOUCH_ENERGYGAIN:
  10446. case SR_GENTLETOUCH_CHANGE:
  10447. case SR_GENTLETOUCH_REVITALIZE:
  10448. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10449. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10450. break;
  10451. case SR_FLASHCOMBO: {
  10452. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10453. const int delay[] = { 0, 750, 1250 };
  10454. if (sd) // Disable attacking/acting/moving for skill's duration.
  10455. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10456. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10457. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10458. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10459. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10460. }
  10461. break;
  10462. case WA_SWING_DANCE:
  10463. case WA_MOONLIT_SERENADE:
  10464. case WA_SYMPHONY_OF_LOVER:
  10465. case MI_RUSH_WINDMILL:
  10466. case MI_ECHOSONG:
  10467. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10468. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10469. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10470. } else if( sd ) {
  10471. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10472. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10473. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10474. }
  10475. break;
  10476. case MI_HARMONIZE:
  10477. if( src != bl )
  10478. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10479. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10480. break;
  10481. case WM_DEADHILLHERE:
  10482. if( bl->type == BL_PC ) {
  10483. if( !status_isdead(bl) )
  10484. break;
  10485. int heal = tstatus->sp;
  10486. if( heal <= 0 )
  10487. heal = 1;
  10488. tstatus->hp = heal;
  10489. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10491. pc_revive((TBL_PC*)bl,heal,0);
  10492. clif_resurrection(bl,1);
  10493. }
  10494. break;
  10495. case WM_VOICEOFSIREN:
  10496. if (flag&1)
  10497. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10498. else {
  10499. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10500. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10501. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10502. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10504. }
  10505. break;
  10506. case WM_GLOOMYDAY:
  10507. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10508. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10509. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10510. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10511. { // !TODO: Which skills aren't boosted anymore?
  10512. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10513. break;
  10514. }
  10515. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10516. break;
  10517. case WM_SATURDAY_NIGHT_FEVER:
  10518. if( flag&1 ) {
  10519. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10520. } else if (sd) {
  10521. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10522. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10523. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10524. }
  10525. }
  10526. break;
  10527. case WM_SIRCLEOFNATURE:
  10528. case WM_SONG_OF_MANA:
  10529. case WM_DANCE_WITH_WUG:
  10530. case WM_LERADS_DEW:
  10531. case WM_UNLIMITED_HUMMING_VOICE:
  10532. if( flag&1 ) { // These affect to to all party members near the caster.
  10533. status_change *sc = status_get_sc(src);
  10534. if( sc && sc->getSCE(type) ) {
  10535. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10536. }
  10537. } else if( sd ) {
  10538. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10539. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10540. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10541. }
  10542. break;
  10543. case WM_MELODYOFSINK:
  10544. if( flag&1 ) {
  10545. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10546. } else { // These affect to all targets around the caster.
  10547. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10548. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10550. }
  10551. }
  10552. break;
  10553. case WM_BEYOND_OF_WARCRY:
  10554. if( flag&1 ) {
  10555. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10556. } else { // These affect to all targets around the caster.
  10557. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10558. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10560. }
  10561. }
  10562. break;
  10563. case WM_SOUND_OF_DESTRUCTION:
  10564. if (flag&1) {
  10565. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10566. } else {
  10567. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10568. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10569. }
  10570. break;
  10571. case WM_RANDOMIZESPELL:
  10572. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10573. status_change_end(bl, SC_SONGOFMANA);
  10574. status_change_end(bl, SC_DANCEWITHWUG);
  10575. status_change_end(bl, SC_LERADSDEW);
  10576. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10577. status_change_end(bl, SC_BEYONDOFWARCRY);
  10578. status_change_end(bl, SC_MELODYOFSINK);
  10579. status_change_end(bl, SC_BEYONDOFWARCRY);
  10580. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10581. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10582. }
  10583. break;
  10584. case RETURN_TO_ELDICASTES:
  10585. case ALL_GUARDIAN_RECALL:
  10586. case ECLAGE_RECALL:
  10587. case ALL_PRONTERA_RECALL:
  10588. case ALL_GLASTHEIM_RECALL:
  10589. case ALL_THANATOS_RECALL:
  10590. case ALL_LIGHTHALZEN_RECALL:
  10591. if( sd )
  10592. {
  10593. short x=0, y=0; // Destiny position.
  10594. unsigned short mapindex=0;
  10595. switch(skill_id){
  10596. default:
  10597. case RETURN_TO_ELDICASTES:
  10598. x = 198;
  10599. y = 187;
  10600. mapindex = mapindex_name2id(MAP_DICASTES);
  10601. break;
  10602. case ALL_GUARDIAN_RECALL:
  10603. x = 44;
  10604. y = 151;
  10605. mapindex = mapindex_name2id(MAP_MORA);
  10606. break;
  10607. case ECLAGE_RECALL:
  10608. x = 47;
  10609. y = 31;
  10610. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10611. break;
  10612. case ALL_PRONTERA_RECALL:
  10613. if(skill_lv == 1) {
  10614. x = 115;
  10615. y = 72;
  10616. }
  10617. else if(skill_lv == 2) {
  10618. x = 159;
  10619. y = 192;
  10620. }
  10621. mapindex = mapindex_name2id(MAP_PRONTERA);
  10622. break;
  10623. case ALL_GLASTHEIM_RECALL:
  10624. x = 200;
  10625. y = 268;
  10626. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10627. break;
  10628. case ALL_THANATOS_RECALL:
  10629. x = 139;
  10630. y = 156;
  10631. mapindex = mapindex_name2id(MAP_THANATOS);
  10632. break;
  10633. case ALL_LIGHTHALZEN_RECALL:
  10634. x = 307;
  10635. y = 307;
  10636. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10637. break;
  10638. }
  10639. if(!mapindex)
  10640. { //Given map not found?
  10641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10642. map_freeblock_unlock();
  10643. return 0;
  10644. }
  10645. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10646. }
  10647. break;
  10648. case ECL_SNOWFLIP:
  10649. case ECL_PEONYMAMY:
  10650. case ECL_SADAGUI:
  10651. case ECL_SEQUOIADUST:
  10652. switch(skill_id){
  10653. case ECL_SNOWFLIP:
  10654. status_change_end(bl, SC_SLEEP);
  10655. status_change_end(bl, SC_BLEEDING);
  10656. status_change_end(bl, SC_BURNING);
  10657. status_change_end(bl, SC_DEEPSLEEP);
  10658. break;
  10659. case ECL_PEONYMAMY:
  10660. status_change_end(bl, SC_FREEZE);
  10661. status_change_end(bl, SC_FREEZING);
  10662. status_change_end(bl, SC_CRYSTALIZE);
  10663. break;
  10664. case ECL_SADAGUI:
  10665. status_change_end(bl, SC_STUN);
  10666. status_change_end(bl, SC_CONFUSION);
  10667. status_change_end(bl, SC_HALLUCINATION);
  10668. status_change_end(bl, SC_FEAR);
  10669. break;
  10670. case ECL_SEQUOIADUST:
  10671. status_change_end(bl, SC_STONE);
  10672. status_change_end(bl, SC_POISON);
  10673. status_change_end(bl, SC_CURSE);
  10674. status_change_end(bl, SC_BLIND);
  10675. status_change_end(bl, SC_ORCISH);
  10676. status_change_end(bl, SC_DECREASEAGI);
  10677. break;
  10678. }
  10679. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10681. break;
  10682. case GM_SANDMAN:
  10683. if( tsc ) {
  10684. if( tsc->opt1 == OPT1_SLEEP )
  10685. tsc->opt1 = 0;
  10686. else
  10687. tsc->opt1 = OPT1_SLEEP;
  10688. clif_changeoption(bl);
  10689. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10690. }
  10691. break;
  10692. case SO_ARRULLO:
  10693. {
  10694. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10695. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10696. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10697. }
  10698. break;
  10699. case WM_LULLABY_DEEPSLEEP:
  10700. if (flag&1) {
  10701. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10702. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10703. sc_start(src, bl, type, rate, skill_lv, duration);
  10704. } else {
  10705. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10706. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10707. }
  10708. break;
  10709. case SO_SUMMON_AGNI:
  10710. case SO_SUMMON_AQUA:
  10711. case SO_SUMMON_VENTUS:
  10712. case SO_SUMMON_TERA:
  10713. if( sd ) {
  10714. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10715. // Remove previous elemental first.
  10716. if( sd->ed )
  10717. elemental_delete(sd->ed);
  10718. // Summoning the new one.
  10719. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10721. break;
  10722. }
  10723. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10724. }
  10725. break;
  10726. case SO_EL_CONTROL:
  10727. if( sd ) {
  10728. int mode;
  10729. if( !sd->ed ) break;
  10730. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10731. elemental_delete(sd->ed);
  10732. break;
  10733. }
  10734. switch( skill_lv ) {// Select mode bassed on skill level used.
  10735. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10736. case 2: mode = EL_MODE_ASSIST; break;
  10737. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10738. }
  10739. if( !elemental_change_mode(sd->ed,mode) ) {
  10740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10741. break;
  10742. }
  10743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10744. }
  10745. break;
  10746. case SO_EL_ACTION:
  10747. if( sd ) {
  10748. int duration = 3000;
  10749. if( !sd->ed )
  10750. break;
  10751. switch(sd->ed->db->class_) {
  10752. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10753. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10754. duration = 6000;
  10755. break;
  10756. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10757. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10758. duration = 9000;
  10759. break;
  10760. }
  10761. sd->skill_id_old = skill_id;
  10762. elemental_action(sd->ed, bl, tick);
  10763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10764. skill_blockpc_start(sd, skill_id, duration);
  10765. }
  10766. break;
  10767. case SO_EL_CURE:
  10768. if( sd ) {
  10769. s_elemental_data *ed = sd->ed;
  10770. int s_hp, s_sp;
  10771. if( !ed )
  10772. break;
  10773. s_hp = sd->battle_status.hp * 10 / 100;
  10774. s_sp = sd->battle_status.sp * 10 / 100;
  10775. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10776. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10777. break;
  10778. }
  10779. status_heal(&ed->bl,s_hp,s_sp,3);
  10780. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10781. }
  10782. break;
  10783. case GN_CHANGEMATERIAL:
  10784. case SO_EL_ANALYSIS:
  10785. if( sd ) {
  10786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10787. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10788. }
  10789. break;
  10790. case NPC_MANDRAGORA:
  10791. case GN_MANDRAGORA:
  10792. if( flag&1 ) {
  10793. int rate;
  10794. if (skill_id == NPC_MANDRAGORA)
  10795. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10796. else
  10797. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10798. if (rate < 10)
  10799. rate = 10;
  10800. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10801. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10802. if (rnd()%100 < rate) {
  10803. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10804. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10805. }
  10806. } else {
  10807. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10808. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10809. }
  10810. break;
  10811. case GN_SLINGITEM:
  10812. if( sd ) {
  10813. i = sd->equip_index[EQI_AMMO];
  10814. if( i < 0 )
  10815. break; // No ammo.
  10816. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10817. if( ammo_id == 0 )
  10818. break;
  10819. sd->itemid = ammo_id;
  10820. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10821. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10822. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10823. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10824. else
  10825. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10826. } else //Otherwise, it fails, shows animation and removes items.
  10827. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10828. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10829. switch (ammo_id) {
  10830. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10831. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10832. status_percent_heal(bl, 1, 0);
  10833. break;
  10834. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10835. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10836. status_percent_heal(bl, 2, 0);
  10837. break;
  10838. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10839. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10840. status_percent_heal(bl, 5, 0);
  10841. break;
  10842. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10843. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10844. status_percent_heal(bl, 0, 2);
  10845. break;
  10846. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10847. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10848. status_percent_heal(bl, 0, 4);
  10849. break;
  10850. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10851. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10852. status_percent_heal(bl, 0, 8);
  10853. break;
  10854. default:
  10855. if (dstsd)
  10856. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10857. break;
  10858. }
  10859. }
  10860. }
  10861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10862. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10863. break;
  10864. case GN_MIX_COOKING:
  10865. case GN_MAKEBOMB:
  10866. case GN_S_PHARMACY:
  10867. if( sd ) {
  10868. int qty = 1;
  10869. sd->skill_id_old = skill_id;
  10870. sd->skill_lv_old = skill_lv;
  10871. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10872. qty = 10;
  10873. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10875. }
  10876. break;
  10877. case EL_CIRCLE_OF_FIRE:
  10878. case EL_PYROTECHNIC:
  10879. case EL_HEATER:
  10880. case EL_TROPIC:
  10881. case EL_AQUAPLAY:
  10882. case EL_COOLER:
  10883. case EL_CHILLY_AIR:
  10884. case EL_GUST:
  10885. case EL_BLAST:
  10886. case EL_WILD_STORM:
  10887. case EL_PETROLOGY:
  10888. case EL_CURSED_SOIL:
  10889. case EL_UPHEAVAL:
  10890. case EL_FIRE_CLOAK:
  10891. case EL_WATER_DROP:
  10892. case EL_WIND_CURTAIN:
  10893. case EL_SOLID_SKIN:
  10894. case EL_STONE_SHIELD:
  10895. case EL_WIND_STEP:
  10896. case EM_EL_FLAMETECHNIC:
  10897. case EM_EL_FLAMEARMOR:
  10898. case EM_EL_COLD_FORCE:
  10899. case EM_EL_CRYSTAL_ARMOR:
  10900. case EM_EL_GRACE_BREEZE:
  10901. case EM_EL_EYES_OF_STORM:
  10902. case EM_EL_EARTH_CARE:
  10903. case EM_EL_STRONG_PROTECTION:
  10904. case EM_EL_DEEP_POISONING:
  10905. case EM_EL_POISON_SHIELD:
  10906. {
  10907. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10908. if( ele ) {
  10909. sc_type type2 = (sc_type)(type-1);
  10910. status_change *sc = status_get_sc(&ele->bl);
  10911. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10912. status_change_end(src,type);
  10913. status_change_end(bl,type2);
  10914. } else {
  10915. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10916. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10917. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10918. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10919. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10920. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10921. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10922. }
  10923. }
  10924. }
  10925. break;
  10926. case EL_FIRE_MANTLE:
  10927. case EL_WATER_BARRIER:
  10928. case EL_ZEPHYR:
  10929. case EL_POWER_OF_GAIA:
  10930. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10931. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10932. break;
  10933. case EL_WATER_SCREEN: {
  10934. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10935. if( ele ) {
  10936. status_change *sc = status_get_sc(&ele->bl);
  10937. sc_type type2 = (sc_type)(type-1);
  10938. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10939. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10940. status_change_end(bl,type);
  10941. status_change_end(src,type2);
  10942. } else {
  10943. // This not heals at the end.
  10944. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10945. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10946. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10947. }
  10948. }
  10949. }
  10950. break;
  10951. case KO_KAHU_ENTEN:
  10952. case KO_HYOUHU_HUBUKI:
  10953. case KO_KAZEHU_SEIRAN:
  10954. case KO_DOHU_KOUKAI:
  10955. if (sd) {
  10956. int ele_type = skill_get_ele(skill_id,skill_lv);
  10957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10958. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10959. }
  10960. break;
  10961. case KO_ZANZOU:
  10962. if(sd){
  10963. struct mob_data *md2;
  10964. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10965. if( md2 )
  10966. {
  10967. md2->master_id = src->id;
  10968. md2->special_state.ai = AI_ZANZOU;
  10969. if( md2->deletetimer != INVALID_TIMER )
  10970. delete_timer(md2->deletetimer, mob_timer_delete);
  10971. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10972. mob_spawn( md2 );
  10973. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10975. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10976. }
  10977. }
  10978. break;
  10979. case KO_KYOUGAKU:
  10980. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  10981. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10982. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10983. }else if( sd )
  10984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10985. break;
  10986. case KO_JYUSATSU:
  10987. if( dstsd && tsc && !tsc->getSCE(type) &&
  10988. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10989. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10990. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10991. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10992. if( status_get_lv(bl) <= status_get_lv(src) )
  10993. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10994. }else if( sd )
  10995. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10996. break;
  10997. case KO_GENWAKU:
  10998. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10999. int x = src->x, y = src->y;
  11000. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11002. break;
  11003. }
  11004. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11005. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11006. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11007. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11008. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11009. clif_blown(src);
  11010. if (!unit_blown_immune(bl, 0x1)) {
  11011. unit_movepos(bl,x,y,0,0);
  11012. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11013. clif_sitting(bl); //Avoid sitting sync problem
  11014. clif_blown(bl);
  11015. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11016. }
  11017. }
  11018. }
  11019. break;
  11020. case OB_AKAITSUKI:
  11021. case OB_OBOROGENSOU:
  11022. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11023. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11024. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11025. break;
  11026. }
  11027. [[fallthrough]];
  11028. case KO_IZAYOI:
  11029. case OB_ZANGETSU:
  11030. case KG_KYOMU:
  11031. case KG_KAGEMUSYA:
  11032. case SP_SOULDIVISION:
  11033. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11034. if (bl->type != BL_PC) {
  11035. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11036. break;
  11037. }
  11038. }
  11039. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11040. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11041. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11042. break;
  11043. case KG_KAGEHUMI:
  11044. if( flag&1 ){
  11045. if (bl->type != BL_PC)
  11046. break;
  11047. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11048. status_change_end(bl, SC_HIDING);
  11049. status_change_end(bl, SC_CLOAKING);
  11050. status_change_end(bl, SC_CLOAKINGEXCEED);
  11051. status_change_end(bl, SC_CAMOUFLAGE);
  11052. status_change_end(bl, SC_NEWMOON);
  11053. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11054. status_change_end(bl, SC__SHADOWFORM);
  11055. status_change_end(bl, SC_MARIONETTE);
  11056. status_change_end(bl, SC_HARMONIZE);
  11057. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11058. }
  11059. }else{
  11060. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11061. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11062. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11063. }
  11064. break;
  11065. case MH_SILENT_BREEZE:
  11066. {
  11067. int heal = 5 * status_get_lv(&hd->bl) +
  11068. #ifdef RENEWAL
  11069. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11070. #else
  11071. status_base_matk_min(&hd->battle_status);
  11072. #endif
  11073. //Silences the homunculus and target
  11074. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11075. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11076. //Recover the target's HP
  11077. status_heal(bl,heal,0,3);
  11078. //Removes these SC from target
  11079. if (tsc) {
  11080. const enum sc_type scs[] = {
  11081. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11082. };
  11083. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11084. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11085. }
  11086. if (hd)
  11087. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11088. }
  11089. break;
  11090. case MH_OVERED_BOOST:
  11091. if (hd && battle_get_master(src)) {
  11092. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11093. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11094. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11095. }
  11096. break;
  11097. case MH_GRANITIC_ARMOR:
  11098. case MH_PYROCLASTIC:
  11099. if(hd) {
  11100. struct block_list *s_bl = battle_get_master(src);
  11101. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11102. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11103. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11104. }
  11105. break;
  11106. case MH_LIGHT_OF_REGENE: //self
  11107. if(hd) {
  11108. struct block_list *s_bl = battle_get_master(src);
  11109. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11110. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11111. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11112. }
  11113. break;
  11114. case MH_STYLE_CHANGE:
  11115. if(hd){
  11116. struct status_change_entry *sce;
  11117. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  11118. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11119. else sce->val1 = MH_MD_FIGHTING;
  11120. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11121. // char output[128];
  11122. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11123. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11124. //}
  11125. }
  11126. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11127. }
  11128. break;
  11129. case MH_GOLDENE_TONE:
  11130. case MH_TEMPERING: {
  11131. block_list* master_bl = battle_get_master(src);
  11132. if (master_bl != nullptr){
  11133. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11134. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11135. }
  11136. if (hd)
  11137. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11138. } break;
  11139. case MH_PAIN_KILLER:
  11140. bl = battle_get_master(src);
  11141. if (bl != nullptr)
  11142. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11143. if (hd)
  11144. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11145. break;
  11146. case MH_MAGMA_FLOW:
  11147. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11148. if (hd)
  11149. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11150. break;
  11151. case MH_SUMMON_LEGION: {
  11152. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11153. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11154. struct mob_data *sum_md;
  11155. int i_slave,c=0;
  11156. int maxcount = qty[skill_lv-1];
  11157. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11158. if(c >= maxcount) {
  11159. map_freeblock_unlock();
  11160. return 0; //max qty already spawned
  11161. }
  11162. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11163. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11164. if (sum_md) {
  11165. sum_md->master_id = src->id;
  11166. sum_md->special_state.ai = AI_LEGION;
  11167. if (sum_md->deletetimer != INVALID_TIMER)
  11168. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11169. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11170. mob_spawn(sum_md); //Now it is ready for spawning.
  11171. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11172. }
  11173. }
  11174. if (hd)
  11175. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11176. }
  11177. break;
  11178. case RL_RICHS_COIN:
  11179. if (sd) {
  11180. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11181. for (i = 0; i < 10; i++)
  11182. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11183. }
  11184. break;
  11185. case RL_C_MARKER:
  11186. if (sd) {
  11187. // If marked by someone else remove it
  11188. if (tsce && tsce->val2 != src->id)
  11189. status_change_end(bl, type);
  11190. // Check if marked before
  11191. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11192. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11193. // Find empty slot
  11194. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11195. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11196. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11197. break;
  11198. }
  11199. }
  11200. sd->c_marker[i] = bl->id;
  11201. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11202. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11203. }
  11204. // If mob casts this, at least SC_C_MARKER as debuff
  11205. else {
  11206. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11207. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11208. }
  11209. break;
  11210. case RL_QD_SHOT:
  11211. if (sd) {
  11212. skill_area_temp[1] = bl->id;
  11213. // Check surrounding
  11214. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11215. if (skill_area_temp[0])
  11216. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11217. // Main target always receives damage
  11218. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11219. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11220. } else {
  11221. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11222. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11223. }
  11224. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11225. skill_area_temp[0] = 0;
  11226. skill_area_temp[1] = 0;
  11227. break;
  11228. case RL_FLICKER:
  11229. if (sd) {
  11230. sd->flicker = true;
  11231. skill_area_temp[1] = 0;
  11232. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11233. // Detonate RL_B_TRAP
  11234. if (pc_checkskill(sd, RL_B_TRAP))
  11235. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11236. // Detonate RL_H_MINE
  11237. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11238. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11239. sd->flicker = false;
  11240. }
  11241. break;
  11242. case SO_ELEMENTAL_SHIELD:
  11243. if (!sd || sd->status.party_id == 0 || flag&1) {
  11244. if (sd && sd->status.party_id == 0) {
  11245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11246. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11247. elemental_delete(sd->ed);
  11248. }
  11249. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11250. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11251. }
  11252. else {
  11253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11254. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11255. elemental_delete(sd->ed);
  11256. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11257. }
  11258. break;
  11259. case SU_HIDE:
  11260. if (tsce) {
  11261. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11262. status_change_end(bl, type);
  11263. map_freeblock_unlock();
  11264. return 0;
  11265. }
  11266. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11267. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11268. break;
  11269. case SU_STOOP:
  11270. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11271. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11272. break;
  11273. case SU_SV_ROOTTWIST:
  11274. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11275. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11276. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11277. break;
  11278. }
  11279. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11280. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11281. else {
  11282. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11283. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11284. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11285. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11286. }
  11287. break;
  11288. case SU_TUNABELLY:
  11289. {
  11290. unsigned int heal = 0;
  11291. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11292. heal = 0;
  11293. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11294. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11295. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11296. status_heal(bl, heal, 0, 0);
  11297. }
  11298. break;
  11299. case SU_BUNCHOFSHRIMP:
  11300. case SU_HISS:
  11301. case SU_PURRING:
  11302. case SU_MEOWMEOW:
  11303. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11304. int duration = skill_get_time(skill_id, skill_lv);
  11305. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11306. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11307. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11308. } else if (sd) {
  11309. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11310. }
  11311. break;
  11312. case SU_SHRIMPARTY:
  11313. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11314. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11315. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11316. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11317. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11318. }
  11319. } else if (sd)
  11320. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11321. break;
  11322. case SU_POWEROFFLOCK:
  11323. if (flag&1) {
  11324. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11325. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11326. } else {
  11327. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11328. if (battle_config.skill_wall_check)
  11329. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11330. else
  11331. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11332. }
  11333. break;
  11334. case ALL_EQSWITCH:
  11335. if( sd ){
  11336. clif_equipswitch_reply( sd, false );
  11337. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11338. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11339. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11340. }
  11341. }
  11342. }
  11343. break;
  11344. case AB_VITUPERATUM:
  11345. if (flag&1)
  11346. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11347. else {
  11348. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11349. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11350. }
  11351. break;
  11352. case AB_CONVENIO:
  11353. if (sd) {
  11354. party_data *p = party_search(sd->status.party_id);
  11355. int i = 0, count = 0;
  11356. // Only usable in party
  11357. if (p == nullptr) {
  11358. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11359. break;
  11360. }
  11361. // Only usable as party leader.
  11362. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11363. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11364. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11365. break;
  11366. }
  11367. // Do the teleport part
  11368. for (i = 0; i < MAX_PARTY; ++i) {
  11369. map_session_data *pl_sd = p->data[i].sd;
  11370. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11371. sd->bl.m != pl_sd->bl.m)
  11372. continue;
  11373. // Respect /call configuration
  11374. if( pl_sd->status.disable_call ){
  11375. continue;
  11376. }
  11377. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11378. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11379. count++;
  11380. }
  11381. }
  11382. if (!count)
  11383. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11384. }
  11385. break;
  11386. case NPC_PULSESTRIKE2:
  11387. for (int i = 0; i < 3; i++)
  11388. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11389. break;
  11390. case BO_THE_WHOLE_PROTECTION:
  11391. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11392. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11393. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11394. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11395. continue;
  11396. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11397. }
  11398. } else if (sd) {
  11399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11400. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11401. }
  11402. break;
  11403. case TR_MUSICAL_INTERLUDE:
  11404. case TR_JAWAII_SERENADE:
  11405. case TR_PRON_MARCH:
  11406. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11407. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11408. else if (sd) {
  11409. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11410. sd->skill_id_song = skill_id;
  11411. sd->skill_lv_song = skill_lv;
  11412. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11413. flag |= 2;
  11414. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11415. }
  11416. break;
  11417. case TR_GEF_NOCTURN:
  11418. case TR_AIN_RHAPSODY:
  11419. if (flag & 1)
  11420. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11421. else if (sd) {
  11422. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11423. sd->skill_id_song = skill_id;
  11424. sd->skill_lv_song = skill_lv;
  11425. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11426. flag |= 2;
  11427. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11428. }
  11429. break;
  11430. case TR_ROKI_CAPRICCIO:
  11431. case TR_NIPELHEIM_REQUIEM:
  11432. if (flag & 1) { // Need official success chances.
  11433. uint16 success_chance = 5 * skill_lv;
  11434. if (flag & 2)
  11435. success_chance *= 2;
  11436. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11437. if (skill_id == TR_ROKI_CAPRICCIO) {
  11438. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11439. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11440. } else { // TR_NIPELHEIM_REQUIEM
  11441. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11442. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11443. }
  11444. } else if (sd) {
  11445. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11446. sd->skill_id_song = skill_id;
  11447. sd->skill_lv_song = skill_lv;
  11448. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11449. flag |= 2;
  11450. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11451. }
  11452. break;
  11453. case ABR_NET_REPAIR:
  11454. case ABR_NET_SUPPORT:
  11455. if (flag & 1) {
  11456. int heal_amount;
  11457. if (skill_id == ABR_NET_REPAIR) {
  11458. heal_amount = tstatus->max_hp * 10 / 100;
  11459. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11460. status_heal(bl, heal_amount, 0, 0);
  11461. } else { // ABR_NET_SUPPORT
  11462. heal_amount = tstatus->max_sp * 3 / 100;
  11463. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11464. status_heal(bl, 0, heal_amount, 0);
  11465. }
  11466. } else {
  11467. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11468. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11469. }
  11470. break;
  11471. case WH_HAWK_M:
  11472. if (sd) {
  11473. if (!pc_isfalcon(sd))
  11474. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11475. else
  11476. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11477. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11478. }
  11479. break;
  11480. case EM_SUMMON_ELEMENTAL_ARDOR:
  11481. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11482. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11483. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11484. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11485. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11486. if (sd == nullptr)
  11487. break;
  11488. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11489. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11490. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11491. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11492. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11493. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11494. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11495. // Remove the old elemental before summoning the super one.
  11496. elemental_delete(sd->ed);
  11497. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11498. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11499. break;
  11500. } else // Elemental summoned. Buff the player with the bonus.
  11501. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11502. } else {
  11503. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11504. break;
  11505. }
  11506. }
  11507. break;
  11508. case EM_ELEMENTAL_VEIL:
  11509. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11510. if (sd == nullptr)
  11511. break;
  11512. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11513. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11514. else
  11515. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11516. break;
  11517. case MT_M_MACHINE:
  11518. case BO_BIONIC_PHARMACY:
  11519. if (sd) {
  11520. sd->skill_id_old = skill_id;
  11521. sd->skill_lv_old = skill_lv;
  11522. if (skill_id == MT_M_MACHINE)
  11523. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11524. else // BO_BIONIC_PHARMACY
  11525. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11526. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11527. }
  11528. break;
  11529. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11530. case MT_SUMMON_ABR_DUAL_CANNON:
  11531. case MT_SUMMON_ABR_MOTHER_NET:
  11532. case MT_SUMMON_ABR_INFINITY: {
  11533. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11534. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11535. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11536. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11537. if (md) {
  11538. md->master_id = src->id;
  11539. md->special_state.ai = AI_ABR;
  11540. if (md->deletetimer != INVALID_TIMER)
  11541. delete_timer(md->deletetimer, mob_timer_delete);
  11542. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11543. mob_spawn(md);
  11544. }
  11545. }
  11546. break;
  11547. case BO_WOODENWARRIOR:
  11548. case BO_WOODEN_FAIRY:
  11549. case BO_CREEPER:
  11550. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11551. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11552. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11553. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11554. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11555. if (md) {
  11556. md->master_id = src->id;
  11557. md->special_state.ai = AI_BIONIC;
  11558. if (md->deletetimer != INVALID_TIMER)
  11559. delete_timer(md->deletetimer, mob_timer_delete);
  11560. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11561. mob_spawn(md);
  11562. }
  11563. }
  11564. break;
  11565. #ifdef RENEWAL
  11566. case CG_HERMODE:
  11567. skill_castend_song(src, skill_id, skill_lv, tick);
  11568. break;
  11569. #endif
  11570. case NPC_LEASH:
  11571. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11572. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11573. return 0;
  11574. }
  11575. clif_blown( bl );
  11576. break;
  11577. case NPC_WIDELEASH:
  11578. if( flag & 1 ){
  11579. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11580. return 0;
  11581. }
  11582. clif_blown( bl );
  11583. }else{
  11584. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11585. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11586. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11587. }
  11588. break;
  11589. default: {
  11590. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11591. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11593. map_freeblock_unlock();
  11594. return 1;
  11595. }
  11596. }
  11597. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11598. status_change *sc = status_get_sc(src);
  11599. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11600. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11601. }
  11602. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11603. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11604. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11605. }
  11606. if( sd && !(flag&1) )
  11607. {// ensure that the skill last-cast tick is recorded
  11608. sd->canskill_tick = gettick();
  11609. if( sd->state.arrow_atk )
  11610. {// consume arrow on last invocation to this skill.
  11611. battle_consume_ammo(sd, skill_id, skill_lv);
  11612. }
  11613. skill_onskillusage(sd, bl, skill_id, tick);
  11614. // perform skill requirement consumption
  11615. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11616. }
  11617. map_freeblock_unlock();
  11618. return 0;
  11619. }
  11620. /**
  11621. * Checking that causing skill failed
  11622. * @param src Caster
  11623. * @param target Target
  11624. * @param skill_id
  11625. * @param skill_lv
  11626. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11627. **/
  11628. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11629. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11630. int inf = skill->inf;
  11631. status_change *tsc = status_get_sc(target);
  11632. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11633. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11634. switch (skill_id) {
  11635. case AL_HEAL:
  11636. case AL_INCAGI:
  11637. case AL_DECAGI:
  11638. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11639. case AB_RENOVATIO:
  11640. case AB_HIGHNESSHEAL:
  11641. if (tsc && tsc->option&OPTION_MADOGEAR)
  11642. return USESKILL_FAIL_TOTARGET;
  11643. break;
  11644. case RG_BACKSTAP:
  11645. {
  11646. #ifndef RENEWAL
  11647. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11648. if (map_check_dir(dir, t_dir))
  11649. return USESKILL_FAIL_MAX;
  11650. #endif
  11651. if (check_distance_bl(src, target, 0))
  11652. return USESKILL_FAIL_MAX;
  11653. }
  11654. break;
  11655. case PR_TURNUNDEAD:
  11656. {
  11657. struct status_data *tstatus = status_get_status_data(target);
  11658. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11659. return USESKILL_FAIL_MAX;
  11660. }
  11661. break;
  11662. case PR_LEXDIVINA:
  11663. case MER_LEXDIVINA:
  11664. {
  11665. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11666. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11667. return USESKILL_FAIL_LEVEL;
  11668. else
  11669. return -1; //Works on silenced allies
  11670. }
  11671. break;
  11672. case RA_WUGSTRIKE:
  11673. // Check if path can be reached
  11674. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11675. return USESKILL_FAIL_MAX;
  11676. break;
  11677. case MG_NAPALMBEAT:
  11678. case MG_FIREBALL:
  11679. case HT_BLITZBEAT:
  11680. case AS_GRIMTOOTH:
  11681. case MO_COMBOFINISH:
  11682. case NC_VULCANARM:
  11683. case SR_TIGERCANNON:
  11684. // These can damage traps, but can't target traps directly
  11685. if (target->type == BL_SKILL) {
  11686. TBL_SKILL *su = (TBL_SKILL*)target;
  11687. if (!su || !su->group)
  11688. return USESKILL_FAIL_MAX;
  11689. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11690. return USESKILL_FAIL_MAX;
  11691. }
  11692. break;
  11693. case IQ_SECOND_FLAME:
  11694. case IQ_SECOND_FAITH:
  11695. case IQ_SECOND_JUDGEMENT:
  11696. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11697. return USESKILL_FAIL_LEVEL;
  11698. break;
  11699. case IQ_THIRD_PUNISH:
  11700. case IQ_THIRD_FLAME_BOMB:
  11701. case IQ_THIRD_CONSECRATION:
  11702. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11703. return USESKILL_FAIL_LEVEL;
  11704. break;
  11705. }
  11706. if (inf&INF_ATTACK_SKILL ||
  11707. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11708. ) // Casted through combo.
  11709. inf = BCT_ENEMY; //Offensive skill.
  11710. else if (skill->inf2[INF2_NOTARGETENEMY])
  11711. inf = BCT_NOENEMY;
  11712. else
  11713. inf = 0;
  11714. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11715. inf |=
  11716. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11717. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11718. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11719. inf &= ~BCT_NEUTRAL;
  11720. }
  11721. switch (skill_id) {
  11722. // Cannot be casted to Emperium
  11723. case WZ_ESTIMATION:
  11724. case SL_SKE:
  11725. case SL_SKA:
  11726. case RK_PHANTOMTHRUST:
  11727. case NPC_PHANTOMTHRUST:
  11728. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11729. return USESKILL_FAIL_MAX;
  11730. break;
  11731. }
  11732. if (inf && battle_check_target(src, target, inf) <= 0) {
  11733. switch(skill_id) {
  11734. case RK_PHANTOMTHRUST:
  11735. case NPC_PHANTOMTHRUST:
  11736. case AB_CLEARANCE:
  11737. return USESKILL_FAIL_TOTARGET;
  11738. default:
  11739. return USESKILL_FAIL_LEVEL;
  11740. }
  11741. }
  11742. // Fogwall makes all offensive-type targetted skills fail at 75%
  11743. // Jump Kick can still fail even though you can jump to friendly targets.
  11744. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11745. return USESKILL_FAIL_LEVEL;
  11746. return -1;
  11747. }
  11748. TIMER_FUNC( skill_keep_using ){
  11749. map_session_data* sd = map_id2sd( id );
  11750. if( sd && sd->skill_keep_using.skill_id ){
  11751. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11752. sd->skill_keep_using.tid = INVALID_TIMER;
  11753. }
  11754. return 0;
  11755. }
  11756. /**
  11757. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11758. * @param tid
  11759. * @param tick
  11760. * @param data
  11761. **/
  11762. TIMER_FUNC(skill_castend_id){
  11763. struct block_list *target, *src;
  11764. map_session_data *sd;
  11765. struct mob_data *md;
  11766. struct unit_data *ud;
  11767. int flag = 0;
  11768. src = map_id2bl(id);
  11769. if( src == NULL )
  11770. {
  11771. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11772. return 0;// not found
  11773. }
  11774. ud = unit_bl2ud(src);
  11775. if( ud == NULL )
  11776. {
  11777. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11778. return 0;// ???
  11779. }
  11780. sd = BL_CAST(BL_PC, src);
  11781. md = BL_CAST(BL_MOB, src);
  11782. status_change *sc = status_get_sc(src);
  11783. if( src->prev == NULL ) {
  11784. ud->skilltimer = INVALID_TIMER;
  11785. return 0;
  11786. }
  11787. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11788. if( ud->skilltimer != tid ) {
  11789. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11790. ud->skilltimer = INVALID_TIMER;
  11791. return 0;
  11792. }
  11793. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11794. {// restore original walk speed
  11795. ud->skilltimer = INVALID_TIMER;
  11796. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11797. } else
  11798. ud->skilltimer = INVALID_TIMER;
  11799. }
  11800. if (ud->skilltarget == id)
  11801. target = src;
  11802. else
  11803. target = map_id2bl(ud->skilltarget);
  11804. // Use a do so that you can break out of it when the skill fails.
  11805. do {
  11806. bool fail = false;
  11807. int8 res = USESKILL_FAIL_LEVEL;
  11808. if (!target || target->prev == NULL)
  11809. break;
  11810. if (src->m != target->m || status_isdead(src))
  11811. break;
  11812. //These should become skill_castend_pos
  11813. switch (ud->skill_id) {
  11814. case WE_CALLPARTNER:
  11815. if (sd) {
  11816. map_session_data *p_sd = pc_get_partner(sd);
  11817. if (p_sd && p_sd->state.autotrade) {
  11818. fail = true;
  11819. break;
  11820. } else
  11821. clif_callpartner(*sd);
  11822. }
  11823. break;
  11824. case WE_CALLPARENT:
  11825. if (sd) {
  11826. map_session_data *f_sd = pc_get_father(sd);
  11827. map_session_data *m_sd = pc_get_mother(sd);
  11828. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11829. fail = true;
  11830. break;
  11831. }
  11832. }
  11833. break;
  11834. case WE_CALLBABY:
  11835. if (sd) {
  11836. map_session_data *c_sd = pc_get_child(sd);
  11837. if (c_sd && c_sd->state.autotrade) {
  11838. fail = true;
  11839. break;
  11840. }
  11841. }
  11842. break;
  11843. case AM_RESURRECTHOMUN:
  11844. case PF_SPIDERWEB:
  11845. {
  11846. //Find a random spot to place the skill. [Skotlex]
  11847. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11848. ud->skillx = target->x + splash;
  11849. ud->skilly = target->y + splash;
  11850. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11851. ud->skillx = target->x;
  11852. ud->skilly = target->y;
  11853. }
  11854. ud->skilltimer = tid;
  11855. return skill_castend_pos(tid,tick,id,data);
  11856. }
  11857. case GN_WALLOFTHORN:
  11858. case SC_ESCAPE:
  11859. case WL_FROSTMISTY:
  11860. case SU_CN_POWDERING:
  11861. case AG_RAIN_OF_CRYSTAL:
  11862. ud->skillx = target->x;
  11863. ud->skilly = target->y;
  11864. ud->skilltimer = tid;
  11865. return skill_castend_pos(tid,tick,id,data);
  11866. }
  11867. // Failing
  11868. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11869. if (sd && res != USESKILL_FAIL_MAX)
  11870. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11871. break;
  11872. }
  11873. //Avoid doing double checks for instant-cast skills.
  11874. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11875. break;
  11876. if(md) {
  11877. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11878. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11879. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11880. }
  11881. if (src != target && battle_config.skill_add_range &&
  11882. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11883. {
  11884. if (sd) {
  11885. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11886. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11887. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11888. }
  11889. break;
  11890. }
  11891. #ifdef OFFICIAL_WALKPATH
  11892. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  11893. {
  11894. if (sd) {
  11895. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11896. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11897. }
  11898. break;
  11899. }
  11900. #endif
  11901. if( sd )
  11902. {
  11903. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11904. break;
  11905. else {
  11906. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11907. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11908. // Give AP
  11909. if (add_ap > 0) {
  11910. switch (ud->skill_id) {
  11911. case TR_ROSEBLOSSOM:
  11912. case TR_RHYTHMSHOOTING:
  11913. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11914. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11915. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11916. break;
  11917. case TR_GEF_NOCTURN:
  11918. case TR_ROKI_CAPRICCIO:
  11919. case TR_AIN_RHAPSODY:
  11920. case TR_MUSICAL_INTERLUDE:
  11921. case TR_JAWAII_SERENADE:
  11922. case TR_NIPELHEIM_REQUIEM:
  11923. case TR_PRON_MARCH:
  11924. if (sd->skill_id_old == TR_RETROSPECTION) {
  11925. add_ap += add_ap * 50 / 100;
  11926. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11927. }
  11928. break;
  11929. case WH_CRESCIVE_BOLT:
  11930. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  11931. add_ap += 2;
  11932. }
  11933. break;
  11934. }
  11935. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11936. }
  11937. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  11938. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11939. break; // Show a skill fail message (Damage type consumes requirements)
  11940. }
  11941. }
  11942. }
  11943. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11944. break;
  11945. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11946. ud->state.running = 0;
  11947. status_change_end(src, SC_RUN);
  11948. flag = 1;
  11949. }
  11950. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11951. unit_stop_walking(src,1);
  11952. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11953. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11954. if (sd) { //Cooldown application
  11955. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11956. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11957. }
  11958. if( battle_config.display_status_timers && sd )
  11959. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11960. if( sd )
  11961. {
  11962. switch( ud->skill_id )
  11963. {
  11964. case GS_DESPERADO:
  11965. case RL_FIREDANCE:
  11966. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11967. break;
  11968. case KN_BRANDISHSPEAR:
  11969. case CR_GRANDCROSS: {
  11970. sc_type type;
  11971. if (ud->skill_id == KN_BRANDISHSPEAR)
  11972. type = SC_STRIPWEAPON;
  11973. else
  11974. type = SC_STRIPSHIELD;
  11975. if (sc && sc->getSCE(type)) {
  11976. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  11977. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11978. break;
  11979. }
  11980. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11981. break;
  11982. }
  11983. }
  11984. }
  11985. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11986. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11987. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11988. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11989. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11990. map_freeblock_lock();
  11991. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11992. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11993. else
  11994. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11995. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  11996. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11997. }
  11998. if(sc && sc->count) {
  11999. if (ud->skill_id != RA_CAMOUFLAGE)
  12000. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12001. if(sc->getSCE(SC_SPIRIT) &&
  12002. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12003. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12004. ud->skill_id != WZ_WATERBALL)
  12005. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12006. #ifndef RENEWAL
  12007. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12008. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12009. #endif
  12010. }
  12011. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12012. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12013. if (ud->skilltimer == INVALID_TIMER) {
  12014. if(md) md->skill_idx = -1;
  12015. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12016. ud->skill_lv = ud->skilltarget = 0;
  12017. }
  12018. map_freeblock_unlock();
  12019. return 1;
  12020. } while(0);
  12021. //Skill failed.
  12022. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12023. { //When Asura fails... (except when it fails from Wall of Fog)
  12024. //Consume SP/spheres
  12025. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12026. status_set_sp(src, 0, 0);
  12027. sc = &sd->sc;
  12028. if (sc->count)
  12029. { //End states
  12030. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12031. status_change_end(src, SC_BLADESTOP);
  12032. #ifdef RENEWAL
  12033. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12034. #endif
  12035. }
  12036. if( target && target->m == src->m ) { //Move character to target anyway.
  12037. short x, y;
  12038. short dir = map_calc_dir(src,target->x,target->y);
  12039. //Move 3 cells (From Caster)
  12040. if( dir > 0 && dir < 4 )
  12041. x = -3;
  12042. else if( dir > 4 )
  12043. x = 3;
  12044. else
  12045. x = 0;
  12046. if( dir > 2 && dir < 6 )
  12047. y = -3;
  12048. else if( dir == 7 || dir < 2 )
  12049. y = 3;
  12050. else
  12051. y = 0;
  12052. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12053. clif_blown(src);
  12054. clif_spiritball(src);
  12055. }
  12056. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12057. }
  12058. }
  12059. ud->skill_id = ud->skilltarget = 0;
  12060. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12061. ud->canact_tick = tick;
  12062. //You can't place a skill failed packet here because it would be
  12063. //sent in ALL cases, even cases where skill_check_condition fails
  12064. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12065. if (sd) {
  12066. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12067. if (sd->skill_keep_using.skill_id > 0) {
  12068. sd->skill_keep_using.skill_id = 0;
  12069. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12070. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12071. sd->skill_keep_using.tid = INVALID_TIMER;
  12072. }
  12073. }
  12074. } else if (md)
  12075. md->skill_idx = -1;
  12076. return 0;
  12077. }
  12078. /*==========================================
  12079. *
  12080. *------------------------------------------*/
  12081. TIMER_FUNC(skill_castend_pos){
  12082. struct block_list* src = map_id2bl(id);
  12083. map_session_data *sd;
  12084. struct unit_data *ud = unit_bl2ud(src);
  12085. struct mob_data *md;
  12086. nullpo_ret(ud);
  12087. sd = BL_CAST(BL_PC , src);
  12088. md = BL_CAST(BL_MOB, src);
  12089. if( src->prev == NULL ) {
  12090. ud->skilltimer = INVALID_TIMER;
  12091. return 0;
  12092. }
  12093. if( ud->skilltimer != tid )
  12094. {
  12095. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12096. ud->skilltimer = INVALID_TIMER;
  12097. return 0;
  12098. }
  12099. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12100. {// restore original walk speed
  12101. ud->skilltimer = INVALID_TIMER;
  12102. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12103. } else
  12104. ud->skilltimer = INVALID_TIMER;
  12105. do {
  12106. if( status_isdead(src) )
  12107. break;
  12108. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12109. break;
  12110. if(tid != INVALID_TIMER)
  12111. { //Avoid double checks on instant cast skills. [Skotlex]
  12112. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  12113. break;
  12114. if (battle_config.skill_add_range &&
  12115. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12116. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12117. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12118. break;
  12119. }
  12120. }
  12121. if( sd )
  12122. {
  12123. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  12124. break;
  12125. else {
  12126. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12127. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12128. // Give AP
  12129. if (add_ap > 0) {
  12130. switch (ud->skill_id) {
  12131. case WH_DEEPBLINDTRAP:
  12132. case WH_SOLIDTRAP:
  12133. case WH_SWIFTTRAP:
  12134. case WH_FLAMETRAP:
  12135. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12136. add_ap += 1;
  12137. break;
  12138. }
  12139. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12140. }
  12141. }
  12142. }
  12143. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12144. break;
  12145. if(md) {
  12146. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12147. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12148. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12149. }
  12150. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12151. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12152. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12153. if (ud->walktimer != INVALID_TIMER)
  12154. unit_stop_walking(src,1);
  12155. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12156. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12157. if (sd) { //Cooldown application
  12158. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12159. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12160. }
  12161. if( battle_config.display_status_timers && sd )
  12162. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12163. // if( sd )
  12164. // {
  12165. // switch( ud->skill_id )
  12166. // {
  12167. // case ????:
  12168. // sd->canequip_tick = tick + ????;
  12169. // break;
  12170. // }
  12171. // }
  12172. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12173. map_freeblock_lock();
  12174. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12175. if (ud->skill_id != RA_CAMOUFLAGE)
  12176. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12177. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12178. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12179. if (ud->skilltimer == INVALID_TIMER) {
  12180. if (md) md->skill_idx = -1;
  12181. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12182. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12183. }
  12184. map_freeblock_unlock();
  12185. return 1;
  12186. } while(0);
  12187. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12188. ud->canact_tick = tick;
  12189. ud->skill_id = ud->skill_lv = 0;
  12190. if(sd)
  12191. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12192. else if(md)
  12193. md->skill_idx = -1;
  12194. return 0;
  12195. }
  12196. /* skill count without self */
  12197. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12198. struct block_list* src = va_arg(ap, struct block_list*);
  12199. if( src->id != bl->id ) {
  12200. return 1;
  12201. }
  12202. return 0;
  12203. }
  12204. /*==========================================
  12205. *
  12206. *------------------------------------------*/
  12207. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12208. {
  12209. map_session_data* sd;
  12210. status_change* sc;
  12211. struct status_change_entry *sce;
  12212. std::shared_ptr<s_skill_unit_group> sg;
  12213. enum sc_type type;
  12214. int i;
  12215. //if(skill_lv <= 0) return 0;
  12216. if(skill_id > 0 && !skill_lv) return 0; // celest
  12217. nullpo_ret(src);
  12218. if(status_isdead(src))
  12219. return 0;
  12220. sd = BL_CAST(BL_PC, src);
  12221. sc = status_get_sc(src);
  12222. type = skill_get_sc(skill_id);
  12223. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12224. switch (skill_id) { //Skill effect.
  12225. case WZ_METEOR:
  12226. case WZ_ICEWALL:
  12227. case MO_BODYRELOCATION:
  12228. case CR_CULTIVATION:
  12229. case HW_GANBANTEIN:
  12230. case LG_EARTHDRIVE:
  12231. case SC_ESCAPE:
  12232. case SU_CN_METEOR:
  12233. case NPC_RAINOFMETEOR:
  12234. break; //Effect is displayed on respective switch case.
  12235. default:
  12236. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12237. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12238. else
  12239. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12240. }
  12241. switch(skill_id)
  12242. {
  12243. case PR_BENEDICTIO:
  12244. skill_area_temp[1] = src->id;
  12245. i = skill_get_splash(skill_id, skill_lv);
  12246. map_foreachinallarea(skill_area_sub,
  12247. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12248. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12249. skill_castend_nodamage_id);
  12250. map_foreachinallarea(skill_area_sub,
  12251. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12252. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12253. skill_castend_damage_id);
  12254. break;
  12255. case BS_HAMMERFALL:
  12256. i = skill_get_splash(skill_id, skill_lv);
  12257. map_foreachinallarea(skill_area_sub,
  12258. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12259. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12260. skill_castend_nodamage_id);
  12261. break;
  12262. case HT_DETECTING:
  12263. i = skill_get_splash(skill_id, skill_lv);
  12264. map_foreachinallarea( status_change_timer_sub,
  12265. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12266. src,NULL,SC_SIGHT,tick);
  12267. skill_reveal_trap_inarea(src, i, x, y);
  12268. break;
  12269. case SR_RIDEINLIGHTNING:
  12270. i = skill_get_splash(skill_id, skill_lv);
  12271. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12272. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12273. break;
  12274. case NPC_LEX_AETERNA:
  12275. i = skill_get_splash(skill_id, skill_lv);
  12276. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12277. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12278. break;
  12279. case SA_VOLCANO:
  12280. case SA_DELUGE:
  12281. case SA_VIOLENTGALE:
  12282. { //Does not consumes if the skill is already active. [Skotlex]
  12283. std::shared_ptr<s_skill_unit_group> sg2;
  12284. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12285. {
  12286. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12287. {
  12288. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12289. return 0; // not to consume items
  12290. }
  12291. else
  12292. sg2->limit = 0; //Disable it.
  12293. }
  12294. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12295. break;
  12296. }
  12297. // Skill Unit Setting
  12298. case MG_SAFETYWALL: {
  12299. int dummy = 1;
  12300. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12301. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12302. return 0; // Don't consume gems if cast on Land Protector
  12303. }
  12304. }
  12305. [[fallthrough]];
  12306. case MG_FIREWALL:
  12307. case MG_THUNDERSTORM:
  12308. case AL_PNEUMA:
  12309. case WZ_FIREPILLAR:
  12310. case WZ_QUAGMIRE:
  12311. case WZ_VERMILION:
  12312. case WZ_STORMGUST:
  12313. case WZ_HEAVENDRIVE:
  12314. case NPC_GROUNDDRIVE:
  12315. case PR_SANCTUARY:
  12316. case PR_MAGNUS:
  12317. case CR_GRANDCROSS:
  12318. case NPC_GRANDDARKNESS:
  12319. case HT_SKIDTRAP:
  12320. case MA_SKIDTRAP:
  12321. case HT_LANDMINE:
  12322. case MA_LANDMINE:
  12323. case HT_ANKLESNARE:
  12324. case HT_SHOCKWAVE:
  12325. case HT_SANDMAN:
  12326. case MA_SANDMAN:
  12327. case HT_FLASHER:
  12328. case HT_FREEZINGTRAP:
  12329. case MA_FREEZINGTRAP:
  12330. case HT_BLASTMINE:
  12331. case HT_CLAYMORETRAP:
  12332. case AS_VENOMDUST:
  12333. case AM_DEMONSTRATION:
  12334. case PF_FOGWALL:
  12335. case PF_SPIDERWEB:
  12336. case HT_TALKIEBOX:
  12337. case WE_CALLPARTNER:
  12338. case WE_CALLPARENT:
  12339. case WE_CALLBABY:
  12340. case SA_LANDPROTECTOR:
  12341. #ifndef RENEWAL
  12342. case BD_LULLABY:
  12343. case BD_RICHMANKIM:
  12344. case BD_ETERNALCHAOS:
  12345. case BD_DRUMBATTLEFIELD:
  12346. case BD_RINGNIBELUNGEN:
  12347. case BD_ROKISWEIL:
  12348. case BD_INTOABYSS:
  12349. case BD_SIEGFRIED:
  12350. case BA_DISSONANCE:
  12351. case BA_POEMBRAGI:
  12352. case BA_WHISTLE:
  12353. case BA_ASSASSINCROSS:
  12354. case BA_APPLEIDUN:
  12355. case DC_UGLYDANCE:
  12356. case DC_HUMMING:
  12357. case DC_DONTFORGETME:
  12358. case DC_FORTUNEKISS:
  12359. case DC_SERVICEFORYOU:
  12360. #endif
  12361. case CG_MOONLIT:
  12362. case GS_DESPERADO:
  12363. case NJ_KAENSIN:
  12364. case NJ_BAKUENRYU:
  12365. case NJ_SUITON:
  12366. case NJ_HYOUSYOURAKU:
  12367. case NJ_RAIGEKISAI:
  12368. case NJ_KAMAITACHI:
  12369. #ifdef RENEWAL
  12370. case HW_GRAVITATION:
  12371. #endif
  12372. case NPC_EVILLAND:
  12373. case NPC_VENOMFOG:
  12374. case NPC_COMET:
  12375. case NPC_WIDESUCK:
  12376. case NPC_ICEMINE:
  12377. case NPC_FLAMECROSS:
  12378. case NPC_HELLBURNING:
  12379. case NPC_REVERBERATION:
  12380. case WL_COMET:
  12381. case RA_ELECTRICSHOCKER:
  12382. case RA_CLUSTERBOMB:
  12383. case RA_MAGENTATRAP:
  12384. case RA_COBALTTRAP:
  12385. case RA_MAIZETRAP:
  12386. case RA_VERDURETRAP:
  12387. case RA_FIRINGTRAP:
  12388. case RA_ICEBOUNDTRAP:
  12389. case SC_MANHOLE:
  12390. case SC_DIMENSIONDOOR:
  12391. case SC_CHAOSPANIC:
  12392. case SC_MAELSTROM:
  12393. case SC_BLOODYLUST:
  12394. case WM_POEMOFNETHERWORLD:
  12395. case SO_PSYCHIC_WAVE:
  12396. case NPC_PSYCHIC_WAVE:
  12397. case SO_VACUUM_EXTREME:
  12398. case GN_THORNS_TRAP:
  12399. case SO_EARTHGRAVE:
  12400. case SO_DIAMONDDUST:
  12401. case SO_FIRE_INSIGNIA:
  12402. case SO_WATER_INSIGNIA:
  12403. case SO_WIND_INSIGNIA:
  12404. case SO_EARTH_INSIGNIA:
  12405. case KO_ZENKAI:
  12406. case MH_LAVA_SLIDE:
  12407. case MH_VOLCANIC_ASH:
  12408. case MH_BLAST_FORGE:
  12409. case MH_POISON_MIST:
  12410. case MH_STEINWAND:
  12411. case MH_XENO_SLASHER:
  12412. case LG_KINGS_GRACE:
  12413. case SJ_BOOKOFCREATINGSTAR:
  12414. case RL_B_TRAP:
  12415. case NPC_STORMGUST2:
  12416. case AG_RAIN_OF_CRYSTAL:
  12417. case AG_MYSTERY_ILLUSION:
  12418. case AG_STRANTUM_TREMOR:
  12419. case AG_TORNADO_STORM:
  12420. case AG_FLORAL_FLARE_ROAD:
  12421. case IG_CROSS_RAIN:
  12422. case CD_PNEUMATICUS_PROCELLA:
  12423. case ABC_ABYSS_STRIKE:
  12424. case ABC_ABYSS_SQUARE:
  12425. case WH_DEEPBLINDTRAP:
  12426. case WH_SOLIDTRAP:
  12427. case WH_SWIFTTRAP:
  12428. case WH_FLAMETRAP:
  12429. case BO_ACIDIFIED_ZONE_WATER:
  12430. case BO_ACIDIFIED_ZONE_GROUND:
  12431. case BO_ACIDIFIED_ZONE_WIND:
  12432. case BO_ACIDIFIED_ZONE_FIRE:
  12433. case EM_DIAMOND_STORM:
  12434. case EM_LIGHTNING_LAND:
  12435. case EM_VENOM_SWAMP:
  12436. case EM_CONFLAGRATION:
  12437. case EM_TERRA_DRIVE:
  12438. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12439. [[fallthrough]];
  12440. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12441. case GN_WALLOFTHORN:
  12442. case GN_DEMONIC_FIRE:
  12443. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12444. break;
  12445. case WZ_ICEWALL:
  12446. flag|=1;
  12447. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12448. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12449. break;
  12450. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12451. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12452. flag|=1;
  12453. break;
  12454. case NPC_EARTHQUAKE:
  12455. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12456. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12457. break;
  12458. #ifndef RENEWAL
  12459. case HP_BASILICA:
  12460. if( sc->getSCE(SC_BASILICA) ) {
  12461. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12462. return 0;
  12463. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12464. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12465. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12466. return 0;
  12467. }
  12468. skill_clear_unitgroup(src);
  12469. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12470. flag|=1;
  12471. }
  12472. break;
  12473. #endif
  12474. #ifndef RENEWAL
  12475. case CG_HERMODE:
  12476. skill_clear_unitgroup(src);
  12477. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12478. sc_start4(src,src,SC_DANCING,100,
  12479. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12480. flag|=1;
  12481. #endif
  12482. break;
  12483. case RG_CLEANER: // [Valaris]
  12484. i = skill_get_splash(skill_id, skill_lv);
  12485. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12486. break;
  12487. case SO_WARMER:
  12488. case SO_CLOUD_KILL:
  12489. case NPC_CLOUD_KILL:
  12490. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12491. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12492. break;
  12493. case SU_CN_POWDERING:
  12494. case SU_NYANGGRASS:
  12495. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12496. if (skill_id == SU_CN_POWDERING)
  12497. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12498. else
  12499. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12500. }
  12501. flag |= 1;
  12502. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12503. break;
  12504. case SU_CN_METEOR:
  12505. if (sd) {
  12506. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12507. skill_id = SU_CN_METEOR2;
  12508. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12509. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12510. }
  12511. [[fallthrough]];
  12512. case WZ_METEOR:
  12513. {
  12514. int area = skill_get_splash(skill_id, skill_lv);
  12515. short tmpx = 0, tmpy = 0;
  12516. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12517. // Creates a random Cell in the Splash Area
  12518. tmpx = x - area + rnd() % (area * 2 + 1);
  12519. tmpy = y - area + rnd() % (area * 2 + 1);
  12520. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12521. }
  12522. }
  12523. break;
  12524. case AL_WARP:
  12525. if(sd)
  12526. {
  12527. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12528. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12529. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12530. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12531. );
  12532. }
  12533. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12534. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12535. return 0; // not to consume item.
  12536. case MO_BODYRELOCATION:
  12537. if (unit_movepos(src, x, y, 2, 1)) {
  12538. #if PACKETVER >= 20111005
  12539. clif_snap(src, src->x, src->y);
  12540. #else
  12541. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12542. #endif
  12543. if (sd)
  12544. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12545. }
  12546. break;
  12547. case NJ_SHADOWJUMP:
  12548. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12549. clif_blown(src);
  12550. status_change_end(src, SC_HIDING);
  12551. break;
  12552. case AM_SPHEREMINE:
  12553. case AM_CANNIBALIZE:
  12554. {
  12555. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12556. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12557. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12558. struct mob_data *md;
  12559. // Correct info, don't change any of this! [celest]
  12560. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12561. if (md) {
  12562. md->master_id = src->id;
  12563. md->special_state.ai = ai;
  12564. if( md->deletetimer != INVALID_TIMER )
  12565. delete_timer(md->deletetimer, mob_timer_delete);
  12566. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12567. mob_spawn (md); //Now it is ready for spawning.
  12568. }
  12569. }
  12570. break;
  12571. // Slim Pitcher [Celest]
  12572. case CR_SLIMPITCHER:
  12573. if (sd) {
  12574. int i_lv = 0, j = 0;
  12575. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12576. i_lv = skill_lv%11 - 1;
  12577. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12578. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12579. {
  12580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12581. return 1;
  12582. }
  12583. potion_flag = 1;
  12584. potion_hp = 0;
  12585. potion_sp = 0;
  12586. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12587. potion_flag = 0;
  12588. //Apply skill bonuses
  12589. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12590. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12591. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12592. + pc_skillheal_bonus(sd, skill_id);
  12593. potion_hp = potion_hp * (100+i_lv)/100;
  12594. potion_sp = potion_sp * (100+i_lv)/100;
  12595. // Final heal increased by HPlus.
  12596. // Is this the right place for this??? [Rytech]
  12597. // Can HPlus also affect SP recovery???
  12598. status_data *sstatus = status_get_status_data(src);
  12599. if (sstatus && sstatus->hplus > 0) {
  12600. potion_hp += potion_hp * sstatus->hplus / 100;
  12601. potion_sp += potion_sp * sstatus->hplus / 100;
  12602. }
  12603. if(potion_hp > 0 || potion_sp > 0) {
  12604. i_lv = skill_get_splash(skill_id, skill_lv);
  12605. map_foreachinallarea(skill_area_sub,
  12606. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12607. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12608. skill_castend_nodamage_id);
  12609. }
  12610. } else {
  12611. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12612. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12613. potion_flag = 1;
  12614. potion_hp = 0;
  12615. potion_sp = 0;
  12616. run_script(item->script,0,src->id,0);
  12617. potion_flag = 0;
  12618. potion_hp = potion_hp * (100+id)/100;
  12619. potion_sp = potion_sp * (100+id)/100;
  12620. if(potion_hp > 0 || potion_sp > 0) {
  12621. id = skill_get_splash(skill_id, skill_lv);
  12622. map_foreachinallarea(skill_area_sub,
  12623. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12624. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12625. skill_castend_nodamage_id);
  12626. }
  12627. }
  12628. break;
  12629. case HW_GANBANTEIN:
  12630. if (rnd()%100 < 80) {
  12631. int dummy = 1;
  12632. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12633. i = skill_get_splash(skill_id, skill_lv);
  12634. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12635. } else {
  12636. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12637. return 1;
  12638. }
  12639. break;
  12640. #ifndef RENEWAL
  12641. case HW_GRAVITATION:
  12642. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12643. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12644. flag|=1;
  12645. break;
  12646. #endif
  12647. // Plant Cultivation [Celest]
  12648. case CR_CULTIVATION:
  12649. if (sd) {
  12650. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12651. {
  12652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12653. return 1;
  12654. }
  12655. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12656. if (rnd()%100 < 50) {
  12657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12658. } else {
  12659. TBL_MOB* md = NULL;
  12660. int t, mob_id;
  12661. if (skill_lv == 1)
  12662. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12663. else {
  12664. int rand_val = rnd() % 100;
  12665. if (rand_val < 30)
  12666. mob_id = MOBID_GREEN_PLANT;
  12667. else if (rand_val < 55)
  12668. mob_id = MOBID_RED_PLANT;
  12669. else if (rand_val < 80)
  12670. mob_id = MOBID_YELLOW_PLANT;
  12671. else if (rand_val < 90)
  12672. mob_id = MOBID_WHITE_PLANT;
  12673. else if (rand_val < 98)
  12674. mob_id = MOBID_BLUE_PLANT;
  12675. else
  12676. mob_id = MOBID_SHINING_PLANT;
  12677. }
  12678. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12679. if (!md)
  12680. break;
  12681. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12682. {
  12683. if( md->deletetimer != INVALID_TIMER )
  12684. delete_timer(md->deletetimer, mob_timer_delete);
  12685. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12686. }
  12687. mob_spawn(md);
  12688. }
  12689. }
  12690. break;
  12691. case SG_SUN_WARM:
  12692. case SG_MOON_WARM:
  12693. case SG_STAR_WARM:
  12694. skill_clear_unitgroup(src);
  12695. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12696. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12697. flag|=1;
  12698. break;
  12699. case PA_GOSPEL:
  12700. if (sce && sce->val4 == BCT_SELF)
  12701. {
  12702. status_change_end(src, SC_GOSPEL);
  12703. return 0;
  12704. }
  12705. else
  12706. {
  12707. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12708. if (!sg) break;
  12709. if (sce)
  12710. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12711. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12712. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12713. }
  12714. break;
  12715. case NJ_TATAMIGAESHI:
  12716. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12717. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12718. break;
  12719. case AM_RESURRECTHOMUN: //[orn]
  12720. if (sd)
  12721. {
  12722. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12723. {
  12724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12725. break;
  12726. }
  12727. }
  12728. break;
  12729. case AC_SHOWER:
  12730. status_change_end(src, SC_CAMOUFLAGE);
  12731. [[fallthrough]];
  12732. case MA_SHOWER:
  12733. case NC_COLDSLOWER:
  12734. case RK_DRAGONBREATH:
  12735. case RK_DRAGONBREATH_WATER:
  12736. case NPC_DRAGONBREATH:
  12737. case WL_FROSTMISTY:
  12738. case RL_HAMMER_OF_GOD:
  12739. // Cast center might be relevant later (e.g. for knockback direction)
  12740. skill_area_temp[4] = x;
  12741. skill_area_temp[5] = y;
  12742. i = skill_get_splash(skill_id,skill_lv);
  12743. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12744. break;
  12745. case SO_ARRULLO:
  12746. i = skill_get_splash(skill_id,skill_lv);
  12747. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12748. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12749. break;
  12750. case GC_POISONSMOKE:
  12751. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12752. if( sd )
  12753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12754. return 0;
  12755. }
  12756. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12757. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12758. break;
  12759. case AB_EPICLESIS:
  12760. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12761. i = skill_get_splash(skill_id, skill_lv);
  12762. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12763. }
  12764. break;
  12765. case WL_EARTHSTRAIN:
  12766. {
  12767. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12768. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12769. for( w = 1; w <= wave; w++ )
  12770. {
  12771. switch( dir ){
  12772. case 0: case 1: case 7: sy = y + w; break;
  12773. case 3: case 4: case 5: sy = y - w; break;
  12774. case 2: sx = x - w; break;
  12775. case 6: sx = x + w; break;
  12776. }
  12777. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12778. }
  12779. }
  12780. break;
  12781. case RA_DETONATOR:
  12782. i = skill_get_splash(skill_id, skill_lv);
  12783. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12784. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12785. break;
  12786. case NC_NEUTRALBARRIER:
  12787. case NC_STEALTHFIELD:
  12788. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12789. skill_clear_unitgroup(src);
  12790. return 0;
  12791. }
  12792. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12793. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12794. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12795. }
  12796. break;
  12797. case NC_SILVERSNIPER:
  12798. {
  12799. struct mob_data *md;
  12800. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12801. if( md ) {
  12802. md->master_id = src->id;
  12803. md->special_state.ai = AI_FAW;
  12804. if( md->deletetimer != INVALID_TIMER )
  12805. delete_timer(md->deletetimer, mob_timer_delete);
  12806. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12807. mob_spawn(md);
  12808. }
  12809. }
  12810. break;
  12811. case NC_MAGICDECOY:
  12812. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12813. break;
  12814. case SC_FEINTBOMB: {
  12815. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12816. if( group == nullptr || group->unit == nullptr ) {
  12817. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12818. return 1;
  12819. }
  12820. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12821. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12822. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12823. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12824. }
  12825. break;
  12826. case SC_ESCAPE:
  12827. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12828. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12829. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12830. flag |= 1;
  12831. break;
  12832. case LG_BANDING:
  12833. if( sc && sc->getSCE(SC_BANDING) )
  12834. status_change_end(src,SC_BANDING);
  12835. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12836. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12837. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12838. break;
  12839. case WM_DOMINION_IMPULSE:
  12840. i = skill_get_splash(skill_id, skill_lv);
  12841. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12842. break;
  12843. case WM_GREAT_ECHO:
  12844. i = skill_get_splash(skill_id,skill_lv);
  12845. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12846. break;
  12847. case WM_SEVERE_RAINSTORM:
  12848. flag |= 1;
  12849. if (sd)
  12850. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12851. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12852. break;
  12853. case GN_CRAZYWEED: {
  12854. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12855. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12856. int x1 = x - area + rnd()%(area * 2 + 1);
  12857. int y1 = y - area + rnd()%(area * 2 + 1);
  12858. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12859. }
  12860. }
  12861. break;
  12862. case GN_FIRE_EXPANSION: {
  12863. struct unit_data* ud = unit_bl2ud(src);
  12864. if (!ud) break;
  12865. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  12866. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12867. if (it != ud->skillunits.end()) {
  12868. auto* unit_group = it->get();
  12869. skill_unit* su = unit_group->unit;
  12870. switch (skill_lv) {
  12871. case 1: {
  12872. // TODO:
  12873. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12874. skill_delunit(su);
  12875. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12876. flag |= 1;
  12877. }
  12878. break;
  12879. case 2:
  12880. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12881. if (su != NULL)
  12882. skill_delunit(su);
  12883. break;
  12884. case 3:
  12885. skill_delunit(su);
  12886. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12887. flag |= 1;
  12888. break;
  12889. case 4:
  12890. skill_delunit(su);
  12891. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12892. flag |= 1;
  12893. break;
  12894. case 5: {
  12895. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12896. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12897. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12898. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12899. if (su != NULL)
  12900. skill_delunit(su);
  12901. }
  12902. break;
  12903. }
  12904. }
  12905. }
  12906. break;
  12907. case SO_FIREWALK:
  12908. case SO_ELECTRICWALK:
  12909. case NPC_FIREWALK:
  12910. case NPC_ELECTRICWALK:
  12911. if( sc && sc->getSCE(type) )
  12912. status_change_end(src,type);
  12913. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12914. break;
  12915. case KO_MAKIBISHI:
  12916. for( i = 0; i < (skill_lv+2); i++ ) {
  12917. x = src->x - 1 + rnd()%3;
  12918. y = src->y - 1 + rnd()%3;
  12919. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12920. }
  12921. break;
  12922. case KO_MUCHANAGE: {
  12923. struct status_data *sstatus;
  12924. int rate = 0;
  12925. sstatus = status_get_status_data(src);
  12926. i = skill_get_splash(skill_id,skill_lv);
  12927. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12928. if( rate < 0 )
  12929. rate = 0;
  12930. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  12931. if( rnd()%100 < rate )
  12932. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12933. }
  12934. break;
  12935. case RL_FALLEN_ANGEL:
  12936. if (unit_movepos(src,x,y,1,1)) {
  12937. clif_snap(src, src->x, src->y);
  12938. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12939. } else {
  12940. if (sd)
  12941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12942. }
  12943. break;
  12944. case RL_FIRE_RAIN: {
  12945. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12946. int sx = x = src->x, sy = y = src->y;
  12947. for (w = 0; w <= wave; w++) {
  12948. switch (dir) {
  12949. case DIR_NORTH:
  12950. case DIR_NORTHWEST:
  12951. case DIR_NORTHEAST:
  12952. sy = y + w;
  12953. break;
  12954. case DIR_WEST:
  12955. sx = x - w;
  12956. break;
  12957. case DIR_SOUTHWEST:
  12958. case DIR_SOUTH:
  12959. case DIR_SOUTHEAST:
  12960. sy = y - w;
  12961. break;
  12962. case DIR_EAST:
  12963. sx = x + w;
  12964. break;
  12965. }
  12966. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12967. }
  12968. }
  12969. break;
  12970. case NPC_MAGMA_ERUPTION:
  12971. case NC_MAGMA_ERUPTION:
  12972. // 1st, AoE 'slam' damage
  12973. i = skill_get_splash(skill_id, skill_lv);
  12974. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12975. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12976. // 2nd, AoE 'eruption' unit
  12977. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12978. break;
  12979. case SU_LOPE:
  12980. {
  12981. uint8 dir = map_calc_dir(src, x, y);
  12982. // Fails on noteleport maps, except for GvG and BG maps
  12983. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12984. x = src->x;
  12985. y = src->y;
  12986. }
  12987. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12988. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  12989. clif_blown(src);
  12990. }
  12991. break;
  12992. case AG_ASTRAL_STRIKE:
  12993. i = skill_get_splash(skill_id, skill_lv);
  12994. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12995. flag |= 1;
  12996. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12997. break;
  12998. case AG_VIOLENT_QUAKE:
  12999. case AG_ALL_BLOOM: {
  13000. int area = skill_get_splash(skill_id, skill_lv);
  13001. int unit_time = skill_get_time(skill_id, skill_lv);
  13002. int unit_interval = skill_get_unit_interval(skill_id);
  13003. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13004. // Grab Climax's effect level if active.
  13005. // This affects the behavior of certain skills in certain ways.
  13006. if (sc && sc->getSCE(SC_CLIMAX))
  13007. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13008. if (skill_id == AG_VIOLENT_QUAKE) {
  13009. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13010. // Fixes rising rocks spawn area to 7x7.
  13011. if (climax_lv == 5)
  13012. area = 3;
  13013. } else { // AG_ALL_BLOOM
  13014. sub_skill = AG_ALL_BLOOM_ATK;
  13015. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13016. unit_time /= 2;
  13017. unit_interval /= 2;
  13018. }
  13019. }
  13020. // Displays the earthquake / flower garden.
  13021. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13022. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13023. i = skill_get_splash(skill_id, skill_lv);
  13024. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13025. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13026. tmpx = x - area + rnd() % (area * 2 + 1);
  13027. tmpy = y - area + rnd() % (area * 2 + 1);
  13028. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13029. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13030. tmpx = x - area + rnd() % (area * 2 + 1);
  13031. tmpy = y - area + rnd() % (area * 2 + 1);
  13032. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13033. }
  13034. }
  13035. // One final attack the size of the flower garden is dealt after
  13036. // all rose buds explode if Climax level 5 is active.
  13037. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13038. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13039. }
  13040. break;
  13041. case NPC_RAINOFMETEOR:
  13042. {
  13043. int area = skill_get_splash(skill_id, skill_lv);
  13044. short tmpx = 0, tmpy = 0;
  13045. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13046. // Casts a double meteor in the first interval.
  13047. if (i == 1) {
  13048. // The first meteor is at the center
  13049. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13050. // The second meteor is near the first
  13051. tmpx = x - 1 + rnd()%3;
  13052. tmpy = y - 1 + rnd()%3;
  13053. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13054. }
  13055. else { // Casts 1 meteor per interval in the splash area
  13056. tmpx = x - area + rnd()%(area * 2 + 1);
  13057. tmpy = y - area + rnd()%(area * 2 + 1);
  13058. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13059. }
  13060. }
  13061. }
  13062. break;
  13063. default:
  13064. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13065. return 1;
  13066. }
  13067. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13068. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13069. if( sd )
  13070. {// ensure that the skill last-cast tick is recorded
  13071. sd->canskill_tick = gettick();
  13072. if( sd->state.arrow_atk && !(flag&1) )
  13073. {// consume arrow if this is a ground skill
  13074. battle_consume_ammo(sd, skill_id, skill_lv);
  13075. }
  13076. skill_onskillusage(sd, NULL, skill_id, tick);
  13077. // perform skill requirement consumption
  13078. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13079. }
  13080. return 0;
  13081. }
  13082. /*==========================================
  13083. *
  13084. *------------------------------------------*/
  13085. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13086. {
  13087. nullpo_ret(sd);
  13088. //Simplify skill_failed code.
  13089. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13090. if(skill_id != sd->menuskill_id)
  13091. return 0;
  13092. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  13093. skill_failed(sd);
  13094. return 0;
  13095. }
  13096. if( sd->sc.cant.cast ) {
  13097. skill_failed(sd);
  13098. return 0;
  13099. }
  13100. pc_stop_attack(sd);
  13101. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13102. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13103. if(strcmp(mapname,"cancel")==0) {
  13104. skill_failed(sd);
  13105. return 0;
  13106. }
  13107. switch(skill_id)
  13108. {
  13109. case AL_TELEPORT:
  13110. case ALL_ODINS_RECALL:
  13111. //The storage window is closed automatically by the client when there's
  13112. //any kind of map change, so we need to restore it automatically
  13113. //bugreport:8027
  13114. if(strcmp(mapname,"Random") == 0)
  13115. pc_randomwarp(sd,CLR_TELEPORT);
  13116. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13117. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13118. clif_refresh_storagewindow(sd);
  13119. break;
  13120. case AL_WARP:
  13121. {
  13122. const struct s_point_str *p[4];
  13123. std::shared_ptr<s_skill_unit_group> group;
  13124. int i, lv, wx, wy;
  13125. int maxcount=0;
  13126. int x,y;
  13127. unsigned short mapindex;
  13128. mapindex = mapindex_name2id((char*)mapname);
  13129. if(!mapindex) { //Given map not found?
  13130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13131. skill_failed(sd);
  13132. return 0;
  13133. }
  13134. p[0] = &sd->status.save_point;
  13135. p[1] = &sd->status.memo_point[0];
  13136. p[2] = &sd->status.memo_point[1];
  13137. p[3] = &sd->status.memo_point[2];
  13138. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13139. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13140. if (maxcount == 0) {
  13141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13142. skill_failed(sd);
  13143. return 0;
  13144. }
  13145. }
  13146. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13147. wx = sd->menuskill_val>>16;
  13148. wy = sd->menuskill_val&0xffff;
  13149. if( lv <= 0 ) return 0;
  13150. if( lv > 4 ) lv = 4; // crash prevention
  13151. // check if the chosen map exists in the memo list
  13152. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13153. if( i < lv ) {
  13154. x=p[i]->x;
  13155. y=p[i]->y;
  13156. } else {
  13157. skill_failed(sd);
  13158. return 0;
  13159. }
  13160. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  13161. { // This checks versus skill_id/skill_lv...
  13162. skill_failed(sd);
  13163. return 0;
  13164. }
  13165. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13166. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13167. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13168. skill_failed(sd);
  13169. return 0;
  13170. }
  13171. group->val1 = (group->val1<<16)|(short)0;
  13172. // record the destination coordinates
  13173. group->val2 = (x<<16)|y;
  13174. group->val3 = mapindex;
  13175. }
  13176. break;
  13177. }
  13178. sd->menuskill_id = sd->menuskill_val = 0;
  13179. return 0;
  13180. #undef skill_failed
  13181. }
  13182. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13183. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13184. {
  13185. struct skill_unit* target = (struct skill_unit*)bl;
  13186. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13187. int flag = va_arg(ap, int);
  13188. if (src == target)
  13189. return 0;
  13190. if (!target->group || !(target->group->state.song_dance&0x1))
  13191. return 0;
  13192. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13193. return 0;
  13194. if (flag) //Set dissonance
  13195. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13196. else //Remove dissonance
  13197. target->val2 &= ~(1 << UF_ENSEMBLE);
  13198. skill_getareachar_skillunit_visibilty(target, AREA);
  13199. return 1;
  13200. }
  13201. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13202. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13203. //When 1, this unit has been positioned, so start the cancel effect.
  13204. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13205. {
  13206. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13207. return 0;
  13208. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13209. return 0; //Nothing to remove, this unit is not overlapped.
  13210. if (unit->val1 != unit->group->skill_id)
  13211. { //Reset state
  13212. unit->val1 = unit->group->skill_id;
  13213. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13214. }
  13215. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13216. }
  13217. /**
  13218. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13219. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13220. * @param flag 0 Convert
  13221. * @param flag 1 Revert
  13222. * @return true success
  13223. * @TODO: This should be completely removed later and rewritten
  13224. * The entire execution of the overlapping songs instances is dirty and hacked together
  13225. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13226. */
  13227. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13228. {
  13229. static int prevflag = 1; // by default the backup is empty
  13230. static s_skill_unit_group backup;
  13231. std::shared_ptr<s_skill_unit_group> group;
  13232. if( unit == nullptr || (group = unit->group) == nullptr )
  13233. return false;
  13234. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13235. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13236. return false;
  13237. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13238. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13239. flag ? "read an empty backup" : "write to a full backup",
  13240. group->skill_id, group->skill_lv, group->src_id);
  13241. return false;
  13242. }
  13243. prevflag = flag;
  13244. if (!flag) { //Transform
  13245. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13246. // backup
  13247. backup.skill_id = group->skill_id;
  13248. backup.skill_lv = group->skill_lv;
  13249. backup.unit_id = group->unit_id;
  13250. backup.target_flag = group->target_flag;
  13251. backup.bl_flag = group->bl_flag;
  13252. backup.interval = group->interval;
  13253. // replace
  13254. group->skill_id = skill_id;
  13255. group->skill_lv = 1;
  13256. group->unit_id = skill_get_unit_id(skill_id);
  13257. group->target_flag = skill_get_unit_target(skill_id);
  13258. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13259. group->interval = skill_get_unit_interval(skill_id);
  13260. } else { //Restore
  13261. group->skill_id = backup.skill_id;
  13262. group->skill_lv = backup.skill_lv;
  13263. group->unit_id = backup.unit_id;
  13264. group->target_flag = backup.target_flag;
  13265. group->bl_flag = backup.bl_flag;
  13266. group->interval = backup.interval;
  13267. }
  13268. return true;
  13269. }
  13270. /**
  13271. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13272. * @param src Object that triggers the skill
  13273. * @param skill_id Skill ID
  13274. * @param skill_lv Skill level of used skill
  13275. * @param x Position x
  13276. * @param y Position y
  13277. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13278. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13279. * @return s_skill_unit_group
  13280. */
  13281. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13282. {
  13283. std::shared_ptr<s_skill_unit_group> group;
  13284. int i, val1 = 0, val2 = 0, val3 = 0;
  13285. t_tick limit;
  13286. int link_group_id = 0;
  13287. int target, interval, range;
  13288. t_itemid req_item = 0;
  13289. struct s_skill_unit_layout *layout;
  13290. map_session_data *sd;
  13291. struct status_data *status;
  13292. status_change *sc;
  13293. int active_flag = 1;
  13294. int subunt = 0;
  13295. bool hidden = false;
  13296. struct map_data *mapdata;
  13297. nullpo_retr(nullptr, src);
  13298. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13299. mapdata = map_getmapdata(src->m);
  13300. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13301. range = skill_get_unit_range(skill_id,skill_lv);
  13302. interval = skill->unit_interval;
  13303. target = skill_get_unit_target(skill_id);
  13304. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13305. sd = BL_CAST(BL_PC, src);
  13306. status = status_get_status_data(src);
  13307. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13308. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13309. switch( skill_id ) {
  13310. case MH_STEINWAND:
  13311. val2 = 4 + skill_lv;
  13312. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13313. break;
  13314. case MG_SAFETYWALL:
  13315. val2 = skill_lv + 1;
  13316. #ifdef RENEWAL
  13317. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13318. #endif
  13319. break;
  13320. case MG_FIREWALL:
  13321. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13322. limit = limit*3/2;
  13323. val2 = 4+skill_lv;
  13324. break;
  13325. case AL_WARP:
  13326. val1=skill_lv+6;
  13327. if(!(flag&1))
  13328. limit=2000;
  13329. else // previous implementation (not used anymore)
  13330. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13331. if( src->type != BL_SKILL ) return nullptr;
  13332. group = ((TBL_SKILL*)src)->group;
  13333. src = map_id2bl(group->src_id);
  13334. if( !src ) return nullptr;
  13335. val2 = group->val2; //Copy the (x,y) position you warp to
  13336. val3 = group->val3; //as well as the mapindex to warp to.
  13337. }
  13338. break;
  13339. #ifndef RENEWAL
  13340. case HP_BASILICA:
  13341. val1 = src->id; // Store caster id.
  13342. break;
  13343. #endif
  13344. case PR_SANCTUARY:
  13345. case NPC_EVILLAND:
  13346. val1=skill_lv+3;
  13347. break;
  13348. case WZ_METEOR:
  13349. case SU_CN_METEOR:
  13350. case SU_CN_METEOR2:
  13351. case NPC_RAINOFMETEOR:
  13352. limit = flag;
  13353. flag = 0; // Flag should not influence anything else for these skills
  13354. break;
  13355. case WZ_FIREPILLAR:
  13356. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13357. return nullptr;
  13358. if((flag&1)!=0)
  13359. limit=1000;
  13360. val1=skill_lv+2;
  13361. break;
  13362. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13363. case AM_DEMONSTRATION:
  13364. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13365. target = BCT_ALL;
  13366. break;
  13367. case HT_SKIDTRAP:
  13368. case MA_SKIDTRAP:
  13369. //Save position of caster
  13370. val1 = ((src->x)<<16)|(src->y);
  13371. [[fallthrough]];
  13372. case HT_ANKLESNARE:
  13373. case HT_SHOCKWAVE:
  13374. case HT_SANDMAN:
  13375. case MA_SANDMAN:
  13376. case HT_CLAYMORETRAP:
  13377. case HT_LANDMINE:
  13378. case MA_LANDMINE:
  13379. case HT_FLASHER:
  13380. case HT_FREEZINGTRAP:
  13381. case MA_FREEZINGTRAP:
  13382. case HT_BLASTMINE:
  13383. case RA_ELECTRICSHOCKER:
  13384. case RA_CLUSTERBOMB:
  13385. case RA_MAGENTATRAP:
  13386. case RA_COBALTTRAP:
  13387. case RA_MAIZETRAP:
  13388. case RA_VERDURETRAP:
  13389. case RA_FIRINGTRAP:
  13390. case RA_ICEBOUNDTRAP:
  13391. case RL_B_TRAP:
  13392. case SC_ESCAPE:
  13393. {
  13394. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13395. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13396. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13397. req_item = req.itemid[i];
  13398. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13399. break;
  13400. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13401. target = BCT_ALL;
  13402. }
  13403. break;
  13404. case SA_LANDPROTECTOR:
  13405. case SA_VOLCANO:
  13406. case SA_DELUGE:
  13407. case SA_VIOLENTGALE:
  13408. case SC_CHAOSPANIC:
  13409. {
  13410. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13411. if (old_sg != nullptr)
  13412. { //HelloKitty confirmed that these are interchangeable,
  13413. //so you can change element and not consume gemstones.
  13414. if ((
  13415. old_sg->skill_id == SA_VOLCANO ||
  13416. old_sg->skill_id == SA_DELUGE ||
  13417. old_sg->skill_id == SA_VIOLENTGALE
  13418. ) && old_sg->limit > 0)
  13419. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13420. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13421. if (limit < 0) //This can happen...
  13422. limit = skill_get_time(skill_id,skill_lv);
  13423. }
  13424. skill_clear_group(src,1);
  13425. }
  13426. break;
  13427. }
  13428. case BA_WHISTLE:
  13429. val1 = skill_lv + status->agi / 10; // Flee increase
  13430. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13431. if (sd) {
  13432. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13433. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13434. }
  13435. break;
  13436. case DC_HUMMING:
  13437. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13438. if (sd)
  13439. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13440. break;
  13441. case BA_POEMBRAGI:
  13442. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13443. //For some reason at level 10 the base delay reduction is 50%.
  13444. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13445. if (sd) {
  13446. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13447. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13448. }
  13449. break;
  13450. case DC_DONTFORGETME:
  13451. #ifdef RENEWAL
  13452. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13453. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13454. #else
  13455. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13456. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13457. #endif
  13458. if (sd) {
  13459. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13460. #ifdef RENEWAL
  13461. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13462. #else
  13463. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13464. #endif
  13465. }
  13466. val1 *= 10; //Because 10 is actually 1% aspd
  13467. break;
  13468. case DC_SERVICEFORYOU:
  13469. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13470. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13471. if (sd) {
  13472. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13473. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13474. }
  13475. break;
  13476. case BA_ASSASSINCROSS:
  13477. if (sd)
  13478. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13479. val1 += 5 + skill_lv + (status->agi / 20);
  13480. val1 *= 10; // ASPD works with 1000 as 100%
  13481. break;
  13482. case DC_FORTUNEKISS:
  13483. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13484. val1 *= 10; //Because every 10 crit is an actual cri point.
  13485. if (sd)
  13486. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13487. break;
  13488. case BD_DRUMBATTLEFIELD:
  13489. val1 = (skill_lv+1)*25; //Atk increase
  13490. val2 = (skill_lv+1)*2; //Def increase
  13491. break;
  13492. case BD_RINGNIBELUNGEN:
  13493. val1 = (skill_lv+2)*25; //Atk increase
  13494. break;
  13495. case BD_RICHMANKIM:
  13496. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13497. break;
  13498. case BD_SIEGFRIED:
  13499. val1 = 55 + skill_lv*5; //Elemental Resistance
  13500. val2 = skill_lv*10; //Status ailment resistance
  13501. break;
  13502. case WE_CALLPARTNER:
  13503. if (sd) val1 = sd->status.partner_id;
  13504. break;
  13505. case WE_CALLPARENT:
  13506. if (sd) {
  13507. val1 = sd->status.father;
  13508. val2 = sd->status.mother;
  13509. }
  13510. break;
  13511. case WE_CALLBABY:
  13512. if (sd) val1 = sd->status.child;
  13513. break;
  13514. case NJ_KAENSIN:
  13515. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13516. val2 = (skill_lv+1)/2 + 4;
  13517. break;
  13518. case NJ_SUITON:
  13519. skill_clear_group(src, 1);
  13520. break;
  13521. case GS_GROUNDDRIFT:
  13522. {
  13523. // Ground Drift Element is decided when it's placed.
  13524. int ele = skill_get_ele(skill_id, skill_lv);
  13525. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13526. if (ele == ELE_RANDOM)
  13527. val1 = element[rnd()%5]; // Use random from available unit visual?
  13528. else if (ele == ELE_ENDOWED)
  13529. val1 = status_get_attack_sc_element(src,sc);
  13530. else if (ele == ELE_WEAPON) {
  13531. val1 = status->rhw.ele;
  13532. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13533. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13534. }
  13535. switch (val1) {
  13536. case ELE_FIRE:
  13537. subunt++;
  13538. [[fallthrough]];
  13539. case ELE_WATER:
  13540. subunt++;
  13541. [[fallthrough]];
  13542. case ELE_POISON:
  13543. subunt++;
  13544. [[fallthrough]];
  13545. case ELE_DARK:
  13546. subunt++;
  13547. [[fallthrough]];
  13548. case ELE_WIND:
  13549. break;
  13550. default:
  13551. subunt = rnd()%5;
  13552. break;
  13553. }
  13554. break;
  13555. }
  13556. case GC_POISONSMOKE:
  13557. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13558. return nullptr;
  13559. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13560. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13561. limit = skill_get_time(skill_id, skill_lv);
  13562. break;
  13563. case NPC_COMET:
  13564. case WL_COMET:
  13565. if (sc) {
  13566. sc->comet_x = x;
  13567. sc->comet_y = y;
  13568. }
  13569. break;
  13570. case GD_LEADERSHIP:
  13571. case GD_GLORYWOUNDS:
  13572. case GD_SOULCOLD:
  13573. case GD_HAWKEYES:
  13574. limit = 1000000;//it doesn't matter
  13575. break;
  13576. case LG_BANDING:
  13577. limit = -1;
  13578. break;
  13579. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13580. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13581. target = BCT_ALL;
  13582. [[fallthrough]];
  13583. case WM_SEVERE_RAINSTORM:
  13584. case SO_WATER_INSIGNIA:
  13585. case SO_FIRE_INSIGNIA:
  13586. case SO_WIND_INSIGNIA:
  13587. case SO_EARTH_INSIGNIA:
  13588. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13589. return nullptr;
  13590. break;
  13591. case SO_CLOUD_KILL:
  13592. case NPC_CLOUD_KILL:
  13593. skill_clear_group(src, 4);
  13594. break;
  13595. case SO_WARMER:
  13596. skill_clear_group(src, 8);
  13597. break;
  13598. case SO_FIREWALK:
  13599. case SO_ELECTRICWALK:
  13600. limit = skill_get_time2(skill_id, skill_lv);
  13601. break;
  13602. case GN_WALLOFTHORN:
  13603. // Turns to Firewall
  13604. if( flag&1 )
  13605. limit = 3000;
  13606. val3 = (x<<16)|y;
  13607. break;
  13608. case GN_DEMONIC_FIRE:
  13609. if (flag) { // Fire Expansion level 1
  13610. limit = flag + 10000;
  13611. flag = 0;
  13612. }
  13613. break;
  13614. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13615. case GN_FIRE_EXPANSION_TEAR_GAS:
  13616. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13617. break;
  13618. case KO_ZENKAI:
  13619. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13620. val1 = sd->spiritcharm;
  13621. val2 = sd->spiritcharm_type;
  13622. limit = 6000 * val1;
  13623. subunt = sd->spiritcharm_type - 1;
  13624. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13625. }
  13626. break;
  13627. #ifndef RENEWAL
  13628. case HW_GRAVITATION:
  13629. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13630. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13631. break;
  13632. #endif
  13633. case SO_VACUUM_EXTREME:
  13634. // Coordinates
  13635. val1 = x;
  13636. val2 = y;
  13637. val3 = 0; // Suck target at n seconds.
  13638. break;
  13639. case MH_POISON_MIST:
  13640. case MH_BLAST_FORGE:
  13641. case MH_LAVA_SLIDE:
  13642. skill_clear_group(src, 1);
  13643. break;
  13644. case MH_VOLCANIC_ASH:
  13645. if (!map_flag_vs(src->m))
  13646. target = BCT_ENEMY;
  13647. break;
  13648. case AG_VIOLENT_QUAKE:
  13649. case AG_ALL_BLOOM:
  13650. if (sc && sc->getSCE(SC_CLIMAX)) {
  13651. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13652. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13653. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13654. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13655. }
  13656. break;
  13657. case AG_VIOLENT_QUAKE_ATK:
  13658. case AG_ALL_BLOOM_ATK:
  13659. case AG_ALL_BLOOM_ATK2:
  13660. limit = flag;
  13661. flag = 0;
  13662. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13663. range = 4; // Rising rocks splash is increased to 9x9.
  13664. break;
  13665. case WH_DEEPBLINDTRAP:
  13666. case WH_SOLIDTRAP:
  13667. case WH_SWIFTTRAP:
  13668. case WH_FLAMETRAP:
  13669. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13670. break;
  13671. }
  13672. // Init skill unit group
  13673. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13674. if (group == nullptr)
  13675. return nullptr;
  13676. group->val1 = val1;
  13677. group->val2 = val2;
  13678. group->val3 = val3;
  13679. group->link_group_id = link_group_id;
  13680. group->target_flag = target;
  13681. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13682. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13683. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13684. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13685. group->item_id = req_item;
  13686. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13687. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13688. active_flag = 0;
  13689. // Put message for Talkie Box & Graffiti
  13690. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13691. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13692. if (sd)
  13693. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13694. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13695. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13696. }
  13697. // Dance skill
  13698. if (group->state.song_dance) {
  13699. if(sd) {
  13700. sd->skill_id_dance = skill_id;
  13701. sd->skill_lv_dance = skill_lv;
  13702. }
  13703. if (
  13704. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13705. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13706. )
  13707. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13708. }
  13709. // Set skill unit
  13710. limit = group->limit;
  13711. for( i = 0; i < layout->count; i++ ) {
  13712. struct skill_unit *unit;
  13713. int ux = x + layout->dx[i];
  13714. int uy = y + layout->dy[i];
  13715. int unit_val1 = skill_lv;
  13716. int unit_val2 = 0;
  13717. int alive = 1;
  13718. // are the coordinates out of range?
  13719. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13720. continue;
  13721. }
  13722. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13723. continue; // don't place skill units on walls (except for songs/dances/encores)
  13724. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13725. continue; // no path between cell and caster
  13726. switch( skill_id ) {
  13727. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13728. case HT_LANDMINE:
  13729. case MA_LANDMINE:
  13730. case HT_ANKLESNARE:
  13731. case HT_SHOCKWAVE:
  13732. case HT_SANDMAN:
  13733. case MA_SANDMAN:
  13734. case HT_FLASHER:
  13735. case HT_FREEZINGTRAP:
  13736. case MA_FREEZINGTRAP:
  13737. case HT_SKIDTRAP:
  13738. case MA_SKIDTRAP:
  13739. case HT_CLAYMORETRAP:
  13740. case HT_BLASTMINE:
  13741. case SC_ESCAPE:
  13742. unit_val1 = 3500;
  13743. break;
  13744. case MG_FIREWALL:
  13745. case NJ_KAENSIN:
  13746. unit_val2 = group->val2;
  13747. break;
  13748. case CR_GRANDCROSS:
  13749. case NPC_GRANDDARKNESS:
  13750. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13751. break;
  13752. case WZ_ICEWALL:
  13753. unit_val1 = 200 + 200*skill_lv;
  13754. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13755. break;
  13756. case WZ_WATERBALL:
  13757. //Check if there are cells that can be turned into waterball units
  13758. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13759. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  13760. break; //Turn water, deluge or suiton into waterball cell
  13761. continue;
  13762. case GS_DESPERADO:
  13763. unit_val1 = abs(layout->dx[i]);
  13764. unit_val2 = abs(layout->dy[i]);
  13765. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13766. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13767. if (unit_val1) unit_val1--;
  13768. unit_val1 = 36 -12*unit_val1;
  13769. } else //Diagonal edges
  13770. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13771. if (unit_val1 < 1) unit_val1 = 1;
  13772. unit_val2 = 0;
  13773. break;
  13774. case NPC_REVERBERATION:
  13775. unit_val1 = 1 + skill_lv;
  13776. break;
  13777. case WM_POEMOFNETHERWORLD:
  13778. unit_val1 = 1 + skill_lv;
  13779. break;
  13780. case GN_WALLOFTHORN:
  13781. if (flag&1) // Turned become Firewall
  13782. break;
  13783. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13784. unit_val2 = 20; // Max hits
  13785. break;
  13786. case RL_B_TRAP:
  13787. unit_val1 = 3500;
  13788. unit_val2 = 0;
  13789. break;
  13790. default:
  13791. if (group->state.song_dance&0x1)
  13792. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  13793. break;
  13794. }
  13795. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13796. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13797. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13798. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13799. // Check active cell to failing or remove current unit
  13800. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13801. if( !alive )
  13802. continue;
  13803. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13804. unit->limit = limit;
  13805. unit->range = range;
  13806. if (skill_id == PF_FOGWALL && alive == 2)
  13807. { //Double duration of cells on top of Deluge/Suiton
  13808. unit->limit *= 2;
  13809. group->limit = unit->limit;
  13810. }
  13811. // Execute on all targets standing on this cell
  13812. if (range == 0 && active_flag)
  13813. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13814. }
  13815. if (!group->alive_count)
  13816. { //No cells? Something that was blocked completely by Land Protector?
  13817. skill_delunitgroup(group);
  13818. return nullptr;
  13819. }
  13820. //success, unit created.
  13821. switch( skill_id ) {
  13822. case NJ_TATAMIGAESHI: //Store number of tiles.
  13823. group->val1 = group->alive_count;
  13824. break;
  13825. }
  13826. return group;
  13827. }
  13828. /*==========================================
  13829. *
  13830. *------------------------------------------*/
  13831. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13832. {
  13833. skill_unit_onplace(unit, bl, tick);
  13834. }
  13835. /**
  13836. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13837. * while skill unit initialized or moved (such by knock back).
  13838. * As a follow of skill_unit_effect flag &1
  13839. * @param unit
  13840. * @param bl Target
  13841. * @param tick
  13842. */
  13843. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13844. {
  13845. struct block_list *ss; // Actual source that cast the skill unit
  13846. status_change *sc;
  13847. struct status_change_entry *sce;
  13848. struct status_data *tstatus;
  13849. enum sc_type type;
  13850. uint16 skill_id;
  13851. nullpo_ret(unit);
  13852. nullpo_ret(bl);
  13853. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13854. return 0;
  13855. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13856. if (sg == nullptr)
  13857. return 0;
  13858. nullpo_ret(ss = map_id2bl(sg->src_id));
  13859. tstatus = status_get_status_data(bl);
  13860. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  13861. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13862. return 0; //AoE skills are ineffective. [Skotlex]
  13863. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13864. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13865. return 0; //Songs don't work in Basilica
  13866. sc = status_get_sc(bl);
  13867. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13868. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13869. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13870. status_change_end(bl, SC_VACUUM_EXTREME);
  13871. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  13872. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13873. type = skill_get_sc(sg->skill_id);
  13874. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  13875. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13876. switch (sg->unit_id) {
  13877. case UNT_SPIDERWEB:
  13878. if (sc) {
  13879. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13880. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13881. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13882. const struct TimerData* td;
  13883. struct map_data *mapdata = map_getmapdata(bl->m);
  13884. if (mapdata_flag_vs(mapdata))
  13885. sec /= 2;
  13886. if (sc->getSCE(type)) {
  13887. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  13888. //Already triple affected, immune
  13889. sg->limit = DIFF_TICK(tick, sg->tick);
  13890. break;
  13891. }
  13892. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13893. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  13894. sec *= (sc->getSCE(type)->val1 + 1);
  13895. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  13896. sec *= (sc->getSCE(type)->val1 + 1);
  13897. //Add group id to status change
  13898. if (sc->getSCE(type)->val2 == 0)
  13899. sc->getSCE(type)->val2 = sg->group_id;
  13900. else if (sc->getSCE(type)->val3 == 0)
  13901. sc->getSCE(type)->val3 = sg->group_id;
  13902. else if (sc->getSCE(type)->val4 == 0)
  13903. sc->getSCE(type)->val4 = sg->group_id;
  13904. //Overwrite status change with new duration
  13905. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  13906. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  13907. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13908. }
  13909. else {
  13910. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13911. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  13912. if (td)
  13913. sec = DIFF_TICK(td->tick, tick);
  13914. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13915. clif_fixpos(bl);
  13916. }
  13917. else
  13918. sec = 3000; //Couldn't trap it?
  13919. }
  13920. sg->val2 = bl->id;
  13921. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13922. }
  13923. break;
  13924. case UNT_SAFETYWALL:
  13925. if (!sce)
  13926. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13927. break;
  13928. case UNT_BLOODYLUST:
  13929. if (sg->src_id == bl->id)
  13930. break; //Does not affect the caster.
  13931. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13932. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13933. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13934. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13935. break;
  13936. case UNT_PNEUMA:
  13937. if (!sce)
  13938. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13939. break;
  13940. case UNT_CHAOSPANIC:
  13941. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13942. break;
  13943. case UNT_WARP_WAITING: {
  13944. int working = sg->val1&0xffff;
  13945. if(bl->type==BL_PC && !working){
  13946. map_session_data *sd = (map_session_data *)bl;
  13947. if((!sd->chatID || battle_config.chat_warpportal)
  13948. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13949. {
  13950. int x = sg->val2>>16;
  13951. int y = sg->val2&0xffff;
  13952. int count = sg->val1>>16;
  13953. unsigned short m = sg->val3;
  13954. if( --count <= 0 )
  13955. skill_delunitgroup(sg);
  13956. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13957. working = 1;/* we break it because officials break it, lovely stuff. */
  13958. sg->val1 = (count<<16)|working;
  13959. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13960. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13961. }
  13962. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13963. int16 m = map_mapindex2mapid(sg->val3);
  13964. if (m < 0) break; //Map not available on this map-server.
  13965. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13966. }
  13967. }
  13968. break;
  13969. case UNT_QUAGMIRE:
  13970. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13971. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13972. break;
  13973. case UNT_VOLCANO:
  13974. case UNT_DELUGE:
  13975. case UNT_VIOLENTGALE:
  13976. case UNT_FIRE_INSIGNIA:
  13977. case UNT_WATER_INSIGNIA:
  13978. case UNT_WIND_INSIGNIA:
  13979. case UNT_EARTH_INSIGNIA:
  13980. if(!sce)
  13981. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13982. break;
  13983. case UNT_WATER_BARRIER:
  13984. case UNT_ZEPHYR:
  13985. case UNT_POWER_OF_GAIA:
  13986. if (bl->id == ss->id)
  13987. break; // Doesn't affect the Elemental
  13988. if (!sce)
  13989. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13990. break;
  13991. case UNT_SUITON:
  13992. if(!sce)
  13993. sc_start4(ss, bl,type,100,sg->skill_lv,
  13994. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13995. 0,0,sg->limit);
  13996. break;
  13997. case UNT_HERMODE:
  13998. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13999. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14000. [[fallthrough]];
  14001. case UNT_RICHMANKIM:
  14002. case UNT_ETERNALCHAOS:
  14003. case UNT_DRUMBATTLEFIELD:
  14004. case UNT_RINGNIBELUNGEN:
  14005. case UNT_ROKISWEIL:
  14006. case UNT_INTOABYSS:
  14007. case UNT_SIEGFRIED:
  14008. //Needed to check when a dancer/bard leaves their ensemble area.
  14009. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14010. return skill_id;
  14011. if (!sce)
  14012. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14013. break;
  14014. case UNT_WHISTLE:
  14015. case UNT_ASSASSINCROSS:
  14016. case UNT_POEMBRAGI:
  14017. case UNT_APPLEIDUN:
  14018. case UNT_HUMMING:
  14019. case UNT_DONTFORGETME:
  14020. case UNT_FORTUNEKISS:
  14021. case UNT_SERVICEFORYOU:
  14022. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14023. return 0;
  14024. if (!sc) return 0;
  14025. if (!sce)
  14026. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14027. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14028. sce->val4 = 0; //remove the mark that we stepped out
  14029. delete_timer(sce->timer, status_change_timer);
  14030. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14031. }
  14032. break;
  14033. case UNT_FOGWALL:
  14034. if (!sce)
  14035. {
  14036. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14037. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14038. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14039. }
  14040. break;
  14041. #ifndef RENEWAL
  14042. case UNT_GRAVITATION:
  14043. if (!sce)
  14044. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14045. break;
  14046. case UNT_BASILICA:
  14047. {
  14048. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14049. if (i > 0) {
  14050. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14051. break;
  14052. }
  14053. if (!sce && i <= 0)
  14054. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14055. }
  14056. break;
  14057. #endif
  14058. case UNT_MOONLIT:
  14059. //Knockback out of area if affected char isn't in Moonlit effect
  14060. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14061. break;
  14062. if (ss == bl) //Also needed to prevent infinite loop crash.
  14063. break;
  14064. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14065. break;
  14066. case UNT_REVERBERATION:
  14067. if (sg->src_id == bl->id)
  14068. break; //Does not affect the caster.
  14069. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14070. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14071. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14072. sg->unit_id = UNT_USED_TRAPS;
  14073. break;
  14074. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14075. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14076. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14077. break;
  14078. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14079. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14080. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14081. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14082. break;
  14083. case UNT_VOLCANIC_ASH:
  14084. if (!sce)
  14085. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14086. break;
  14087. case UNT_KINGS_GRACE:
  14088. if (!sce) {
  14089. int state = 0;
  14090. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14091. state |= BCT_GUILD;
  14092. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14093. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14094. }
  14095. break;
  14096. case UNT_STEALTHFIELD:
  14097. if( bl->id == sg->src_id )
  14098. break; // Doesn't work on self (video shows that)
  14099. if (!sce)
  14100. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14101. break;
  14102. case UNT_NEUTRALBARRIER:
  14103. if (!sce)
  14104. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14105. break;
  14106. case UNT_WARMER:
  14107. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14108. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14109. break;
  14110. case UNT_CATNIPPOWDER:
  14111. if (sg->src_id == bl->id)
  14112. break; // Does not affect the caster or Boss.
  14113. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14114. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14115. break;
  14116. case UNT_NYANGGRASS:
  14117. if (!sce)
  14118. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14119. break;
  14120. case UNT_CREATINGSTAR:
  14121. if (!sce)
  14122. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14123. break;
  14124. case UNT_GD_LEADERSHIP:
  14125. case UNT_GD_GLORYWOUNDS:
  14126. case UNT_GD_SOULCOLD:
  14127. case UNT_GD_HAWKEYES:
  14128. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14129. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14130. break;
  14131. }
  14132. return skill_id;
  14133. }
  14134. /**
  14135. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14136. * @param unit Skill unit
  14137. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14138. * @param tick
  14139. */
  14140. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14141. {
  14142. struct block_list *ss;
  14143. TBL_PC* tsd;
  14144. struct status_data *tstatus;
  14145. status_change *sc, *tsc;
  14146. struct skill_unit_group_tickset *ts;
  14147. enum sc_type type;
  14148. uint16 skill_id;
  14149. t_tick diff = 0;
  14150. nullpo_ret(unit);
  14151. nullpo_ret(bl);
  14152. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  14153. return 0;
  14154. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14155. if (sg == nullptr)
  14156. return 0;
  14157. nullpo_ret(ss = map_id2bl(sg->src_id));
  14158. tsd = BL_CAST(BL_PC, bl);
  14159. tsc = status_get_sc(bl);
  14160. sc = status_get_sc(ss);
  14161. tstatus = status_get_status_data(bl);
  14162. type = skill_get_sc(sg->skill_id);
  14163. skill_id = sg->skill_id;
  14164. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14165. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14166. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14167. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14168. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14169. if (sg->interval == -1) {
  14170. switch (sg->unit_id) {
  14171. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14172. case UNT_FIREPILLAR_ACTIVE:
  14173. case UNT_ELECTRICSHOCKER:
  14174. case UNT_MANHOLE:
  14175. return 0;
  14176. default:
  14177. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14178. return 0;
  14179. }
  14180. }
  14181. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14182. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14183. diff = DIFF_TICK(tick,ts->tick);
  14184. if (diff < 0)
  14185. return 0;
  14186. ts->tick = tick+sg->interval;
  14187. }
  14188. // Wall of Thorn damaged by Fire element unit [Cydh]
  14189. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14190. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14191. struct skill_unit *su = (struct skill_unit *)bl;
  14192. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14193. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14194. su->group->limit = sg->limit = 0;
  14195. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14196. return skill_id;
  14197. }
  14198. }
  14199. switch (sg->unit_id) {
  14200. // Units that deals simple attack
  14201. case UNT_GRAVITATION:
  14202. case UNT_EARTHSTRAIN:
  14203. case UNT_FIREWALK:
  14204. case UNT_ELECTRICWALK:
  14205. case UNT_PSYCHIC_WAVE:
  14206. case UNT_LAVA_SLIDE:
  14207. case UNT_MAKIBISHI:
  14208. case UNT_VENOMFOG:
  14209. case UNT_ICEMINE:
  14210. case UNT_FLAMECROSS:
  14211. case UNT_HELLBURNING:
  14212. case UNT_RAIN_OF_CRYSTAL:
  14213. case UNT_MYSTERY_ILLUSION:
  14214. case UNT_STRANTUM_TREMOR:
  14215. case UNT_TORNADO_STORM:
  14216. case UNT_FLORAL_FLARE_ROAD:
  14217. case UNT_CROSS_RAIN:
  14218. case UNT_PNEUMATICUS_PROCELLA:
  14219. case UNT_LIGHTNING_LAND:
  14220. case UNT_VENOM_SWAMP:
  14221. case UNT_CONFLAGRATION:
  14222. case UNT_DEEPBLINDTRAP:
  14223. case UNT_SOLIDTRAP:
  14224. case UNT_SWIFTTRAP:
  14225. case UNT_FLAMETRAP:
  14226. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14227. break;
  14228. case UNT_DUMMYSKILL:
  14229. switch (sg->skill_id) {
  14230. case SG_SUN_WARM: //SG skills [Komurka]
  14231. case SG_MOON_WARM:
  14232. case SG_STAR_WARM: {
  14233. int count = 0;
  14234. const int x = bl->x, y = bl->y;
  14235. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14236. do {
  14237. if( bl->type == BL_PC )
  14238. status_zap(bl, 0, 15); // sp damage to players
  14239. else // mobs
  14240. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14241. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14242. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14243. } else { //should end when out of sp.
  14244. sg->limit = DIFF_TICK(tick,sg->tick);
  14245. break;
  14246. }
  14247. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14248. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14249. }
  14250. break;
  14251. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14252. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14253. if (tsc)
  14254. tsc->sg_counter++; //SG hit counter.
  14255. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14256. tsc->sg_counter=0; //Attack absorbed.
  14257. break;
  14258. #endif
  14259. case GS_DESPERADO:
  14260. if (rnd()%100 < unit->val1)
  14261. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14262. break;
  14263. case NPC_COMET:
  14264. case WL_COMET:
  14265. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14266. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14267. break;
  14268. case NPC_WIDESUCK: {
  14269. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14270. if (heal > 0) {
  14271. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14272. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14273. status_heal(ss,heal,0,0);
  14274. }
  14275. }
  14276. break;
  14277. case CR_GRANDCROSS:
  14278. case NPC_GRANDDARKNESS:
  14279. if(!battle_config.gx_allhit)
  14280. unit->val1--;
  14281. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14282. break;
  14283. default:
  14284. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14285. }
  14286. break;
  14287. case UNT_FIREWALL:
  14288. case UNT_KAEN: {
  14289. int count = 0;
  14290. const int x = bl->x, y = bl->y;
  14291. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14292. break;
  14293. //Take into account these hit more times than the timer interval can handle.
  14294. do
  14295. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14296. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14297. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14298. if (unit->val2 <= 0)
  14299. skill_delunit(unit);
  14300. }
  14301. break;
  14302. case UNT_SANCTUARY:
  14303. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14304. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14305. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14306. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14307. } else {
  14308. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14309. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14310. #ifdef RENEWAL
  14311. if (md && md->mob_id == MOBID_EMPERIUM)
  14312. break;
  14313. #endif
  14314. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14315. break;
  14316. if( tstatus->hp >= tstatus->max_hp )
  14317. break;
  14318. if( status_isimmune(bl) )
  14319. heal = 0;
  14320. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14321. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14322. heal = ~heal + 1;
  14323. status_heal(bl, heal, 0, 0);
  14324. }
  14325. break;
  14326. case UNT_EVILLAND:
  14327. //Will heal demon and undead element monsters, but not players.
  14328. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14329. { //Damage enemies
  14330. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14331. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14332. } else {
  14333. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14334. if (tstatus->hp >= tstatus->max_hp)
  14335. break;
  14336. if (status_isimmune(bl))
  14337. heal = 0;
  14338. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14339. status_heal(bl, heal, 0, 0);
  14340. }
  14341. break;
  14342. case UNT_MAGNUS:
  14343. #ifndef RENEWAL
  14344. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14345. break;
  14346. #endif
  14347. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14348. break;
  14349. case UNT_FIREPILLAR_WAITING:
  14350. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14351. skill_delunit(unit);
  14352. break;
  14353. case UNT_SKIDTRAP: {
  14354. //Knockback away from position of user during placement [Playtester]
  14355. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14356. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14357. sg->unit_id = UNT_USED_TRAPS;
  14358. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14359. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14360. //Target will be stopped for 3 seconds
  14361. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14362. }
  14363. break;
  14364. case UNT_ANKLESNARE:
  14365. case UNT_MANHOLE:
  14366. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14367. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14368. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14369. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14370. if( td )
  14371. sec = DIFF_TICK(td->tick, tick);
  14372. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14373. || !unit_blown_immune(bl,0x1) )
  14374. {
  14375. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14376. clif_fixpos(bl);
  14377. }
  14378. sg->val2 = bl->id;
  14379. } else
  14380. sec = 3000; //Couldn't trap it?
  14381. if (sg->unit_id == UNT_ANKLESNARE) {
  14382. clif_skillunit_update(&unit->bl);
  14383. /**
  14384. * If you're snared from a trap that was invisible this makes the trap be
  14385. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14386. * bugreport:3961
  14387. **/
  14388. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14389. }
  14390. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14391. sg->interval = -1;
  14392. unit->range = 0;
  14393. }
  14394. break;
  14395. case UNT_EARTHQUAKE:
  14396. sg->val1++; // Hit count
  14397. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14398. break;
  14399. case UNT_ELECTRICSHOCKER:
  14400. if( bl->id != ss->id ) {
  14401. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14402. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14403. clif_fixpos(bl);
  14404. }
  14405. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14406. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14407. }
  14408. break;
  14409. case UNT_VENOMDUST:
  14410. if(tsc && !tsc->getSCE(type))
  14411. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14412. break;
  14413. case UNT_LANDMINE:
  14414. //Land Mine only hits single target
  14415. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14416. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14417. sg->limit = 1500;
  14418. break;
  14419. case UNT_MAGENTATRAP:
  14420. case UNT_COBALTTRAP:
  14421. case UNT_MAIZETRAP:
  14422. case UNT_VERDURETRAP:
  14423. if( bl->type == BL_PC )// it won't work on players
  14424. break;
  14425. [[fallthrough]];
  14426. case UNT_FIRINGTRAP:
  14427. case UNT_ICEBOUNDTRAP:
  14428. case UNT_CLUSTERBOMB:
  14429. if( bl->id == ss->id )// it won't trigger on caster
  14430. break;
  14431. [[fallthrough]];
  14432. case UNT_BLASTMINE:
  14433. case UNT_SHOCKWAVE:
  14434. case UNT_SANDMAN:
  14435. case UNT_FLASHER:
  14436. case UNT_FREEZINGTRAP:
  14437. case UNT_FIREPILLAR_ACTIVE:
  14438. case UNT_CLAYMORETRAP:
  14439. {
  14440. int bl_flag = sg->bl_flag;
  14441. if (tsc && tsc->getSCE(SC__MANHOLE))
  14442. break;
  14443. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14444. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14445. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14446. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14447. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14448. sg->limit = DIFF_TICK(tick, sg->tick) +
  14449. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14450. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14451. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14452. }
  14453. break;
  14454. case UNT_TALKIEBOX:
  14455. if (sg->src_id == bl->id)
  14456. break;
  14457. if (sg->val2 == 0) {
  14458. clif_talkiebox(&unit->bl, sg->valstr);
  14459. sg->unit_id = UNT_USED_TRAPS;
  14460. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14461. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14462. sg->val2 = -1;
  14463. }
  14464. break;
  14465. case UNT_LULLABY:
  14466. if (ss->id == bl->id)
  14467. break;
  14468. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14469. break;
  14470. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14471. if (ss->id != bl->id)
  14472. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14473. break;
  14474. case UNT_DISSONANCE:
  14475. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14476. break;
  14477. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14478. int heal;
  14479. #ifdef RENEWAL
  14480. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14481. if (md && md->mob_id == MOBID_EMPERIUM)
  14482. break;
  14483. #endif
  14484. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14485. break; // affects self only when soullinked
  14486. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14487. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14488. heal = ~heal + 1;
  14489. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14490. status_heal(bl, heal, 0, 0);
  14491. }
  14492. break;
  14493. case UNT_TATAMIGAESHI:
  14494. case UNT_DEMONSTRATION:
  14495. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14496. break;
  14497. case UNT_GOSPEL:
  14498. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14499. break;
  14500. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14501. { // Support Effect only on party, not guild
  14502. int heal;
  14503. int i = rnd() % 13; // Positive buff count
  14504. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14505. switch (i)
  14506. {
  14507. case 0: // Heal 1000~9999 HP
  14508. heal = rnd() % 9000 + 1000;
  14509. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14510. status_heal(bl, heal, 0, 0);
  14511. break;
  14512. case 1: // End all negative status
  14513. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14514. if (tsd) clif_gospel_info(tsd, 0x15);
  14515. break;
  14516. case 2: // Immunity to all status
  14517. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14518. if (tsd) clif_gospel_info(tsd, 0x16);
  14519. break;
  14520. case 3: // MaxHP +100%
  14521. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14522. if (tsd) clif_gospel_info(tsd, 0x17);
  14523. break;
  14524. case 4: // MaxSP +100%
  14525. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14526. if (tsd) clif_gospel_info(tsd, 0x18);
  14527. break;
  14528. case 5: // All stats +20
  14529. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14530. if (tsd) clif_gospel_info(tsd, 0x19);
  14531. break;
  14532. case 6: // Level 10 Blessing
  14533. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14534. break;
  14535. case 7: // Level 10 Increase AGI
  14536. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14537. break;
  14538. case 8: // Enchant weapon with Holy element
  14539. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14540. if (tsd) clif_gospel_info(tsd, 0x1c);
  14541. break;
  14542. case 9: // Enchant armor with Holy element
  14543. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14544. if (tsd) clif_gospel_info(tsd, 0x1d);
  14545. break;
  14546. case 10: // DEF +25%
  14547. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14548. if (tsd) clif_gospel_info(tsd, 0x1e);
  14549. break;
  14550. case 11: // ATK +100%
  14551. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14552. if (tsd) clif_gospel_info(tsd, 0x1f);
  14553. break;
  14554. case 12: // HIT/Flee +50
  14555. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14556. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14557. if (tsd) clif_gospel_info(tsd, 0x20);
  14558. break;
  14559. }
  14560. }
  14561. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14562. { // Offensive Effect
  14563. int i = rnd() % 10; // Negative buff count
  14564. switch (i)
  14565. {
  14566. case 0: // Deal 3000~7999 damage reduced by DEF
  14567. case 1: // Deal 1500~5499 damage unreducable
  14568. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14569. break;
  14570. case 2: // Curse
  14571. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14572. break;
  14573. case 3: // Blind
  14574. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14575. break;
  14576. case 4: // Poison
  14577. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14578. break;
  14579. case 5: // Level 10 Provoke
  14580. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14581. break;
  14582. case 6: // DEF -100%
  14583. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14584. break;
  14585. case 7: // ATK -100%
  14586. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14587. break;
  14588. case 8: // Flee -100%
  14589. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14590. break;
  14591. case 9: // Speed/ASPD -25%
  14592. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14593. break;
  14594. }
  14595. }
  14596. break;
  14597. #ifndef RENEWAL
  14598. case UNT_BASILICA:
  14599. {
  14600. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14601. if (i > 0) {
  14602. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14603. break;
  14604. }
  14605. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14606. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14607. }
  14608. break;
  14609. #endif
  14610. case UNT_GROUNDDRIFT_WIND:
  14611. case UNT_GROUNDDRIFT_DARK:
  14612. case UNT_GROUNDDRIFT_POISON:
  14613. case UNT_GROUNDDRIFT_WATER:
  14614. case UNT_GROUNDDRIFT_FIRE:
  14615. map_foreachinrange(skill_trap_splash,&unit->bl,
  14616. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14617. &unit->bl,tick);
  14618. sg->unit_id = UNT_USED_TRAPS;
  14619. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14620. sg->limit=DIFF_TICK(tick,sg->tick);
  14621. break;
  14622. case UNT_POISONSMOKE:
  14623. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14624. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14625. break;
  14626. case UNT_EPICLESIS:
  14627. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14628. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14629. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14630. int hp, sp;
  14631. switch( sg->skill_lv ) {
  14632. case 1: case 2: hp = 3; sp = 2; break;
  14633. case 3: case 4: hp = 4; sp = 3; break;
  14634. case 5: default: hp = 5; sp = 4; break;
  14635. }
  14636. hp = tstatus->max_hp * hp / 100;
  14637. sp = tstatus->max_sp * sp / 100;
  14638. if (tstatus->hp < tstatus->max_hp)
  14639. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14640. if (tstatus->sp < tstatus->max_sp)
  14641. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14642. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14643. hp = ~hp + 1;
  14644. status_heal(bl, hp, sp, 3);
  14645. }
  14646. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14647. // Doesn't remove Invisibility or Chase Walk.
  14648. status_change_end(bl,SC_HIDING);
  14649. status_change_end(bl,SC_CLOAKING);
  14650. status_change_end(bl,SC_CLOAKINGEXCEED);
  14651. status_change_end(bl,SC_CAMOUFLAGE);
  14652. status_change_end(bl,SC_NEWMOON);
  14653. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14654. status_change_end(bl, SC__SHADOWFORM);
  14655. }
  14656. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14657. }
  14658. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14659. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14660. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14661. break;
  14662. case UNT_DIMENSIONDOOR:
  14663. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14664. pc_randomwarp(tsd,CLR_TELEPORT);
  14665. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14666. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14667. break;
  14668. case UNT_REVERBERATION:
  14669. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14670. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14671. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14672. sg->unit_id = UNT_USED_TRAPS;
  14673. break;
  14674. case UNT_SEVERE_RAINSTORM:
  14675. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14676. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14677. break;
  14678. case UNT_NETHERWORLD:
  14679. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14680. if (!(tsc && tsc->getSCE(type))) {
  14681. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14682. sg->limit = DIFF_TICK(tick,sg->tick);
  14683. sg->unit_id = UNT_USED_TRAPS;
  14684. }
  14685. }
  14686. break;
  14687. case UNT_THORNS_TRAP:
  14688. if( tsc ) {
  14689. if( !sg->val2 ) {
  14690. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14691. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14692. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14693. if( td )
  14694. sec = DIFF_TICK(td->tick, tick);
  14695. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14696. clif_fixpos(bl);
  14697. sg->val2 = bl->id;
  14698. } else
  14699. sec = 3000; // Couldn't trap it?
  14700. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14701. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14702. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14703. }
  14704. break;
  14705. case UNT_WALLOFTHORN:
  14706. if (unit->val2-- <= 0) // Max hit reached
  14707. break;
  14708. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14709. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14710. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14711. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14712. break;
  14713. case UNT_DEMONIC_FIRE:
  14714. switch( sg->val2 ) {
  14715. case 1:
  14716. default:
  14717. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14718. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14719. break;
  14720. }
  14721. break;
  14722. case UNT_ZEPHYR:
  14723. if (ss == bl)
  14724. break; // Doesn't affect the Elemental
  14725. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14726. break;
  14727. case UNT_CLOUD_KILL:
  14728. if (tsc && !tsc->getSCE(type))
  14729. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14730. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14731. break;
  14732. case UNT_VACUUM_EXTREME:
  14733. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14734. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14735. return 0;
  14736. // Apply effect and suck targets one-by-one each n seconds
  14737. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  14738. break;
  14739. case UNT_BANDING:
  14740. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14741. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  14742. break;
  14743. case UNT_FIRE_MANTLE:
  14744. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14745. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14746. break;
  14747. case UNT_ZENKAI_WATER:
  14748. case UNT_ZENKAI_LAND:
  14749. case UNT_ZENKAI_FIRE:
  14750. case UNT_ZENKAI_WIND:
  14751. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14752. switch( sg->unit_id ) {
  14753. case UNT_ZENKAI_WATER:
  14754. switch (rnd()%2 + 1) {
  14755. case 1:
  14756. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14757. break;
  14758. case 2:
  14759. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14760. break;
  14761. }
  14762. break;
  14763. case UNT_ZENKAI_LAND:
  14764. switch (rnd()%2 + 1) {
  14765. case 1:
  14766. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  14767. break;
  14768. case 2:
  14769. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14770. break;
  14771. }
  14772. break;
  14773. case UNT_ZENKAI_FIRE:
  14774. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14775. break;
  14776. case UNT_ZENKAI_WIND:
  14777. switch (rnd()%3 + 1) {
  14778. case 1:
  14779. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14780. break;
  14781. case 2:
  14782. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14783. break;
  14784. case 3:
  14785. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14786. break;
  14787. }
  14788. break;
  14789. }
  14790. } else
  14791. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14792. break;
  14793. case UNT_POISON_MIST:
  14794. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14795. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14796. break;
  14797. case UNT_CHAOSPANIC:
  14798. if (tsc && tsc->getSCE(type))
  14799. break;
  14800. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14801. break;
  14802. case UNT_B_TRAP:
  14803. if (tsc && tsc->getSCE(type))
  14804. break;
  14805. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14806. unit->val2++; // Mark as ever been used
  14807. break;
  14808. case UNT_FIRE_RAIN:
  14809. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14810. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14811. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14812. break;
  14813. case UNT_MAGMA_ERUPTION:
  14814. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14815. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14816. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14817. else
  14818. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14819. break;
  14820. case UNT_ACIDIFIED_ZONE_WATER:
  14821. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14822. break;
  14823. case UNT_ACIDIFIED_ZONE_GROUND:
  14824. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14825. break;
  14826. case UNT_ACIDIFIED_ZONE_WIND:
  14827. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14828. break;
  14829. case UNT_ACIDIFIED_ZONE_FIRE:
  14830. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14831. break;
  14832. case UNT_ASTRAL_STRIKE:
  14833. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14834. break;
  14835. case UNT_ABYSS_SQUARE: {
  14836. short flag = 0;
  14837. // Check to see if the caster is in the AoE.
  14838. if (distance_bl(ss, &unit->bl) <= unit->range)
  14839. flag |= 2; // If yes, skill hits twice.
  14840. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14841. }
  14842. break;
  14843. }
  14844. if (bl->type == BL_MOB && ss != bl)
  14845. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14846. return skill_id;
  14847. }
  14848. /**
  14849. * Triggered when a char steps out of a skill unit
  14850. * @param src Skill unit from char moved out
  14851. * @param bl Char
  14852. * @param tick
  14853. */
  14854. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14855. {
  14856. status_change *sc;
  14857. struct status_change_entry *sce;
  14858. enum sc_type type;
  14859. nullpo_ret(src);
  14860. nullpo_ret(bl);
  14861. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14862. if (sg == nullptr)
  14863. return 0;
  14864. sc = status_get_sc(bl);
  14865. type = skill_get_sc(sg->skill_id);
  14866. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14867. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14868. return 0;
  14869. switch(sg->unit_id){
  14870. case UNT_SAFETYWALL:
  14871. case UNT_PNEUMA:
  14872. case UNT_EPICLESIS://Arch Bishop
  14873. if (sce)
  14874. status_change_end(bl, type);
  14875. break;
  14876. #ifndef RENEWAL
  14877. case UNT_BASILICA:
  14878. if (sce && sce->val4 != bl->id)
  14879. status_change_end(bl, type);
  14880. break;
  14881. #endif
  14882. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14883. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14884. status_change_end(bl, type);
  14885. break;
  14886. case UNT_DISSONANCE:
  14887. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14888. {
  14889. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14890. if(skill_get_inf2(i, INF2_ISSONG)) {
  14891. type = skill_get_sc(i);
  14892. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14893. if(sce)
  14894. return i;
  14895. }
  14896. }
  14897. }
  14898. [[fallthrough]];
  14899. case UNT_WHISTLE:
  14900. case UNT_ASSASSINCROSS:
  14901. case UNT_POEMBRAGI:
  14902. case UNT_APPLEIDUN:
  14903. case UNT_HUMMING:
  14904. case UNT_DONTFORGETME:
  14905. case UNT_FORTUNEKISS:
  14906. case UNT_SERVICEFORYOU:
  14907. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14908. return -1;
  14909. }
  14910. return sg->skill_id;
  14911. }
  14912. /**
  14913. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14914. * @param skill_id Skill ID
  14915. * @param bl A char
  14916. * @param tick
  14917. */
  14918. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14919. {
  14920. status_change *sc;
  14921. struct status_change_entry *sce;
  14922. enum sc_type type;
  14923. sc = status_get_sc(bl);
  14924. if (sc && !sc->count)
  14925. sc = NULL;
  14926. type = skill_get_sc(skill_id);
  14927. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14928. switch (skill_id)
  14929. {
  14930. case WZ_QUAGMIRE:
  14931. if (bl->type==BL_MOB)
  14932. break;
  14933. if (sce)
  14934. status_change_end(bl, type);
  14935. break;
  14936. case BD_LULLABY:
  14937. case BD_RICHMANKIM:
  14938. case BD_ETERNALCHAOS:
  14939. case BD_DRUMBATTLEFIELD:
  14940. case BD_RINGNIBELUNGEN:
  14941. case BD_ROKISWEIL:
  14942. case BD_INTOABYSS:
  14943. case BD_SIEGFRIED:
  14944. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  14945. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14946. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14947. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14948. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14949. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14950. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14951. status_change_end(bl, SC_DANCING);
  14952. }
  14953. [[fallthrough]];
  14954. case MH_STEINWAND:
  14955. case MG_SAFETYWALL:
  14956. case AL_PNEUMA:
  14957. case SA_VOLCANO:
  14958. case SA_DELUGE:
  14959. case SA_VIOLENTGALE:
  14960. case CG_HERMODE:
  14961. #ifndef RENEWAL
  14962. case HW_GRAVITATION:
  14963. case HP_BASILICA:
  14964. #endif
  14965. case NJ_SUITON:
  14966. case SC_MAELSTROM:
  14967. case EL_WATER_BARRIER:
  14968. case EL_ZEPHYR:
  14969. case EL_POWER_OF_GAIA:
  14970. case SO_WARMER:
  14971. case SO_FIRE_INSIGNIA:
  14972. case SO_WATER_INSIGNIA:
  14973. case SO_WIND_INSIGNIA:
  14974. case SO_EARTH_INSIGNIA:
  14975. case SJ_BOOKOFCREATINGSTAR:
  14976. case SC_BLOODYLUST:
  14977. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14978. case GN_FIRE_EXPANSION_TEAR_GAS:
  14979. case LG_KINGS_GRACE:
  14980. case NC_STEALTHFIELD:
  14981. case NC_NEUTRALBARRIER:
  14982. case SU_NYANGGRASS:
  14983. if (sce)
  14984. status_change_end(bl, type);
  14985. break;
  14986. case BA_DISSONANCE:
  14987. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14988. {
  14989. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14990. if(skill_get_inf2(i, INF2_ISSONG)){
  14991. type = skill_get_sc(i);
  14992. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14993. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14994. delete_timer(sce->timer, status_change_timer);
  14995. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14996. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14997. }
  14998. }
  14999. }
  15000. }
  15001. break;
  15002. case BA_POEMBRAGI:
  15003. case BA_WHISTLE:
  15004. case BA_ASSASSINCROSS:
  15005. case BA_APPLEIDUN:
  15006. case DC_HUMMING:
  15007. case DC_DONTFORGETME:
  15008. case DC_FORTUNEKISS:
  15009. case DC_SERVICEFORYOU:
  15010. if (sce)
  15011. {
  15012. delete_timer(sce->timer, status_change_timer);
  15013. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15014. //not possible on our current implementation.
  15015. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15016. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15017. }
  15018. break;
  15019. case PF_FOGWALL:
  15020. if (sce)
  15021. {
  15022. status_change_end(bl, type);
  15023. if ((sce=sc->getSCE(SC_BLIND)))
  15024. {
  15025. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15026. status_change_end(bl, SC_BLIND);
  15027. else {
  15028. delete_timer(sce->timer, status_change_timer);
  15029. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15030. }
  15031. }
  15032. }
  15033. break;
  15034. case GD_LEADERSHIP:
  15035. case GD_GLORYWOUNDS:
  15036. case GD_SOULCOLD:
  15037. case GD_HAWKEYES:
  15038. if( !(sce && sce->val4) )
  15039. status_change_end(bl, type);
  15040. break;
  15041. }
  15042. return skill_id;
  15043. }
  15044. /*==========================================
  15045. * Invoked when a unit cell has been placed/removed/deleted.
  15046. * flag values:
  15047. * flag&1: Invoke onplace function (otherwise invoke onout)
  15048. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15049. * flag&8: Recursive
  15050. *------------------------------------------*/
  15051. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15052. {
  15053. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15054. t_tick tick = va_arg(ap,t_tick);
  15055. unsigned int flag = va_arg(ap,unsigned int);
  15056. uint16 skill_id;
  15057. bool dissonance = false;
  15058. bool isTarget = false;
  15059. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  15060. return 0;
  15061. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15062. if (group == nullptr)
  15063. return 0;
  15064. if( !(flag&8) ) {
  15065. dissonance = skill_dance_switch(unit, 0);
  15066. //Target-type check.
  15067. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15068. }
  15069. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15070. skill_id = group->skill_id;
  15071. if( isTarget ){
  15072. if( flag&1 )
  15073. skill_unit_onplace(unit,bl,tick);
  15074. else {
  15075. if( skill_unit_onout(unit,bl,tick) == -1 )
  15076. return 0; // Don't let a Bard/Dancer update their own song timer
  15077. }
  15078. if( flag&4 )
  15079. skill_unit_onleft(skill_id, bl, tick);
  15080. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15081. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15082. if( dissonance ) {
  15083. skill_dance_switch(unit, 1);
  15084. //we placed a dissonance, let's update
  15085. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15086. }
  15087. return 0;
  15088. }
  15089. /**
  15090. * Check skill unit while receiving damage
  15091. * @param unit Skill unit
  15092. * @param damage Received damage
  15093. * @return Damage
  15094. */
  15095. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15096. {
  15097. nullpo_ret(unit);
  15098. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15099. if (sg == nullptr)
  15100. return 0;
  15101. switch( sg->unit_id ) {
  15102. case UNT_BLASTMINE:
  15103. case UNT_SKIDTRAP:
  15104. case UNT_LANDMINE:
  15105. case UNT_SHOCKWAVE:
  15106. case UNT_SANDMAN:
  15107. case UNT_FLASHER:
  15108. case UNT_CLAYMORETRAP:
  15109. case UNT_FREEZINGTRAP:
  15110. case UNT_ANKLESNARE:
  15111. case UNT_ICEWALL:
  15112. case UNT_WALLOFTHORN:
  15113. case UNT_REVERBERATION:
  15114. case UNT_NETHERWORLD:
  15115. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15116. break;
  15117. default:
  15118. damage = 0;
  15119. break;
  15120. }
  15121. return damage;
  15122. }
  15123. /**
  15124. * Check char condition around the skill caster
  15125. * @param bl Char around area
  15126. * @param *c Counter for 'valid' condition found
  15127. * @param *p_sd Stores 'rid' of char found
  15128. * @param skill_id Skill ID
  15129. * @param skill_lv Level of used skill
  15130. */
  15131. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15132. {
  15133. int *c, skill_id;
  15134. struct block_list *src;
  15135. map_session_data *sd;
  15136. map_session_data *tsd;
  15137. int *p_sd; //Contains the list of characters found.
  15138. nullpo_ret(bl);
  15139. nullpo_ret(tsd=(map_session_data*)bl);
  15140. nullpo_ret(src=va_arg(ap,struct block_list *));
  15141. nullpo_ret(sd=(map_session_data*)src);
  15142. c=va_arg(ap,int *);
  15143. p_sd = va_arg(ap, int *);
  15144. skill_id = va_arg(ap,int);
  15145. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15146. if (skill_id == PR_BENEDICTIO) {
  15147. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15148. return 0;
  15149. }
  15150. else if (is_chorus) {
  15151. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15152. return 0;
  15153. }
  15154. else if (*c >= 1) // Check for one companion for all other cases.
  15155. return 0;
  15156. if (bl == src)
  15157. return 0;
  15158. if(pc_isdead(tsd))
  15159. return 0;
  15160. if (tsd->sc.cant.cast)
  15161. return 0;
  15162. if( is_chorus ) {
  15163. if( tsd->status.party_id && sd->status.party_id &&
  15164. tsd->status.party_id == sd->status.party_id &&
  15165. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15166. p_sd[(*c)++] = tsd->bl.id;
  15167. return 1;
  15168. } else {
  15169. switch(skill_id) {
  15170. case PR_BENEDICTIO: {
  15171. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15172. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15173. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15174. && sd->status.sp >= 10)
  15175. p_sd[(*c)++]=tsd->bl.id;
  15176. return 1;
  15177. }
  15178. case AB_ADORAMUS:
  15179. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15180. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15181. p_sd[(*c)++] = tsd->bl.id;
  15182. return 1;
  15183. case TR_GEF_NOCTURN:
  15184. case TR_ROKI_CAPRICCIO:
  15185. case TR_AIN_RHAPSODY:
  15186. case TR_MUSICAL_INTERLUDE:
  15187. case TR_JAWAII_SERENADE:
  15188. case TR_NIPELHEIM_REQUIEM:
  15189. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15190. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15191. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15192. p_sd[(*c)++] = tsd->bl.id;
  15193. return 1;
  15194. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15195. {
  15196. uint16 skill_lv;
  15197. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15198. return 0;
  15199. if (sd->status.sex != tsd->status.sex &&
  15200. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15201. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15202. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15203. sd->status.party_id && tsd->status.party_id &&
  15204. sd->status.party_id == tsd->status.party_id &&
  15205. !tsd->sc.getSCE(SC_DANCING))
  15206. {
  15207. p_sd[(*c)++]=tsd->bl.id;
  15208. return skill_lv;
  15209. }
  15210. }
  15211. break;
  15212. }
  15213. }
  15214. return 0;
  15215. }
  15216. /**
  15217. * Checks and stores partners for ensemble skills [Skotlex]
  15218. * Max partners is 2.
  15219. * @param sd Caster
  15220. * @param skill_id
  15221. * @param skill_lv
  15222. * @param range Area range to check
  15223. * @param cast_flag Special handle
  15224. */
  15225. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15226. {
  15227. static int c=0;
  15228. static int p_sd[MAX_PARTY];
  15229. int i;
  15230. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15231. if (!sd)
  15232. return 0;
  15233. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15234. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15235. if (cast_flag) { //Execute the skill on the partners.
  15236. map_session_data* tsd;
  15237. switch (skill_id) {
  15238. case PR_BENEDICTIO:
  15239. case WM_GREAT_ECHO:
  15240. for (i = 0; i < c; i++) {
  15241. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  15242. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15243. }
  15244. return c;
  15245. case AB_ADORAMUS:
  15246. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  15247. i = 2 * (*skill_lv);
  15248. status_charge(&tsd->bl, 0, i);
  15249. }
  15250. break;
  15251. default:
  15252. if( is_chorus )
  15253. break;//Chorus skills are not to be parsed as ensembles
  15254. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15255. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15256. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15257. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15258. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15259. tsd->skill_id_dance = skill_id;
  15260. tsd->skill_lv_dance = *skill_lv;
  15261. #ifdef RENEWAL
  15262. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15263. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15264. #endif
  15265. }
  15266. }
  15267. return c;
  15268. }
  15269. }
  15270. //Else: new search for partners.
  15271. c = 0;
  15272. memset (p_sd, 0, sizeof(p_sd));
  15273. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15274. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15275. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15276. *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.
  15277. return c;
  15278. }
  15279. /**
  15280. * Sub function to count how many spawned mob is around.
  15281. * Some skills check with matched AI.
  15282. * @param rid Source ID
  15283. * @param mob_class Monster ID
  15284. * @param skill_id Used skill
  15285. * @param *c Counter for found monster
  15286. */
  15287. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15288. {
  15289. int *c,src_id,mob_class,skill;
  15290. uint16 ai;
  15291. struct mob_data *md;
  15292. md=(struct mob_data*)bl;
  15293. src_id=va_arg(ap,int);
  15294. mob_class=va_arg(ap,int);
  15295. skill=va_arg(ap,int);
  15296. c=va_arg(ap,int *);
  15297. switch (skill) {
  15298. case AM_SPHEREMINE:
  15299. ai = AI_SPHERE;
  15300. break;
  15301. case AM_CANNIBALIZE:
  15302. ai = AI_FLORA;
  15303. break;
  15304. case KO_ZANZOU:
  15305. ai = AI_ZANZOU;
  15306. break;
  15307. case MH_SUMMON_LEGION:
  15308. ai = AI_LEGION;
  15309. break;
  15310. case NC_SILVERSNIPER:
  15311. case NC_MAGICDECOY:
  15312. ai = AI_FAW;
  15313. break;
  15314. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15315. case MT_SUMMON_ABR_DUAL_CANNON:
  15316. case MT_SUMMON_ABR_MOTHER_NET:
  15317. case MT_SUMMON_ABR_INFINITY:
  15318. ai = AI_ABR;
  15319. break;
  15320. case BO_WOODENWARRIOR:
  15321. case BO_WOODEN_FAIRY:
  15322. case BO_CREEPER:
  15323. case BO_HELLTREE:
  15324. ai = AI_BIONIC;
  15325. break;
  15326. default:
  15327. ai = AI_FLORA;
  15328. break;
  15329. }
  15330. if( md->master_id != src_id || md->special_state.ai != ai)
  15331. return 0; //Non alchemist summoned mobs have nothing to do here.
  15332. if(md->mob_id==mob_class)
  15333. (*c)++;
  15334. return 1;
  15335. }
  15336. /**
  15337. * Determines if a given skill should be made to consume ammo
  15338. * when used by the player. [Skotlex]
  15339. * @param sd Player
  15340. * @param skill_id Skill ID
  15341. * @return True if skill is need ammo; False otherwise.
  15342. */
  15343. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15344. {
  15345. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15346. return (
  15347. battle_config.arrow_decrement == 2 &&
  15348. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15349. skill_id != HT_PHANTASMIC &&
  15350. skill->skill_type == BF_WEAPON &&
  15351. !skill->nk[NK_NODAMAGE] &&
  15352. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15353. );
  15354. }
  15355. /**
  15356. * Check SC required to cast a skill
  15357. * @param sc
  15358. * @param skill_id
  15359. * @return True if condition is met, False otherwise
  15360. **/
  15361. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15362. if (require == nullptr || require->status.empty())
  15363. return true;
  15364. nullpo_ret(sd);
  15365. status_change *sc = &sd->sc;
  15366. if (sc == nullptr) {
  15367. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15368. return false;
  15369. }
  15370. // May have multiple requirements
  15371. for (const auto &reqStatus : require->status) {
  15372. if (reqStatus == SC_NONE)
  15373. continue;
  15374. useskill_fail_cause cause;
  15375. switch (reqStatus) {
  15376. // Official fail message
  15377. case SC_PUSH_CART:
  15378. cause = USESKILL_FAIL_CART;
  15379. break;
  15380. case SC_POISONINGWEAPON:
  15381. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15382. break;
  15383. case SC_WEAPONBLOCK_ON:
  15384. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15385. break;
  15386. default:
  15387. cause = USESKILL_FAIL_LEVEL;
  15388. break;
  15389. }
  15390. if (!sc->getSCE(reqStatus)) {
  15391. clif_skill_fail(sd, skill_id, cause, 0);
  15392. return false;
  15393. }
  15394. }
  15395. return true;
  15396. }
  15397. /**
  15398. * Check SC of BL
  15399. * @param sc
  15400. * @param skill_id
  15401. * @return 1 if condition is met, 0 otherwise
  15402. **/
  15403. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15404. nullpo_ret(target);
  15405. int sc_id = va_arg(ap,int);
  15406. status_change *sc = status_get_sc(target);
  15407. if (sc && sc->getSCE(sc_id))
  15408. return 1;
  15409. return 0;
  15410. }
  15411. /**
  15412. * Check skill condition when cast begin
  15413. * For ammo, only check if the skill need ammo
  15414. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15415. * @param sd Player who uses skill
  15416. * @param skill_id ID of used skill
  15417. * @param skill_lv Level of used skill
  15418. * @return true: All condition passed, false: Failed
  15419. */
  15420. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15421. {
  15422. struct status_data *status;
  15423. status_change *sc;
  15424. struct s_skill_condition require;
  15425. int i;
  15426. nullpo_retr(false,sd);
  15427. if (sd->chatID)
  15428. return false;
  15429. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15430. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15431. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15432. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15433. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15434. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15435. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15436. return true;
  15437. }
  15438. switch( sd->menuskill_id ) {
  15439. case AM_PHARMACY:
  15440. switch( skill_id ) {
  15441. case AM_PHARMACY:
  15442. case AC_MAKINGARROW:
  15443. case BS_REPAIRWEAPON:
  15444. case AM_TWILIGHT1:
  15445. case AM_TWILIGHT2:
  15446. case AM_TWILIGHT3:
  15447. return false;
  15448. }
  15449. break;
  15450. case GN_MIX_COOKING:
  15451. case GN_MAKEBOMB:
  15452. case GN_S_PHARMACY:
  15453. case GN_CHANGEMATERIAL:
  15454. case MT_M_MACHINE:
  15455. case BO_BIONIC_PHARMACY:
  15456. if( sd->menuskill_id != skill_id )
  15457. return false;
  15458. break;
  15459. }
  15460. status = &sd->battle_status;
  15461. sc = &sd->sc;
  15462. if( !sc->count )
  15463. sc = NULL;
  15464. if( sd->skillitem == skill_id )
  15465. {
  15466. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15467. sd->state.abra_flag = 0;
  15468. else
  15469. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15470. if( (i = sd->itemindex) == -1 ||
  15471. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15472. sd->inventory_data[i] == NULL ||
  15473. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15474. sd->inventory.u.items_inventory[i].amount < 1
  15475. )
  15476. { //Something went wrong, item exploit?
  15477. sd->itemid = 0;
  15478. sd->itemindex = -1;
  15479. return false;
  15480. }
  15481. //Consume
  15482. sd->itemid = 0;
  15483. sd->itemindex = -1;
  15484. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15485. ; //Do not consume item.
  15486. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15487. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15488. }
  15489. if(!sd->skillitem_keep_requirement)
  15490. return true;
  15491. }
  15492. if( pc_is90overweight(sd) ) {
  15493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15494. return false;
  15495. }
  15496. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15497. return false;
  15498. //Checks if disabling skill - in which case no SP requirements are necessary
  15499. if( sc && skill_disable_check(*sc,skill_id))
  15500. return true;
  15501. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15502. // Check the skills that can be used while mounted on a warg
  15503. if( pc_isridingwug(sd) ) {
  15504. if(!inf2[INF2_ALLOWONWARG])
  15505. return false; // in official there is no message.
  15506. }
  15507. if( pc_ismadogear(sd) ) {
  15508. // Skills that are unusable when Mado is equipped. [Jobbie]
  15509. if(!inf2[INF2_ALLOWONMADO]){
  15510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15511. return false;
  15512. }
  15513. }
  15514. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15515. // return false;
  15516. require = skill_get_requirement(sd,skill_id,skill_lv);
  15517. //Can only update state when weapon/arrow info is checked.
  15518. sd->state.arrow_atk = require.ammo?1:0;
  15519. // perform skill-group checks
  15520. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15521. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15523. return false;
  15524. }
  15525. }
  15526. else if(inf2[INF2_ISENSEMBLE]) {
  15527. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15528. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15529. return false;
  15530. }
  15531. }
  15532. // perform skill-specific checks (and actions)
  15533. switch( skill_id ) {
  15534. case RG_GRAFFITI:
  15535. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15537. return false;
  15538. }
  15539. break;
  15540. case SO_SPELLFIST:
  15541. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15543. return false;
  15544. }
  15545. [[fallthrough]];
  15546. case SA_CASTCANCEL:
  15547. if(sd->ud.skilltimer == INVALID_TIMER) {
  15548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15549. return false;
  15550. }
  15551. break;
  15552. case AS_CLOAKING:
  15553. {
  15554. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15555. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15556. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15557. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15558. int di;
  15559. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15560. if( di == 8 ) {
  15561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15562. return false;
  15563. }
  15564. }
  15565. break;
  15566. }
  15567. case AL_WARP:
  15568. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15569. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15570. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15571. return false;
  15572. }
  15573. break;
  15574. case AL_HOLYWATER:
  15575. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15577. return false;
  15578. }
  15579. break;
  15580. case MO_CALLSPIRITS:
  15581. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15582. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15583. if(sd->spiritball >= skill_lv) {
  15584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15585. return false;
  15586. }
  15587. break;
  15588. case MO_FINGEROFFENSIVE:
  15589. case GS_FLING:
  15590. case SR_RIDEINLIGHTNING:
  15591. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15592. sd->spiritball_old = require.spiritball = sd->spiritball;
  15593. else
  15594. sd->spiritball_old = require.spiritball;
  15595. break;
  15596. case MO_CHAINCOMBO:
  15597. if(!sc)
  15598. return false;
  15599. if(sc->getSCE(SC_BLADESTOP))
  15600. break;
  15601. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15602. break;
  15603. return false;
  15604. case MO_COMBOFINISH:
  15605. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15606. return false;
  15607. break;
  15608. case CH_TIGERFIST:
  15609. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15610. return false;
  15611. break;
  15612. case CH_CHAINCRUSH:
  15613. if(!(sc && sc->getSCE(SC_COMBO)))
  15614. return false;
  15615. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15616. return false;
  15617. break;
  15618. case SJ_SOLARBURST:
  15619. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15620. return 0;
  15621. break;
  15622. case MO_EXTREMITYFIST:
  15623. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15624. // return false;
  15625. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15626. break;
  15627. if( sc && sc->getSCE(SC_COMBO) ) {
  15628. switch(sc->getSCE(SC_COMBO)->val1) {
  15629. case MO_COMBOFINISH:
  15630. case CH_TIGERFIST:
  15631. case CH_CHAINCRUSH:
  15632. break;
  15633. default:
  15634. return false;
  15635. }
  15636. }
  15637. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15639. return false;
  15640. }
  15641. #ifdef RENEWAL
  15642. sd->spiritball_old = sd->spiritball;
  15643. #endif
  15644. break;
  15645. case TK_MISSION:
  15646. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15648. return false;
  15649. }
  15650. break;
  15651. case ASC_EDP:
  15652. #ifdef RENEWAL
  15653. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15654. #else
  15655. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15656. #endif
  15657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15658. return false;
  15659. }
  15660. break;
  15661. case TK_READYCOUNTER:
  15662. case TK_READYDOWN:
  15663. case TK_READYSTORM:
  15664. case TK_READYTURN:
  15665. case TK_JUMPKICK:
  15666. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15667. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15668. return false;
  15669. }
  15670. break;
  15671. case TK_TURNKICK:
  15672. case TK_STORMKICK:
  15673. case TK_DOWNKICK:
  15674. case TK_COUNTER:
  15675. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15676. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15677. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15678. return false; //Combo needs to be ready
  15679. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15680. //Do not repeat a kick.
  15681. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15682. break;
  15683. status_change_end(&sd->bl, SC_COMBO);
  15684. return false;
  15685. }
  15686. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15687. unit_cancel_combo(&sd->bl);
  15688. return false;
  15689. }
  15690. break; //Combo ready.
  15691. #ifndef RENEWAL
  15692. case BD_ADAPTATION:
  15693. {
  15694. int time;
  15695. if(!(sc && sc->getSCE(SC_DANCING))) {
  15696. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15697. return false;
  15698. }
  15699. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15700. if (skill_get_time(
  15701. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15702. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15703. - time < skill_get_time2(skill_id,skill_lv))
  15704. {
  15705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15706. return false;
  15707. }
  15708. }
  15709. break;
  15710. #endif
  15711. case PR_BENEDICTIO:
  15712. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15714. return false;
  15715. }
  15716. break;
  15717. case SL_SMA:
  15718. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15719. return false;
  15720. break;
  15721. case HT_POWER:
  15722. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15723. return false;
  15724. break;
  15725. #ifndef RENEWAL
  15726. case CG_HERMODE:
  15727. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15728. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15729. return false;
  15730. }
  15731. break;
  15732. #endif
  15733. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15734. {
  15735. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15736. int size = range*2+1;
  15737. for (s=0;s<size*size;s++) {
  15738. int x = sd->bl.x+(s%size-range);
  15739. int y = sd->bl.y+(s/size-range);
  15740. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15742. return false;
  15743. }
  15744. }
  15745. }
  15746. break;
  15747. #ifndef RENEWAL
  15748. case PR_REDEMPTIO:
  15749. {
  15750. t_exp exp = pc_nextbaseexp(sd);
  15751. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15752. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15754. return false;
  15755. }
  15756. break;
  15757. }
  15758. case HP_BASILICA:
  15759. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15760. if( sd ) {
  15761. // When castbegin, needs 7x7 clear area
  15762. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15763. int size = range*2+1;
  15764. for( s=0;s<size*size;s++ ) {
  15765. int x = sd->bl.x+(s%size-range);
  15766. int y = sd->bl.y+(s/size-range);
  15767. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15768. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15769. return false;
  15770. }
  15771. }
  15772. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15773. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15774. return false;
  15775. }
  15776. }
  15777. }
  15778. break;
  15779. #endif
  15780. case AM_TWILIGHT2:
  15781. case AM_TWILIGHT3:
  15782. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15784. return false;
  15785. }
  15786. break;
  15787. case SG_SUN_WARM:
  15788. case SG_MOON_WARM:
  15789. case SG_STAR_WARM:
  15790. if (sc && sc->getSCE(SC_MIRACLE))
  15791. break;
  15792. i = skill_id-SG_SUN_WARM;
  15793. if (sd->bl.m == sd->feel_map[i].m)
  15794. break;
  15795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15796. return false;
  15797. break;
  15798. case SG_SUN_COMFORT:
  15799. case SG_MOON_COMFORT:
  15800. case SG_STAR_COMFORT:
  15801. if (sc && sc->getSCE(SC_MIRACLE))
  15802. break;
  15803. i = skill_id-SG_SUN_COMFORT;
  15804. if (sd->bl.m == sd->feel_map[i].m &&
  15805. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15806. break;
  15807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15808. return false;
  15809. case SG_FUSION:
  15810. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  15811. break;
  15812. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15813. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15814. if( require.sp > 0 ) {
  15815. if (status->sp < (unsigned int)require.sp)
  15816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15817. else
  15818. status_zap(&sd->bl, 0, require.sp);
  15819. }
  15820. return false;
  15821. case GD_BATTLEORDER:
  15822. case GD_REGENERATION:
  15823. case GD_RESTORE:
  15824. case GD_CHARGESHOUT_FLAG:
  15825. case GD_CHARGESHOUT_BEATING:
  15826. case GD_EMERGENCY_MOVE:
  15827. if (!map_flag_gvg2(sd->bl.m)) {
  15828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15829. return false;
  15830. }
  15831. [[fallthrough]];
  15832. case GD_EMERGENCYCALL:
  15833. case GD_ITEMEMERGENCYCALL:
  15834. // other checks were already done in skill_isNotOk()
  15835. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15836. return false;
  15837. break;
  15838. case GS_GLITTERING:
  15839. case RL_RICHS_COIN:
  15840. if(sd->spiritball >= 10) {
  15841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15842. return false;
  15843. }
  15844. break;
  15845. case NJ_ISSEN:
  15846. #ifdef RENEWAL
  15847. if (status->hp < (status->hp/100)) {
  15848. #else
  15849. if (status->hp < 2) {
  15850. #endif
  15851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15852. return false;
  15853. }
  15854. [[fallthrough]];
  15855. case NJ_BUNSINJYUTSU:
  15856. if (!(sc && sc->getSCE(SC_NEN))) {
  15857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15858. return false;
  15859. }
  15860. break;
  15861. case NJ_ZENYNAGE:
  15862. case KO_MUCHANAGE:
  15863. if(sd->status.zeny < require.zeny) {
  15864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15865. return false;
  15866. }
  15867. break;
  15868. case PF_HPCONVERSION:
  15869. if (status->sp == status->max_sp)
  15870. return false; //Unusable when at full SP.
  15871. break;
  15872. case SP_KAUTE: // Fail if below 30% MaxHP.
  15873. if (status->hp < 30 * status->max_hp / 100) {
  15874. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15875. return false;
  15876. }
  15877. break;
  15878. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15879. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15881. return false;
  15882. }
  15883. break;
  15884. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15885. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15887. return false;
  15888. }
  15889. break;
  15890. case AB_ANCILLA: {
  15891. int count = 0;
  15892. for( i = 0; i < MAX_INVENTORY; i++ )
  15893. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15894. count += sd->inventory.u.items_inventory[i].amount;
  15895. if( count >= 3 ) {
  15896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15897. return false;
  15898. }
  15899. }
  15900. break;
  15901. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15902. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15903. && sd->special_state.no_gemstone == 0
  15904. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15906. return false;
  15907. }
  15908. break;
  15909. case WL_SUMMONFB:
  15910. case WL_SUMMONBL:
  15911. case WL_SUMMONWB:
  15912. case WL_SUMMONSTONE:
  15913. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15914. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  15915. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15917. return false;
  15918. }
  15919. }
  15920. break;
  15921. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15922. case WL_RELEASE: {
  15923. int active_spheres = 0, req_spheres = 0;
  15924. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15925. if (sc && sc->getSCE(i))
  15926. active_spheres++;
  15927. }
  15928. // Cast requirement
  15929. if (skill_id == WL_TETRAVORTEX)
  15930. req_spheres = 4;
  15931. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15932. req_spheres = 1;
  15933. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15934. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15935. return false;
  15936. }
  15937. }
  15938. break;
  15939. case GC_HALLUCINATIONWALK:
  15940. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  15941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15942. return false;
  15943. }
  15944. break;
  15945. case NPC_HALLUCINATIONWALK:
  15946. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  15947. return false;
  15948. }
  15949. break;
  15950. case RA_WUGMASTERY:
  15951. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  15952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15953. return false;
  15954. }
  15955. break;
  15956. case RA_WUGSTRIKE:
  15957. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15959. return false;
  15960. }
  15961. break;
  15962. case RA_WUGRIDER:
  15963. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15964. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15965. return false;
  15966. }
  15967. break;
  15968. case RA_WUGDASH:
  15969. if(!pc_isridingwug(sd)) {
  15970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15971. return false;
  15972. }
  15973. else {
  15974. int16 sx = sd->bl.x;
  15975. int16 sy = sd->bl.y;
  15976. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15977. switch (dir) {
  15978. case 0: case 8: sy++; break;
  15979. case 1: sx--; sy++; break;
  15980. case 2: sx--; break;
  15981. case 3: sx--; sy--; break;
  15982. case 4: sy--; break;
  15983. case 5: sx++; sy--; break;
  15984. case 6: sx++; break;
  15985. case 7: sx++; sy++; break;
  15986. }
  15987. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15988. return false;
  15989. }
  15990. }
  15991. break;
  15992. case LG_RAYOFGENESIS:
  15993. case LG_BANDING:
  15994. if( sc && sc->getSCE(SC_INSPIRATION) )
  15995. return true; // Don't check for partner.
  15996. break;
  15997. case LG_PRESTIGE:
  15998. if( sc && sc->getSCE(SC_INSPIRATION) )
  15999. return true; // Don't check for partner.
  16000. if( sc && sc->getSCE(SC_BANDING) ) {
  16001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16002. return false;
  16003. }
  16004. break;
  16005. case LG_RAGEBURST:
  16006. if( sd->spiritball == 0 ) {
  16007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  16008. return false;
  16009. }
  16010. sd->spiritball_old = require.spiritball = sd->spiritball;
  16011. break;
  16012. case SR_FALLENEMPIRE:
  16013. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16014. return false;
  16015. break;
  16016. case SR_CRESCENTELBOW:
  16017. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16018. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  16019. return false;
  16020. }
  16021. break;
  16022. case SR_CURSEDCIRCLE:
  16023. if (map_flag_gvg2(sd->bl.m)) {
  16024. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16025. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16026. char output[128];
  16027. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  16028. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  16029. return false;
  16030. }
  16031. }
  16032. if( sd->spiritball > 0 )
  16033. sd->spiritball_old = require.spiritball = sd->spiritball;
  16034. else {
  16035. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16036. return false;
  16037. }
  16038. break;
  16039. case SR_GATEOFHELL:
  16040. if( sd->spiritball > 0 )
  16041. sd->spiritball_old = require.spiritball;
  16042. break;
  16043. case SC_MANHOLE:
  16044. case SC_DIMENSIONDOOR:
  16045. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16046. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16047. return false;
  16048. }
  16049. break;
  16050. case SC_FEINTBOMB:
  16051. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  16052. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16053. return false;
  16054. }
  16055. break;
  16056. case WM_GREAT_ECHO: {
  16057. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16058. if (count > 0)
  16059. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16060. }
  16061. break;
  16062. case SO_FIREWALK:
  16063. case SO_ELECTRICWALK:
  16064. case NPC_FIREWALK:
  16065. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16066. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16067. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16068. if( sd )
  16069. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16070. return false;
  16071. }
  16072. break;
  16073. case SO_EL_CONTROL:
  16074. if( !sd->status.ele_id || !sd->ed ) {
  16075. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16076. return false;
  16077. }
  16078. break;
  16079. case KO_JYUMONJIKIRI:
  16080. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  16081. return true;
  16082. else {
  16083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16084. return false;
  16085. }
  16086. break;
  16087. case KO_KAHU_ENTEN:
  16088. case KO_HYOUHU_HUBUKI:
  16089. case KO_KAZEHU_SEIRAN:
  16090. case KO_DOHU_KOUKAI:
  16091. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  16092. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  16093. return false;
  16094. }
  16095. break;
  16096. case KO_KAIHOU:
  16097. case KO_ZENKAI:
  16098. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  16099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  16100. return false;
  16101. }
  16102. break;
  16103. case SJ_FULLMOONKICK:
  16104. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16105. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16106. return false;
  16107. }
  16108. break;
  16109. case SJ_STAREMPEROR:
  16110. case SJ_NOVAEXPLOSING:
  16111. case SJ_GRAVITYCONTROL:
  16112. case SJ_BOOKOFDIMENSION:
  16113. case SJ_BOOKOFCREATINGSTAR:
  16114. case SP_SOULDIVISION:
  16115. case SP_SOULEXPLOSION:
  16116. if (!map_flag_vs(sd->bl.m)) {
  16117. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16118. return false;
  16119. }
  16120. break;
  16121. case SP_SWHOO:
  16122. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16123. return false;
  16124. break;
  16125. case DK_SERVANT_W_PHANTOM:
  16126. case DK_SERVANT_W_DEMOL:
  16127. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  16128. sd->servantball_old = require.spiritball = sd->servantball;
  16129. else
  16130. sd->servantball_old = require.spiritball;
  16131. break;
  16132. case IQ_SECOND_FAITH:
  16133. case IQ_THIRD_PUNISH:
  16134. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16135. return false;
  16136. break;
  16137. case IQ_SECOND_JUDGEMENT:
  16138. case IQ_THIRD_CONSECRATION:
  16139. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16140. return false;
  16141. break;
  16142. case IQ_SECOND_FLAME:
  16143. case IQ_THIRD_FLAME_BOMB:
  16144. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16145. return false;
  16146. break;
  16147. }
  16148. /* check state required */
  16149. switch (require.state) {
  16150. case ST_HIDDEN:
  16151. if(!pc_ishiding(sd)) {
  16152. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16153. return false;
  16154. }
  16155. break;
  16156. case ST_RIDING:
  16157. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  16158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16159. return false;
  16160. }
  16161. break;
  16162. case ST_FALCON:
  16163. if(!pc_isfalcon(sd)) {
  16164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16165. return false;
  16166. }
  16167. break;
  16168. case ST_CART:
  16169. if(!pc_iscarton(sd)) {
  16170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  16171. return false;
  16172. }
  16173. break;
  16174. case ST_SHIELD:
  16175. if(sd->status.shield <= 0) {
  16176. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16177. return false;
  16178. }
  16179. break;
  16180. case ST_RECOVER_WEIGHT_RATE:
  16181. #ifdef RENEWAL
  16182. if(pc_is70overweight(sd)) {
  16183. #else
  16184. if(pc_is50overweight(sd)) {
  16185. #endif
  16186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16187. return false;
  16188. }
  16189. break;
  16190. case ST_MOVE_ENABLE:
  16191. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16192. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16193. if (!unit_can_move(&sd->bl)) {
  16194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16195. return false;
  16196. }
  16197. break;
  16198. case ST_WATER:
  16199. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16200. break;
  16201. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  16202. break;
  16203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16204. return false;
  16205. case ST_RIDINGDRAGON:
  16206. if( !pc_isridingdragon(sd) ) {
  16207. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  16208. return false;
  16209. }
  16210. break;
  16211. case ST_WUG:
  16212. if( !pc_iswug(sd) ) {
  16213. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16214. return false;
  16215. }
  16216. break;
  16217. case ST_RIDINGWUG:
  16218. if( !pc_isridingwug(sd) ) {
  16219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16220. return false;
  16221. }
  16222. break;
  16223. case ST_MADO:
  16224. if( !pc_ismadogear(sd) ) {
  16225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  16226. return false;
  16227. }
  16228. break;
  16229. case ST_ELEMENTALSPIRIT:
  16230. case ST_ELEMENTALSPIRIT2:
  16231. if(!sd->ed) {
  16232. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  16233. return false;
  16234. }
  16235. break;
  16236. case ST_PECO:
  16237. if(!pc_isriding(sd)) {
  16238. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16239. return false;
  16240. }
  16241. break;
  16242. case ST_SUNSTANCE:
  16243. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16244. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16245. return false;
  16246. }
  16247. break;
  16248. case ST_MOONSTANCE:
  16249. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16250. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16251. return false;
  16252. }
  16253. break;
  16254. case ST_STARSTANCE:
  16255. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16256. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16257. return false;
  16258. }
  16259. break;
  16260. case ST_UNIVERSESTANCE:
  16261. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16262. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16263. return false;
  16264. }
  16265. break;
  16266. }
  16267. /* check the status required */
  16268. if (!require.status.empty()) {
  16269. switch (skill_id) {
  16270. // Being checked later in skill_check_condition_castend()
  16271. case WZ_SIGHTRASHER:
  16272. break;
  16273. default:
  16274. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16275. return false;
  16276. break;
  16277. }
  16278. }
  16279. // Check for equipped item(s)
  16280. if (!require.eqItem.empty()) {
  16281. size_t count = require.eqItem.size();
  16282. for (const auto &it : require.eqItem) {
  16283. t_itemid reqeqit = it;
  16284. if (!reqeqit)
  16285. break; // Skill has no required item(s); get out of here
  16286. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16287. case NC_PILEBUNKER:
  16288. case RL_P_ALTER:
  16289. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16290. count--;
  16291. if (!count) {
  16292. if( skill_id == RL_P_ALTER ){
  16293. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16294. }else{
  16295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16296. }
  16297. return false;
  16298. } else
  16299. continue;
  16300. }
  16301. break;
  16302. case NC_ACCELERATION:
  16303. case NC_SELFDESTRUCTION:
  16304. case NC_SHAPESHIFT:
  16305. case NC_EMERGENCYCOOL:
  16306. case NC_MAGNETICFIELD:
  16307. case NC_NEUTRALBARRIER:
  16308. case NC_STEALTHFIELD:
  16309. if (pc_search_inventory(sd, reqeqit) == -1) {
  16310. count--;
  16311. if (!count) {
  16312. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16313. return false;
  16314. } else
  16315. continue;
  16316. }
  16317. break;
  16318. default:
  16319. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16320. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16321. return false;
  16322. }
  16323. break;
  16324. }
  16325. }
  16326. }
  16327. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16328. //mhp is the max-hp-requirement, that is,
  16329. //you must have this % or less of HP to cast it.
  16330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16331. return false;
  16332. }
  16333. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16334. switch(skill_id) {
  16335. case RA_AIMEDBOLT:
  16336. break;
  16337. default:
  16338. switch((unsigned int)log2(require.weapon)) {
  16339. case W_REVOLVER:
  16340. clif_msg(sd, SKILL_NEED_REVOLVER);
  16341. break;
  16342. case W_RIFLE:
  16343. clif_msg(sd, SKILL_NEED_RIFLE);
  16344. break;
  16345. case W_GATLING:
  16346. clif_msg(sd, SKILL_NEED_GATLING);
  16347. break;
  16348. case W_SHOTGUN:
  16349. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16350. break;
  16351. case W_GRENADE:
  16352. clif_msg(sd, SKILL_NEED_GRENADE);
  16353. break;
  16354. default:
  16355. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16356. break;
  16357. }
  16358. return false;
  16359. }
  16360. }
  16361. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16362. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16363. return false;
  16364. }
  16365. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16367. return false;
  16368. }
  16369. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16371. return false;
  16372. }
  16373. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16374. switch (skill_id) { // Skills that require soul spheres.
  16375. case SP_SOULGOLEM:
  16376. case SP_SOULSHADOW:
  16377. case SP_SOULFALCON:
  16378. case SP_SOULFAIRY:
  16379. case SP_SOULCURSE:
  16380. case SP_SPA:
  16381. case SP_SHA:
  16382. case SP_SWHOO:
  16383. case SP_SOULUNITY:
  16384. case SP_SOULDIVISION:
  16385. case SP_SOULREAPER:
  16386. case SP_SOULEXPLOSION:
  16387. case SP_KAUTE:
  16388. if (sd->soulball < require.spiritball) {
  16389. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16390. return false;
  16391. }
  16392. break;
  16393. // Skills that requires servants.
  16394. case DK_SERVANT_W_SIGN:
  16395. case DK_SERVANT_W_PHANTOM:
  16396. case DK_SERVANT_W_DEMOL:
  16397. if (sd->servantball < require.spiritball) {
  16398. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16399. return false;
  16400. }
  16401. break;
  16402. default: // Skills that require spirit/coin spheres.
  16403. if (sd->spiritball < require.spiritball) {
  16404. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16405. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16406. else
  16407. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16408. return false;
  16409. }
  16410. break;
  16411. }
  16412. }
  16413. return true;
  16414. }
  16415. /**
  16416. * Check skill condition when cast end.
  16417. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16418. * @param sd Player who uses skill
  16419. * @param skill_id ID of used skill
  16420. * @param skill_lv Level of used skill
  16421. * @return true: All condition passed, false: Failed
  16422. */
  16423. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16424. {
  16425. struct s_skill_condition require;
  16426. struct status_data *status;
  16427. int i;
  16428. short index[MAX_SKILL_ITEM_REQUIRE];
  16429. nullpo_retr(false,sd);
  16430. if( sd->chatID )
  16431. return false;
  16432. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16433. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16434. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16435. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16436. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16437. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16438. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16439. return true;
  16440. }
  16441. switch( sd->menuskill_id ) { // Cast start or cast end??
  16442. case AM_PHARMACY:
  16443. switch( skill_id ) {
  16444. case AM_PHARMACY:
  16445. case AC_MAKINGARROW:
  16446. case BS_REPAIRWEAPON:
  16447. case AM_TWILIGHT1:
  16448. case AM_TWILIGHT2:
  16449. case AM_TWILIGHT3:
  16450. return false;
  16451. }
  16452. break;
  16453. case GN_MIX_COOKING:
  16454. case GN_MAKEBOMB:
  16455. case GN_S_PHARMACY:
  16456. case GN_CHANGEMATERIAL:
  16457. case MT_M_MACHINE:
  16458. case BO_BIONIC_PHARMACY:
  16459. if( sd->menuskill_id != skill_id )
  16460. return false;
  16461. break;
  16462. }
  16463. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16464. return true;
  16465. if( pc_is90overweight(sd) ) {
  16466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16467. return false;
  16468. }
  16469. // perform skill-specific checks (and actions)
  16470. switch( skill_id ) {
  16471. case PR_BENEDICTIO:
  16472. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16473. break;
  16474. case AM_CANNIBALIZE:
  16475. case AM_SPHEREMINE: {
  16476. int c=0;
  16477. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16478. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16479. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16480. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16481. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16482. if(c >= maxcount ||
  16483. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16484. { //Fails when: exceed max limit. There are other plant types already out.
  16485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16486. return false;
  16487. }
  16488. }
  16489. break;
  16490. }
  16491. case NC_SILVERSNIPER:
  16492. case NC_MAGICDECOY: {
  16493. int c = 0;
  16494. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16495. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16496. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16497. if( skill_id == NC_MAGICDECOY ) {
  16498. int j;
  16499. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16500. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16501. } else
  16502. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16503. if( c >= maxcount ) {
  16504. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16505. return false;
  16506. }
  16507. }
  16508. }
  16509. break;
  16510. case KO_ZANZOU: {
  16511. int c = 0;
  16512. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16513. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16514. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16515. return false;
  16516. }
  16517. }
  16518. break;
  16519. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16520. case MT_SUMMON_ABR_DUAL_CANNON:
  16521. case MT_SUMMON_ABR_MOTHER_NET:
  16522. case MT_SUMMON_ABR_INFINITY: {
  16523. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16524. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16525. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16526. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16527. if (c >= maxcount) {
  16528. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16529. return false;
  16530. }
  16531. }
  16532. break;
  16533. }
  16534. case BO_WOODENWARRIOR:
  16535. case BO_WOODEN_FAIRY:
  16536. case BO_CREEPER:
  16537. case BO_HELLTREE: {
  16538. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16539. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16540. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16541. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16542. if (c >= maxcount) {
  16543. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16544. return false;
  16545. }
  16546. }
  16547. break;
  16548. }
  16549. #ifdef RENEWAL
  16550. case ASC_EDP:
  16551. if(sd) {
  16552. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16553. if (item_edp < 0) {
  16554. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16555. return false;
  16556. } else
  16557. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16558. }
  16559. break;
  16560. #endif
  16561. }
  16562. status = &sd->battle_status;
  16563. require = skill_get_requirement(sd,skill_id,skill_lv);
  16564. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16566. return false;
  16567. }
  16568. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16570. return false;
  16571. }
  16572. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16573. uint8 extra_ammo = 0;
  16574. #ifdef RENEWAL
  16575. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16576. case WM_SEVERE_RAINSTORM:
  16577. case RL_FIREDANCE:
  16578. case RL_R_TRIP:
  16579. case RL_FIRE_RAIN:
  16580. extra_ammo = 1;
  16581. break;
  16582. default:
  16583. break;
  16584. }
  16585. #endif
  16586. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16587. clif_arrow_fail(sd,0);
  16588. return false;
  16589. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16590. char e_msg[100];
  16591. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16593. return false;
  16594. }
  16595. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16597. return false;
  16598. }
  16599. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16600. skill_get_desc(skill_id),
  16601. require.ammo_qty,
  16602. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16603. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16604. return false;
  16605. }
  16606. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16607. //which is the closest we have to wrong ammo type. [Skotlex]
  16608. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16609. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16610. return false;
  16611. }
  16612. }
  16613. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16614. if( !require.itemid[i] )
  16615. continue;
  16616. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16617. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16618. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16620. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16621. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16622. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16624. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16626. else if( require.itemid[i] == ITEMID_ANCILLA )
  16627. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16628. else
  16629. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16630. return false;
  16631. }
  16632. }
  16633. /* check the status required */
  16634. if (!require.status.empty()) {
  16635. switch (skill_id) {
  16636. case WZ_SIGHTRASHER:
  16637. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16638. return false;
  16639. break;
  16640. default:
  16641. break;
  16642. }
  16643. }
  16644. return true;
  16645. }
  16646. /** Consume skill requirement
  16647. * @param sd Player who uses the skill
  16648. * @param skill_id ID of used skill
  16649. * @param skill_lv Level of used skill
  16650. * @param type Consume type
  16651. * type&1: consume the others (before skill was used);
  16652. * type&2: consume items (after skill was used)
  16653. */
  16654. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16655. {
  16656. struct s_skill_condition require;
  16657. nullpo_retv(sd);
  16658. require = skill_get_requirement(sd,skill_id,skill_lv);
  16659. if( type&1 ) {
  16660. switch( skill_id ) {
  16661. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16662. case MC_IDENTIFY:
  16663. require.sp = 0;
  16664. break;
  16665. case MO_KITRANSLATION:
  16666. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16667. require.spiritball = 0;
  16668. [[fallthrough]];
  16669. default:
  16670. if(sd->state.autocast)
  16671. require.sp = 0;
  16672. break;
  16673. }
  16674. if(require.hp || require.sp || require.ap)
  16675. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16676. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16677. switch (skill_id) { // Skills that require soul spheres.
  16678. case SP_SOULGOLEM:
  16679. case SP_SOULSHADOW:
  16680. case SP_SOULFALCON:
  16681. case SP_SOULFAIRY:
  16682. case SP_SOULCURSE:
  16683. case SP_SPA:
  16684. case SP_SHA:
  16685. case SP_SWHOO:
  16686. case SP_SOULUNITY:
  16687. case SP_SOULDIVISION:
  16688. case SP_SOULREAPER:
  16689. case SP_SOULEXPLOSION:
  16690. case SP_KAUTE:
  16691. pc_delsoulball(sd, require.spiritball, false);
  16692. break;
  16693. // Skills that require servants.
  16694. // Note: We don't update the servants display here
  16695. // since using these skills auto trigger an animation
  16696. // with them in unique ways that makes them vanish.
  16697. case DK_SERVANT_W_SIGN:
  16698. case DK_SERVANT_W_PHANTOM:
  16699. case DK_SERVANT_W_DEMOL:
  16700. pc_delservantball( *sd, require.spiritball );
  16701. break;
  16702. default: // Skills that require spirit/coin spheres.
  16703. pc_delspiritball(sd, require.spiritball, 0);
  16704. break;
  16705. }
  16706. }
  16707. else if(require.spiritball == -1) {
  16708. sd->spiritball_old = sd->spiritball;
  16709. pc_delspiritball(sd,sd->spiritball,0);
  16710. }
  16711. if(require.zeny > 0)
  16712. {
  16713. if( skill_id == NJ_ZENYNAGE )
  16714. require.zeny = 0; //Zeny is reduced on skill_attack.
  16715. if( sd->status.zeny < require.zeny )
  16716. require.zeny = sd->status.zeny;
  16717. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16718. }
  16719. }
  16720. if( type&2 ) {
  16721. status_change *sc = &sd->sc;
  16722. int n,i;
  16723. if( !sc->count )
  16724. sc = NULL;
  16725. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16726. {
  16727. if( !require.itemid[i] )
  16728. continue;
  16729. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16730. continue; //Gemstones are checked, but not substracted from inventory.
  16731. switch( skill_id ){
  16732. case SA_SEISMICWEAPON:
  16733. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16734. continue;
  16735. break;
  16736. case SA_FLAMELAUNCHER:
  16737. case SA_VOLCANO:
  16738. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16739. continue;
  16740. break;
  16741. case SA_FROSTWEAPON:
  16742. case SA_DELUGE:
  16743. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16744. continue;
  16745. break;
  16746. case SA_LIGHTNINGLOADER:
  16747. case SA_VIOLENTGALE:
  16748. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16749. continue;
  16750. break;
  16751. }
  16752. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16753. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16754. }
  16755. }
  16756. }
  16757. /**
  16758. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16759. * @param sd Player's that will be checked
  16760. * @param skill_id Skill that's being used
  16761. * @param skill_lv Skill level of used skill
  16762. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16763. */
  16764. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16765. {
  16766. struct s_skill_condition req;
  16767. struct status_data *status;
  16768. status_change *sc;
  16769. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16770. memset(&req,0,sizeof(req));
  16771. if( !sd )
  16772. return req;
  16773. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16774. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16775. sc = &sd->sc;
  16776. if( !sc->count )
  16777. sc = NULL;
  16778. //Checks if disabling skill - in which case no SP requirements are necessary
  16779. if( sc && skill_disable_check(*sc,skill_id) )
  16780. return req;
  16781. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16782. status = &sd->battle_status;
  16783. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16784. req.hp = skill->require.hp[skill_lv - 1];
  16785. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16786. if(hp_rate > 0)
  16787. req.hp += (status->hp * hp_rate)/100;
  16788. else
  16789. req.hp += (status->max_hp * (-hp_rate))/100;
  16790. req.sp = skill->require.sp[skill_lv-1];
  16791. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16792. req.sp /= 2;
  16793. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16794. req.sp -= req.sp * 30 / 100;
  16795. sp_rate = skill->require.sp_rate[skill_lv-1];
  16796. if(sp_rate > 0)
  16797. req.sp += (status->sp * sp_rate)/100;
  16798. else
  16799. req.sp += (status->max_sp * (-sp_rate))/100;
  16800. if( sd->dsprate != 100 )
  16801. req.sp = req.sp * sd->dsprate / 100;
  16802. for (auto &it : sd->skillusesprate) {
  16803. if (it.id == skill_id) {
  16804. sp_skill_rate_bonus -= it.val;
  16805. break;
  16806. }
  16807. }
  16808. for (auto &it : sd->skillusesp) {
  16809. if (it.id == skill_id) {
  16810. req.sp -= it.val;
  16811. break;
  16812. }
  16813. }
  16814. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16815. req.sp += req.sp * 30 / 100;
  16816. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16817. if( sc ) {
  16818. if( sc->getSCE(SC__LAZINESS) )
  16819. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  16820. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  16821. req.sp += req.sp / 4;
  16822. if( sc->getSCE(SC_OFFERTORIUM))
  16823. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  16824. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16825. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  16826. #ifdef RENEWAL
  16827. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16828. req.sp -= req.sp * 20 / 100;
  16829. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  16830. req.sp -= req.sp * 30 / 100;
  16831. #endif
  16832. if (sc->getSCE(SC_GLOOMYDAY))
  16833. req.sp += req.sp * (skill_lv * 10) / 100;
  16834. if (sc->getSCE(SC_CRESCIVEBOLT))
  16835. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  16836. }
  16837. req.ap = skill->require.ap[skill_lv - 1];
  16838. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16839. if (ap_rate > 0)
  16840. req.ap += (status->ap * ap_rate) / 100;
  16841. else
  16842. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16843. req.zeny = skill->require.zeny[skill_lv-1];
  16844. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  16845. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  16846. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  16847. else
  16848. req.zeny += 1000;
  16849. }
  16850. req.spiritball = skill->require.spiritball[skill_lv-1];
  16851. req.state = skill->require.state;
  16852. req.mhp = skill->require.mhp[skill_lv-1];
  16853. req.weapon = skill->require.weapon;
  16854. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16855. if (req.ammo_qty)
  16856. req.ammo = skill->require.ammo;
  16857. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16858. { //Assume this skill is using the weapon, therefore it requires arrows.
  16859. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16860. req.ammo_qty = 1;
  16861. }
  16862. req.status = skill->require.status;
  16863. req.eqItem = skill->require.eqItem;
  16864. // Level dependence flag is determined based on the ItemCost Level label
  16865. bool level_dependent = skill->require.itemid_level_dependent;
  16866. switch( skill_id ) {
  16867. /* Skill level-dependent checks */
  16868. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16869. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16870. req.itemid[1] = skill->require.itemid[skill->max];
  16871. req.amount[1] = skill->require.amount[skill->max];
  16872. [[fallthrough]];
  16873. /* Normal skill requirements and gemstone checks */
  16874. default:
  16875. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16876. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16877. if (!level_dependent) {
  16878. switch( skill_id ) {
  16879. case AM_POTIONPITCHER:
  16880. case CR_SLIMPITCHER:
  16881. case CR_CULTIVATION:
  16882. if (i != skill_lv%11 - 1)
  16883. continue;
  16884. break;
  16885. #ifdef RENEWAL
  16886. case AM_CALLHOMUN:
  16887. // Player has no homunculus, only requires first item
  16888. if (i > 0 && sd->hd == nullptr) {
  16889. i = MAX_SKILL_ITEM_REQUIRE;
  16890. continue;
  16891. }
  16892. // Recalling from Rest state has a different consume item (stored as second item)
  16893. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16894. req.itemid[0] = skill->require.itemid[1];
  16895. req.amount[0] = skill->require.amount[1];
  16896. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16897. skill_area_temp[0] = 0;
  16898. i = MAX_SKILL_ITEM_REQUIRE;
  16899. continue;
  16900. }
  16901. break;
  16902. #else
  16903. case AM_CALLHOMUN:
  16904. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16905. continue;
  16906. break;
  16907. #endif
  16908. case AB_ADORAMUS:
  16909. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  16910. continue;
  16911. break;
  16912. }
  16913. req.itemid[i] = skill->require.itemid[i];
  16914. req.amount[i] = skill->require.amount[i];
  16915. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16916. int16 itIndex;
  16917. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16918. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16919. req.itemid[i] = ITEMID_TRAP;
  16920. else
  16921. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16922. req.amount[i] = 1;
  16923. }
  16924. break;
  16925. }
  16926. }
  16927. else {
  16928. // Process level_dependent requirement
  16929. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  16930. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16931. req.amount[0] = skill->require.amount[skill_lv - 1];
  16932. }
  16933. }
  16934. // Check requirement for gemstone.
  16935. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16936. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16937. req.itemid[i] = req.amount[i] = 0;
  16938. else {
  16939. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  16940. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16941. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16942. req.itemid[i] = req.amount[i] = 0;
  16943. else if( --req.amount[i] < 1 )
  16944. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16945. }
  16946. }
  16947. }
  16948. // Check requirement for Magic Gear Fuel
  16949. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16950. req.itemid[i] = req.amount[i] = 0;
  16951. }
  16952. break;
  16953. }
  16954. // Check for cost reductions due to skills & SCs
  16955. switch(skill_id) {
  16956. case MC_MAMMONITE:
  16957. #ifdef RENEWAL
  16958. case WS_CARTTERMINATION:
  16959. #endif
  16960. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16961. #ifdef RENEWAL
  16962. req.zeny -= req.zeny*20/100;
  16963. #else
  16964. req.zeny -= req.zeny*10/100;
  16965. #endif
  16966. break;
  16967. case AL_HOLYLIGHT:
  16968. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  16969. req.sp *= 5;
  16970. break;
  16971. case SL_SMA:
  16972. case SL_STUN:
  16973. case SL_STIN:
  16974. {
  16975. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16976. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16977. break;
  16978. if(sd->status.base_level>=90)
  16979. req.sp -= req.sp*7*kaina_lv/100;
  16980. else if(sd->status.base_level>=80)
  16981. req.sp -= req.sp*5*kaina_lv/100;
  16982. else if(sd->status.base_level>=70)
  16983. req.sp -= req.sp*3*kaina_lv/100;
  16984. }
  16985. break;
  16986. case MO_CHAINCOMBO:
  16987. case MO_COMBOFINISH:
  16988. case CH_TIGERFIST:
  16989. case CH_CHAINCRUSH:
  16990. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  16991. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16992. break;
  16993. case MO_BODYRELOCATION:
  16994. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  16995. req.spiritball = 0;
  16996. break;
  16997. case MO_EXTREMITYFIST:
  16998. if( sc ) {
  16999. if( sc->getSCE(SC_BLADESTOP) )
  17000. req.spiritball--;
  17001. else if( sc->getSCE(SC_COMBO) ) {
  17002. #ifndef RENEWAL
  17003. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17004. case MO_COMBOFINISH:
  17005. req.spiritball = 4;
  17006. break;
  17007. case CH_TIGERFIST:
  17008. req.spiritball = 3;
  17009. break;
  17010. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17011. req.spiritball = sd->spiritball?sd->spiritball:1;
  17012. break;
  17013. }
  17014. #else
  17015. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17016. #endif
  17017. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17018. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17019. }
  17020. break;
  17021. case LG_RAGEBURST:
  17022. req.spiritball = sd->spiritball?sd->spiritball:1;
  17023. break;
  17024. case SR_FALLENEMPIRE:
  17025. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17026. req.spiritball = 0;
  17027. break;
  17028. case SR_TIGERCANNON:
  17029. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17030. req.spiritball = 0;
  17031. break;
  17032. case SR_RAMPAGEBLASTER:
  17033. case SR_RIDEINLIGHTNING:
  17034. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17035. req.spiritball = 0;
  17036. break;
  17037. case SR_GATEOFHELL:
  17038. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17039. req.sp -= req.sp * 10 / 100;
  17040. break;
  17041. case SR_FLASHCOMBO:
  17042. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17043. req.spiritball = 0;
  17044. break;
  17045. case SO_SUMMON_AGNI:
  17046. case SO_SUMMON_AQUA:
  17047. case SO_SUMMON_VENTUS:
  17048. case SO_SUMMON_TERA: {
  17049. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17050. if( spirit_sympathy )
  17051. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17052. }
  17053. break;
  17054. case NPC_PSYCHIC_WAVE:
  17055. case SO_PSYCHIC_WAVE:
  17056. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17057. req.sp += req.sp / 2; // 1.5x SP cost
  17058. break;
  17059. }
  17060. //Check if player is using the copied skill [Cydh]
  17061. uint16 idx = skill_get_index(skill_id);
  17062. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17063. uint16 req_opt = skill->copyable.req_opt;
  17064. if (req_opt & SKILL_REQ_HPCOST)
  17065. req.hp = 0;
  17066. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17067. req.mhp = 0;
  17068. if (req_opt & SKILL_REQ_SPCOST)
  17069. req.sp = 0;
  17070. if (req_opt & SKILL_REQ_HPRATECOST)
  17071. req.hp_rate = 0;
  17072. if (req_opt & SKILL_REQ_SPRATECOST)
  17073. req.sp_rate = 0;
  17074. if (req_opt & SKILL_REQ_ZENYCOST)
  17075. req.zeny = 0;
  17076. if (req_opt & SKILL_REQ_WEAPON)
  17077. req.weapon = 0;
  17078. if (req_opt & SKILL_REQ_AMMO) {
  17079. req.ammo = 0;
  17080. req.ammo_qty = 0;
  17081. }
  17082. if (req_opt & SKILL_REQ_STATE)
  17083. req.state = ST_NONE;
  17084. if (req_opt & SKILL_REQ_STATUS) {
  17085. req.status.clear();
  17086. req.status.shrink_to_fit();
  17087. }
  17088. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17089. req.spiritball = 0;
  17090. if (req_opt & SKILL_REQ_ITEMCOST) {
  17091. memset(req.itemid, 0, sizeof(req.itemid));
  17092. memset(req.amount, 0, sizeof(req.amount));
  17093. }
  17094. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17095. req.eqItem.clear();
  17096. req.eqItem.shrink_to_fit();
  17097. }
  17098. if (req_opt & SKILL_REQ_APCOST)
  17099. req.ap = 0;
  17100. if (req_opt & SKILL_REQ_APRATECOST)
  17101. req.ap_rate = 0;
  17102. }
  17103. return req;
  17104. }
  17105. /*==========================================
  17106. * Does cast-time reductions based on dex, item bonuses and config setting
  17107. *------------------------------------------*/
  17108. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17109. nullpo_ret(bl);
  17110. double time = skill_get_cast(skill_id, skill_lv);
  17111. #ifndef RENEWAL_CAST
  17112. {
  17113. map_session_data *sd = BL_CAST(BL_PC, bl);
  17114. status_change *sc = status_get_sc(bl);
  17115. int reduce_cast_rate = 0;
  17116. uint8 flag = skill_get_castnodex(skill_id);
  17117. // Calculate base cast time (reduced by dex)
  17118. if (!(flag&1)) {
  17119. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17120. if (scale > 0) // not instant cast
  17121. time = time * (float)scale / battle_config.castrate_dex_scale;
  17122. else
  17123. return 0; // instant cast
  17124. }
  17125. // Calculate cast time reduced by item/card bonuses
  17126. if (sd) {
  17127. if (!(flag&4)) {
  17128. if (sd->castrate != 100)
  17129. reduce_cast_rate += 100 - sd->castrate;
  17130. if (sd->bonus.add_varcast != 0)
  17131. time += sd->bonus.add_varcast; // bonus bVariableCast
  17132. }
  17133. // Skill-specific reductions work regardless of flag
  17134. for (const auto &it : sd->skillcastrate) {
  17135. if (it.id == skill_id) {
  17136. time += time * it.val / 100;
  17137. break;
  17138. }
  17139. }
  17140. for (const auto &it : sd->skillvarcast) {
  17141. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17142. time += it.val;
  17143. break;
  17144. }
  17145. }
  17146. }
  17147. // These cast time reductions are processed even if the skill fails
  17148. if (sc && sc->count) {
  17149. // Magic Strings stacks additively with item bonuses
  17150. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17151. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17152. // Foresight halves the cast time, it does not stack additively
  17153. if (sc->getSCE(SC_MEMORIZE)) {
  17154. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17155. if(!(flag&2))
  17156. time -= time * 50 / 100;
  17157. // Foresight counter gets reduced even if the skill is not affected by it
  17158. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17159. status_change_end(bl, SC_MEMORIZE);
  17160. }
  17161. }
  17162. }
  17163. time = time * (1 - (float)reduce_cast_rate / 100);
  17164. }
  17165. #endif
  17166. // config cast time multiplier
  17167. if (battle_config.cast_rate != 100)
  17168. time = time * battle_config.cast_rate / 100;
  17169. // return final cast time
  17170. time = max((int)time, 0);
  17171. //ShowInfo("Castime castfix = %f\n",time);
  17172. return (int)time;
  17173. }
  17174. #ifndef RENEWAL_CAST
  17175. /**
  17176. * Get the skill cast time for Pre-Re cast
  17177. * @param bl: The caster
  17178. * @param time: Cast time before Status Change addition or reduction
  17179. * @return time: Modified castime after status change addition or reduction
  17180. */
  17181. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17182. {
  17183. if (time < 0)
  17184. return 0;
  17185. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17186. return (int)time;
  17187. status_change *sc = status_get_sc(bl);
  17188. if (sc && sc->count) {
  17189. if (!(flag&2)) {
  17190. if (sc->getSCE(SC_SLOWCAST))
  17191. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17192. if (sc->getSCE(SC_PARALYSIS))
  17193. time += sc->getSCE(SC_PARALYSIS)->val3;
  17194. if (sc->getSCE(SC_IZAYOI))
  17195. time -= time * 50 / 100;
  17196. if (sc->getSCE(SC_2011RWC_SCROLL))
  17197. time -= time * 5 / 100;
  17198. }
  17199. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17200. if(!(flag&2))
  17201. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17202. //Suffragium ends even if the skill is not affected by it
  17203. status_change_end(bl, SC_SUFFRAGIUM);
  17204. }
  17205. }
  17206. time = std::max(time, 0.0);
  17207. //ShowInfo("Castime castfix_sc = %f\n",time);
  17208. return (int)time;
  17209. }
  17210. #else
  17211. /**
  17212. * Get the skill cast time for RENEWAL_CAST.
  17213. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17214. * Additive value:
  17215. * Variable CastTime : time += value
  17216. * Fixed CastTime : fixed += value
  17217. * Multipicative value
  17218. * Variable CastTime : VARCAST_REDUCTION(value)
  17219. * Fixed CastTime : FIXEDCASTRATE2(value)
  17220. * @param bl: The caster
  17221. * @param time: Cast time without reduction
  17222. * @param skill_id: Skill ID of the casted skill
  17223. * @param skill_lv: Skill level of the casted skill
  17224. * @return time: Modified castime after status and bonus addition or reduction
  17225. */
  17226. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17227. {
  17228. nullpo_ret(bl);
  17229. if (time < 0)
  17230. return 0;
  17231. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17232. return (int)time;
  17233. status_change *sc = status_get_sc(bl);
  17234. map_session_data *sd = BL_CAST(BL_PC, bl);
  17235. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17236. uint8 flag = skill_get_castnodex(skill_id);
  17237. if (fixed < 0) {
  17238. if (battle_config.default_fixed_castrate > 0) {
  17239. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17240. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17241. } else
  17242. fixed = 0;
  17243. }
  17244. // Additive Variable Cast bonus adjustments by items
  17245. if (sd && !(flag&4)) {
  17246. if (sd->bonus.varcastrate != 0)
  17247. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17248. if (sd->bonus.fixcastrate != 0)
  17249. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17250. if (sd->bonus.add_varcast != 0)
  17251. time += sd->bonus.add_varcast; // bonus bVariableCast
  17252. if (sd->bonus.add_fixcast != 0)
  17253. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17254. for (const auto &it : sd->skillfixcast) {
  17255. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17256. fixed += it.val;
  17257. break;
  17258. }
  17259. }
  17260. for (const auto &it : sd->skillvarcast) {
  17261. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17262. time += it.val;
  17263. break;
  17264. }
  17265. }
  17266. for (const auto &it : sd->skillcastrate) {
  17267. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17268. reduce_cast_rate += it.val;
  17269. break;
  17270. }
  17271. }
  17272. for (const auto &it : sd->skillfixcastrate) {
  17273. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17274. fixcast_r = max(fixcast_r, it.val);
  17275. break;
  17276. }
  17277. }
  17278. }
  17279. // Adjusted by active statuses
  17280. if (sc && sc->count && !(flag&2)) {
  17281. // Multiplicative Variable CastTime values
  17282. if (sc->getSCE(SC_SLOWCAST))
  17283. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17284. if (sc->getSCE(SC__LAZINESS))
  17285. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17286. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17287. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17288. #ifndef RENEWAL
  17289. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17290. #endif
  17291. }
  17292. if (sc->getSCE(SC_MEMORIZE)) {
  17293. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17294. reduce_cast_rate += 50;
  17295. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17296. status_change_end(bl, SC_MEMORIZE);
  17297. }
  17298. }
  17299. if (sc->getSCE(SC_POEMBRAGI))
  17300. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17301. if (sc->getSCE(SC_IZAYOI))
  17302. VARCAST_REDUCTION(50);
  17303. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17304. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17305. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17306. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17307. if (sc->getSCE(SC_SOULFAIRY))
  17308. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17309. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17310. VARCAST_REDUCTION(80);
  17311. // Multiplicative Fixed CastTime values
  17312. if (sc->getSCE(SC_SECRAMENT))
  17313. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17314. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17315. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17316. if (sc->getSCE(SC_DANCEWITHWUG))
  17317. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17318. if (sc->getSCE(SC_HEAT_BARREL))
  17319. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17320. if (sc->getSCE(SC_FREEZING))
  17321. fixcast_r -= 50;
  17322. if (sc->getSCE(SC_SWINGDANCE))
  17323. fixcast_r = max(fixcast_r, skill_lv * 6);
  17324. // Additive Fixed CastTime values
  17325. if (sc->getSCE(SC_MANDRAGORA))
  17326. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17327. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17328. fixed -= 1000;
  17329. if (sc->getSCE(SC_IZAYOI))
  17330. fixed = 0;
  17331. if (sc->getSCE(SC_GLOOMYDAY))
  17332. fixed += skill_lv * 500;
  17333. if (sc->getSCE(SC_2011RWC_SCROLL))
  17334. VARCAST_REDUCTION(5);
  17335. }
  17336. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17337. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17338. if (varcast_r < 0)
  17339. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17340. // Apply Variable CastTime calculation by INT & DEX
  17341. if (!(flag&1))
  17342. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17343. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17344. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17345. return (int)time;
  17346. }
  17347. #endif
  17348. /*==========================================
  17349. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17350. *------------------------------------------*/
  17351. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17352. {
  17353. nullpo_ret(bl);
  17354. if (skill_id == SA_ABRACADABRA)
  17355. return 0; //Will use picked skill's delay.
  17356. if (bl->type&battle_config.no_skill_delay)
  17357. return battle_config.min_skill_delay_limit;
  17358. int delaynodex = skill_get_delaynodex(skill_id);
  17359. double time = skill_get_delay(skill_id, skill_lv);
  17360. if (time < 0)
  17361. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17362. status_change* sc = status_get_sc(bl);
  17363. // Delay reductions
  17364. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17365. case MO_TRIPLEATTACK:
  17366. case MO_CHAINCOMBO:
  17367. case MO_COMBOFINISH:
  17368. case CH_TIGERFIST:
  17369. case CH_CHAINCRUSH:
  17370. case SR_DRAGONCOMBO:
  17371. case SR_FALLENEMPIRE:
  17372. case SJ_PROMINENCEKICK:
  17373. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17374. if (time == 0)
  17375. time = 1000;
  17376. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17377. break;
  17378. #ifndef RENEWAL
  17379. case HP_BASILICA:
  17380. if (sc && !sc->getSCE(SC_BASILICA))
  17381. time = 0; // There is no Delay on Basilica creation, only on cancel
  17382. break;
  17383. #endif
  17384. default:
  17385. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17386. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17387. if (scale > 0)
  17388. time = time * scale / battle_config.castrate_dex_scale;
  17389. else //To be capped later to minimum.
  17390. time = 0;
  17391. }
  17392. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17393. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17394. if (scale > 0)
  17395. time = time * scale / battle_config.castrate_dex_scale;
  17396. else //To be capped later to minimum.
  17397. time = 0;
  17398. }
  17399. }
  17400. if (sc && sc->count) {
  17401. if (sc->getSCE(SC_SPIRIT)) {
  17402. switch (skill_id) {
  17403. case CR_SHIELDBOOMERANG:
  17404. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17405. time /= 2;
  17406. break;
  17407. case AS_SONICBLOW:
  17408. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17409. time /= 2;
  17410. break;
  17411. }
  17412. }
  17413. }
  17414. int delay = 0;
  17415. if (!(delaynodex&2)) {
  17416. if (sc && sc->count) {
  17417. if (sc->getSCE(SC_POEMBRAGI))
  17418. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17419. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17420. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17421. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17422. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17423. }
  17424. }
  17425. if (!(delaynodex&4) && bl->type == BL_PC) {
  17426. map_session_data* sd = (map_session_data*)bl;
  17427. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17428. delay += sd->bonus.delayrate;
  17429. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17430. if (it.id == skill_id) {
  17431. time += it.val;
  17432. break;
  17433. }
  17434. }
  17435. }
  17436. if (delay != 0)
  17437. time = time * (1 - (float)min(delay, 100) / 100);
  17438. if (battle_config.delay_rate != 100)
  17439. time = time * battle_config.delay_rate / 100;
  17440. //ShowInfo("Delay delayfix = %f\n",time);
  17441. return max((int)time,0);
  17442. }
  17443. /*==========================================
  17444. * Weapon Repair [Celest/DracoRPG]
  17445. *------------------------------------------*/
  17446. void skill_repairweapon(map_session_data *sd, int idx) {
  17447. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17448. ITEMID_IRON_ORE,
  17449. ITEMID_IRON,
  17450. ITEMID_STEEL,
  17451. ITEMID_ORIDECON_STONE,
  17452. #ifdef RENEWAL
  17453. 0
  17454. #endif
  17455. };
  17456. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17457. ITEMID_STEEL,
  17458. #ifdef RENEWAL
  17459. 0
  17460. #endif
  17461. };
  17462. t_itemid material = 0;
  17463. struct item *item;
  17464. map_session_data *target_sd;
  17465. nullpo_retv(sd);
  17466. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17467. return;
  17468. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17469. return;
  17470. if( idx < 0 || idx >= MAX_INVENTORY )
  17471. return; //Invalid index??
  17472. item = &target_sd->inventory.u.items_inventory[idx];
  17473. if( !item->nameid || !item->attribute )
  17474. return; //Again invalid item....
  17475. if (itemdb_ishatched_egg(item))
  17476. return;
  17477. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17478. clif_item_repaireffect(sd, idx, 1);
  17479. return;
  17480. }
  17481. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17482. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17483. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17484. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17485. }
  17486. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17487. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17488. return;
  17489. }
  17490. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17491. item->attribute = 0;/* clear broken state */
  17492. clif_equiplist(target_sd);
  17493. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17494. clif_item_repaireffect(sd,idx,0);
  17495. if( sd != target_sd )
  17496. clif_item_repaireffect(target_sd,idx,0);
  17497. }
  17498. /*==========================================
  17499. * Item Appraisal
  17500. *------------------------------------------*/
  17501. void skill_identify(map_session_data *sd, int idx)
  17502. {
  17503. int flag=1;
  17504. nullpo_retv(sd);
  17505. sd->state.workinprogress = WIP_DISABLE_NONE;
  17506. if(idx >= 0 && idx < MAX_INVENTORY) {
  17507. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17508. flag=0;
  17509. sd->inventory.u.items_inventory[idx].identify = 1;
  17510. }
  17511. }
  17512. clif_item_identified(sd,idx,flag);
  17513. }
  17514. /*==========================================
  17515. * Weapon Refine [Celest]
  17516. *------------------------------------------*/
  17517. void skill_weaponrefine(map_session_data *sd, int idx)
  17518. {
  17519. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17520. ITEMID_PHRACON,
  17521. ITEMID_EMVERETARCON,
  17522. ITEMID_ORIDECON,
  17523. ITEMID_ORIDECON,
  17524. #ifdef RENEWAL
  17525. 0
  17526. #endif
  17527. };
  17528. nullpo_retv(sd);
  17529. if (idx >= 0 && idx < MAX_INVENTORY)
  17530. {
  17531. struct item *item;
  17532. struct item_data *ditem = sd->inventory_data[idx];
  17533. item = &sd->inventory.u.items_inventory[idx];
  17534. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17535. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17536. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17537. return;
  17538. }
  17539. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17540. clif_upgrademessage(sd, 2, item->nameid);
  17541. return;
  17542. }
  17543. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17544. if( i < 0 ) {
  17545. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17546. return;
  17547. }
  17548. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17549. if( info == nullptr ){
  17550. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17551. return;
  17552. }
  17553. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17554. if( cost == nullptr ){
  17555. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17556. return;
  17557. }
  17558. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17559. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17560. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17561. return;
  17562. }
  17563. int per = ( cost->chance / 100 );
  17564. if( sd->class_&JOBL_THIRD )
  17565. per += 10;
  17566. else
  17567. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17568. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17569. if (per > rnd() % 100) {
  17570. int ep=0;
  17571. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17572. item->refine++;
  17573. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17574. if(item->equip) {
  17575. ep = item->equip;
  17576. pc_unequipitem(sd,idx,3);
  17577. }
  17578. clif_delitem(sd,idx,1,3);
  17579. clif_upgrademessage(sd, 0, item->nameid);
  17580. clif_inventorylist(sd);
  17581. clif_refine(sd->fd,0,idx,item->refine);
  17582. if( ditem->type == IT_WEAPON ){
  17583. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17584. }
  17585. if (ep)
  17586. pc_equipitem(sd,idx,ep);
  17587. clif_misceffect(&sd->bl,3);
  17588. if(item->refine == 10 &&
  17589. item->card[0] == CARD0_FORGE &&
  17590. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17591. { // Fame point system [DracoRPG]
  17592. switch(ditem->weapon_level){
  17593. case 1:
  17594. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17595. break;
  17596. case 2:
  17597. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17598. break;
  17599. case 3:
  17600. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17601. break;
  17602. }
  17603. }
  17604. } else {
  17605. item->refine = 0;
  17606. if(item->equip)
  17607. pc_unequipitem(sd,idx,3);
  17608. clif_upgrademessage(sd, 1, item->nameid);
  17609. clif_refine(sd->fd,1,idx,item->refine);
  17610. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17611. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17612. clif_misceffect(&sd->bl,2);
  17613. clif_emotion(&sd->bl, ET_HUK);
  17614. }
  17615. }
  17616. }
  17617. }
  17618. /*==========================================
  17619. *
  17620. *------------------------------------------*/
  17621. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17622. {
  17623. nullpo_ret(sd);
  17624. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17625. return 0;
  17626. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17627. uint16 maxlv = 1;
  17628. if (skill_lv == 0 || lv == 0)
  17629. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17630. #ifdef RENEWAL
  17631. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17632. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17633. else
  17634. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17635. #else
  17636. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17637. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17638. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17639. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17640. else if(skill_lv==2) maxlv=1;
  17641. else if(skill_lv==3) maxlv=2;
  17642. else if(skill_lv>=4) maxlv=3;
  17643. }
  17644. else if(skill_id==MG_SOULSTRIKE){
  17645. if(skill_lv==5) maxlv=1;
  17646. else if(skill_lv==6) maxlv=2;
  17647. else if(skill_lv>=7) maxlv=3;
  17648. }
  17649. else if(skill_id==MG_FIREBALL){
  17650. if(skill_lv==8) maxlv=1;
  17651. else if(skill_lv>=9) maxlv=2;
  17652. }
  17653. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17654. else return 0;
  17655. #endif
  17656. maxlv = min(lv, maxlv);
  17657. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17658. skill_get_time(SA_AUTOSPELL,skill_lv));
  17659. return 0;
  17660. }
  17661. /**
  17662. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17663. * @param bl: Player object
  17664. * @param ap: va_arg list
  17665. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17666. */
  17667. static int skill_sit_count(struct block_list *bl, va_list ap)
  17668. {
  17669. map_session_data *sd = (map_session_data*)bl;
  17670. int flag = va_arg(ap, int);
  17671. if (!pc_issit(sd))
  17672. return 0;
  17673. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17674. return 1;
  17675. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17676. return 1;
  17677. return 0;
  17678. }
  17679. /**
  17680. * Triggered when a player sits down to activate bonus states.
  17681. * @param bl: Player object
  17682. * @param ap: va_arg list
  17683. * @return 0
  17684. */
  17685. static int skill_sit_in(struct block_list *bl, va_list ap)
  17686. {
  17687. map_session_data *sd = (map_session_data*)bl;
  17688. int flag = va_arg(ap, int);
  17689. if (!pc_issit(sd))
  17690. return 0;
  17691. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17692. sd->state.gangsterparadise = 1;
  17693. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17694. sd->state.rest = 1;
  17695. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17696. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17697. }
  17698. return 0;
  17699. }
  17700. /**
  17701. * Triggered when a player stands up to deactivate bonus states.
  17702. * @param bl: Player object
  17703. * @param ap: va_arg list
  17704. * @return 0
  17705. */
  17706. static int skill_sit_out(struct block_list *bl, va_list ap)
  17707. {
  17708. map_session_data *sd = (map_session_data*)bl;
  17709. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17710. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17711. return 0;
  17712. if (flag&1 && sd->state.gangsterparadise)
  17713. sd->state.gangsterparadise = 0;
  17714. if (flag&2 && sd->state.rest) {
  17715. sd->state.rest = 0;
  17716. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17717. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17718. }
  17719. return 0;
  17720. }
  17721. /**
  17722. * Toggle Sit icon and player bonuses when sitting/standing.
  17723. * @param sd: Player data
  17724. * @param sitting: True when sitting or false when standing
  17725. * @return 0
  17726. */
  17727. int skill_sit(map_session_data *sd, bool sitting)
  17728. {
  17729. int flag = 0, range = 0, lv;
  17730. nullpo_ret(sd);
  17731. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17732. flag |= 1;
  17733. range = skill_get_splash(RG_GANGSTER, lv);
  17734. }
  17735. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17736. flag |= 2;
  17737. range = skill_get_splash(TK_HPTIME, lv);
  17738. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17739. flag |= 2;
  17740. range = skill_get_splash(TK_SPTIME, lv);
  17741. }
  17742. if (sitting)
  17743. clif_status_load(&sd->bl, EFST_SIT, 1);
  17744. else
  17745. clif_status_load(&sd->bl, EFST_SIT, 0);
  17746. if (!flag) // No need to count area if no skills are learned.
  17747. return 0;
  17748. if (sitting) {
  17749. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17750. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17751. } else
  17752. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17753. return 0;
  17754. }
  17755. /*==========================================
  17756. * Do Forstjoke/Scream effect
  17757. *------------------------------------------*/
  17758. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17759. {
  17760. struct block_list *src;
  17761. uint16 skill_id,skill_lv;
  17762. t_tick tick;
  17763. nullpo_ret(bl);
  17764. nullpo_ret(src = va_arg(ap,struct block_list*));
  17765. skill_id = va_arg(ap,int);
  17766. skill_lv = va_arg(ap,int);
  17767. if(!skill_lv)
  17768. return 0;
  17769. tick = va_arg(ap,t_tick);
  17770. if (src == bl || status_isdead(bl))
  17771. return 0;
  17772. if (bl->type == BL_PC) {
  17773. map_session_data *sd = (map_session_data *)bl;
  17774. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17775. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17776. }
  17777. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17778. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17779. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17780. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17781. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17782. return 0;
  17783. }
  17784. /**
  17785. * Set map cell flag as skill unit effect
  17786. * @param src Skill unit
  17787. * @param skill_id
  17788. * @param skill_lv
  17789. * @param cell Cell type cell_t
  17790. * @param flag 0/1
  17791. */
  17792. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17793. {
  17794. int range = skill_get_unit_range(skill_id,skill_lv);
  17795. int x, y;
  17796. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17797. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17798. map_setcell(src->bl.m, x, y, cell, flag);
  17799. }
  17800. /**
  17801. * Do skill attack area (such splash effect) around the 'first' target.
  17802. * First target will skip skill condition, always receive damage. But,
  17803. * around it, still need target/condition validation by
  17804. * battle_check_target and status_check_skilluse
  17805. * @param bl
  17806. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17807. */
  17808. int skill_attack_area(struct block_list *bl, va_list ap)
  17809. {
  17810. struct block_list *src,*dsrc;
  17811. int atk_type,skill_id,skill_lv,flag,type;
  17812. t_tick tick;
  17813. if(status_isdead(bl))
  17814. return 0;
  17815. atk_type = va_arg(ap,int);
  17816. src = va_arg(ap,struct block_list*);
  17817. dsrc = va_arg(ap,struct block_list*);
  17818. skill_id = va_arg(ap,int);
  17819. skill_lv = va_arg(ap,int);
  17820. tick = va_arg(ap,t_tick);
  17821. flag = va_arg(ap,int);
  17822. type = va_arg(ap,int);
  17823. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17824. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17825. }
  17826. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17827. !status_check_skilluse(NULL, bl, skill_id, 2))
  17828. return 0;
  17829. switch (skill_id) {
  17830. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17831. if (src->x == bl->x && src->y == bl->y)
  17832. return 0; //Does not hit current cell
  17833. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17834. return 0;
  17835. [[fallthrough]];
  17836. case NPC_ACIDBREATH:
  17837. case NPC_DARKNESSBREATH:
  17838. case NPC_FIREBREATH:
  17839. case NPC_ICEBREATH:
  17840. case NPC_ICEBREATH2:
  17841. case NPC_THUNDERBREATH:
  17842. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17843. default:
  17844. //Area-splash, disable skill animation.
  17845. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17846. }
  17847. }
  17848. /**
  17849. * Clear skill unit group
  17850. * @param bl: Unit to check
  17851. * @param flag: Skill group to clear
  17852. */
  17853. int skill_clear_group(block_list *bl, uint8 flag)
  17854. {
  17855. nullpo_ret(bl);
  17856. unit_data *ud = unit_bl2ud(bl);
  17857. if (ud == nullptr)
  17858. return 0;
  17859. size_t count = 0;
  17860. bool deleted = false;
  17861. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17862. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17863. switch ((*it)->skill_id) {
  17864. case SA_DELUGE:
  17865. case SA_VOLCANO:
  17866. case SA_VIOLENTGALE:
  17867. case SA_LANDPROTECTOR:
  17868. case NJ_SUITON:
  17869. case NJ_KAENSIN:
  17870. case SC_CHAOSPANIC:
  17871. case MH_POISON_MIST:
  17872. case MH_LAVA_SLIDE:
  17873. if (flag & 1) {
  17874. skill_delunitgroup(*it);
  17875. count++;
  17876. deleted = true;
  17877. }
  17878. break;
  17879. case SO_CLOUD_KILL:
  17880. case NPC_CLOUD_KILL:
  17881. if (flag & 4) {
  17882. skill_delunitgroup(*it);
  17883. count++;
  17884. deleted = true;
  17885. }
  17886. break;
  17887. case SO_WARMER:
  17888. if (flag & 8) {
  17889. skill_delunitgroup(*it);
  17890. count++;
  17891. deleted = true;
  17892. }
  17893. break;
  17894. default:
  17895. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17896. skill_delunitgroup(*it);
  17897. count++;
  17898. deleted = true;
  17899. }
  17900. break;
  17901. }
  17902. }
  17903. return static_cast<int>(count);
  17904. }
  17905. /**
  17906. * Returns the first element field found [Skotlex]
  17907. * @param bl
  17908. * @return s_skill_unit_group
  17909. */
  17910. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17911. {
  17912. nullpo_ret(bl);
  17913. unit_data *ud = unit_bl2ud(bl);
  17914. if (ud == nullptr)
  17915. return nullptr;
  17916. for (const auto su : ud->skillunits) {
  17917. switch (su->skill_id) {
  17918. case SA_DELUGE:
  17919. case SA_VOLCANO:
  17920. case SA_VIOLENTGALE:
  17921. case SA_LANDPROTECTOR:
  17922. case NJ_SUITON:
  17923. case SO_CLOUD_KILL:
  17924. case NPC_CLOUD_KILL:
  17925. case SO_WARMER:
  17926. case SC_CHAOSPANIC:
  17927. case MH_POISON_MIST:
  17928. case MH_LAVA_SLIDE:
  17929. return su;
  17930. }
  17931. }
  17932. return nullptr;
  17933. }
  17934. /// Graffiti cleaner [Valaris]
  17935. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17936. {
  17937. struct skill_unit *unit = NULL;
  17938. int remove = va_arg(ap, int);
  17939. nullpo_retr(0, bl);
  17940. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17941. return 0;
  17942. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17943. if (remove == 1)
  17944. skill_delunit(unit);
  17945. return 1;
  17946. }
  17947. return 0;
  17948. }
  17949. /// Greed effect
  17950. int skill_greed(struct block_list *bl, va_list ap)
  17951. {
  17952. struct block_list *src;
  17953. map_session_data *sd = NULL;
  17954. struct flooritem_data *fitem = NULL;
  17955. nullpo_ret(bl);
  17956. nullpo_ret(src = va_arg(ap, struct block_list *));
  17957. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17958. pc_takeitem(sd, fitem);
  17959. return 0;
  17960. }
  17961. /// Ranger's Detonator [Jobbie/3CeAM]
  17962. int skill_detonator(struct block_list *bl, va_list ap)
  17963. {
  17964. nullpo_ret(bl);
  17965. if (bl->type != BL_SKILL)
  17966. return 0;
  17967. block_list *src = va_arg(ap, block_list *);
  17968. skill_unit *unit = (skill_unit *)bl;
  17969. if (unit == nullptr)
  17970. return 0;
  17971. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17972. if (group == nullptr || group->src_id != src->id)
  17973. return 0;
  17974. int unit_id = group->unit_id;
  17975. switch( unit_id )
  17976. { //List of Hunter and Ranger Traps that can be detonate.
  17977. case UNT_BLASTMINE:
  17978. case UNT_SANDMAN:
  17979. case UNT_CLAYMORETRAP:
  17980. case UNT_TALKIEBOX:
  17981. case UNT_CLUSTERBOMB:
  17982. case UNT_FIRINGTRAP:
  17983. case UNT_ICEBOUNDTRAP:
  17984. switch(unit_id) {
  17985. case UNT_TALKIEBOX:
  17986. clif_talkiebox(bl,group->valstr);
  17987. group->val2 = -1;
  17988. break;
  17989. case UNT_CLAYMORETRAP:
  17990. case UNT_FIRINGTRAP:
  17991. case UNT_ICEBOUNDTRAP:
  17992. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  17993. break;
  17994. default:
  17995. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17996. break;
  17997. }
  17998. if (unit->group == nullptr)
  17999. return 0;
  18000. clif_changetraplook(bl, UNT_USED_TRAPS);
  18001. group->unit_id = UNT_USED_TRAPS;
  18002. group->limit = DIFF_TICK(gettick(),group->tick) +
  18003. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18004. break;
  18005. }
  18006. return 0;
  18007. }
  18008. /**
  18009. * Calculate Royal Guard's Banding bonus
  18010. * @param sd: Player data
  18011. * @return Number of Royal Guard
  18012. */
  18013. int skill_banding_count(map_session_data *sd)
  18014. {
  18015. nullpo_ret(sd);
  18016. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18017. }
  18018. /**
  18019. * Rebellion's Bind Trap explosion
  18020. * @author [Cydh]
  18021. */
  18022. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18023. struct skill_unit *su = NULL;
  18024. struct block_list *src = NULL;
  18025. nullpo_ret(bl);
  18026. src = va_arg(ap,struct block_list *);
  18027. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18028. return 0;
  18029. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18030. return 0;
  18031. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18032. clif_changetraplook(bl, UNT_USED_TRAPS);
  18033. su->group->unit_id = UNT_USED_TRAPS;
  18034. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18035. return 1;
  18036. }
  18037. /*==========================================
  18038. * Check new skill unit cell when overlapping in other skill unit cell.
  18039. * Catched skill in cell value pushed to *unit pointer.
  18040. * Set (*alive) to 0 will ends 'new unit' check
  18041. *------------------------------------------*/
  18042. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18043. {
  18044. uint16 skill_id;
  18045. int *alive;
  18046. struct skill_unit *unit;
  18047. skill_id = va_arg(ap,int);
  18048. alive = va_arg(ap,int *);
  18049. unit = (struct skill_unit *)bl;
  18050. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  18051. return 0;
  18052. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18053. return 0;
  18054. switch (skill_id) {
  18055. case SA_LANDPROTECTOR: {
  18056. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18057. (*alive) = 0;
  18058. skill_delunit(unit);
  18059. return 1;
  18060. }
  18061. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18062. //It deletes everything except traps and barriers
  18063. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18064. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18065. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18066. skill_delunitgroup(unit->group);
  18067. } else
  18068. skill_delunit(unit);
  18069. return 1;
  18070. }
  18071. }
  18072. break;
  18073. case GN_CRAZYWEED_ATK:
  18074. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18075. break;
  18076. [[fallthrough]];
  18077. case HW_GANBANTEIN:
  18078. case LG_EARTHDRIVE:
  18079. // Officially songs/dances are removed
  18080. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18081. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18082. skill_delunitgroup(unit->group);
  18083. } else
  18084. skill_delunit(unit);
  18085. return 1;
  18086. case SA_VOLCANO:
  18087. case SA_DELUGE:
  18088. case SA_VIOLENTGALE:
  18089. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18090. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18091. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18092. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18093. {
  18094. (*alive) = 0;
  18095. return 1;
  18096. }
  18097. /*
  18098. switch (unit->group->skill_id)
  18099. { //These cannot override each other.
  18100. case SA_VOLCANO:
  18101. case SA_DELUGE:
  18102. case SA_VIOLENTGALE:
  18103. (*alive) = 0;
  18104. return 1;
  18105. }
  18106. */
  18107. break;
  18108. case PF_FOGWALL:
  18109. switch(unit->group->skill_id) {
  18110. case SA_VOLCANO: //Can't be placed on top of these
  18111. case SA_VIOLENTGALE:
  18112. (*alive) = 0;
  18113. return 1;
  18114. case SA_DELUGE:
  18115. case NJ_SUITON:
  18116. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18117. (*alive) = 2;
  18118. break;
  18119. }
  18120. break;
  18121. case WZ_WATERBALL:
  18122. switch (unit->group->skill_id) {
  18123. case SA_DELUGE:
  18124. case NJ_SUITON:
  18125. //Consumes deluge/suiton
  18126. skill_delunit(unit);
  18127. return 1;
  18128. }
  18129. break;
  18130. case WZ_ICEWALL:
  18131. #ifndef RENEWAL
  18132. case HP_BASILICA:
  18133. case HW_GRAVITATION:
  18134. #endif
  18135. //These can't be placed on top of themselves (duration can't be refreshed)
  18136. if (unit->group->skill_id == skill_id)
  18137. {
  18138. (*alive) = 0;
  18139. return 1;
  18140. }
  18141. break;
  18142. case RL_FIRE_RAIN: {
  18143. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18144. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18145. if (uf[UF_RANGEDSINGLEUNIT]) {
  18146. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18147. skill_delunitgroup(unit->group);
  18148. } else
  18149. skill_delunit(unit);
  18150. return 1;
  18151. }
  18152. }
  18153. break;
  18154. }
  18155. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18156. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18157. (*alive) = 0;
  18158. return 1;
  18159. }
  18160. return 0;
  18161. }
  18162. /*==========================================
  18163. * Splash effect for skill unit 'trap type'.
  18164. * Chance triggered when damaged, timeout, or char step on it.
  18165. *------------------------------------------*/
  18166. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18167. {
  18168. struct block_list *src = va_arg(ap,struct block_list *);
  18169. struct skill_unit *unit = NULL;
  18170. t_tick tick = va_arg(ap,t_tick);
  18171. struct block_list *ss; //Skill src bl
  18172. nullpo_ret(src);
  18173. unit = (struct skill_unit *)src;
  18174. if (!unit || !unit->alive || bl->prev == NULL)
  18175. return 0;
  18176. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18177. if (sg == nullptr)
  18178. return 0;
  18179. nullpo_ret(ss = map_id2bl(sg->src_id));
  18180. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18181. return 0;
  18182. switch (sg->unit_id) {
  18183. case UNT_B_TRAP:
  18184. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18185. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18186. break;
  18187. case UNT_SHOCKWAVE:
  18188. case UNT_SANDMAN:
  18189. case UNT_FLASHER:
  18190. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18191. break;
  18192. case UNT_GROUNDDRIFT_WIND:
  18193. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18194. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18195. break;
  18196. case UNT_GROUNDDRIFT_DARK:
  18197. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18198. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18199. break;
  18200. case UNT_GROUNDDRIFT_POISON:
  18201. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18202. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18203. break;
  18204. case UNT_GROUNDDRIFT_WATER:
  18205. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18206. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18207. break;
  18208. case UNT_GROUNDDRIFT_FIRE:
  18209. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18210. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18211. break;
  18212. case UNT_ELECTRICSHOCKER:
  18213. if (bl->id != ss->id) {
  18214. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18215. break;
  18216. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18217. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18218. clif_fixpos(bl);
  18219. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18220. }
  18221. }
  18222. break;
  18223. case UNT_MAGENTATRAP:
  18224. case UNT_COBALTTRAP:
  18225. case UNT_MAIZETRAP:
  18226. case UNT_VERDURETRAP:
  18227. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18228. struct status_data *status = status_get_status_data(bl);
  18229. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18230. status->ele_lv = (unsigned char)sg->skill_lv;
  18231. }
  18232. break;
  18233. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18234. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18235. break;
  18236. case UNT_FIRINGTRAP:
  18237. case UNT_ICEBOUNDTRAP:
  18238. if( src->id == bl->id ) break;
  18239. if( bl->type == BL_SKILL ) {
  18240. struct skill_unit *su = (struct skill_unit *)bl;
  18241. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18242. break;
  18243. }
  18244. [[fallthrough]];
  18245. case UNT_CLUSTERBOMB:
  18246. if( ss != bl )
  18247. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18248. break;
  18249. case UNT_CLAYMORETRAP:
  18250. if( src->id == bl->id ) break;
  18251. if( bl->type == BL_SKILL ) {
  18252. struct skill_unit *su = (struct skill_unit *)bl;
  18253. if (!su)
  18254. return 0;
  18255. switch(su->group->unit_id) {
  18256. case UNT_CLAYMORETRAP:
  18257. case UNT_LANDMINE:
  18258. case UNT_BLASTMINE:
  18259. case UNT_SHOCKWAVE:
  18260. case UNT_SANDMAN:
  18261. case UNT_FLASHER:
  18262. case UNT_FREEZINGTRAP:
  18263. case UNT_FIRINGTRAP:
  18264. case UNT_ICEBOUNDTRAP:
  18265. clif_changetraplook(bl, UNT_USED_TRAPS);
  18266. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18267. su->group->unit_id = UNT_USED_TRAPS;
  18268. break;
  18269. }
  18270. }
  18271. [[fallthrough]];
  18272. default: {
  18273. int split_count = 0;
  18274. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18275. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18276. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18277. }
  18278. break;
  18279. }
  18280. return 1;
  18281. }
  18282. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18283. {
  18284. uint16 skill_id, skill_lv;
  18285. struct skill_unit *unit;
  18286. nullpo_ret(bl);
  18287. skill_id = va_arg(ap,int);
  18288. skill_lv = va_arg(ap,int);
  18289. unit = (struct skill_unit *)bl;
  18290. if( unit == NULL || unit->group == NULL )
  18291. return 0;
  18292. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18293. return 0;
  18294. if( unit->group->skill_id == SC_MAELSTROM ) {
  18295. struct block_list *src;
  18296. if( (src = map_id2bl(unit->group->src_id)) ){
  18297. int sp = unit->group->skill_lv * skill_lv;
  18298. if( src->type == BL_PC )
  18299. sp += ((TBL_PC*)src)->status.job_level / 5;
  18300. status_heal(src, 0, sp/2, 1);
  18301. }
  18302. }
  18303. return 0;
  18304. }
  18305. /**
  18306. * Check cloaking condition
  18307. * @param bl
  18308. * @param sce
  18309. * @return True if near wall; False otherwise
  18310. */
  18311. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18312. {
  18313. bool wall = true;
  18314. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18315. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18316. { //Check for walls.
  18317. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18318. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18319. int i;
  18320. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18321. if( i == 8 )
  18322. wall = false;
  18323. }
  18324. if( sce ) {
  18325. if( !wall ) {
  18326. if( sce->val1 < 3 ) //End cloaking.
  18327. status_change_end(bl, SC_CLOAKING);
  18328. else if( sce->val4&1 ) { //Remove wall bonus
  18329. sce->val4&=~1;
  18330. status_calc_bl(bl, { SCB_SPEED });
  18331. }
  18332. } else {
  18333. if( !(sce->val4&1) ) { //Add wall speed bonus
  18334. sce->val4|=1;
  18335. status_calc_bl(bl, { SCB_SPEED });
  18336. }
  18337. }
  18338. }
  18339. return wall;
  18340. }
  18341. /** Check Shadow Form on the target
  18342. * @param bl: Target
  18343. * @param damage: Damage amount
  18344. * @param hit
  18345. * @return true - in Shadow Form state; false - otherwise
  18346. */
  18347. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18348. {
  18349. status_change *sc;
  18350. nullpo_retr(false,bl);
  18351. if (!damage)
  18352. return false;
  18353. sc = status_get_sc(bl);
  18354. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18355. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18356. if( !src || src->m != bl->m ) {
  18357. status_change_end(bl, SC__SHADOWFORM);
  18358. return false;
  18359. }
  18360. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18361. if( src->type == BL_PC )
  18362. ((TBL_PC*)src)->shadowform_id = 0;
  18363. status_change_end(bl, SC__SHADOWFORM);
  18364. return false;
  18365. }
  18366. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18367. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18368. status_change_end(bl, SC__SHADOWFORM);
  18369. if( src->type == BL_PC )
  18370. ((TBL_PC*)src)->shadowform_id = 0;
  18371. }
  18372. return true;
  18373. }
  18374. return false;
  18375. }
  18376. /**
  18377. * Check camouflage condition
  18378. * @param bl
  18379. * @param sce
  18380. * @return True if near wall; False otherwise
  18381. * @TODO: Seems wrong
  18382. */
  18383. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18384. {
  18385. bool wall = true;
  18386. if( bl->type == BL_PC ) { //Check for walls.
  18387. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18388. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18389. int i;
  18390. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18391. if( i == 8 )
  18392. wall = false;
  18393. }
  18394. if( sce ) {
  18395. if( !wall && sce->val1 < 3 ) //End camouflage.
  18396. status_change_end(bl, SC_CAMOUFLAGE);
  18397. status_calc_bl(bl, { SCB_SPEED });
  18398. }
  18399. return wall;
  18400. }
  18401. /**
  18402. * Process skill unit visibilty for single BL in area
  18403. * @param bl
  18404. * @param ap
  18405. * @author [Cydh]
  18406. **/
  18407. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18408. struct skill_unit *su = NULL;
  18409. struct block_list *src = NULL;
  18410. unsigned int party1 = 0;
  18411. bool visible = true;
  18412. nullpo_ret(bl);
  18413. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18414. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18415. party1 = va_arg(ap, unsigned int);
  18416. if (src != bl) {
  18417. unsigned int party2 = status_get_party_id(bl);
  18418. if (!party1 || !party2 || party1 != party2)
  18419. visible = false;
  18420. }
  18421. clif_getareachar_skillunit(bl, su, SELF, visible);
  18422. return 1;
  18423. }
  18424. /**
  18425. * Check for skill unit visibilty in area on
  18426. * - skill first placement
  18427. * - skill moved (knocked back, moved dance)
  18428. * @param su Skill unit
  18429. * @param target Affected target for this visibility @see enum send_target
  18430. * @author [Cydh]
  18431. **/
  18432. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18433. nullpo_retv(su);
  18434. if (!su->hidden) // It's not hidden, just do this!
  18435. clif_getareachar_skillunit(&su->bl, su, target, true);
  18436. else {
  18437. struct block_list *src = battle_get_master(&su->bl);
  18438. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18439. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18440. }
  18441. }
  18442. /**
  18443. * Check for skill unit visibilty on single BL on insight/spawn action
  18444. * @param su Skill unit
  18445. * @param bl Block list
  18446. * @author [Cydh]
  18447. **/
  18448. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18449. bool visible = true;
  18450. struct block_list *src = NULL;
  18451. nullpo_retv(bl);
  18452. nullpo_retv(su);
  18453. nullpo_retv((src = battle_get_master(&su->bl)));
  18454. if (su->hidden && src != bl) {
  18455. unsigned int party1 = status_get_party_id(src);
  18456. unsigned int party2 = status_get_party_id(bl);
  18457. if (!party1 || !party2 || party1 != party2)
  18458. visible = false;
  18459. }
  18460. clif_getareachar_skillunit(bl, su, SELF, visible);
  18461. }
  18462. /**
  18463. * Initialize new skill unit for skill unit group.
  18464. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18465. * @param group Skill unit group
  18466. * @param idx
  18467. * @param x
  18468. * @param y
  18469. * @param val1
  18470. * @param val2
  18471. */
  18472. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18473. {
  18474. if (group == nullptr || group->unit == nullptr)
  18475. return nullptr;
  18476. skill_unit *unit = &group->unit[idx];
  18477. if (unit == nullptr)
  18478. return nullptr;
  18479. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18480. return unit;
  18481. if(!unit->alive)
  18482. group->alive_count++;
  18483. unit->bl.id = map_get_new_object_id();
  18484. unit->bl.type = BL_SKILL;
  18485. unit->bl.m = group->map;
  18486. unit->bl.x = x;
  18487. unit->bl.y = y;
  18488. unit->group = group;
  18489. unit->alive = 1;
  18490. unit->val1 = val1;
  18491. unit->val2 = val2;
  18492. unit->hidden = hidden;
  18493. // Stores new skill unit
  18494. idb_put(skillunit_db, unit->bl.id, unit);
  18495. map_addiddb(&unit->bl);
  18496. if(map_addblock(&unit->bl))
  18497. return NULL;
  18498. // Perform oninit actions
  18499. switch (group->skill_id) {
  18500. case WZ_ICEWALL:
  18501. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18502. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18503. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18504. break;
  18505. case SA_LANDPROTECTOR:
  18506. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18507. break;
  18508. #ifndef RENEWAL
  18509. case HP_BASILICA:
  18510. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18511. break;
  18512. #endif
  18513. case SC_MAELSTROM:
  18514. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18515. break;
  18516. default:
  18517. if (group->state.song_dance&0x1) //Check for dissonance.
  18518. skill_dance_overlap(unit, 1);
  18519. break;
  18520. }
  18521. skill_getareachar_skillunit_visibilty(unit, AREA);
  18522. return unit;
  18523. }
  18524. /**
  18525. * Remove unit
  18526. * @param unit
  18527. */
  18528. int skill_delunit(struct skill_unit* unit)
  18529. {
  18530. nullpo_ret(unit);
  18531. if( !unit->alive )
  18532. return 0;
  18533. unit->alive = 0;
  18534. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18535. if (group == nullptr)
  18536. return 0;
  18537. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18538. skill_dance_overlap(unit, 0);
  18539. // invoke onout event
  18540. if( !unit->range )
  18541. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18542. // perform ondelete actions
  18543. switch (group->skill_id) {
  18544. case HT_ANKLESNARE:
  18545. case SC_ESCAPE:
  18546. {
  18547. struct block_list* target = map_id2bl(group->val2);
  18548. if( target )
  18549. status_change_end(target, SC_ANKLE);
  18550. }
  18551. break;
  18552. case WZ_ICEWALL:
  18553. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18554. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18555. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18556. break;
  18557. case SA_LANDPROTECTOR:
  18558. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18559. break;
  18560. #ifndef RENEWAL
  18561. case HP_BASILICA:
  18562. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18563. break;
  18564. #endif
  18565. case RA_ELECTRICSHOCKER: {
  18566. struct block_list* target = map_id2bl(group->val2);
  18567. if( target )
  18568. status_change_end(target, SC_ELECTRICSHOCKER);
  18569. }
  18570. break;
  18571. case SC_MAELSTROM:
  18572. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18573. break;
  18574. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18575. if( group->val2 ) { // Someone Traped
  18576. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18577. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18578. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18579. }
  18580. break;
  18581. }
  18582. clif_skill_delunit(unit);
  18583. unit->group=NULL;
  18584. map_delblock(&unit->bl); // don't free yet
  18585. map_deliddb(&unit->bl);
  18586. idb_remove(skillunit_db, unit->bl.id);
  18587. if(--group->alive_count==0)
  18588. skill_delunitgroup(group);
  18589. return 0;
  18590. }
  18591. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18592. /// Returns the target s_skill_unit_group or nullptr if not found.
  18593. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18594. return util::umap_find(skillunit_group_db, group_id);
  18595. }
  18596. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18597. /**
  18598. * Returns a new group_id that isn't being used in skillunit_group_db.
  18599. * Fatal error if nothing is available.
  18600. */
  18601. static int skill_get_new_group_id(void)
  18602. {
  18603. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18604. return skill_unit_group_newid++;// available
  18605. {// find next id
  18606. int base_id = skill_unit_group_newid;
  18607. while( base_id != ++skill_unit_group_newid )
  18608. {
  18609. if( skill_unit_group_newid < MAX_SKILL )
  18610. skill_unit_group_newid = MAX_SKILL;
  18611. if( skill_id2group(skill_unit_group_newid) == NULL )
  18612. return skill_unit_group_newid++;// available
  18613. }
  18614. // full loop, nothing available
  18615. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18616. exit(1);
  18617. }
  18618. }
  18619. /**
  18620. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18621. * @param src Object that cast the skill
  18622. * @param count How many 'cells' used that needed. Related with skill layout
  18623. * @param skill_id ID of used skill
  18624. * @param skill_lv Skill level of used skill
  18625. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18626. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18627. * @param interval Time interval
  18628. * @return s_skill_unit_group
  18629. */
  18630. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18631. {
  18632. nullpo_retr(nullptr, src);
  18633. unit_data *ud = unit_bl2ud(src);
  18634. nullpo_retr(nullptr, ud);
  18635. if (skill_id == 0 || skill_lv == 0)
  18636. return 0;
  18637. auto group = std::make_shared<s_skill_unit_group>();
  18638. group->src_id = src->id;
  18639. group->party_id = status_get_party_id(src);
  18640. group->guild_id = status_get_guild_id(src);
  18641. group->bg_id = bg_team_get_id(src);
  18642. group->group_id = skill_get_new_group_id();
  18643. group->link_group_id = 0;
  18644. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18645. group->unit_count = count;
  18646. group->alive_count = 0;
  18647. group->val1 = 0;
  18648. group->val2 = 0;
  18649. group->val3 = 0;
  18650. group->skill_id = skill_id;
  18651. group->skill_lv = skill_lv;
  18652. group->unit_id = unit_id;
  18653. group->map = src->m;
  18654. group->limit = limit;
  18655. group->interval = interval;
  18656. group->tick = gettick();
  18657. group->valstr = nullptr;
  18658. ud->skillunits.push_back(group);
  18659. // Stores this new group
  18660. skillunit_group_db.insert({ group->group_id, group });
  18661. return group;
  18662. }
  18663. /**
  18664. * Remove skill unit group
  18665. * @param group
  18666. * @param file
  18667. * @param line
  18668. * @param *func
  18669. */
  18670. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18671. {
  18672. struct block_list* src;
  18673. struct unit_data *ud;
  18674. short i;
  18675. int link_group_id;
  18676. if( group == nullptr ) {
  18677. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18678. return 0;
  18679. }
  18680. src = map_id2bl(group->src_id);
  18681. ud = unit_bl2ud(src);
  18682. if (!src || !ud) {
  18683. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18684. return 0;
  18685. }
  18686. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18687. switch( group->skill_id ) {
  18688. case BA_DISSONANCE:
  18689. case BA_POEMBRAGI:
  18690. case BA_WHISTLE:
  18691. case BA_ASSASSINCROSS:
  18692. case BA_APPLEIDUN:
  18693. case DC_UGLYDANCE:
  18694. case DC_HUMMING:
  18695. case DC_DONTFORGETME:
  18696. case DC_FORTUNEKISS:
  18697. case DC_SERVICEFORYOU:
  18698. case NC_NEUTRALBARRIER:
  18699. case NC_STEALTHFIELD:
  18700. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18701. break;
  18702. }
  18703. }
  18704. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18705. status_change* sc = status_get_sc(src);
  18706. if (sc && sc->getSCE(SC_DANCING)) {
  18707. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18708. status_change_end(src, SC_DANCING);
  18709. }
  18710. }
  18711. // End SC from the master when the skill group is deleted
  18712. i = SC_NONE;
  18713. switch (group->unit_id) {
  18714. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18715. #ifndef RENEWAL
  18716. case UNT_BASILICA: i = SC_BASILICA; break;
  18717. #endif
  18718. }
  18719. if (i != SC_NONE) {
  18720. status_change *sc = status_get_sc(src);
  18721. if (sc && sc->getSCE(i)) {
  18722. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18723. status_change_end(src, (sc_type)i);
  18724. }
  18725. }
  18726. switch( group->skill_id ) {
  18727. case PF_SPIDERWEB:
  18728. {
  18729. struct block_list* target = map_id2bl(group->val2);
  18730. status_change *sc;
  18731. bool removed = true;
  18732. //Clear group id from status change
  18733. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18734. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18735. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18736. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18737. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18738. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18739. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18740. else //Group was already removed in status_change_end, don't call it again!
  18741. removed = false;
  18742. //The last group was cleared, end status change
  18743. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18744. status_change_end(target, SC_SPIDERWEB);
  18745. }
  18746. }
  18747. break;
  18748. case SG_SUN_WARM:
  18749. case SG_MOON_WARM:
  18750. case SG_STAR_WARM: {
  18751. status_change *sc = status_get_sc(src);
  18752. if (sc && sc->getSCE(SC_WARM)) {
  18753. sc->getSCE(SC_WARM)->val4 = 0;
  18754. status_change_end(src, SC_WARM);
  18755. }
  18756. }
  18757. break;
  18758. case LG_BANDING: {
  18759. status_change *sc = status_get_sc(src);
  18760. if (sc && sc->getSCE(SC_BANDING)) {
  18761. sc->getSCE(SC_BANDING)->val4 = 0;
  18762. status_change_end(src, SC_BANDING);
  18763. }
  18764. }
  18765. break;
  18766. case NC_NEUTRALBARRIER:
  18767. {
  18768. status_change *sc = NULL;
  18769. if( (sc = status_get_sc(src)) != NULL ) {
  18770. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  18771. {
  18772. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  18773. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18774. }
  18775. status_change_end(src,SC_NEUTRALBARRIER);
  18776. }
  18777. }
  18778. break;
  18779. case NC_STEALTHFIELD:
  18780. {
  18781. status_change *sc = NULL;
  18782. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  18783. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  18784. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18785. }
  18786. }
  18787. break;
  18788. }
  18789. if (src->type==BL_PC && group->state.ammo_consume)
  18790. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18791. group->alive_count=0;
  18792. // remove all unit cells
  18793. if(group->unit != NULL)
  18794. for( int j = 0; j < group->unit_count; j++ )
  18795. skill_delunit(&group->unit[j]);
  18796. // clear Talkie-box string
  18797. if( group->valstr != NULL ) {
  18798. aFree(group->valstr);
  18799. group->valstr = NULL;
  18800. }
  18801. link_group_id = group->link_group_id;
  18802. if (skillunit_group_db.erase(group->group_id) != 1)
  18803. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18804. util::vector_erase_if_exists(ud->skillunits, group);
  18805. if(link_group_id) {
  18806. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18807. if(group_cur)
  18808. skill_delunitgroup(group_cur);
  18809. }
  18810. return 1;
  18811. }
  18812. /**
  18813. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18814. * @param src
  18815. */
  18816. void skill_clear_unitgroup(struct block_list *src)
  18817. {
  18818. nullpo_retv(src);
  18819. unit_data *ud = unit_bl2ud(src);
  18820. nullpo_retv(ud);
  18821. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18822. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18823. skill_delunitgroup(*it);
  18824. }
  18825. }
  18826. /**
  18827. * Search tickset for skill unit in skill unit group
  18828. * @param bl Block List for skill_unit
  18829. * @param group Skill unit group
  18830. * @param tick
  18831. * @return skill_unit_group_tickset if found
  18832. */
  18833. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18834. {
  18835. int i, j = -1, s, id;
  18836. struct unit_data *ud;
  18837. struct skill_unit_group_tickset *set;
  18838. nullpo_ret(bl);
  18839. if (group->interval == -1)
  18840. return NULL;
  18841. ud = unit_bl2ud(bl);
  18842. if (!ud)
  18843. return NULL;
  18844. set = ud->skillunittick;
  18845. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18846. id = s = group->skill_id;
  18847. else
  18848. id = s = group->group_id;
  18849. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18850. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18851. if (set[k].id == id)
  18852. return &set[k];
  18853. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18854. j=k;
  18855. }
  18856. if (j == -1) {
  18857. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18858. j = id % MAX_SKILLUNITGROUPTICKSET;
  18859. }
  18860. set[j].id = id;
  18861. set[j].tick = tick;
  18862. return &set[j];
  18863. }
  18864. /*==========================================
  18865. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18866. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18867. *------------------------------------------*/
  18868. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18869. {
  18870. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18871. t_tick tick = va_arg(ap,t_tick);
  18872. nullpo_ret(unit);
  18873. if( !unit->alive || bl->prev == NULL )
  18874. return 0;
  18875. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18876. if (group == nullptr)
  18877. return 0;
  18878. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18879. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  18880. return 0; //AoE skills are ineffective. [Skotlex]
  18881. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18882. return 0;
  18883. skill_unit_onplace_timer(unit,bl,tick);
  18884. return 1;
  18885. }
  18886. /**
  18887. * @see DBApply
  18888. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18889. */
  18890. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18891. {
  18892. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18893. t_tick tick = va_arg(ap,t_tick);
  18894. bool dissonance;
  18895. struct block_list* bl = &unit->bl;
  18896. nullpo_ret(unit);
  18897. if( !unit->alive )
  18898. return 0;
  18899. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18900. if (group == nullptr)
  18901. return 0;
  18902. // Check for expiration
  18903. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18904. {// skill unit expired (inlined from skill_unit_onlimit())
  18905. switch( group->unit_id ) {
  18906. case UNT_ICEWALL:
  18907. unit->val1 -= 50; // icewall loses 50 hp every second
  18908. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18909. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18910. if( unit->val1 <= 0 )
  18911. skill_delunit(unit);
  18912. break;
  18913. case UNT_BLASTMINE:
  18914. #ifdef RENEWAL
  18915. case UNT_CLAYMORETRAP:
  18916. #endif
  18917. case UNT_GROUNDDRIFT_WIND:
  18918. case UNT_GROUNDDRIFT_DARK:
  18919. case UNT_GROUNDDRIFT_POISON:
  18920. case UNT_GROUNDDRIFT_WATER:
  18921. case UNT_GROUNDDRIFT_FIRE:
  18922. group->unit_id = UNT_USED_TRAPS;
  18923. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18924. group->limit=DIFF_TICK(tick+1500,group->tick);
  18925. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18926. break;
  18927. case UNT_ANKLESNARE:
  18928. case UNT_ELECTRICSHOCKER:
  18929. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18930. skill_delunit(unit);
  18931. break;
  18932. }
  18933. [[fallthrough]];
  18934. case UNT_SKIDTRAP:
  18935. case UNT_LANDMINE:
  18936. case UNT_SHOCKWAVE:
  18937. case UNT_SANDMAN:
  18938. case UNT_FLASHER:
  18939. case UNT_FREEZINGTRAP:
  18940. #ifndef RENEWAL
  18941. case UNT_CLAYMORETRAP:
  18942. #endif
  18943. case UNT_TALKIEBOX:
  18944. case UNT_CLUSTERBOMB:
  18945. case UNT_MAGENTATRAP:
  18946. case UNT_COBALTTRAP:
  18947. case UNT_MAIZETRAP:
  18948. case UNT_VERDURETRAP:
  18949. case UNT_FIRINGTRAP:
  18950. case UNT_ICEBOUNDTRAP:
  18951. {
  18952. struct block_list* src;
  18953. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18954. { // revert unit back into a trap
  18955. struct item item_tmp;
  18956. memset(&item_tmp,0,sizeof(item_tmp));
  18957. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18958. item_tmp.identify = 1;
  18959. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18960. }
  18961. skill_delunit(unit);
  18962. }
  18963. break;
  18964. case UNT_WARP_ACTIVE:
  18965. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18966. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18967. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18968. // restart timers
  18969. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18970. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18971. // apply effect to all units standing on it
  18972. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18973. break;
  18974. case UNT_CALLFAMILY:
  18975. {
  18976. map_session_data *sd = NULL;
  18977. if(group->val1) {
  18978. sd = map_charid2sd(group->val1);
  18979. group->val1 = 0;
  18980. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18981. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18982. }
  18983. if(group->val2) {
  18984. sd = map_charid2sd(group->val2);
  18985. group->val2 = 0;
  18986. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18987. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18988. }
  18989. skill_delunit(unit);
  18990. }
  18991. break;
  18992. case UNT_REVERBERATION:
  18993. case UNT_NETHERWORLD:
  18994. if( unit->val1 <= 0 ) { // If it was deactivated.
  18995. skill_delunit(unit);
  18996. break;
  18997. }
  18998. clif_changetraplook(bl,UNT_USED_TRAPS);
  18999. if (group->unit_id == UNT_REVERBERATION)
  19000. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19001. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19002. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19003. group->unit_id = UNT_USED_TRAPS;
  19004. break;
  19005. case UNT_FEINTBOMB: {
  19006. struct block_list *src = map_id2bl(group->src_id);
  19007. if (src)
  19008. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19009. skill_delunit(unit);
  19010. }
  19011. break;
  19012. case UNT_BANDING:
  19013. {
  19014. struct block_list *src = map_id2bl(group->src_id);
  19015. status_change *sc;
  19016. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  19017. skill_delunit(unit);
  19018. break;
  19019. }
  19020. // This unit isn't removed while SC_BANDING is active.
  19021. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19022. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19023. }
  19024. break;
  19025. case UNT_B_TRAP:
  19026. {
  19027. struct block_list* src;
  19028. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19029. struct item item_tmp;
  19030. memset(&item_tmp, 0, sizeof(item_tmp));
  19031. item_tmp.nameid = group->item_id;
  19032. item_tmp.identify = 1;
  19033. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19034. }
  19035. skill_delunit(unit);
  19036. }
  19037. break;
  19038. default:
  19039. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19040. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR)) {
  19041. // Deal damage before expiration
  19042. break;
  19043. }
  19044. skill_delunit(unit);
  19045. break;
  19046. }
  19047. } else {// skill unit is still active
  19048. switch( group->unit_id ) {
  19049. case UNT_BLASTMINE:
  19050. case UNT_SKIDTRAP:
  19051. case UNT_LANDMINE:
  19052. case UNT_SHOCKWAVE:
  19053. case UNT_SANDMAN:
  19054. case UNT_FLASHER:
  19055. case UNT_CLAYMORETRAP:
  19056. case UNT_FREEZINGTRAP:
  19057. case UNT_TALKIEBOX:
  19058. case UNT_ANKLESNARE:
  19059. case UNT_B_TRAP:
  19060. if( unit->val1 <= 0 ) {
  19061. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19062. skill_delunit(unit);
  19063. else {
  19064. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19065. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19066. group->unit_id = UNT_USED_TRAPS;
  19067. }
  19068. }
  19069. break;
  19070. case UNT_REVERBERATION:
  19071. case UNT_NETHERWORLD:
  19072. if (unit->val1 <= 0) {
  19073. clif_changetraplook(bl,UNT_USED_TRAPS);
  19074. if (group->unit_id == UNT_REVERBERATION)
  19075. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19076. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19077. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19078. group->unit_id = UNT_USED_TRAPS;
  19079. }
  19080. break;
  19081. case UNT_WALLOFTHORN:
  19082. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19083. skill_delunitgroup(group);
  19084. break;
  19085. }
  19086. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19087. skill_delunit(unit);
  19088. break;
  19089. case UNT_SANCTUARY:
  19090. if (group->val1 <= 0) {
  19091. skill_delunitgroup(group);
  19092. }
  19093. break;
  19094. default:
  19095. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19096. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR) {
  19097. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19098. // Unit will expire the next interval, start dropping Meteor
  19099. block_list *src = map_id2bl(group->src_id);
  19100. if (src != nullptr) {
  19101. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19102. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19103. else
  19104. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19105. group->val2 = 1;
  19106. }
  19107. }
  19108. // No damage until expiration
  19109. return 0;
  19110. }
  19111. break;
  19112. }
  19113. }
  19114. //Don't continue if unit or even group is expired and has been deleted.
  19115. if( !group || !unit->alive )
  19116. return 0;
  19117. dissonance = skill_dance_switch(unit, 0);
  19118. if( unit->range >= 0 && group->interval != -1 )
  19119. {
  19120. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19121. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19122. group->unit_id = UNT_USED_TRAPS;
  19123. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19124. unit->range = -1; //Disable processed cell.
  19125. if (--group->val1 <= 0) { // number of live cells
  19126. //All tiles were processed, disable skill.
  19127. group->target_flag=BCT_NOONE;
  19128. group->bl_flag= BL_NUL;
  19129. }
  19130. }
  19131. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19132. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19133. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19134. skill_delunit(unit);
  19135. return 0;
  19136. }
  19137. }
  19138. if( dissonance )
  19139. skill_dance_switch(unit, 1);
  19140. return 0;
  19141. }
  19142. /*==========================================
  19143. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19144. *------------------------------------------*/
  19145. TIMER_FUNC(skill_unit_timer){
  19146. map_freeblock_lock();
  19147. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19148. map_freeblock_unlock();
  19149. return 0;
  19150. }
  19151. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19152. /*==========================================
  19153. * flag :
  19154. * 1 : store that skill_unit in array
  19155. * 2 : clear that skill_unit
  19156. * 4 : call_on_left
  19157. *------------------------------------------*/
  19158. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19159. {
  19160. struct skill_unit* unit = (struct skill_unit *)bl;
  19161. struct block_list* target = va_arg(ap,struct block_list*);
  19162. t_tick tick = va_arg(ap,t_tick);
  19163. int flag = va_arg(ap,int);
  19164. bool dissonance;
  19165. uint16 skill_id;
  19166. nullpo_ret(unit);
  19167. nullpo_ret(target);
  19168. if( !unit->alive || target->prev == NULL )
  19169. return 0;
  19170. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19171. if (group == nullptr)
  19172. return 0;
  19173. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19174. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19175. dissonance = skill_dance_switch(unit, 0);
  19176. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19177. skill_id = group->skill_id;
  19178. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19179. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19180. if( dissonance ) {
  19181. skill_dance_switch(unit, 1);
  19182. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19183. }
  19184. return 0;
  19185. }
  19186. //Target-type check.
  19187. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19188. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19189. if( flag&1 ) {
  19190. if( flag&2 ) { //Clear this skill id.
  19191. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19192. }
  19193. } else {
  19194. if( flag&2 ) { //Store this skill id.
  19195. skill_unit_cell.push_back(skill_id);
  19196. }
  19197. }
  19198. if( flag&4 )
  19199. skill_unit_onleft(skill_id,target,tick);
  19200. }
  19201. if( dissonance )
  19202. skill_dance_switch(unit, 1);
  19203. return 0;
  19204. } else {
  19205. if( flag&1 ) {
  19206. int result = skill_unit_onplace(unit,target,tick);
  19207. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19208. util::vector_erase_if_exists(skill_unit_cell, result);
  19209. }
  19210. } else {
  19211. int result = skill_unit_onout(unit,target,tick);
  19212. if( flag&2 && result > 0 ) { //Store this unit id.
  19213. skill_unit_cell.push_back(skill_id);
  19214. }
  19215. }
  19216. //TODO: Normally, this is dangerous since the unit and group could be freed
  19217. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19218. //cells do not get deleted within them. [Skotlex]
  19219. if( dissonance )
  19220. skill_dance_switch(unit, 1);
  19221. if( flag&4 )
  19222. skill_unit_onleft(skill_id,target,tick);
  19223. return 1;
  19224. }
  19225. }
  19226. /*==========================================
  19227. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19228. * Flag values:
  19229. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19230. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19231. * units to figure out when they have left a group.
  19232. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19233. *------------------------------------------*/
  19234. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19235. {
  19236. nullpo_ret(bl);
  19237. if( bl->prev == NULL )
  19238. return 0;
  19239. if( flag&2 && !(flag&1) ) //Onout, clear data
  19240. skill_unit_cell.clear();
  19241. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19242. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19243. for (const auto &it : skill_unit_cell) {
  19244. skill_unit_onleft(it, bl, tick);
  19245. }
  19246. }
  19247. return 0;
  19248. }
  19249. /*==========================================
  19250. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19251. * @param bl Skill unit
  19252. * @param m Map
  19253. * @param dx
  19254. * @param dy
  19255. *------------------------------------------*/
  19256. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19257. t_tick tick = gettick();
  19258. struct skill_unit *su;
  19259. if (bl->type != BL_SKILL)
  19260. return;
  19261. if (!(su = (struct skill_unit *)bl))
  19262. return;
  19263. if (!su->alive)
  19264. return;
  19265. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19266. return; //Ensembles may not be moved around.
  19267. if (!bl->prev) {
  19268. bl->x = dx;
  19269. bl->y = dy;
  19270. return;
  19271. }
  19272. map_moveblock(bl, dx, dy, tick);
  19273. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19274. skill_getareachar_skillunit_visibilty(su, AREA);
  19275. return;
  19276. }
  19277. /**
  19278. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19279. * @param group Skill Group
  19280. * @param m Map
  19281. * @param dx
  19282. * @param dy
  19283. */
  19284. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19285. {
  19286. int i, j;
  19287. t_tick tick = gettick();
  19288. int *m_flag;
  19289. struct skill_unit *unit1;
  19290. struct skill_unit *unit2;
  19291. if (group == NULL)
  19292. return;
  19293. if (group->unit_count <= 0)
  19294. return;
  19295. if (group->unit == NULL)
  19296. return;
  19297. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19298. return; //Ensembles may not be moved around.
  19299. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19300. // m_flag
  19301. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19302. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19303. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19304. // 3: Both 1+2.
  19305. for(i = 0; i < group->unit_count; i++) {
  19306. unit1 =& group->unit[i];
  19307. if (!unit1->alive || unit1->bl.m != m)
  19308. continue;
  19309. for(j = 0; j < group->unit_count; j++) {
  19310. unit2 = &group->unit[j];
  19311. if (!unit2->alive)
  19312. continue;
  19313. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19314. m_flag[i] |= 0x1;
  19315. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19316. m_flag[i] |= 0x2;
  19317. }
  19318. }
  19319. j = 0;
  19320. for (i = 0; i < group->unit_count; i++) {
  19321. unit1 = &group->unit[i];
  19322. if (!unit1->alive)
  19323. continue;
  19324. if (!(m_flag[i]&0x2)) {
  19325. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19326. skill_dance_overlap(unit1, 0);
  19327. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19328. }
  19329. //Move Cell using "smart" criteria (avoid useless moving around)
  19330. switch(m_flag[i]) {
  19331. case 0:
  19332. //Cell moves independently, safely move it.
  19333. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19334. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19335. break;
  19336. case 1:
  19337. //Cell moves unto another cell, look for a replacement cell that won't collide
  19338. //and has no cell moving into it (flag == 2)
  19339. for(; j < group->unit_count; j++) {
  19340. int dx2, dy2;
  19341. if(m_flag[j] != 2 || !group->unit[j].alive)
  19342. continue;
  19343. //Move to where this cell would had moved.
  19344. unit2 = &group->unit[j];
  19345. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19346. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19347. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19348. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19349. j++; //Skip this cell as we have used it.
  19350. break;
  19351. }
  19352. break;
  19353. case 2:
  19354. case 3:
  19355. break; //Don't move the cell as a cell will end on this tile anyway.
  19356. }
  19357. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19358. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19359. skill_dance_overlap(unit1, 1);
  19360. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19361. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19362. }
  19363. }
  19364. aFree(m_flag);
  19365. }
  19366. /**
  19367. * Checking product requirement in player's inventory.
  19368. * Checking if player has the item or not, the amount, and the weight limit.
  19369. * @param sd Player
  19370. * @param nameid Product requested
  19371. * @param trigger Trigger criteria to match will 'ItemLv'
  19372. * @param qty Amount of item will be created
  19373. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19374. */
  19375. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19376. {
  19377. nullpo_ret(sd);
  19378. if (!item_db.exists(nameid))
  19379. return 0;
  19380. short i, j;
  19381. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19382. if (skill_produce_db[i].nameid == nameid) {
  19383. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19384. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19385. continue; // must iterate again to check other skills that produce it. [malufett]
  19386. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19387. continue; // special case
  19388. break;
  19389. }
  19390. }
  19391. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19392. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19393. return 0;
  19394. }
  19395. if (i >= MAX_SKILL_PRODUCE_DB)
  19396. return 0;
  19397. // Cannot carry the produced stuff
  19398. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19399. return 0;
  19400. // Matching the requested produce list
  19401. if (trigger >= 0) {
  19402. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19403. if (skill_produce_db[i].itemlv != trigger)
  19404. return 0;
  19405. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19406. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19407. return 0;
  19408. } else { // Weapon (itemlv must be higher or equal)
  19409. if (skill_produce_db[i].itemlv > trigger)
  19410. return 0;
  19411. }
  19412. }
  19413. // Check on player's inventory
  19414. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19415. t_itemid nameid_produce;
  19416. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19417. continue;
  19418. if (skill_produce_db[i].mat_amount[j] == 0) {
  19419. if (pc_search_inventory(sd,nameid_produce) < 0)
  19420. return 0;
  19421. } else {
  19422. unsigned short idx, amt;
  19423. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19424. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19425. amt += sd->inventory.u.items_inventory[idx].amount;
  19426. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19427. return 0;
  19428. }
  19429. }
  19430. return i + 1;
  19431. }
  19432. /**
  19433. * Attempt to produce an item
  19434. * @param sd Player
  19435. * @param skill_id Skill used
  19436. * @param nameid Requested product
  19437. * @param slot1
  19438. * @param slot2
  19439. * @param slot3
  19440. * @param qty Amount of requested item
  19441. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19442. * @return True is success, False if failed
  19443. */
  19444. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19445. {
  19446. int slot[3];
  19447. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19448. int num = -1; // exclude the recipe
  19449. struct status_data *status;
  19450. nullpo_ret(sd);
  19451. status = status_get_status_data(&sd->bl);
  19452. if( sd->skill_id_old == skill_id )
  19453. skill_lv = sd->skill_lv_old;
  19454. if (produce_idx == -1) {
  19455. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19456. return false;
  19457. idx--;
  19458. }
  19459. else
  19460. idx = produce_idx;
  19461. if (qty < 1)
  19462. qty = 1;
  19463. if (!skill_id) //A skill can be specified for some override cases.
  19464. skill_id = skill_produce_db[idx].req_skill;
  19465. if( skill_id == GC_RESEARCHNEWPOISON )
  19466. skill_id = GC_CREATENEWPOISON;
  19467. slot[0] = slot1;
  19468. slot[1] = slot2;
  19469. slot[2] = slot3;
  19470. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19471. short j;
  19472. if (slot[i] <= 0)
  19473. continue;
  19474. j = pc_search_inventory(sd,slot[i]);
  19475. if (j < 0)
  19476. continue;
  19477. if (slot[i] == ITEMID_STAR_CRUMB) {
  19478. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19479. sc++;
  19480. }
  19481. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19482. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19483. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19484. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19485. }
  19486. }
  19487. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19488. short x, j;
  19489. t_itemid id = skill_produce_db[idx].mat_id[i];
  19490. if (!item_db.exists(id))
  19491. continue;
  19492. num++;
  19493. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19494. do {
  19495. int y = 0;
  19496. j = pc_search_inventory(sd,id);
  19497. if (j >= 0) {
  19498. y = sd->inventory.u.items_inventory[j].amount;
  19499. if (y > x)
  19500. y = x;
  19501. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19502. } else {
  19503. ShowError("skill_produce_mix: material item error\n");
  19504. return false;
  19505. }
  19506. x -= y;
  19507. } while( j >= 0 && x > 0 );
  19508. }
  19509. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19510. wlv = itemdb_wlv(nameid);
  19511. else
  19512. wlv = 0;
  19513. if (!equip) {
  19514. switch (skill_id) {
  19515. case BS_IRON:
  19516. case BS_STEEL:
  19517. case BS_ENCHANTEDSTONE:
  19518. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19519. i = pc_checkskill(sd,skill_id);
  19520. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19521. switch (nameid) {
  19522. case ITEMID_IRON:
  19523. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19524. break;
  19525. case ITEMID_STEEL:
  19526. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19527. break;
  19528. case ITEMID_STAR_CRUMB:
  19529. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19530. break;
  19531. default: // Enchanted Stones
  19532. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19533. break;
  19534. }
  19535. break;
  19536. case ASC_CDP:
  19537. make_per = (2000 + 40*status->dex + 20*status->luk);
  19538. break;
  19539. case AL_HOLYWATER:
  19540. case AB_ANCILLA:
  19541. make_per = 100000; //100% success
  19542. break;
  19543. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19544. case AM_TWILIGHT1:
  19545. case AM_TWILIGHT2:
  19546. case AM_TWILIGHT3:
  19547. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19548. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19549. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19550. if (hom_is_active(sd->hd)) {//Player got a homun
  19551. int skill;
  19552. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19553. make_per += skill*100; //+1% bonus per level
  19554. }
  19555. switch(nameid){
  19556. case ITEMID_RED_POTION:
  19557. case ITEMID_YELLOW_POTION:
  19558. case ITEMID_WHITE_POTION:
  19559. make_per += (1+rnd()%100)*10 + 2000;
  19560. break;
  19561. case ITEMID_ALCOHOL:
  19562. make_per += (1+rnd()%100)*10 + 1000;
  19563. break;
  19564. case ITEMID_FIRE_BOTTLE:
  19565. case ITEMID_ACID_BOTTLE:
  19566. case ITEMID_MAN_EATER_BOTTLE:
  19567. case ITEMID_MINI_BOTTLE:
  19568. make_per += (1+rnd()%100)*10;
  19569. break;
  19570. case ITEMID_YELLOW_SLIM_POTION:
  19571. make_per -= (1+rnd()%50)*10;
  19572. break;
  19573. case ITEMID_WHITE_SLIM_POTION:
  19574. case ITEMID_COATING_BOTTLE:
  19575. make_per -= (1+rnd()%100)*10;
  19576. break;
  19577. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19578. case ITEMID_BLUE_POTION:
  19579. case ITEMID_RED_SLIM_POTION:
  19580. case ITEMID_ANODYNE:
  19581. case ITEMID_ALOEBERA:
  19582. default:
  19583. break;
  19584. }
  19585. if (battle_config.pp_rate != 100)
  19586. make_per = make_per * battle_config.pp_rate / 100;
  19587. break;
  19588. case SA_CREATECON: // Elemental Converter Creation
  19589. make_per = 100000; // should be 100% success rate
  19590. break;
  19591. case RK_RUNEMASTERY: {
  19592. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19593. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19594. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19595. int D = 0;
  19596. switch (nameid) { //rune rank it_diff 9 craftable rune
  19597. case ITEMID_BERKANA:
  19598. D = -2000;
  19599. break; //Rank S
  19600. case ITEMID_NAUTHIZ:
  19601. case ITEMID_URUZ:
  19602. D = -1500;
  19603. break; //Rank A
  19604. case ITEMID_ISA:
  19605. case ITEMID_WYRD:
  19606. D = -1000;
  19607. break; //Rank B
  19608. case ITEMID_RAIDO:
  19609. case ITEMID_THURISAZ:
  19610. case ITEMID_HAGALAZ:
  19611. case ITEMID_OTHILA:
  19612. D = -500;
  19613. break; //Rank C
  19614. default:
  19615. D = -1500;
  19616. break; //not specified =-15%
  19617. }
  19618. make_per = A + B + C + D;
  19619. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19620. if (runemastery_skill_lv > 9)
  19621. qty = 2 + rnd() % 5; // 2~6
  19622. else if (runemastery_skill_lv > 4)
  19623. qty = 2 + rnd() % 3; // 2~4
  19624. else
  19625. qty = 2;
  19626. }
  19627. break;
  19628. case GC_CREATENEWPOISON:
  19629. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19630. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19631. break;
  19632. case GN_CHANGEMATERIAL:
  19633. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19634. if (skill_changematerial_db[i].nameid == nameid) {
  19635. make_per = skill_changematerial_db[i].rate * 10;
  19636. break;
  19637. }
  19638. }
  19639. break;
  19640. case GN_S_PHARMACY:
  19641. {
  19642. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19643. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19644. switch (nameid) { // Item difficulty factor
  19645. case ITEMID_HP_INCREASE_POTION_SMALL:
  19646. case ITEMID_SP_INCREASE_POTION_SMALL:
  19647. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19648. difficulty += 10;
  19649. break;
  19650. case ITEMID_BOMB_MUSHROOM_SPORE:
  19651. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19652. difficulty += 15;
  19653. break;
  19654. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19655. case ITEMID_SP_INCREASE_POTION_LARGE:
  19656. case ITEMID_VITATA500:
  19657. difficulty += 20;
  19658. break;
  19659. case ITEMID_SEED_OF_HORNY_PLANT:
  19660. case ITEMID_BLOODSUCK_PLANT_SEED:
  19661. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19662. difficulty += 30;
  19663. break;
  19664. case ITEMID_HP_INCREASE_POTION_LARGE:
  19665. case ITEMID_CURE_FREE:
  19666. difficulty += 40;
  19667. break;
  19668. }
  19669. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19670. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19671. make_per -= difficulty;
  19672. qty = production_count[skill_lv - 1];
  19673. // Determine quantity from difficulty
  19674. if (make_per < 1)
  19675. qty -= 6;
  19676. else if (make_per < 100)
  19677. qty -= 5;
  19678. else if (make_per < 300)
  19679. qty -= 4;
  19680. else if (make_per < 400)
  19681. qty -= 3;
  19682. make_per = 100000; // Adjust success back to 100% for crafting
  19683. }
  19684. break;
  19685. case GN_MAKEBOMB:
  19686. case GN_MIX_COOKING:
  19687. {
  19688. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19689. switch (nameid) { // Item difficulty factor
  19690. // GN_MAKEBOMB
  19691. case ITEMID_APPLE_BOMB:
  19692. difficulty += 5;
  19693. break;
  19694. case ITEMID_COCONUT_BOMB:
  19695. case ITEMID_MELON_BOMB:
  19696. difficulty += 10;
  19697. break;
  19698. case ITEMID_PINEAPPLE_BOMB:
  19699. difficulty += 15;
  19700. break;
  19701. case ITEMID_BANANA_BOMB:
  19702. difficulty += 20;
  19703. break;
  19704. // GN_MIX_COOKING
  19705. case ITEMID_SAVAGE_FULL_ROAST:
  19706. case ITEMID_COCKTAIL_WARG_BLOOD:
  19707. case ITEMID_MINOR_STEW:
  19708. case ITEMID_SIROMA_ICED_TEA:
  19709. case ITEMID_DROSERA_HERB_SALAD:
  19710. case ITEMID_PETITE_TAIL_NOODLES:
  19711. difficulty += 15;
  19712. break;
  19713. }
  19714. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19715. if (skill_lv > 1) {
  19716. make_per -= difficulty;
  19717. // Determine quantity from difficulty
  19718. if (make_per >= 30)
  19719. qty = 10 + rnd() % 2;
  19720. else if (make_per >= 10)
  19721. qty = 10;
  19722. else if (make_per >= -10)
  19723. qty = 8;
  19724. else if (make_per >= -30)
  19725. qty = 5;
  19726. else
  19727. qty = 0;
  19728. } else {
  19729. if (make_per < difficulty)
  19730. qty = 0;
  19731. }
  19732. make_per = 100000; // Adjust success back to 100% for crafting
  19733. }
  19734. break;
  19735. case MT_M_MACHINE:
  19736. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19737. if (skill_id == MT_M_MACHINE)
  19738. qty = 7 + skill_lv;
  19739. else // BO_BIONIC_PHARMACY
  19740. qty = 10 + skill_lv;
  19741. make_per = 100000;
  19742. break;
  19743. default:
  19744. if (sd->menuskill_id == AM_PHARMACY &&
  19745. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19746. { //Assume Cooking Dish
  19747. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19748. make_per = 10000; //100% Success
  19749. else
  19750. make_per = 1200 * (sd->menuskill_val - 10)
  19751. + 20 * (sd->status.base_level + 1)
  19752. + 20 * (status->dex + 1)
  19753. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19754. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19755. - 10 * (100 - status->luk + 1)
  19756. - 500 * (num - 1)
  19757. - 100 * (rnd()%4 + 1);
  19758. break;
  19759. }
  19760. make_per = 5000;
  19761. break;
  19762. }
  19763. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19764. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19765. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19766. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19767. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19768. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19769. if( wlv >= 3 ){
  19770. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19771. }
  19772. // Element Stone: -20%
  19773. if( ele ){
  19774. make_per -= 2000;
  19775. }
  19776. // Star Crumb: -15% each
  19777. make_per -= sc * 1500;
  19778. // Weapon level malus: -0/-10/-20/-30
  19779. if( wlv > 1 ){
  19780. make_per -= ( wlv * 1000 );
  19781. }
  19782. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19783. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19784. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19785. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19786. if (battle_config.wp_rate != 100)
  19787. make_per = make_per * battle_config.wp_rate / 100;
  19788. }
  19789. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19790. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19791. if (make_per < 1) make_per = 1;
  19792. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19793. struct item tmp_item;
  19794. memset(&tmp_item,0,sizeof(tmp_item));
  19795. tmp_item.nameid = nameid;
  19796. tmp_item.amount = 1;
  19797. tmp_item.identify = 1;
  19798. if (equip) {
  19799. tmp_item.card[0] = CARD0_FORGE;
  19800. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19801. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19802. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19803. } else {
  19804. //Flag is only used on the end, so it can be used here. [Skotlex]
  19805. switch (skill_id) {
  19806. case BS_DAGGER:
  19807. case BS_SWORD:
  19808. case BS_TWOHANDSWORD:
  19809. case BS_AXE:
  19810. case BS_MACE:
  19811. case BS_KNUCKLE:
  19812. case BS_SPEAR:
  19813. flag = battle_config.produce_item_name_input&0x1;
  19814. break;
  19815. case AM_PHARMACY:
  19816. case AM_TWILIGHT1:
  19817. case AM_TWILIGHT2:
  19818. case AM_TWILIGHT3:
  19819. flag = battle_config.produce_item_name_input&0x2;
  19820. break;
  19821. case AL_HOLYWATER:
  19822. case AB_ANCILLA:
  19823. flag = battle_config.produce_item_name_input&0x8;
  19824. break;
  19825. case ASC_CDP:
  19826. flag = battle_config.produce_item_name_input&0x10;
  19827. break;
  19828. default:
  19829. flag = battle_config.produce_item_name_input&0x80;
  19830. break;
  19831. }
  19832. if (flag) {
  19833. tmp_item.card[0] = CARD0_CREATE;
  19834. tmp_item.card[1] = 0;
  19835. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19836. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19837. }
  19838. }
  19839. // if(log_config.produce > 0)
  19840. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19841. //TODO update PICKLOG
  19842. if (equip) {
  19843. clif_produceeffect(sd,0,nameid);
  19844. clif_misceffect(&sd->bl,3);
  19845. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19846. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19847. } else {
  19848. int fame = 0;
  19849. tmp_item.amount = 0;
  19850. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19851. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  19852. tmp_item.amount = qty;
  19853. break;
  19854. }
  19855. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19856. tmp_item.amount++;
  19857. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19858. continue;
  19859. if (skill_id != AM_PHARMACY &&
  19860. skill_id != AM_TWILIGHT1 &&
  19861. skill_id != AM_TWILIGHT2 &&
  19862. skill_id != AM_TWILIGHT3)
  19863. continue;
  19864. //Add fame as needed.
  19865. switch(++sd->potion_success_counter) {
  19866. case 3:
  19867. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19868. break;
  19869. case 5:
  19870. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19871. break;
  19872. case 7:
  19873. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19874. break;
  19875. case 10:
  19876. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19877. sd->potion_success_counter = 0;
  19878. break;
  19879. }
  19880. } else //Failure
  19881. sd->potion_success_counter = 0;
  19882. }
  19883. if (fame)
  19884. pc_addfame(*sd, fame);
  19885. //Visual effects and the like.
  19886. switch (skill_id) {
  19887. case AM_PHARMACY:
  19888. case AM_TWILIGHT1:
  19889. case AM_TWILIGHT2:
  19890. case AM_TWILIGHT3:
  19891. case ASC_CDP:
  19892. case GC_CREATENEWPOISON:
  19893. clif_produceeffect(sd,2,nameid);
  19894. clif_misceffect(&sd->bl,5);
  19895. break;
  19896. case BS_IRON:
  19897. case BS_STEEL:
  19898. case BS_ENCHANTEDSTONE:
  19899. clif_produceeffect(sd,0,nameid);
  19900. clif_misceffect(&sd->bl,3);
  19901. break;
  19902. default: //Those that don't require a skill?
  19903. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19904. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19905. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19906. }
  19907. break;
  19908. }
  19909. }
  19910. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19911. int j, k = 0, l;
  19912. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19913. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19914. if (skill_changematerial_db[i].nameid == nameid){
  19915. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19916. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19917. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19918. tmp_item.amount = (isStackable ? total_qty : 1);
  19919. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19920. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19921. clif_additem(sd,0,0,flag);
  19922. if( battle_config.skill_drop_items_full ){
  19923. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19924. }
  19925. }
  19926. }
  19927. k++;
  19928. }
  19929. }
  19930. break;
  19931. }
  19932. }
  19933. if (k) {
  19934. clif_produceeffect(sd,6,nameid);
  19935. clif_misceffect(&sd->bl,5);
  19936. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19937. return true;
  19938. }
  19939. } else if (tmp_item.amount) { //Success
  19940. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19941. clif_additem(sd,0,0,flag);
  19942. if( battle_config.skill_drop_items_full ){
  19943. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19944. }
  19945. }
  19946. switch (skill_id) {
  19947. case RK_RUNEMASTERY:
  19948. clif_produceeffect(sd, 4, nameid);
  19949. clif_misceffect(&sd->bl, 5);
  19950. break;
  19951. case GN_MIX_COOKING:
  19952. case GN_MAKEBOMB:
  19953. case GN_S_PHARMACY:
  19954. clif_produceeffect(sd, 6, nameid);
  19955. clif_misceffect(&sd->bl, 5);
  19956. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19957. break;
  19958. case MT_M_MACHINE:
  19959. clif_produceeffect(sd, 0, nameid);
  19960. clif_misceffect(&sd->bl, 3);
  19961. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19962. break;
  19963. case BO_BIONIC_PHARMACY:
  19964. clif_produceeffect(sd, 2, nameid);
  19965. clif_misceffect(&sd->bl, 5);
  19966. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19967. break;
  19968. }
  19969. return true;
  19970. }
  19971. }
  19972. //Failure
  19973. // if(log_config.produce)
  19974. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19975. //TODO update PICKLOG
  19976. if (equip) {
  19977. clif_produceeffect(sd,1,nameid);
  19978. clif_misceffect(&sd->bl,2);
  19979. } else {
  19980. switch (skill_id) {
  19981. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19982. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19983. [[fallthrough]];
  19984. case AM_PHARMACY:
  19985. case AM_TWILIGHT1:
  19986. case AM_TWILIGHT2:
  19987. case AM_TWILIGHT3:
  19988. case GC_CREATENEWPOISON:
  19989. clif_produceeffect(sd,3,nameid);
  19990. clif_misceffect(&sd->bl,6);
  19991. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19992. break;
  19993. case BS_IRON:
  19994. case BS_STEEL:
  19995. case BS_ENCHANTEDSTONE:
  19996. clif_produceeffect(sd,1,nameid);
  19997. clif_misceffect(&sd->bl,2);
  19998. break;
  19999. case RK_RUNEMASTERY:
  20000. clif_produceeffect(sd,5,nameid);
  20001. clif_misceffect(&sd->bl,6);
  20002. break;
  20003. case GN_MIX_COOKING:
  20004. if (qty == 0) {
  20005. item tmp_item;
  20006. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20007. int rate = rnd() % 1000 + 1;
  20008. memset(&tmp_item, 0, sizeof(tmp_item));
  20009. if (rate < 500)
  20010. i = 0;
  20011. else if (rate < 750)
  20012. i = 1;
  20013. else if (rate < 850)
  20014. i = 2;
  20015. else if (rate < 950)
  20016. i = 3;
  20017. else
  20018. i = 4;
  20019. tmp_item.nameid = compensation[i];
  20020. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20021. tmp_item.identify = 1;
  20022. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20023. clif_additem(sd,0,0,flag);
  20024. if( battle_config.skill_drop_items_full ){
  20025. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20026. }
  20027. }
  20028. clif_produceeffect(sd,7,nameid);
  20029. clif_misceffect(&sd->bl,6);
  20030. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  20031. }
  20032. break;
  20033. case GN_MAKEBOMB:
  20034. case GN_S_PHARMACY:
  20035. case GN_CHANGEMATERIAL:
  20036. clif_produceeffect(sd,7,nameid);
  20037. clif_misceffect(&sd->bl,6);
  20038. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  20039. break;
  20040. case MT_M_MACHINE:
  20041. clif_produceeffect(sd, 1, nameid);
  20042. clif_misceffect(&sd->bl, 2);
  20043. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  20044. break;
  20045. case BO_BIONIC_PHARMACY:
  20046. clif_produceeffect(sd, 3, nameid);
  20047. clif_misceffect(&sd->bl, 6);
  20048. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  20049. break;
  20050. default:
  20051. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20052. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20053. // todo: What in the world is this calculation
  20054. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20055. }
  20056. break;
  20057. }
  20058. }
  20059. return false;
  20060. }
  20061. /**
  20062. * Attempt to create arrow by specified material
  20063. * @param sd Player
  20064. * @param nameid Item ID of material
  20065. * @return True if created, False is failed
  20066. */
  20067. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20068. {
  20069. nullpo_ret(sd);
  20070. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20071. return false;
  20072. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20073. for (const auto &it : skill_arrow_db) {
  20074. if (nameid == it.second->nameid) {
  20075. arrow = it.second;
  20076. break;
  20077. }
  20078. }
  20079. short j;
  20080. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20081. return false;
  20082. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20083. for (const auto &it : arrow->created) {
  20084. char flag = 0;
  20085. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20086. continue;
  20087. struct item tmp_item = { 0 };
  20088. tmp_item.identify = 1;
  20089. tmp_item.nameid = it.first;
  20090. tmp_item.amount = it.second;
  20091. if (battle_config.produce_item_name_input&0x4) {
  20092. tmp_item.card[0] = CARD0_CREATE;
  20093. tmp_item.card[1] = 0;
  20094. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20095. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20096. }
  20097. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20098. clif_additem(sd,0,0,flag);
  20099. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20100. }
  20101. }
  20102. return true;
  20103. }
  20104. /**
  20105. * Enchant weapon with poison
  20106. * @param sd Player
  20107. * @nameid Item ID of poison type
  20108. */
  20109. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  20110. {
  20111. nullpo_ret(sd);
  20112. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20113. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20114. return 0;
  20115. }
  20116. sc_type type;
  20117. int chance;
  20118. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20119. char output[CHAT_SIZE_MAX];
  20120. const char *msg;
  20121. switch( nameid ) {
  20122. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20123. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20124. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20125. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20126. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20127. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20128. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20129. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20130. default:
  20131. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20132. return 0;
  20133. }
  20134. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20135. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  20136. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20137. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  20138. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20139. sprintf(output, msg_txt(sd,721), msg);
  20140. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  20141. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20142. clif_msg(sd,msg);
  20143. #endif*/
  20144. return 0;
  20145. }
  20146. /**
  20147. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20148. * @param bl: Object
  20149. * @param skill_id: Skill invoking to determine if Magic type
  20150. */
  20151. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20152. {
  20153. status_change *sc = status_get_sc(bl);
  20154. // non-offensive and non-magic skills do not affect the status
  20155. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20156. return;
  20157. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20158. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20159. status_change_end(bl, SC_MAGICPOWER);
  20160. } else {
  20161. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20162. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20163. if(bl->type == BL_PC){// update current display.
  20164. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  20165. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  20166. }
  20167. }
  20168. }
  20169. }
  20170. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  20171. int x, y, i, class_, skill;
  20172. struct mob_data *md;
  20173. nullpo_ret(sd);
  20174. skill = sd->menuskill_val;
  20175. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20176. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20177. return 0;
  20178. }
  20179. // Spawn Position
  20180. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  20181. x = sd->sc.comet_x;
  20182. y = sd->sc.comet_y;
  20183. sd->sc.comet_x = 0;
  20184. sd->sc.comet_y = 0;
  20185. sd->menuskill_val = 0;
  20186. // Item picked decides the mob class
  20187. switch(nameid) {
  20188. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20189. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20190. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20191. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20192. default:
  20193. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20194. return 0;
  20195. }
  20196. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  20197. if( md ) {
  20198. struct unit_data *ud = unit_bl2ud(&md->bl);
  20199. md->master_id = sd->bl.id;
  20200. md->special_state.ai = AI_FAW;
  20201. if(ud) {
  20202. ud->skill_id = NC_MAGICDECOY;
  20203. ud->skill_lv = skill;
  20204. }
  20205. if( md->deletetimer != INVALID_TIMER )
  20206. delete_timer(md->deletetimer, mob_timer_delete);
  20207. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20208. mob_spawn(md);
  20209. }
  20210. return 0;
  20211. }
  20212. /**
  20213. * Process Warlock Spellbooks
  20214. * @param sd: Player data
  20215. * @param nameid: Spellbook item used
  20216. */
  20217. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20218. if (reading_spellbook_db.empty())
  20219. return;
  20220. status_change *sc = status_get_sc(&sd.bl);
  20221. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20222. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20223. break;
  20224. if (i == SC_MAXSPELLBOOK) {
  20225. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  20226. return;
  20227. }
  20228. }
  20229. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20230. if (spell == nullptr)
  20231. return;
  20232. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20233. if (skill_lv == 0) { // Caster hasn't learned the skill
  20234. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20235. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  20236. return;
  20237. }
  20238. uint16 points = spell->points;
  20239. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20240. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20241. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  20242. return;
  20243. }
  20244. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20245. if (!sc->getSCE(i)) {
  20246. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20247. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20248. break;
  20249. }
  20250. }
  20251. } else {
  20252. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20253. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20254. }
  20255. // Reading Spell Book SP cost same as the sealed spell.
  20256. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20257. }
  20258. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20259. int lv, prob, aslvl = 0;
  20260. uint16 id, sk_idx = 0;
  20261. nullpo_ret(sd);
  20262. if (sd->sc.getSCE(SC_STOP)) {
  20263. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20264. status_change_end(&sd->bl,SC_STOP);
  20265. }
  20266. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20267. return 0;
  20268. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20269. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20270. return 0;
  20271. }
  20272. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20273. lv = min(lv,sd->status.skill[sk_idx].lv);
  20274. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20275. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20276. return 0;
  20277. }
  20278. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20279. int i;
  20280. nullpo_ret(sd);
  20281. nullpo_ret(item_list);
  20282. if( n <= 0 )
  20283. return 1;
  20284. for( i = 0; i < n; i++ ) {
  20285. t_itemid nameid, product;
  20286. int add_amount, del_amount, idx;
  20287. struct item tmp_item;
  20288. idx = item_list[i*2+0]-2;
  20289. if( idx < 0 || idx >= MAX_INVENTORY ){
  20290. return 1;
  20291. }
  20292. del_amount = item_list[i*2+1];
  20293. if( skill_lv == 2 )
  20294. del_amount -= (del_amount % 10);
  20295. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20296. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20297. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20298. return 1;
  20299. }
  20300. switch( nameid ) {
  20301. // Level 1
  20302. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20303. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20304. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20305. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20306. // Level 2
  20307. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20308. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20309. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20310. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20311. default:
  20312. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20313. return 1;
  20314. }
  20315. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20316. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20317. return 1;
  20318. }
  20319. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20320. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20321. return 1;
  20322. }
  20323. memset(&tmp_item,0,sizeof(tmp_item));
  20324. tmp_item.nameid = product;
  20325. tmp_item.amount = add_amount;
  20326. tmp_item.identify = 1;
  20327. if( tmp_item.amount ) {
  20328. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20329. if( flag != 0 ) {
  20330. clif_additem(sd,0,0,flag);
  20331. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20332. }
  20333. }
  20334. }
  20335. return 0;
  20336. }
  20337. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20338. int i, j, k, c, p = 0, amount;
  20339. t_itemid nameid;
  20340. nullpo_ret(sd);
  20341. nullpo_ret(item_list);
  20342. // Search for objects that can be created.
  20343. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20344. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20345. p = 0;
  20346. do {
  20347. c = 0;
  20348. // Verification of overlap between the objects required and the list submitted.
  20349. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20350. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20351. for( k = 0; k < n; k++ ) {
  20352. int idx = item_list[k*2+0]-2;
  20353. if( idx < 0 || idx >= MAX_INVENTORY ){
  20354. return 0;
  20355. }
  20356. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20357. amount = item_list[k*2+1];
  20358. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20359. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20360. return 0;
  20361. }
  20362. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20363. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20364. c++; // match
  20365. }
  20366. }
  20367. else
  20368. break; // No more items required
  20369. }
  20370. p++;
  20371. } while(n == j && c == n);
  20372. p--;
  20373. if ( p > 0 ) {
  20374. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20375. return 1;
  20376. }
  20377. }
  20378. }
  20379. if( p == 0)
  20380. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20381. return 0;
  20382. }
  20383. /**
  20384. * For Royal Guard's LG_TRAMPLE
  20385. */
  20386. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20387. {
  20388. skill_unit *su = (struct skill_unit *)bl;
  20389. nullpo_ret(su);
  20390. std::shared_ptr<s_skill_unit_group> sg;
  20391. t_tick tick = va_arg(ap, t_tick);
  20392. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20393. switch( sg->unit_id ) {
  20394. case UNT_CLAYMORETRAP:
  20395. case UNT_FIRINGTRAP:
  20396. case UNT_ICEBOUNDTRAP:
  20397. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20398. break;
  20399. case UNT_LANDMINE:
  20400. case UNT_BLASTMINE:
  20401. case UNT_SHOCKWAVE:
  20402. case UNT_SANDMAN:
  20403. case UNT_FLASHER:
  20404. case UNT_FREEZINGTRAP:
  20405. case UNT_CLUSTERBOMB:
  20406. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20407. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20408. else
  20409. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20410. break;
  20411. }
  20412. // Traps aren't recovered.
  20413. skill_delunit(su);
  20414. }
  20415. return 0;
  20416. }
  20417. /*==========================================
  20418. *
  20419. *------------------------------------------*/
  20420. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20421. int i;
  20422. nullpo_retr(-1, sd);
  20423. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20424. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20425. }
  20426. TIMER_FUNC(skill_blockpc_end){
  20427. map_session_data *sd = map_id2sd(id);
  20428. int i = (int)data;
  20429. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20430. return 0;
  20431. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20432. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20433. return 0;
  20434. }
  20435. aFree(sd->scd[i]);
  20436. sd->scd[i] = NULL;
  20437. return 1;
  20438. }
  20439. /**
  20440. * Flags a singular skill as being blocked from persistent usage.
  20441. * @param sd the player the skill delay affects
  20442. * @param skill_id the skill which should be delayed
  20443. * @param tick the length of time the delay should last
  20444. * @param load whether this assignment is being loaded upon player login
  20445. * @return 0 if successful, -1 otherwise
  20446. */
  20447. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20448. int i;
  20449. nullpo_retr(-1, sd);
  20450. if (!skill_id || tick < 1)
  20451. return -1;
  20452. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20453. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20454. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20455. aFree(sd->scd[i]);
  20456. sd->scd[i] = NULL;
  20457. }
  20458. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20459. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20460. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20461. sd->scd[i]->skill_id = skill_id;
  20462. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20463. if (battle_config.display_status_timers)
  20464. clif_skill_cooldown(sd, skill_id, tick);
  20465. return 1;
  20466. } else {
  20467. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20468. return 0;
  20469. }
  20470. }
  20471. int skill_blockpc_clear(map_session_data *sd) {
  20472. int i;
  20473. nullpo_ret(sd);
  20474. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20475. if (!sd->scd[i])
  20476. continue;
  20477. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20478. aFree(sd->scd[i]);
  20479. sd->scd[i] = NULL;
  20480. }
  20481. return 1;
  20482. }
  20483. TIMER_FUNC(skill_blockhomun_end){
  20484. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20485. if (hd) {
  20486. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20487. if (skill != hd->blockskill.end())
  20488. hd->blockskill.erase(skill);
  20489. }
  20490. return 1;
  20491. }
  20492. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20493. {
  20494. nullpo_retr(-1, hd);
  20495. if (!skill_db.exists(skill_id))
  20496. return -1;
  20497. auto skill = util::vector_get(hd->blockskill, skill_id);
  20498. if (tick < 1 && skill != hd->blockskill.end()) {
  20499. hd->blockskill.erase(skill);
  20500. return -1;
  20501. }
  20502. hd->blockskill.push_back(skill_id);
  20503. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20504. }
  20505. TIMER_FUNC(skill_blockmerc_end){
  20506. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20507. if (md) {
  20508. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20509. if (skill != md->blockskill.end())
  20510. md->blockskill.erase(skill);
  20511. }
  20512. return 1;
  20513. }
  20514. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20515. {
  20516. nullpo_retr(-1, md);
  20517. if (!skill_db.exists(skill_id))
  20518. return -1;
  20519. auto skill = util::vector_get(md->blockskill, skill_id);
  20520. if (tick < 1 && skill != md->blockskill.end()) {
  20521. md->blockskill.erase(skill);
  20522. return -1;
  20523. }
  20524. md->blockskill.push_back(skill_id);
  20525. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20526. }
  20527. /**
  20528. * Adds a new skill unit entry for this player to recast after map load
  20529. * @param sd: Player
  20530. * @param skill_id: Skill ID to save
  20531. * @param skill_lv: Skill level to save
  20532. */
  20533. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20534. {
  20535. struct skill_usave *sus = NULL;
  20536. if (idb_exists(skillusave_db,sd->status.char_id))
  20537. idb_remove(skillusave_db,sd->status.char_id);
  20538. CREATE(sus, struct skill_usave, 1);
  20539. idb_put(skillusave_db, sd->status.char_id, sus);
  20540. sus->skill_id = skill_id;
  20541. sus->skill_lv = skill_lv;
  20542. }
  20543. /**
  20544. * Loads saved skill unit entries for this player after map load
  20545. * @param sd: Player
  20546. */
  20547. void skill_usave_trigger(map_session_data *sd)
  20548. {
  20549. skill_usave *sus;
  20550. std::shared_ptr<s_skill_unit_group> group;
  20551. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20552. return;
  20553. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20554. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20555. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20556. idb_remove(skillusave_db, sd->status.char_id);
  20557. }
  20558. /*
  20559. *
  20560. */
  20561. int skill_split_str (char *str, char **val, int num)
  20562. {
  20563. int i;
  20564. for( i = 0; i < num && str; i++ ) {
  20565. val[i] = str;
  20566. str = strchr(str,',');
  20567. if( str )
  20568. *str++ = 0;
  20569. }
  20570. return i;
  20571. }
  20572. /*
  20573. *
  20574. */
  20575. void skill_init_unit_layout (void) {
  20576. int i,j,pos = 0;
  20577. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20578. // standard square layouts go first
  20579. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20580. int size = i*2+1;
  20581. skill_unit_layout[i].count = size*size;
  20582. for (j=0; j<size*size; j++) {
  20583. skill_unit_layout[i].dx[j] = (j%size-i);
  20584. skill_unit_layout[i].dy[j] = (j/size-i);
  20585. }
  20586. }
  20587. // afterwards add special ones
  20588. pos = i;
  20589. for (const auto &it : skill_db) {
  20590. std::shared_ptr<s_skill_db> skill = it.second;
  20591. uint16 skill_id = skill->nameid;
  20592. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20593. continue;
  20594. if( skill_id == EL_FIRE_MANTLE ) {
  20595. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20596. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20597. skill_unit_layout[pos].count = 8;
  20598. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20599. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20600. } else {
  20601. switch (skill_id) {
  20602. case MG_FIREWALL:
  20603. case WZ_ICEWALL:
  20604. case WL_EARTHSTRAIN:
  20605. case RL_FIRE_RAIN:
  20606. // these will be handled later
  20607. break;
  20608. case PR_SANCTUARY:
  20609. case NPC_EVILLAND: {
  20610. static const int dx[] = {
  20611. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20612. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20613. static const int dy[]={
  20614. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20615. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20616. skill_unit_layout[pos].count = 21;
  20617. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20618. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20619. }
  20620. break;
  20621. case PR_MAGNUS: {
  20622. static const int dx[] = {
  20623. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20624. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20625. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20626. static const int dy[] = {
  20627. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20628. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20629. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20630. skill_unit_layout[pos].count = 33;
  20631. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20632. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20633. }
  20634. break;
  20635. case AS_VENOMDUST: {
  20636. static const int dx[] = {-1, 0, 0, 0, 1};
  20637. static const int dy[] = { 0,-1, 0, 1, 0};
  20638. skill_unit_layout[pos].count = 5;
  20639. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20640. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20641. }
  20642. break;
  20643. case CR_GRANDCROSS:
  20644. case NPC_GRANDDARKNESS: {
  20645. static const int dx[] = {
  20646. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20647. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20648. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20649. static const int dy[] = {
  20650. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20651. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20652. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20653. skill_unit_layout[pos].count = 29;
  20654. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20655. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20656. }
  20657. break;
  20658. case PF_FOGWALL: {
  20659. static const int dx[] = {
  20660. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20661. static const int dy[] = {
  20662. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20663. skill_unit_layout[pos].count = 15;
  20664. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20665. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20666. }
  20667. break;
  20668. case PA_GOSPEL: {
  20669. static const int dx[] = {
  20670. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20671. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20672. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20673. -1, 0, 1};
  20674. static const int dy[] = {
  20675. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20676. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20677. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20678. 3, 3, 3};
  20679. skill_unit_layout[pos].count = 33;
  20680. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20681. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20682. }
  20683. break;
  20684. case NJ_KAENSIN: {
  20685. 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};
  20686. 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};
  20687. skill_unit_layout[pos].count = 24;
  20688. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20689. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20690. }
  20691. break;
  20692. case NJ_TATAMIGAESHI: {
  20693. //Level 1 (count 4, cross of 3x3)
  20694. static const int dx1[] = {-1, 1, 0, 0};
  20695. static const int dy1[] = { 0, 0,-1, 1};
  20696. //Level 2-3 (count 8, cross of 5x5)
  20697. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20698. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20699. //Level 4-5 (count 12, cross of 7x7
  20700. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20701. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20702. //lv1
  20703. j = 0;
  20704. skill_unit_layout[pos].count = 4;
  20705. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20706. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20707. skill->unit_layout_type[j] = pos;
  20708. //lv2/3
  20709. j++;
  20710. pos++;
  20711. skill_unit_layout[pos].count = 8;
  20712. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20713. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20714. skill->unit_layout_type[j] = pos;
  20715. skill->unit_layout_type[++j] = pos;
  20716. //lv4/5
  20717. j++;
  20718. pos++;
  20719. skill_unit_layout[pos].count = 12;
  20720. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20721. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20722. skill->unit_layout_type[j] = pos;
  20723. skill->unit_layout_type[++j] = pos;
  20724. //Fill in the rest using lv 5.
  20725. for (;j<MAX_SKILL_LEVEL;j++)
  20726. skill->unit_layout_type[j] = pos;
  20727. //Skip, this way the check below will fail and continue to the next skill.
  20728. pos++;
  20729. }
  20730. break;
  20731. case GN_WALLOFTHORN: {
  20732. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20733. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20734. skill_unit_layout[pos].count = 16;
  20735. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20736. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20737. }
  20738. break;
  20739. case NPC_FLAMECROSS: {
  20740. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20741. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20742. skill_unit_layout[pos].count = 8;
  20743. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20744. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20745. }
  20746. break;
  20747. default:
  20748. ShowError("unknown unit layout at skill %d\n",i);
  20749. break;
  20750. }
  20751. }
  20752. if (!skill_unit_layout[pos].count)
  20753. continue;
  20754. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20755. skill->unit_layout_type[j] = pos;
  20756. pos++;
  20757. }
  20758. // firewall and icewall have 8 layouts (direction-dependent)
  20759. firewall_unit_pos = pos;
  20760. for (i=0;i<8;i++) {
  20761. if (i&1) {
  20762. skill_unit_layout[pos].count = 5;
  20763. if (i&0x2) {
  20764. int dx[] = {-1,-1, 0, 0, 1};
  20765. int dy[] = { 1, 0, 0,-1,-1};
  20766. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20767. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20768. } else {
  20769. int dx[] = { 1, 1 ,0, 0,-1};
  20770. int dy[] = { 1, 0, 0,-1,-1};
  20771. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20772. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20773. }
  20774. } else {
  20775. skill_unit_layout[pos].count = 3;
  20776. if (i%4==0) {
  20777. int dx[] = {-1, 0, 1};
  20778. int dy[] = { 0, 0, 0};
  20779. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20780. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20781. } else {
  20782. int dx[] = { 0, 0, 0};
  20783. int dy[] = {-1, 0, 1};
  20784. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20785. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20786. }
  20787. }
  20788. pos++;
  20789. }
  20790. icewall_unit_pos = pos;
  20791. for (i=0;i<8;i++) {
  20792. skill_unit_layout[pos].count = 5;
  20793. if (i&1) {
  20794. if (i&0x2) {
  20795. int dx[] = {-2,-1, 0, 1, 2};
  20796. int dy[] = { 2, 1, 0,-1,-2};
  20797. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20798. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20799. } else {
  20800. int dx[] = { 2, 1 ,0,-1,-2};
  20801. int dy[] = { 2, 1, 0,-1,-2};
  20802. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20803. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20804. }
  20805. } else {
  20806. if (i%4==0) {
  20807. int dx[] = {-2,-1, 0, 1, 2};
  20808. int dy[] = { 0, 0, 0, 0, 0};
  20809. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20810. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20811. } else {
  20812. int dx[] = { 0, 0, 0, 0, 0};
  20813. int dy[] = {-2,-1, 0, 1, 2};
  20814. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20815. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20816. }
  20817. }
  20818. pos++;
  20819. }
  20820. earthstrain_unit_pos = pos;
  20821. for( i = 0; i < 8; i++ )
  20822. { // For each Direction
  20823. skill_unit_layout[pos].count = 15;
  20824. switch( i )
  20825. {
  20826. case 0: case 1: case 3: case 4: case 5: case 7:
  20827. {
  20828. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20829. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20830. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20831. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20832. }
  20833. break;
  20834. case 2:
  20835. case 6:
  20836. {
  20837. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20838. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20839. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20840. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20841. }
  20842. break;
  20843. }
  20844. pos++;
  20845. }
  20846. firerain_unit_pos = pos;
  20847. for( i = 0; i < 8; i++ ) {
  20848. skill_unit_layout[pos].count = 3;
  20849. switch( i ) {
  20850. case 0: case 1: case 3: case 4: case 5: case 7:
  20851. {
  20852. static const int dx[] = {-1, 0, 1};
  20853. static const int dy[] = { 0, 0, 0};
  20854. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20855. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20856. }
  20857. break;
  20858. case 2:
  20859. case 6:
  20860. {
  20861. static const int dx[] = { 0, 0, 0};
  20862. static const int dy[] = {-1, 0, 1};
  20863. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20864. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20865. }
  20866. break;
  20867. }
  20868. pos++;
  20869. }
  20870. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20871. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20872. }
  20873. void skill_init_nounit_layout (void) {
  20874. int i, pos = 0;
  20875. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20876. for( i = 0; i < 8; i++ ) {
  20877. if( i&1 ) {
  20878. skill_nounit_layout[pos].count = 33;
  20879. if( i&2 ) {
  20880. if( i&4 ) { // 7
  20881. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20882. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20883. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20884. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20885. } else { // 3
  20886. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20887. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20888. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20889. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20890. }
  20891. } else {
  20892. if( i&4 ) { // 5
  20893. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20894. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20895. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20896. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20897. } else { // 1
  20898. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20899. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20900. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20901. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20902. }
  20903. }
  20904. } else {
  20905. skill_nounit_layout[pos].count = 21;
  20906. if( i&2 ) {
  20907. if( i&4 ) { // 6
  20908. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20909. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20910. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20911. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20912. } else { // 2
  20913. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20914. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20915. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20916. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20917. }
  20918. } else {
  20919. if( i&4 ) { // 4
  20920. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20921. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20922. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20923. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20924. } else { // 0
  20925. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20926. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20927. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20928. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20929. }
  20930. }
  20931. }
  20932. pos++;
  20933. }
  20934. for( i = 0; i < 8; i++ ) {
  20935. if( i&1 ) {
  20936. skill_nounit_layout[pos].count = 74;
  20937. if( i&2 ) {
  20938. if( i&4 ) { // 7
  20939. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20940. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20941. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20942. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20943. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20944. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20945. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20946. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20947. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20948. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20949. } else { // 3
  20950. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20951. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20952. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20953. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20954. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20955. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20956. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20957. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20958. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20959. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20960. }
  20961. } else {
  20962. if( i&4 ) { // 5
  20963. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20964. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20965. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20966. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20967. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20968. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20969. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20970. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20971. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20972. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20973. } else { // 1
  20974. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20975. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20976. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20977. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20978. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20979. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20980. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20981. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20982. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20983. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20984. }
  20985. }
  20986. } else {
  20987. skill_nounit_layout[pos].count = 44;
  20988. if( i&2 ) {
  20989. if( i&4 ) { // 6
  20990. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  20991. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20992. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20993. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20994. } else { // 2
  20995. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  20996. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20997. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20998. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20999. }
  21000. } else {
  21001. if( i&4 ) { // 4
  21002. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21003. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21004. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21005. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21006. } else { // 0
  21007. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21008. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21009. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21010. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21011. }
  21012. }
  21013. }
  21014. pos++;
  21015. }
  21016. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21017. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21018. }
  21019. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21020. status_change *sc = status_get_sc(bl);
  21021. if( !sc || !bl || !skill_id )
  21022. return 0; // Can do it
  21023. switch (type) {
  21024. case SC_ANKLE:
  21025. if (skill_id == AL_TELEPORT)
  21026. return 1;
  21027. break;
  21028. case SC_STASIS:
  21029. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21030. return 1; // Can't do it.
  21031. break;
  21032. case SC_KAGEHUMI:
  21033. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21034. return 1;
  21035. break;
  21036. case SC_BITE:
  21037. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21038. return 1;
  21039. break;
  21040. }
  21041. return 0;
  21042. }
  21043. /**
  21044. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21045. * @param sc: Status changes active on target
  21046. * @param skill_id: Skill to toggle
  21047. * @return True on success or false otherwise
  21048. */
  21049. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21050. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21051. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21052. return false;
  21053. if (skill->inf2[INF2_TOGGLEABLE]) {
  21054. if (sc.getSCE(skill->sc))
  21055. return true;
  21056. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21057. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21058. return true;
  21059. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21060. return true;
  21061. }
  21062. return false;
  21063. }
  21064. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21065. int type = 0;
  21066. switch( skill_id ) {
  21067. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21068. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21069. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21070. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21071. }
  21072. type += skill_lv - 1;
  21073. return type;
  21074. }
  21075. /**
  21076. * Check before do `unit_movepos` call
  21077. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21078. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21079. **/
  21080. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21081. status_change *sc;
  21082. nullpo_retr(false, bl);
  21083. struct map_data *mapdata = map_getmapdata(bl->m);
  21084. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21085. return false;
  21086. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21087. return false;
  21088. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21089. return false;
  21090. sc = status_get_sc(bl);
  21091. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21092. return false;
  21093. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21094. }
  21095. /**
  21096. * Get skill duration after adjustments by skill_duration mapflag
  21097. * @param mapdata: Source map data
  21098. * @param skill_id: Skill ID
  21099. * @param skill_lv: Skill level
  21100. * @return Adjusted skill duration
  21101. */
  21102. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21103. int time = 0;
  21104. if (!(time = skill_get_time(skill_id, skill_lv)))
  21105. return 0;
  21106. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21107. return time / 100 * mapdata->skill_duration[skill_id];
  21108. return time;
  21109. }
  21110. const std::string SkillDatabase::getDefaultLocation() {
  21111. return std::string(db_path) + "/skill_db.yml";
  21112. }
  21113. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21114. int32 value;
  21115. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21116. if (!skNode.is_seq()) {
  21117. if (!this->asInt32(node, nodeName, value))
  21118. return false;
  21119. for (size_t i = 0; i < S; i++)
  21120. arr[i] = value;
  21121. } else {
  21122. uint16 max_level = 0;
  21123. for (const auto& it : skNode) {
  21124. uint16 skill_lv;
  21125. if (!this->asUInt16(it, "Level", skill_lv))
  21126. continue;
  21127. if (skill_lv > MAX_SKILL_LEVEL) {
  21128. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21129. return false;
  21130. }
  21131. if (!this->asInt32(it, subNodeName, value))
  21132. continue;
  21133. arr[skill_lv - 1] = value;
  21134. max_level = max(max_level, skill_lv);
  21135. }
  21136. size_t i = max_level, j;
  21137. // Check for linear change with increasing steps until we reach half of the data acquired.
  21138. for (size_t step = 1; step <= i / 2; step++) {
  21139. int diff = arr[i - 1] - arr[i - step - 1];
  21140. for (j = i - 1; j >= step; j--) {
  21141. if ((arr[j] - arr[j - step]) != diff)
  21142. break;
  21143. }
  21144. if (j >= step) // No match, try next step.
  21145. continue;
  21146. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21147. arr[i] = arr[i - step] + diff;
  21148. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21149. arr[i] = 1;
  21150. diff = 0;
  21151. step = 1;
  21152. }
  21153. }
  21154. return true;
  21155. }
  21156. // Unable to determine linear trend, fill remaining array values with last value
  21157. for (; i < S; i++)
  21158. arr[i] = arr[max_level - 1];
  21159. }
  21160. return true;
  21161. }
  21162. /**
  21163. * Reads and parses an entry from the skill_db.
  21164. * @param node: YAML node containing the entry.
  21165. * @return count of successfully parsed rows
  21166. */
  21167. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21168. uint16 skill_id;
  21169. if (!this->asUInt16(node, "Id", skill_id))
  21170. return 0;
  21171. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21172. bool exists = skill != nullptr;
  21173. if (!exists) {
  21174. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21175. return 0;
  21176. skill = std::make_shared<s_skill_db>();
  21177. skill->nameid = skill_id;
  21178. }
  21179. if (this->nodeExists(node, "Name")) {
  21180. std::string name;
  21181. if (!this->asString(node, "Name", name))
  21182. return 0;
  21183. name.resize(SKILL_NAME_LENGTH);
  21184. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21185. }
  21186. if (this->nodeExists(node, "Description")) {
  21187. std::string name;
  21188. if (!this->asString(node, "Description", name))
  21189. return 0;
  21190. name.resize(SKILL_DESC_LENGTH);
  21191. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21192. }
  21193. if (this->nodeExists(node, "MaxLevel")) {
  21194. uint16 skill_lv;
  21195. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21196. return 0;
  21197. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21198. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21199. return 0;
  21200. }
  21201. skill->max = skill_lv;
  21202. }
  21203. if (this->nodeExists(node, "Type")) {
  21204. std::string type;
  21205. if (!this->asString(node, "Type", type))
  21206. return 0;
  21207. std::string type_constant = "BF_" + type;
  21208. int64 constant;
  21209. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21210. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21211. return 0;
  21212. }
  21213. if (constant < BF_NONE || constant > BF_MISC) {
  21214. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21215. return 0;
  21216. }
  21217. skill->skill_type = static_cast<e_battle_flag>(constant);
  21218. } else {
  21219. if (!exists)
  21220. skill->skill_type = BF_NONE;
  21221. }
  21222. if (this->nodeExists(node, "TargetType")) {
  21223. std::string inf;
  21224. if (!this->asString(node, "TargetType", inf))
  21225. return 0;
  21226. std::string inf_constant = "INF_" + inf + "_SKILL";
  21227. int64 constant;
  21228. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21229. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21230. return 0;
  21231. }
  21232. skill->inf = static_cast<uint16>(constant);
  21233. }
  21234. if (this->nodeExists(node, "DamageFlags")) {
  21235. const auto& damageNode = node["DamageFlags"];
  21236. for (const auto& it : damageNode) {
  21237. std::string nk;
  21238. c4::from_chars(it.key(), &nk);
  21239. std::string nk_constant = "NK_" + nk;
  21240. int64 constant;
  21241. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21242. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21243. return 0;
  21244. }
  21245. bool active;
  21246. if (!this->asBool(damageNode, nk, active))
  21247. return 0;
  21248. if (active)
  21249. skill->nk.set(static_cast<uint8>(constant));
  21250. else
  21251. skill->nk.reset(static_cast<uint8>(constant));
  21252. }
  21253. }
  21254. if (this->nodeExists(node, "Flags")) {
  21255. const auto& infoNode = node["Flags"];
  21256. for (const auto& it : infoNode) {
  21257. std::string inf2;
  21258. c4::from_chars(it.key(), &inf2);
  21259. std::string inf2_constant = "INF2_" + inf2;
  21260. int64 constant;
  21261. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21262. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21263. continue;
  21264. }
  21265. bool active;
  21266. if (!this->asBool(infoNode, inf2, active))
  21267. return 0;
  21268. if (active)
  21269. skill->inf2.set(static_cast<uint8>(constant));
  21270. else
  21271. skill->inf2.reset(static_cast<uint8>(constant));
  21272. }
  21273. }
  21274. if (this->nodeExists(node, "Range")) {
  21275. if (!this->parseNode("Range", "Size", node, skill->range))
  21276. return 0;
  21277. } else {
  21278. if (!exists)
  21279. memset(skill->range, 0, sizeof(skill->range));
  21280. }
  21281. if (this->nodeExists(node, "Hit")) {
  21282. std::string hit;
  21283. if (!this->asString(node, "Hit", hit))
  21284. return 0;
  21285. std::string hit_constant = "DMG_" + hit;
  21286. int64 constant;
  21287. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21288. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21289. return 0;
  21290. }
  21291. skill->hit = static_cast<e_damage_type>(constant);
  21292. } else {
  21293. if (!exists)
  21294. skill->hit = DMG_NORMAL;
  21295. }
  21296. if (this->nodeExists(node, "HitCount")) {
  21297. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21298. return 0;
  21299. } else {
  21300. if (!exists)
  21301. memset(skill->num, 0, sizeof(skill->num));
  21302. }
  21303. if (this->nodeExists(node, "Element")) {
  21304. const auto elementNode = node["Element"];
  21305. std::string element;
  21306. if (!elementNode.is_seq()) {
  21307. if (!this->asString(node, "Element", element))
  21308. return 0;
  21309. std::string element_constant = "ELE_" + element;
  21310. int64 constant;
  21311. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21312. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21313. return 0;
  21314. }
  21315. if (constant == ELE_NONE) {
  21316. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21317. return 0;
  21318. }
  21319. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21320. } else {
  21321. for (const auto& it : elementNode) {
  21322. uint16 skill_lv;
  21323. if (!this->asUInt16(it, "Level", skill_lv))
  21324. continue;
  21325. if (skill_lv > MAX_SKILL_LEVEL) {
  21326. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21327. return false;
  21328. }
  21329. if (!this->asString(it, "Element", element))
  21330. continue;
  21331. std::string element_constant = "ELE_" + element;
  21332. int64 constant;
  21333. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21334. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21335. return 0;
  21336. }
  21337. if (constant == ELE_NONE) {
  21338. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21339. return 0;
  21340. }
  21341. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21342. }
  21343. }
  21344. } else {
  21345. if (!exists)
  21346. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21347. }
  21348. if (this->nodeExists(node, "SplashArea")) {
  21349. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21350. return 0;
  21351. } else {
  21352. if (!exists)
  21353. memset(skill->splash, 0, sizeof(skill->splash));
  21354. }
  21355. if (this->nodeExists(node, "ActiveInstance")) {
  21356. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21357. return 0;
  21358. } else {
  21359. if (!exists)
  21360. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21361. }
  21362. if (this->nodeExists(node, "Knockback")) {
  21363. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21364. return 0;
  21365. } else {
  21366. if (!exists)
  21367. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21368. }
  21369. if (this->nodeExists(node, "CopyFlags")) {
  21370. const auto& copyNode = node["CopyFlags"];
  21371. if (this->nodeExists(copyNode, "Skill")) {
  21372. const auto& copyskillNode = copyNode["Skill"];
  21373. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21374. bool active;
  21375. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21376. return 0;
  21377. if (active)
  21378. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21379. else
  21380. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21381. }
  21382. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21383. bool active;
  21384. if (!this->asBool(copyskillNode, "Reproduce", active))
  21385. return 0;
  21386. if (active)
  21387. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21388. else
  21389. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21390. }
  21391. } else {
  21392. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21393. return 0;
  21394. }
  21395. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21396. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21397. for (const auto& it : copyreqNode) {
  21398. std::string req;
  21399. c4::from_chars(it.key(), &req);
  21400. std::string req_constant = "SKILL_REQ_" + req;
  21401. int64 constant;
  21402. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21403. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21404. return 0;
  21405. }
  21406. skill->copyable.req_opt |= constant;
  21407. }
  21408. } else {
  21409. if (!exists)
  21410. skill->copyable.req_opt = 0;
  21411. }
  21412. }
  21413. if (this->nodeExists(node, "NoNearNpc")) {
  21414. const auto& npcNode = node["NoNearNpc"];
  21415. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21416. uint16 range;
  21417. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21418. return 0;
  21419. skill->unit_nonearnpc_range = range;
  21420. } else {
  21421. if (!exists)
  21422. skill->unit_nonearnpc_range = 0;
  21423. }
  21424. if (this->nodeExists(npcNode, "Type")) {
  21425. const auto& npctypeNode = npcNode["Type"];
  21426. for (const auto& it : npctypeNode) {
  21427. std::string type;
  21428. c4::from_chars(it.key(), &type);
  21429. std::string type_constant = "SKILL_NONEAR_" + type;
  21430. int64 constant;
  21431. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21432. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21433. return 0;
  21434. }
  21435. bool active;
  21436. if (!this->asBool(npctypeNode, type, active))
  21437. return 0;
  21438. if (active)
  21439. skill->unit_nonearnpc_type |= constant;
  21440. else
  21441. skill->unit_nonearnpc_type &= ~constant;
  21442. }
  21443. } else {
  21444. if (!exists)
  21445. skill->unit_nonearnpc_type = 0;
  21446. }
  21447. }
  21448. if (this->nodeExists(node, "CastCancel")) {
  21449. bool active;
  21450. if (!this->asBool(node, "CastCancel", active))
  21451. return 0;
  21452. skill->castcancel = active;
  21453. } else {
  21454. if (!exists)
  21455. skill->castcancel = false;
  21456. }
  21457. if (this->nodeExists(node, "CastDefenseReduction")) {
  21458. uint16 reduction;
  21459. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21460. return 0;
  21461. skill->cast_def_rate = reduction;
  21462. } else {
  21463. if (!exists)
  21464. skill->cast_def_rate = 0;
  21465. }
  21466. if (this->nodeExists(node, "CastTime")) {
  21467. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21468. return 0;
  21469. } else {
  21470. if (!exists)
  21471. memset(skill->cast, 0, sizeof(skill->cast));
  21472. }
  21473. if (this->nodeExists(node, "AfterCastActDelay")) {
  21474. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21475. return 0;
  21476. } else {
  21477. if (!exists)
  21478. memset(skill->delay, 0, sizeof(skill->delay));
  21479. }
  21480. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21481. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21482. return 0;
  21483. } else {
  21484. if (!exists)
  21485. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21486. }
  21487. if (this->nodeExists(node, "Duration1")) {
  21488. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21489. return 0;
  21490. } else {
  21491. if (!exists)
  21492. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21493. }
  21494. if (this->nodeExists(node, "Duration2")) {
  21495. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21496. return 0;
  21497. } else {
  21498. if (!exists)
  21499. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21500. }
  21501. if (this->nodeExists(node, "Cooldown")) {
  21502. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21503. return 0;
  21504. } else {
  21505. if (!exists)
  21506. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21507. }
  21508. #ifdef RENEWAL_CAST
  21509. if (this->nodeExists(node, "FixedCastTime")) {
  21510. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21511. return 0;
  21512. } else {
  21513. if (!exists)
  21514. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21515. }
  21516. #endif
  21517. if (this->nodeExists(node, "CastTimeFlags")) {
  21518. const auto& castNode = node["CastTimeFlags"];
  21519. for (const auto& it : castNode) {
  21520. std::string flag;
  21521. c4::from_chars(it.key(), &flag);
  21522. std::string flag_constant = "SKILL_CAST_" + flag;
  21523. int64 constant;
  21524. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21525. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21526. return 0;
  21527. }
  21528. bool active;
  21529. if (!this->asBool(castNode, flag, active))
  21530. return 0;
  21531. if (active)
  21532. skill->castnodex |= constant;
  21533. else
  21534. skill->castnodex &= ~constant;
  21535. }
  21536. }
  21537. if (this->nodeExists(node, "CastDelayFlags")) {
  21538. const auto& castNode = node["CastDelayFlags"];
  21539. for (const auto& it : castNode) {
  21540. std::string flag;
  21541. c4::from_chars(it.key(), &flag);
  21542. std::string flag_constant = "SKILL_CAST_" + flag;
  21543. int64 constant;
  21544. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21545. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21546. return 0;
  21547. }
  21548. bool active;
  21549. if (!this->asBool(castNode, flag, active))
  21550. return 0;
  21551. if (active)
  21552. skill->delaynodex |= constant;
  21553. else
  21554. skill->delaynodex &= ~constant;
  21555. }
  21556. }
  21557. if (this->nodeExists(node, "Requires")) {
  21558. const auto& requireNode = node["Requires"];
  21559. if (this->nodeExists(requireNode, "HpCost")) {
  21560. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21561. return 0;
  21562. } else {
  21563. if (!exists)
  21564. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21565. }
  21566. if (this->nodeExists(requireNode, "SpCost")) {
  21567. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21568. return 0;
  21569. } else {
  21570. if (!exists)
  21571. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21572. }
  21573. if (this->nodeExists(requireNode, "ApCost")) {
  21574. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21575. return 0;
  21576. } else {
  21577. if (!exists)
  21578. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21579. }
  21580. if (this->nodeExists(requireNode, "HpRateCost")) {
  21581. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21582. return 0;
  21583. } else {
  21584. if (!exists)
  21585. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21586. }
  21587. if (this->nodeExists(requireNode, "SpRateCost")) {
  21588. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21589. return 0;
  21590. } else {
  21591. if (!exists)
  21592. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21593. }
  21594. if (this->nodeExists(requireNode, "ApRateCost")) {
  21595. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21596. return 0;
  21597. } else {
  21598. if (!exists)
  21599. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21600. }
  21601. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21602. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21603. return 0;
  21604. } else {
  21605. if (!exists)
  21606. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21607. }
  21608. if (this->nodeExists(requireNode, "ZenyCost")) {
  21609. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21610. return 0;
  21611. } else {
  21612. if (!exists)
  21613. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21614. }
  21615. if (this->nodeExists(requireNode, "Weapon")) {
  21616. const auto& weaponNode = requireNode["Weapon"];
  21617. if (this->nodeExists(weaponNode, "All")) {
  21618. bool active;
  21619. if (!this->asBool(weaponNode, "All", active))
  21620. return 0;
  21621. if (active)
  21622. skill->require.weapon = 0;
  21623. } else {
  21624. for (const auto& it : weaponNode) {
  21625. std::string weapon;
  21626. c4::from_chars(it.key(), &weapon);
  21627. std::string weapon_constant = "W_" + weapon;
  21628. int64 constant;
  21629. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21630. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21631. return 0;
  21632. }
  21633. bool active;
  21634. if (!this->asBool(weaponNode, weapon, active))
  21635. return 0;
  21636. if (active)
  21637. skill->require.weapon |= 1 << constant;
  21638. else
  21639. skill->require.weapon &= ~(1 << constant);
  21640. }
  21641. }
  21642. } else {
  21643. if (!exists)
  21644. skill->require.weapon = 0;
  21645. }
  21646. if (this->nodeExists(requireNode, "Ammo")) {
  21647. const auto& ammoNode = requireNode["Ammo"];
  21648. if (this->nodeExists(ammoNode, "None")) {
  21649. bool active;
  21650. if (!this->asBool(ammoNode, "None", active))
  21651. return 0;
  21652. if (active)
  21653. skill->require.ammo = 0;
  21654. } else {
  21655. for (const auto& it : ammoNode) {
  21656. std::string ammo;
  21657. c4::from_chars(it.key(), &ammo);
  21658. std::string ammo_constant = "AMMO_" + ammo;
  21659. int64 constant;
  21660. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21661. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21662. return 0;
  21663. }
  21664. bool active;
  21665. if (!this->asBool(ammoNode, ammo, active))
  21666. return 0;
  21667. if (active)
  21668. skill->require.ammo |= 1 << constant;
  21669. else
  21670. skill->require.ammo &= ~(1 << constant);
  21671. }
  21672. }
  21673. } else {
  21674. if (!exists)
  21675. skill->require.ammo = 0;
  21676. }
  21677. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21678. if (skill->require.ammo == 0) {
  21679. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21680. return 0;
  21681. }
  21682. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21683. return 0;
  21684. } else {
  21685. if (!exists)
  21686. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21687. }
  21688. if (this->nodeExists(requireNode, "State")) {
  21689. std::string state;
  21690. if (!this->asString(requireNode, "State", state))
  21691. return 0;
  21692. std::string state_constant = "ST_" + state;
  21693. int64 constant;
  21694. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21695. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21696. return 0;
  21697. }
  21698. skill->require.state = static_cast<int32>(constant);
  21699. }
  21700. if (this->nodeExists(requireNode, "Status")) {
  21701. const auto& statusNode = requireNode["Status"];
  21702. for (const auto& it : statusNode) {
  21703. std::string status;
  21704. c4::from_chars(it.key(), &status);
  21705. std::string status_constant = "SC_" + status;
  21706. int64 constant;
  21707. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21708. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21709. return 0;
  21710. }
  21711. bool active;
  21712. if (!this->asBool(statusNode, status, active))
  21713. return 0;
  21714. auto status_exists = util::vector_get(skill->require.status, constant);
  21715. if (active && status_exists == skill->require.status.end())
  21716. skill->require.status.push_back(static_cast<sc_type>(constant));
  21717. else if (!active && status_exists != skill->require.status.end())
  21718. skill->require.status.erase(status_exists);
  21719. }
  21720. }
  21721. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21722. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21723. return 0;
  21724. } else {
  21725. if (!exists)
  21726. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21727. }
  21728. if (this->nodeExists(requireNode, "ItemCost")) {
  21729. const auto itemNode = requireNode["ItemCost"];
  21730. int32 count = 0;
  21731. for (const auto& it : itemNode) {
  21732. std::string item_name;
  21733. if (!this->asString(it, "Item", item_name))
  21734. continue;
  21735. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21736. if (item == nullptr) {
  21737. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21738. return 0;
  21739. }
  21740. int32 amount;
  21741. if (!this->asInt32(it, "Amount", amount))
  21742. continue;
  21743. if (this->nodeExists(it, "Level")) {
  21744. uint16 cost_level;
  21745. if (!this->asUInt16(it, "Level", cost_level))
  21746. continue;
  21747. if (cost_level < 1 || cost_level > skill->max) {
  21748. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21749. return 0;
  21750. }
  21751. count = cost_level - 1;
  21752. if (!skill->require.itemid_level_dependent)
  21753. skill->require.itemid_level_dependent = true;
  21754. }
  21755. skill->require.itemid[count] = item->nameid;
  21756. skill->require.amount[count] = amount;
  21757. count++;
  21758. }
  21759. }
  21760. if (this->nodeExists(requireNode, "Equipment")) {
  21761. const auto& equipNode = requireNode["Equipment"];
  21762. for (const auto& it : equipNode) {
  21763. std::string item_name;
  21764. c4::from_chars(it.key(), &item_name);
  21765. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21766. if (item == nullptr) {
  21767. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21768. return 0;
  21769. }
  21770. bool active;
  21771. if (!this->asBool(equipNode, item_name, active))
  21772. return 0;
  21773. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21774. if (active && equip_exists == skill->require.eqItem.end())
  21775. skill->require.eqItem.push_back(item->nameid);
  21776. else if (!active && equip_exists != skill->require.eqItem.end())
  21777. skill->require.eqItem.erase(equip_exists);
  21778. }
  21779. }
  21780. }
  21781. if (this->nodeExists(node, "GiveAp")) {
  21782. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21783. return 0;
  21784. } else {
  21785. if (!exists)
  21786. memset(skill->giveap, 0, sizeof(skill->giveap));
  21787. }
  21788. if (this->nodeExists(node, "Unit")) {
  21789. const auto& unitNode = node["Unit"];
  21790. if (this->nodeExists(unitNode, "Id")) {
  21791. std::string unit;
  21792. if (!this->asString(unitNode, "Id", unit))
  21793. return 0;
  21794. std::string unit_constant = "UNT_" + unit;
  21795. int64 constant;
  21796. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21797. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21798. return 0;
  21799. }
  21800. skill->unit_id = static_cast<uint16>(constant);
  21801. } else {
  21802. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21803. return 0;
  21804. }
  21805. if (this->nodeExists(unitNode, "AlternateId")) {
  21806. std::string unit;
  21807. if (!this->asString(unitNode, "AlternateId", unit))
  21808. return 0;
  21809. std::string unit_constant = "UNT_" + unit;
  21810. int64 constant;
  21811. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21812. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21813. return 0;
  21814. }
  21815. skill->unit_id2 = static_cast<uint16>(constant);
  21816. } else {
  21817. if (!exists)
  21818. skill->unit_id2 = 0;
  21819. }
  21820. if (this->nodeExists(unitNode, "Layout")) {
  21821. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21822. return 0;
  21823. } else {
  21824. if (!exists)
  21825. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21826. }
  21827. if (this->nodeExists(unitNode, "Range")) {
  21828. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21829. return 0;
  21830. } else {
  21831. if (!exists)
  21832. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21833. }
  21834. if (this->nodeExists(unitNode, "Interval")) {
  21835. int16 interval;
  21836. if (!this->asInt16(unitNode, "Interval", interval))
  21837. return 0;
  21838. skill->unit_interval = interval;
  21839. } else {
  21840. if (!exists)
  21841. skill->unit_interval = 0;
  21842. }
  21843. if (this->nodeExists(unitNode, "Target")) {
  21844. std::string target;
  21845. if (!this->asString(unitNode, "Target", target))
  21846. return 0;
  21847. std::string target_constant = "BCT_" + target;
  21848. int64 constant;
  21849. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21850. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21851. return 0;
  21852. }
  21853. skill->unit_target = static_cast<int32>(constant);
  21854. } else {
  21855. if (!exists)
  21856. skill->unit_target = BCT_ALL;
  21857. }
  21858. if (this->nodeExists(unitNode, "Flag")) {
  21859. const auto& flagNode = unitNode["Flag"];
  21860. for (const auto& it : flagNode) {
  21861. std::string flag;
  21862. c4::from_chars(it.key(), &flag);
  21863. std::string flag_constant = "UF_" + flag;
  21864. int64 constant;
  21865. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21866. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21867. return 0;
  21868. }
  21869. bool active;
  21870. if (!this->asBool(flagNode, flag, active))
  21871. return 0;
  21872. if (active)
  21873. skill->unit_flag.set(static_cast<uint8>(constant));
  21874. else
  21875. skill->unit_flag.reset(static_cast<uint8>(constant));
  21876. }
  21877. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21878. skill->unit_target = BCT_NOENEMY;
  21879. // By default, target just characters.
  21880. skill->unit_target |= BL_CHAR;
  21881. if (skill->unit_flag[UF_NOPC])
  21882. skill->unit_target &= ~BL_PC;
  21883. if (skill->unit_flag[UF_NOMOB])
  21884. skill->unit_target &= ~BL_MOB;
  21885. if (skill->unit_flag[UF_SKILL])
  21886. skill->unit_target |= BL_SKILL;
  21887. } else {
  21888. if (!exists){
  21889. skill->unit_flag = UF_NONE;
  21890. // By default, target just characters.
  21891. skill->unit_target |= BL_CHAR;
  21892. }
  21893. }
  21894. }
  21895. if (this->nodeExists(node, "Status")) {
  21896. std::string status;
  21897. if (!this->asString(node, "Status", status))
  21898. return 0;
  21899. std::string status_constant = "SC_" + status;
  21900. int64 constant;
  21901. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21902. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21903. return 0;
  21904. }
  21905. if (constant < SC_NONE || constant >= SC_MAX) {
  21906. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21907. constant = SC_NONE;
  21908. }
  21909. skill->sc = static_cast<sc_type>(constant);
  21910. } else {
  21911. if (!exists)
  21912. skill->sc = SC_NONE;
  21913. }
  21914. if (!exists) {
  21915. this->put(skill_id, skill);
  21916. this->skilldb_id2idx[skill_id] = this->skill_num;
  21917. this->skill_num++;
  21918. }
  21919. return 1;
  21920. }
  21921. void SkillDatabase::clear() {
  21922. TypesafeCachedYamlDatabase::clear();
  21923. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21924. this->skill_num = 1;
  21925. }
  21926. void SkillDatabase::loadingFinished(){
  21927. if( this->skill_num > MAX_SKILL ){
  21928. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  21929. }
  21930. TypesafeCachedYamlDatabase::loadingFinished();
  21931. }
  21932. /**
  21933. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21934. * @param skill_id
  21935. * @param silent If Skill is undefined, show error message!
  21936. * @return Skill Index or 0 if not found/unset
  21937. **/
  21938. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21939. uint16 idx = this->skilldb_id2idx[skill_id];
  21940. if( idx == 0 && skill_id != 0 && !silent ){
  21941. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21942. }
  21943. return idx;
  21944. }
  21945. SkillDatabase skill_db;
  21946. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21947. return std::string(db_path) + "/spellbook_db.yml";
  21948. }
  21949. /**
  21950. * Reads and parses an entry from the spellbook_db.
  21951. * @param node: YAML node containing the entry.
  21952. * @return count of successfully parsed rows
  21953. */
  21954. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21955. std::string skill_name;
  21956. if (!this->asString(node, "Skill", skill_name))
  21957. return 0;
  21958. uint16 skill_id = skill_name2id(skill_name.c_str());
  21959. if (skill_id == 0) {
  21960. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21961. return 0;
  21962. }
  21963. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21964. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21965. return 0;
  21966. }
  21967. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21968. bool exists = spell != nullptr;
  21969. if (!exists) {
  21970. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21971. return 0;
  21972. spell = std::make_shared<s_skill_spellbook_db>();
  21973. spell->skill_id = skill_id;
  21974. }
  21975. if (this->nodeExists(node, "Book")) {
  21976. std::string book_name;
  21977. if (!this->asString(node, "Book", book_name))
  21978. return 0;
  21979. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21980. if (item == nullptr) {
  21981. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21982. return 0;
  21983. }
  21984. spell->nameid = item->nameid;
  21985. }
  21986. if (this->nodeExists(node, "PreservePoints")) {
  21987. uint16 points;
  21988. if (!this->asUInt16(node, "PreservePoints", points))
  21989. return 0;
  21990. spell->points = points;
  21991. }
  21992. if (!exists)
  21993. this->put(skill_id, spell);
  21994. return 1;
  21995. }
  21996. /**
  21997. * Check if the specified item is available in the spellbook_db or not
  21998. * @param nameid: Book Item ID
  21999. * @return Spell data or nullptr otherwise
  22000. */
  22001. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22002. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22003. return nullptr;
  22004. for (const auto &spell : reading_spellbook_db) {
  22005. if (spell.second->nameid == nameid)
  22006. return spell.second;
  22007. }
  22008. return nullptr;
  22009. }
  22010. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22011. return std::string(db_path) + "/magicmushroom_db.yml";
  22012. }
  22013. /**
  22014. * Reads and parses an entry from the magicmushroom_db.
  22015. * @param node: YAML node containing the entry.
  22016. * @return count of successfully parsed rows
  22017. */
  22018. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22019. std::string skill_name;
  22020. if (!this->asString(node, "Skill", skill_name))
  22021. return 0;
  22022. uint16 skill_id = skill_name2id(skill_name.c_str());
  22023. if (!skill_id) {
  22024. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22025. return 0;
  22026. }
  22027. if (!skill_get_inf(skill_id)) {
  22028. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22029. return 0;
  22030. }
  22031. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22032. bool exists = mushroom != nullptr;
  22033. if (!exists) {
  22034. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22035. mushroom->skill_id = skill_id;
  22036. this->put(skill_id, mushroom);
  22037. }
  22038. return 1;
  22039. }
  22040. /** Reads Produce db
  22041. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22042. */
  22043. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  22044. {
  22045. unsigned short x, y;
  22046. unsigned short id = atoi(split[0]);
  22047. t_itemid nameid = 0;
  22048. bool found = false;
  22049. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22050. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22051. return false;
  22052. }
  22053. // Clear previous data, for importing support
  22054. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22055. // Import just for clearing/disabling from original data
  22056. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22057. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22058. return true;
  22059. }
  22060. if (!item_db.exists(nameid)) {
  22061. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22062. return false;
  22063. }
  22064. skill_produce_db[id].nameid = nameid;
  22065. skill_produce_db[id].itemlv = atoi(split[2]);
  22066. skill_produce_db[id].req_skill = atoi(split[3]);
  22067. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22068. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22069. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22070. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22071. }
  22072. if (!found)
  22073. skill_produce_count++;
  22074. return true;
  22075. }
  22076. const std::string SkillArrowDatabase::getDefaultLocation() {
  22077. return std::string(db_path) + "/create_arrow_db.yml";
  22078. }
  22079. /**
  22080. * Reads and parses an entry from the create_arrow_db.
  22081. * @param node: YAML node containing the entry.
  22082. * @return count of successfully parsed rows
  22083. */
  22084. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22085. std::string source_name;
  22086. if (!this->asString(node, "Source", source_name))
  22087. return 0;
  22088. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22089. if (item == nullptr) {
  22090. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22091. return 0;
  22092. }
  22093. t_itemid nameid = item->nameid;
  22094. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22095. bool exists = arrow != nullptr;
  22096. if (!exists) {
  22097. arrow = std::make_shared<s_skill_arrow_db>();
  22098. arrow->nameid = nameid;
  22099. }
  22100. const auto& MakeNode = node["Make"];
  22101. for (const auto &it : MakeNode) {
  22102. std::string item_name;
  22103. if (!this->asString(it, "Item", item_name))
  22104. return 0;
  22105. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22106. if (item == nullptr) {
  22107. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22108. return 0;
  22109. }
  22110. uint16 amount;
  22111. if (!this->asUInt16(it, "Amount", amount))
  22112. return 0;
  22113. if (amount == 0) {
  22114. if (arrow->created.erase(item->nameid) == 0)
  22115. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22116. continue;
  22117. }
  22118. if (amount > MAX_AMOUNT) {
  22119. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22120. continue;
  22121. }
  22122. arrow->created[item->nameid] = amount;
  22123. }
  22124. if (!exists)
  22125. this->put(nameid, arrow);
  22126. return 1;
  22127. }
  22128. const std::string AbraDatabase::getDefaultLocation() {
  22129. return std::string(db_path) + "/abra_db.yml";
  22130. }
  22131. /**
  22132. * Reads and parses an entry from the abra_db.
  22133. * @param node: YAML node containing the entry.
  22134. * @return count of successfully parsed rows
  22135. */
  22136. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22137. std::string skill_name;
  22138. if (!this->asString(node, "Skill", skill_name))
  22139. return 0;
  22140. uint16 skill_id = skill_name2id(skill_name.c_str());
  22141. if (!skill_id) {
  22142. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22143. return 0;
  22144. }
  22145. if (!skill_get_inf(skill_id)) {
  22146. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22147. return 0;
  22148. }
  22149. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22150. bool exists = abra != nullptr;
  22151. if (!exists) {
  22152. abra = std::make_shared<s_skill_abra_db>();
  22153. abra->skill_id = skill_id;
  22154. }
  22155. if (this->nodeExists(node, "Probability")) {
  22156. const auto& probNode = node["Probability"];
  22157. uint16 probability;
  22158. if (!probNode.is_seq()) {
  22159. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22160. return 0;
  22161. abra->per.fill(probability);
  22162. } else {
  22163. abra->per.fill(0);
  22164. for (const auto& it : probNode) {
  22165. uint16 skill_lv;
  22166. if (!this->asUInt16(it, "Level", skill_lv))
  22167. continue;
  22168. if (skill_lv > MAX_SKILL_LEVEL) {
  22169. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22170. return 0;
  22171. }
  22172. if (!this->asUInt16Rate(it, "Probability", probability))
  22173. continue;
  22174. abra->per[skill_lv - 1] = probability;
  22175. }
  22176. }
  22177. } else {
  22178. if (!exists)
  22179. abra->per.fill(500);
  22180. }
  22181. if (!exists)
  22182. this->put(skill_id, abra);
  22183. return 1;
  22184. }
  22185. /** Reads change material db
  22186. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22187. */
  22188. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  22189. {
  22190. uint16 id = atoi(split[0]);
  22191. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22192. short rate = atoi(split[2]);
  22193. bool found = false;
  22194. int x, y;
  22195. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22196. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22197. return false;
  22198. }
  22199. // Clear previous data, for importing support
  22200. if (skill_changematerial_db[id].nameid > 0) {
  22201. found = true;
  22202. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22203. }
  22204. // Import just for clearing/disabling from original data
  22205. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22206. if (nameid == 0) {
  22207. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22208. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22209. return true;
  22210. }
  22211. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22212. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22213. if (skill_produce_db[x].nameid == nameid)
  22214. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22215. break;
  22216. }
  22217. if (x >= MAX_SKILL_PRODUCE_DB) {
  22218. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22219. return false;
  22220. }
  22221. skill_changematerial_db[id].nameid = nameid;
  22222. skill_changematerial_db[id].rate = rate;
  22223. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22224. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22225. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22226. }
  22227. if (!found)
  22228. skill_changematerial_count++;
  22229. return true;
  22230. }
  22231. /**
  22232. * Reads skill damage adjustment
  22233. * @author [Lilith]
  22234. */
  22235. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  22236. {
  22237. int64 caster_tmp;
  22238. uint16 id;
  22239. int caster, value;
  22240. char *result;
  22241. trim(split[0]);
  22242. if (ISDIGIT(split[0][0])) {
  22243. value = strtol(split[0], &result, 10);
  22244. if (*result) {
  22245. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22246. return false;
  22247. }
  22248. id = value;
  22249. } else
  22250. id = skill_name2id(split[0]);
  22251. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22252. if (!skill)
  22253. return false;
  22254. skill->damage = {};
  22255. trim(split[1]);
  22256. if (ISDIGIT(split[1][0])) {
  22257. value = strtol(split[1], &result, 10);
  22258. if (*result) {
  22259. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22260. return false;
  22261. }
  22262. caster = value;
  22263. } else { // Try to parse caster as constant
  22264. if (!script_get_constant(split[1], &caster_tmp)) {
  22265. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22266. return false;
  22267. }
  22268. caster = static_cast<uint16>(caster_tmp);
  22269. }
  22270. skill->damage.caster |= caster;
  22271. value = strtol(split[2], &result, 10);
  22272. if (*result) {
  22273. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22274. return false;
  22275. }
  22276. skill->damage.map |= value;
  22277. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22278. value = strtol(split[offset], &result, 10);
  22279. if (*result && *result != ' ') {
  22280. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22281. value = 0;
  22282. }
  22283. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22284. }
  22285. return true;
  22286. }
  22287. /** Reads skill database files */
  22288. static void skill_readdb(void) {
  22289. int i;
  22290. const char* dbsubpath[] = {
  22291. "",
  22292. "/" DBIMPORT,
  22293. //add other path here
  22294. };
  22295. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22296. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22297. skill_produce_count = skill_changematerial_count = 0;
  22298. skill_db.load();
  22299. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22300. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22301. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22302. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22303. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22304. if (i == 0) {
  22305. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22306. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22307. } else {
  22308. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22309. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22310. }
  22311. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22312. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22313. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22314. aFree(dbsubpath1);
  22315. aFree(dbsubpath2);
  22316. }
  22317. abra_db.load();
  22318. magic_mushroom_db.load();
  22319. reading_spellbook_db.load();
  22320. skill_arrow_db.load();
  22321. skill_init_unit_layout();
  22322. skill_init_nounit_layout();
  22323. }
  22324. void skill_reload (void) {
  22325. skill_db.clear();
  22326. abra_db.clear();
  22327. magic_mushroom_db.clear();
  22328. reading_spellbook_db.clear();
  22329. skill_arrow_db.clear();
  22330. skill_readdb();
  22331. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22332. s_mapiterator *iter = mapit_getallusers();
  22333. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22334. pc_validate_skill(sd);
  22335. clif_skillinfoblock(sd);
  22336. }
  22337. mapit_free(iter);
  22338. }
  22339. /*==========================================
  22340. *
  22341. *------------------------------------------*/
  22342. void do_init_skill(void)
  22343. {
  22344. skill_readdb();
  22345. skillunit_db = idb_alloc(DB_OPT_BASE);
  22346. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22347. bowling_db = idb_alloc(DB_OPT_BASE);
  22348. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22349. ers_chunk_size(skill_timer_ers, 150);
  22350. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22351. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22352. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22353. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22354. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22355. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22356. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22357. }
  22358. void do_final_skill(void)
  22359. {
  22360. skill_db.clear();
  22361. abra_db.clear();
  22362. magic_mushroom_db.clear();
  22363. reading_spellbook_db.clear();
  22364. skill_arrow_db.clear();
  22365. db_destroy(skillunit_db);
  22366. db_destroy(skillusave_db);
  22367. db_destroy(bowling_db);
  22368. ers_destroy(skill_timer_ers);
  22369. }